The Punished, the final faction being added to Monster Train 2 as a paid DLC on November 10, introduces a unique playstyle centered around self-damage and sacrifice. This new faction rewards players for enduring harm, transforming pain into power and offering a distinct strategic layer to the acclaimed deckbuilder. Their aesthetic is one of chains, whips, and dark, ritualistic angels, contrasting with existing clans like the industrious Dwarven Gearsmiths.
Existing clans in Monster Train 2, such as the Melting Remnant, already feature mechanics involving sacrifice, but The Punished are defined by their thirst for it. They introduce new keywords like Chained, which redirects half the damage taken by friendly units to enemies, making damage a proactive element in overcoming enemy waves. This self-flagellation theme complements existing spells and equipment, and synergizes well with partner clans that offer protection from damage or additional ways to inflict it.
Despite the potentially complex risk-reward associated with self-inflicted damage, The Punished, particularly with their champion Archus, prove to be remarkably powerful and relatively easy to play. A core mechanic for this faction is the Monolith, a special unit that sacrifices cards from the player's hand to gain Devotion. Each level of Devotion grants Zeal, which permanently increases the attack and maximum HP of deployed units. This mechanic offers a straightforward way to scale unit power throughout a run. The Monolith also provides a strategic advantage by allowing players to sacrifice Curses, preventing their negative effects. This system can even become a form of 'curse roulette,' where sacrificing a card might remove an unwanted card from hand.
Archus, the starter champion for The Punished, is an S-tier unit that amplifies damage based on lost HP. He also offers the versatility to debuff enemy damage and possesses the Flight ability, allowing him to deploy a "Darkshard" into enemy lanes. This Darkshard can either debuff enemy units, apply Bloodshed (which buffs friendly units when they take damage), or deal significant damage. The Bloodshed mechanic, in particular, can dramatically accelerate the effectiveness of sweepers or backline bruisers when paired with self-damaging spells or abilities.
Zariel, the second champion, presents a more advanced playstyle. Bound and lacking base attack, her power comes from absorbing damage. Her various paths leverage mechanics like "Pain," which increases damage based on friendly unit damage taken, and "Siphon," which grants Devotion. According to Shiny Shoe CEO Mark Cooke, Zariel's Pain and Chain paths synergize well with Hellhorned cards like Branding Rite and Inferno. He also highlighted the synergy between Zariel and The Condemned, a unit with Tenacious that redirects damage to enemies while amplifying its own damage taken.
While The Punished offer potent damage options, acquiring instantaneous damage can be challenging. Reaper of Suffering, their sole sweeper unit, starts with high attack but is initially Suppressed, requiring its cooldown to expire before it can act. Taking damage reduces this cooldown, and the unit heals and gains flight upon emerging from suppression. Other strong units include Forsaken Berserker, which gains multistrike with Monolith levels, and Scarred Justicar, an uncommon unit that gains significant attack when hit by friendly spells or abilities. The Penitent Sentinel, another uncommon unit, stands out as an exceptionally durable frontliner due to its ability to gain HP on revenge, offering a reliable and simple way to build a resilient defense.
After numerous successful runs with The Punished, their ability to synergize with various clans and offer multiple viable strategies is evident. The faction's masochistic theme is well-executed, providing a refreshing and powerful addition to Monster Train 2. While the studio may not have further DLC planned for this title, there is hope for future Monster Train games.