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Little Fade is the Exiled Champion Crown2.png of the Melting Remnant Clan Melting Remnant.png.

Lore[]

For all that I've learned of these Exiles, it should be no surprise to me that the Exile of the Melting Remnant is a thieving child. My visions with her have been brief, but she looks to be free of the wax for which her Ring is known. Perhaps her sacrifice, and the sacrifice of each Exile, granted immortality to the clans.

Battle Quotes[]

  • Who you callin' Little, featherface?
  • Come a little closer, I want to show you me pointy friend!
  • Come here, you!
  • Me knife's mighty sharp, wanna see?
  • This metal box ain't containing Fade for long, you'll see!
  • I was swiping feathers off your grandpappies backside before you were even a twinkle in his eye!
  • Now where's that ol' faker Flicker at these days, eh?
  • What are you so angry about?
  • You best watch your mouth!
  • Me fingers are light, best be careful!
  • Little in body, large in brains, I always say!
  • You best mind your manners 'round your elders!
  • Careful or I'll knick ya!
  • All this dripping wax is making me stomach all tumbly.
  • Oi! You go any o' them shinies lying about?
  • Oh come on, I won't hurt you that much!

Upgrades[]

Upgrade I.png Upgrade II.png Upgrade III.png
Little Icarus Spikes 1.

Slay: Gain +2Attack and Spikes 2 permanently.

Spikes 1.

Slay: Gain +3Attack and Spikes 3 permanently.

Spikes 1.

Slay: Gain +4Attack and Spikes 4 permanently.

Fire Light Extinguish: Apply +5Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +12Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +20Attack, +5Health, and Burnout 2 to friendly units.
Eternal Flame Quick. Endless.

Extinguish: +15Attack and +1Health.

Quick. Endless.

Extinguish: +30Attack and +2Health.

Quick. Endless.

Extinguish: +60Attack and +3Health.

Strategy[]

Little Icarus[]

With Little Icarus, it is of vital importance have Little Fade kill as often as possible, especially in early levels. If her damage output falls too much behind, it can create a death spiral where it's too difficult to let her kill, causing her to continue growing slowly. It's usually best to hybridize this upgrade with one or two levels of Eternal Flame, both because the two abilities synergize well and because the second and third levels of Little Icarus provide only as much value combined as the first level. Eternal Flame allows Little Fade to much more reliably score kills every round, and with Quick it isn't difficult to both kill and die most rounds. Additionally, Eternal Flame allows a lot more use from the spikes granted by kills with Little Icarus, and spike kills count for the Extinguish trigger, sometimes allowing multiple kills per round.

Any method to apply trample, multistrike, or sweep to Little Fade is extremely valuable, as it will allow her to potentially score multiple kills per round. Remember, making Little Fade highly lethal is important not just for the current battle but for every future battle as well.

It is not recommended to pick up the second or third level of Little Icarus on the last forge, as it will only provide 1 spike and damage gain which can only be fed for two to three encounters (depending whether you fight The Last Divinity or not) before the run is over.

Fire Light[]

Eternal Flame[]

The highest priority with Eternal Flame is ensuring that Little Fade dies as frequently as possible (until your final waves come). You may find that a stack of Fire Light is synergistic (though slightly detrimental to Little Fade's damage output, Resin Block or Waxer Snuffer can "replace" the missing buff), if you need to focus on buffing other units (for instance, those with powerful abilities like Multistrike, Sweep, and/or Quick).

Post 2.0.0, damage mitigation is not as important on Eternal Flame, due to her having Quick. However, this can make her difficult to intentionally kill. Avoiding adding health, having high-potency self-damaging attack spells like Subsuming Blade, methods to put an "expiry date" on Little Fade via Burnout (or, if playing with Wurmkin, adding Reap to Little Fade) can assist with triggering her Extinguish effect.

In addition, her Extinguish effect synergizes particularly well with Resin Block and Waxer Snuffer. Resin Block can next to completely mitigate taking one stack of another upgrade, if you don't care about her health, whereas Waxer Snuffer can double her output. They do not synergize particularly well, but they are not detrimental to have together, so you should not treat it as a full replacement for one tier of Eternal Flame, but instead a support for not having it. Penitent Remains is also very useful, as the bonus to attack will be applied each summon, effectively increasing the base attack gain.

The need to kill her frequently synergizes well with units that have harvest, such as Wickless Tycoon, Wickless Baron, etc. (though they can be difficult to keep alive for the intended effect)

When the boss arrives or enters Relentless phase, the strategy to best use Eternal Flame becomes almost opposite. Her incredible damage output can kill most bosses, but doing so requires keeping her alive for as much of the fight as possible by putting her at the back and using any defensive buffs. Delaying Extinguish will not cause a problem, because you will not be able to play her until the fight on the current floor is resolved. If you cannot kill the boss on one floor, try to leave room to place her on the next floor so she can continue doing damage.

Eternal Flame, prior to 2.0.0[]

Prior to update 2.0.0, due to her increasing Ember cost, Little Fade was best to kill repeatedly, and then stick behind a bulky tank on your first floor when she is 2 deaths away from capping out your Ember generation.

Due to her lack of Quick prior to 2.0.0, she needs appropriate defense to be viable. Using units like Entombed Explosive, Molten Encasement, or other forms of damage mitigation (be it damage sponges, damage shields, etc.) can help preventing her untimely death. Waxer snuffer synergizes VERY POORLY with Eternal Flame prior to 2.0.0, because it also doubles the ember cost increase. This can cause difficulty timing your placements on Little Fade, and reduce her overall "effectiveness" in the final wave.

History[]

See: Version History

As with all other exiled Champions, Little Fade was added with the Friends and Foes Update. In 2.0.0 her Eternal Flame path was overhauled.

Upgrade I.png Upgrade II.png Upgrade III.png
Fire Light (1.2.5) Extinguish: Apply +5Attack, +1Health, and Burnout 2 to friendly units. Extinguish: Apply +15Attack, +2Health, and Burnout 2 to friendly units. Extinguish: Apply +30Attack, +3Health, and Burnout 2 to friendly units.
Fire Light (1.2.6) Extinguish: Apply +5Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +15Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +30Attack, +5Health, and Burnout 2 to friendly units.
Fire Light (1.4) Extinguish: Apply +5Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +15Attack, +5Health, and Burnout 2 to friendly units. Extinguish: Apply +25Attack, +5Health, and Burnout 2 to friendly units.
Eternal Flame (1.2.5) Endless.

Extinguish: +20Attack, +5Health, and +1Ember cost.

Endless.

Extinguish: +60Attack, +5Health, and +1Ember cost.

Endless.

Extinguish: +120Attack, +5Health, and +1Ember cost.

Eternal Flame (1.2.6) Endless.

Extinguish: +25Attack, +5Health, and +1Ember cost.

Endless.

Extinguish: +70Attack, +5Health, and +1Ember cost.

Endless.

Extinguish: +140Attack, +5Health, and +1Ember cost.

Eternal Flame (2.0) Quick. Endless.

Extinguish: +20Attack and +1Health.

Quick. Endless.

Extinguish: +40Attack and +2Health.

Quick. Endless.

Extinguish: +60Attack and +3Health.

Version Changes
1.2.5 Added Little Fade.
1.2.6 Little Fade's Fire Light path now adds +5 max health at all levels instead of the lower scaling amounts previously. Little Fade's Eternal Flame at all levels now gives increased attack. Level 1 is 20->25, level 2 is 60->70, level 3 is 120->140. Sped up Little Fade's VFX so they fade out faster on death. Fixed interaction with Little Fade's Icarus path and the Highly Reactive mutator.
1.4.0 Fire Light Little Fade III attack bonus decreased 30 -> 25.
2.0.0 Lil Fade’s Eternal Flame path has had its attack bonuses reduced, but it no longer increases her ember cost each time she dies. This will allow the pint-sized Eternal Flame to be eternally playable regardless of your ember generation. Also added Quick.
2.1
  • Fire Light Little Fade Extinguish attack progression reduced 5/15/25 to 5/12/20.
  • Eternal Flame Little Fade Extinguish attack progression reduced 20/40/60 to 15/30/60.


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