Titan Stats Listing


#1
Annihilator Mark I - August ?, 2018

Titan: Annihilator Mark I
Type: Physical
Date: August 2018

Video: https://www.youtube.com/watch?v=Ct58AD6c_lg

Top1: Night Eagle, 4-9 Range, 1 Pull
Top2: Night Eagle, 4-9 Range, 1 Pull
Side1: Sweetie, 3-6 Range, ResDmg, -MaxEn Dmg
Side2: Amor Annihilator, 2-4 Range?, large negative resist
Side3: Nightfall, 2-4 Range
Side4: Annihilation, 1-2 Range
Stomp: Was this 1 Push or 2?

Weakness: Long Range

Strategy: Because Stomp was, I think, 1 push, you can probably dual-sword this one.

Annihilator Mark II - August ?, 2018

Titan: Annihilator Mark II
Type: Heat
Date: August 2018

6-star stats

Hitpoints: 494 730
Energy: 1127
Heat: 809
Resistances: 61 Electrical 61 Explosive 20 Physical
Top1: Frenzy: 4-9 Range, 180-235 ExDmg, 5 ResDmg, 65 Heat Dmg
Top2: Frenzy: 4-9 Range, 180-235 ExDmg, 5 ResDmg, 65 Heat Dmg
Side1: Reckoning: 1-2 Range, ExDmg, -10 Resist, Heat Dmg
Side2: Basalt Dissolver: 2-4 Range, Massive Resist Dmg
Side3: Abomination: 2-4 Range, ExDmg, HeatDmg
Side4: Magma Blast: More than one use, 2-4 Range, ExDmg,-Resist, -Max Heat, -Cooling, Heat Dmg

(See above for some of the numbers I recorded at 6-stars, Top Weapons are quite tame)
Top1: Frenzy: 4-9 Range, ExDmg, Heat Dmg, -Res
Top2: Frenzy: 4-9 Range, ExDmg, Heat Dmg, -Res
Side1: Reckoning: 1-2 Range, ExDmg, HeatDmg, -Res, 1 Knockback
Side2: Basalt Dissolver: 2-4 Range, Large -Res
Side3: Abomination: 2-4 Range, ExDmg, HeatDmg, -Res, 1 Knockback
Side4: Magma Blast: 2-4 Range, ExDmg, HeatDmg, -Res, -MaxHeat, -Cooling, 1 Knockback

Vulnerable to Grapple? No
Movement: None
Stomp: Uses Reckoning (probably 3-use?)

(January 23) Day 1 he started at Range 6.

Best strategy for any class is going to be working at range. His Reckoning is 1-2 Range, Abom 2-4, Magma (multi-use) 2-4, Basalt Dissolver 2-4.

His Top weapons are relatively easy to weather out, they don’t damage heat cap or cooling so this is an easy ranged fight.

Use Ranged weapons with 3 or infinite uses dealing res dmg, same with drone. The 3-6 range drones are ideal. I don’t recommend using 3-shot drones due to stacking resist you want to fire 3 times per round given this is a longer fight. Zarkares and 4 Heat Engines meant I had (I think) just 2 or 3 rounds with a cooldown while playing. (Again this was 6 stars)

Annihilator Mark III - August ?, 2018

Titan: Annihilator Mark III
Type: Energy
Date: August 2018

7-Star Stats: Low Level (Titans go as high as 7-stars, but they have several levels of power within their star rating - I don’t know the max)
Hitpoints: 591 730
Energy: 1427
Heat: 709

Resistances: 81 Electrical 30 Explosive 101 Physical

No Energy Cost for Weapons

Top1: Grim Cobra: 4-9 Range, 215-236 ElDmg, 96 EnDmg,
Top2: Grim Cobra: 4-9 Range, 215-236 ElDmg -96 EnDmg, -13 Regen
Side1: Bulldog: -11 Res, ~350 ElDmg, 68 EnDmg, (Infinite Use?)
Side2: Blizzard Dissolver: (1 Use) 2-4 Range -Regen?, -81 Resist
Side3: Malice Beam: 2-6 Range, ~215 ElDmg124 EnDmg, -24 MaxEn,
Side4: Bunker Shell: (2 Use), 2-4 Range, (-13-14?)Res, ElDmg, (Probably -Regen/MaxEn), 1 Knockback

Stomp: Uses Bulldog
Vulnerable to Grapple?: No

Strategy
  1. Far Range Strategy:
  • Due to no resist damage and relatively little regen damage this is likely optimal for 7-star Titans.
  • Combined two shots from Grim Cobras at 7-stars, level 3, did 192 Energy Damage and 13 Regen Damage.
  • Lets say you are energy user and take 131 energy per round to fire your weapons, you will need 323 Max Energy at the start of each round. After 6 rounds you’ll have taken 78 cumulative Regen damage, so if you expect to last 6 rounds, you’d need 323 Max Energy and 401 Regen. (With arena boosts, 1 Avenger Torso, 1 max engine and 4 Mass Boosters would be sufficient for 9 rounds). Gear accordingly depending on how much energy you use.
  • Movement Strategy - you need to end your round after firing at range 6,7,8,9 to avoid getting pulled to range 4 with the first shot then getting hit by those resist damaging weapons.
    ie. when you are at Range 5, teleport/move to Range 8 (or 9 depending on weapons/strategy)
    Range 8-> Pulled to range 6
    Range 6-> Fire twice, pulled to range 4
    Range 4-> Fire once, teleport to Range 8/9. (If you’re at Range 5, also fire once+move as you u run the risk of pull+getting hit by that blizzard dissolver at range 4)
  1. If you opt for close range strategy:
  • It will hurt at 7 stars due to that minus 81 resist Blizzard Dissolver at 7-stars (though if you have a lower Titan this may not be as painful and close may be the optimal strategy for you), and you will get hit by the Bunker twice.
  • Malice Beam fires at Range 2 once the Blizzard, and 2 Bunker shots are used up.
  • You’ll need legs that move, or you’ll need a dual-teleport + charge. One move to close to 1-range, and one move for each of the two bunker shots (Bulldog+Bunker pushes you to range 3). After this point Sword+Close Range weapon will keep you at Range 1. So you can do this with a claw.

Jan 27, Day 1 started at Range 5

Octavious Mark I - September 2018?

Titan: Octavious Mark I
Type: Physical
Date: September 8, 2018

7 Stars (and Level 2 of 3?) Stats:
Hitpoints: 548 080
Energy: 928
Heat: 864
Resistances: 26 Electrical, 72 Explosive, 92 Physical

Top1: 4-9 Range, ~395-415 Physical Damage, (No Res Drain), 1 Push
Top2: 4-9 Range, ~200 Damage, -29 MaxEn, -14 Regen, 1 Push (Energy Cost)
Side1: 1-3 Range, 1 Push
Side2: 1-3 Range, 1 Push
Vulnerable to Grapple?: NO

  • You are pushed twice per round, you’ll need legs that move or teleport/dual-teleport/charge
  • One option is to energy drain and you’re attacked/pushed once per round at Range 4-9.
  • Dual sword is not an option due to being pushed twice per range.

Strategy - There’s a strong argument for using an energy drain build that works at ranges 4-8 since you’re only hit by one weapon per round if you stay at 4+ and have drained the Titan. I believe the Range 1-3 weapons do physical resist drain though I didn’t test that range this time. If you’re playing heat or physical you’ll need at least a couple of energy engines just to hold off that regen and max energy drain from Top2 weapon.

Octavious Mark II - September ?, 2018

Titan: Octavious Mark II
Type: Heat
Date: September 2018
Announcement Thread: A New Titan Has Arrived 16/9

Stats at 6-stars, high-level (Titans have several levels of power within each star rating)
Hitpoints: 504 430
Energy: 1157
Heat: 819
Resistances: 63 Electrical 63 Explosive 21 Physical

No energy cost for weapons.

Top 1: 4-9 Range, 276 Heat Damage, ~70-160 ExDmg, No Res Drain, No MaxHeat Dmg, No CoolingDmg
Top 2: 4-9 Range, Zero Heat Damage, ~70-160 ExDmg, -37 Resist, No MaxHeat Dmg, No CoolingDmg
Side 1: Range 1-3, Low ExDmg, 46 HeatDmg, -37 MaxHeat, -18 Cooling
Side 2: Range 1-3, Low ExDmg, 46 Heat Dmg,-37 MaxHeat, -18 Cooling
Other Side Weapon?: I don’t have a video, but I believe I was hit either at 1 or 2 range for no heat damage on one of the shots, I didn’t catch the other damage stats (maybe -res?) - I may just be mistaken, but would love if someone else can comment.
Vulnerable to Grapple? NO

I started at Range 6 on February 4, 2019
Another player reported starting at Range 8 on the same day.

Strategy:

  • You are pushed twice per round, you’ll need legs that move or teleport/dual-teleport/charge
  • Dual sword is not an option due to being pushed twice per range.
  • Given the low explosive damage and the resist drain being Top2, you might try a strategy in the 1-3 range with dual teleport/dual charge or with rollers. Otherwise you might just teleport close and have all ranges covered as you’re pushed back 2 per round. Having Dual-Scope type weapons might work well here.
  • I always recommend over-estimating the heat/cooling you’ll need on your first run through and adjust downwards to eke out a little more damage for runs 2 & 3 vs underestimating and not getting in much damage.
Octavious Mark III - September 16, 2018

Titan: Octavious Mark III
Type: Energy
Date: September 16, 2018

Announcement Thread: A New Titan Has Arrived 16/9

Resistances: Weaker to Physical

No Energy Cost to use Weapons
All weapons have 1 Push

Top1: Range 4-9, Resist Damage
Top2: Range 4-9, Major Energy Drain
Side1: Range 1-3, Energy Cap Damage
Side2: Range 1-3, Energy Cap Damage
Vulnerable to Grapple?: NO

Strategy: You’ll need energy regen obviously (and electrical resist if you have it) and weapons that operate at multiple ranges due to push.

Because you’re constantly pushed (and will reach range 9 eventually) you need to have feet that move, or more ideally, a dual teleport + charge and to cover off multiple ranges.

Because you’re getting pushed 2 per round, you can also strap on a pair of Falcons or similar if you’re on the even track 2/4/6/8 (or reposition to 2/4/6 if you’re on the 1/3/5/7 track). If you use a pair of Falcons you’ll need something like Ultrabright or Malice etc. to hit the 5/6 ranges with a side weapon or you’re wasting a turn you could be firing a pair of weapons.

Vulnerable to Grapple? NO

Shogun Mark I - September 20, 2018

Titan: Shogun Mark I
Type: Physical
Date: September 20, 2018
Announcement/Discussion Threads:
December Update : Titan Update and Desktop Version
New titan! Shogun!

– At 5 stars, the swords drain 14 resist each, the top weapons drain 9 resist each.

Top1: Mighty Cannon, 2 Pull, 4-9 Range (Costs Energy!)
Top2: Rocket Launcher, 4-9 Range, Drains Resistance
Side1: Sword, 3 Range+Jump, Higher resist drain than Top Weapons
Side2: Sword, 3 Range+Jump, Higher resist drain than Top Weapons
Vulnerable to Grapple?: Yes
Charge: 2 Uses
Movement: 2-Range Walk if drained and he has used both charges.

Strategy:

  1. Dual Range 1 Weapons. This works best if you have high hps/resist and claw. You can either hook right away, or fire off some resist-draining weapons as he pulls you in

  2. Range - His top weapons do less than his swords, you can let him pull you in until his pull brings you to less than Range 4, then you want to fire once, and teleport to range 8 or 9. You’ll get pulled forward twice per round and then you can teleport again. Optionally you can have legs with movement to stay at range, but that depends on how many hps (if any) you have after rounds of being pulled.

  3. Drain and stay at Range. This only works if you can drain him on your third turn (ie. start at 6 range, drone, valiant+valiant, Ultrabright+move).

  • Drain him, back off to range 4+. He will use rockets and charge.
  • Fire and back off to the left side of the map. He will use rockets then charge.
  • Fire+Teleport to the right side of the map. He will use rockets and move forward 2.

I only recommend Strategy 3 if you have high resist and probably plat plates. I don’t have plat plates, but I do have MPV and Mighty Protector and found Strategy 3 to be slightly more effective than Strategy 1 (stacking hps/claw using Valiants/Blizzards at Range as I was pulled in followed up by brightroars for Range 1).

You do need Valiants for Strat 3 to work, I don’t recommend EMP because this means sacrificing hp modules for energy modules and further carrying 70 weight for that EMP.

You’re giving up some initial hits with your teleports and movement and a chunk of hps from the claw, as you are hit by 2 Mighty Pulls and 2 charges before he starts walking, but if you have high resist/hps getting hit by that lesser damage top weapon once per round vs getting hit twice per round can pay off.

Shogun Mark II - September ?, 2018

Titan: Shogun Mark II
Type: Heat
Date first seen: September 20, 2018
Announcement/Discussion Threads:

  1. (December Update : Titan Update and Desktop Version)
  2. (New titan! Shogun!)

Foreword

There’s a Details drop-down for the 5-star damage stats, it can be useful for comparison between weapons, Explosive Damages are hard to track from small sample and I’m trying to hold a lot of numbers in my head, but Heat/Resist/Cooling Damages are absolutes. After your first shot you can see how much higher or lower your heat damage was as a percentage and apply it to the stats I gathered.

No Heat/Energy Cost for weapons!!

Weapons Stats at 5.7 Stars

Top1: 2-4 Range Heatbomb, 2 uses, 358 HeatDmg
Top2: Rocket Launcher: 4-9 Range 200-250 ExDmg 64 HeatDmg -9 resist
Side1: Sword, 1-3 Range+Jump 150-300 ExDmg, 90 HeatDmg -36 MaxHeat -18 Cooling -14 Resist
Side2: Side1: Sword, 1-3 Range+Jump 250-300 ExDmg 90 HeatDmg -36 MaxHeat -18 Cooling -14 Resist
Stomp: Uses Swords at Range1.
Movement: 2 Range Walk if at 5-9 range and 2 Charges are used up. If Heatbomb is used up, walks at 4-9 Range.

Weapons without stats

Top1: 2-4 Range Heatbomb, 2 uses
Top2: Rocket Launcher, 4-9 Range, res damage, heat damage,
Side1: Sword, 1-3 Range+Jump, heat dmg, res dmg, maxheat dmg, cooling dmg
Side2: Sword, 1-3 Range+Jump, heat dmg, res dmg, maxheat dmg, cooling dmg
Vulnerable to Grapple?: Yes
Charge: 2 uses, does heat damage
Stomp: Uses Swords at Range1.
Movement: 2 Range Walk if at 5-9 range and 2 Charges are used up. If Heatbomb is used up, walks at 4-9 Range.

Strategy/Notes:

Titan Notes

Notes:

  • Fires Rockets as first move, then charges (2 use charge) unless you are within range of Heatbomb (2-4) or Swords (1-3)
  • If you have half-way decent cooling, the heatbombs really don’t matter much and you can weather those, though you need to cooldown before the swords start hurting you.
  • The rockets are less painful than the swords on all metrics, and you only get hit by rockets once per round
  • I started at range 8, I could have used a scope if I had one, but you may not start at this range
Strategy 1: Close Range
  1. Close Range: I used Claw, Zarkares, Ultrahot Protector, 1 Energy Mass Booster and 6 Heat Engines. The more hits you take the lower your resist/cooling/heat etc. is, I personally would rather avoid as many cooldowns as possible. Hps give you more rounds, but you hit less often so it’s probably a balancing act. You might want to try fancying it up with some -resist longer range weapons and dual teleport? You have a TON of gearing options here since heat engines are low weight.
Strategy 2: Move+ dual Teleport
  1. Move+Teleport: Using Rollers and Dual Teleport (And otherwise same setup as above): 1799 HPs because I only had energy rollers. 1014 Heat/437 Cooling
    Round 1) Move to 5 Range. Titan will rocket+charge
    Round 2) Move to the far left of the screen. Titan will rocket+charge
    Round 3) Teleport to far right of screen - (I used valiants, you could use scope or range 8 weapon, or you could hit Titan with a range 1 weapon before teleporting), Titan moves to Range 6
    Round 4) Fire weapons, Titan moves to Range 4
    Round 5) Fire Weapons, Titan rockets+HB (if you’re all engines you still won’t need to cooldown yet)
    Round 6) Fire Weapons, Titan rockets+HB
    Round 7) Fire Weapon, then teleport to far left side. Titan moves from Range 7 to Range 5. Perhaps you’ll have wanted to grapple then teleport so he was at Range 8 and moves to Range 6. If the Titan is 6 or 7 stars, don’t bother with the grapple.
    Round 8) Fire Weapons, Titan moves to Range 3 (4 if you had grappled earlier)
    Round 9) Fire Weapons, Titan probably kills you this round with swords.

For my particular energy build I used 2 Blizzards, Bunker, Ulrabright, Valiant, Valiant.

Strategy 3: Let the Titan come to you + dual teleport
  1. Let the Titan come to you & teleport:
    -I found this one more effective than Strategy 2, and Strategy 2 more effective than Strategy 1.
    -Again, I started at Range 8 for this.
    -I used Claw/Zark/Dual Teleport/and Energy Mass Booster, Cooling Mass Booster, Ultrahot, 5 Heat Engines
  • For weapons I used Dual Valiant, Ultrabright, Dual Brightroars. You could use any Range 4-8 weapons for this, I used a 3-6 range to help cross over the distance and I cooled down when he used heatbombs

Below sequence was for range 8 start, however if you start at range 5, you teleport to far left after first charge, then teleport far right and let him approach as you fire before closing with a pair of range-1 weapons.

Round 1) Drone, Titan Rockets+Charge
Round 2) Teleport to far right, Titan Rockets+Charge
Round 3) Sword+Teleport to Far Left, Titan to Range 6
Round 4) Valiant Valiant, Titan to Range 4
Round 5) Valiant Ultrabright, Titan Fires Rockets+HB
Round 6) Valiant Ultrabright, Titan Fires Rockets+HB
Round 7) Cooldown Ultrabright Titan to Range 2 (Cooldown may have been R6, but not important)
Round 8) Dual Swords, and cooldown as forced to.

Shogun Mark III - September ?, 2018

Titan: Shogun Mark III
Type: Energy
First Appearance: September ?, 2018

Top EMP weapon requires Energy to fire.

6 Star Stats (Low Level 6 Star)

Top1: 175-200 ElDmg 65 EnDmg, -10Res, No Regen/MaxEn Dmg
Top2: Energy Drained, didn’t fire.
Side1: 175-230 ElDmg 92 EnDmg -14Res, -37 MaxEn, -18Regen
Side2: 175-230 ElDmg 92 EnDmg -14Res, -37 MaxEn, -18Regen
Charge: ~150 ElDmg 69 EnDmg

Top1: 2-4 Range EMP, 2 uses, Major Energy Damage - Takes Energy to Fire!
Top2: Rocket Launcher: 4-9 Range, Res Dmg, Energy Dmg
Side1: Sword, 3 Range+Jump, energy dmg, maxenergy dmg, res dmg, regen dmg
Side2: Sword, 3 Range+Jump
Vulnerable to Grapple?: Yes
Charge: Yes

Strategy: I chose to allow him to fire rockets + charge, then teleport to far right, then rockets+charge and teleported to far left and then fired as he approached. I suspect that my earlier “move+ dual teleport” strategy from the Shogun 2/3 may have been more effective here for this one given there are no cooldowns and part of the damage is energy damage which regens, so you’re going to last longer.

At 6 stars I used dual-teleport, Avenger, claw, 2 plates (Iron), 1 Supercharge, 5 Engines. For loadout I had 2 Brightroars and 2 Valiants.

These had the (bonus?) of preventing EMP because he was fully drained. I say bonus with a question mark because if you use a loadout with 6 Engines, then you can probably weather that EMP with Arena bonuses - and they only harm energy which regenerates, and the EMP (probably) doesn’t do Resist/Max En/Regen damage or much base damage either. And it buys you 2 more rounds before dual-swords starts slamming you.

Round 1) Drone – Titan Rockets+Charge
Round 2) Sword + Teleport to right – Titan Rockets+Charge
Round 3) Sword + Teleport to left – Titan Rockets + Walks 2 forward to Range 6
Round 4) Valiant Valiant, Titan Rockets and moves to Range 4
Round 5) Valiant Valiant, Titan Rockets and moves to Range 2
Round 6) Sword Sword, Repeat.

***You’ll find your own balance with this. If you cannot survive EMP and you cannot drain then when he walks to Range 4 you’ll want to grapple or otherwise close with the Titan. But if you cannot survive EMP you maybe cannot survive when the Titan closes with swords anyways - they HURT!

Energy, regen, and max energy damage. Start with too many Engines and then downsize one a time - too much energy means you probably only lose 1 round of play due to fewer hps. Too little energy means you aren’t firing weapons (if they take energy) and all that extra energy damage goes straight to your hps anyways.

Check Post 2 for the rest, I ran out of characters when making notes.


Community Resources/Helpful Links
#2
Tyrannosaurus Mex I - Introudced December 15, 2018

Titan: Tyrannosaurus Mex I
Type: Physical
Date: December 15, 2018
Announcement/Discussion Threads: December Update : Titan Update and Desktop Version
Video: https://www.youtube.com/watch?v=cVUN5bxNxy0

7 Stars Stats

HitPoints: 646 050
Resistances: 36 Electrical, 93 Explosive, 113 Physical
Heat: 965 Energy:1130
No energy cost for weapons.

Top1: 4-9 Range, ~225-375 PhyDmg, -16 ResDrain, 1 Knockback
Top2: 4-9 Range, ~225-375 PhyDmg, -16 ResDrain, 1 Knockback
Top3: Falcon 8-9 Range, Very High PhyDmg
Side1: Shotgun, 2-4 Range, ~240-425 Dmg, -16 ResDrain, 1 Knockback
Side2: Shotgun, 2-4 Range, ~240-425 Dmg, -16 ResDrain, 1 Knockback
Stomp: ~350 PhyDmg, -18 ResDrain, 2 Knockback
Movement: 2 Range Jump if no weapons to use.

6-star stats

Top1: 4-9 Range, -15 ResDrain, 1 Knockback
Top2: 4-9 Range,
Top3: Falcon 8-9 Range, Very High PhyDmg
Side1: Shotgun, 2-4 Range, 200-425 Dmg, -15 ResDrain, 1 Knockback
Side2: Shotgun, 2-4 Range, 200-420 Dmg, -15 ResDrain, 1 Knockback
Stomp: ~200-340 Dmg, -16 ResDrain, 2 Knockback
Movement: 2 Range Jump if no weapons to use.

Vulnerable to Grapple?: Yes

Tyrannosaurus Mex II - Introduced December 2018

Titan: Tyrannosaurus Mex II
Type: Heat
Date: December ? 2018

6.6 Star Weapon Stats (just shy of 7-stars)

(509 280 HP)
Top1: Abomination: 3-9? Range with 300 ExDmg 74 HeatDmg -19 Res 1 Push
Top2: Abomination: 3-9? Range with 300 ExDmg 74 HeatDmg -19 Res 1 Push
Top3: Probably has hidden flaming scope
Top4: Heat Bomb: 2-4 Range 363 HeatDmg 2 Uses
Side1: Crimson Rapture: 1-2 Range 150-200 ExDmg 148 HeatDmg -46 MaxHeat Only 3 Uses
Side2: Crimson Rapture: 1-2 Range 150-200 ExDmg 148 HeatDmg -46 MaxHeat Only 3 Uses
Stomp: 2 knockback -10Res 150-250 ExDmg 46 HeatDmg
Vulnerable to Grapple?: Yes
Jump = 3 Range jump. At 2 range, with no remaining crimson rapture shots, the titan will jump over you!

Strategy TL;DR - Strategy 3 worked best

Strategy: I tried a few strategies based on close-range and share results
-Abominations do a lot of damage and a lot of resist damage so don’t get hit by these.

  1. Drone first. Then teleport+grapple. This meant I got hit by abomination twice and I think my overall damage suffered.

  2. I tried grappling early, think he would 2 range-stomp then jump closer to me. This is where I discovered the top weapons were range 3, not range 4. This didn’t work out well.

  3. This was the best and I did about 30% more damage than the first round (I also dropped to 1 hp plate from 2 hp plates). I was considering how to avoid any abomination hits at all and I had the (I think) bright idea of teleporting over to the far right before doing anything.

Round 1) Teleport far right (Titan crimson x2)
Round 2) Drone+Sword (Titan crimson x2)
Round 3) Sword+Cooldown (Titan crimson x2)
Round 4) Teleport 2 from left edge+grapple (Titan stomp+HB)
Round 5) Cooldown+gun (Titan HB+Jump)
Roung 6) Sword/Sword/Drone repeat or similar - cooldowns as necessary.

The above strategy meant my cooling was not being damaged and I was hit by just one stomp in Round 4 to damage resistance, HB doesn’t damage resist and if you use all heat engines like me and had taken no cooling damage… it’s rather meaningless and you are still hitting the Titan with 1 shot+drone. Round 5 was just a HB and a jump.

.

Tyrannosaurus Mex III - Introduced December 2018

Titan: Tyrannosaurus Mex III
Type: Energy
First Seen: December 2018

5 Star Stats @ 458,700 HP

HP: 458700 EN: 1058 Heat: 589 Resists: 56 El 17 Ex 76 Ph

No Energy Cost for Weapons
Top1: Last Words: 3-9 Range 180 Dmg 88 EnDmg -13 Regen: 3 Uses
Top2: Last Words: 3-9 Range 180 Dmg 88 EnDmg -13 Regen: 3 Uses
Top3: OUCH: Lightning Scope: 8/9? Range 1000 Damage 400 EnDmg? -43 Resist At least 2 Uses
Side1: EMP 2 Uses, 2-4 Range 345 EnDmg
Side2: Ash Creator: 1-2 Range 155-250 Dmg 141 EnDmg -44 MaxEn 3 Uses Only
Side3: Ash Creator: 1-2 Range 155-200 Dmg 141 EnDmg -44 MaxEn 3 Uses Only
Stomp: 150-200 Dmg -9 Res -44 Energy 2 Knockback
Movement: Jump 2, both forward and back are options
Vulnerable to Grapple?: Yes

Notes

-If you grapple him at the far right he will stomp forever without moving.
-He will move when he cannot fire, either towards you, or away from you.
-When he exhausts his Ash Creators and his Last Words shots, if you are at the edge of the screen and he is at Range 3 (and probably the same at Range 2) he will jump back 2 per action to the far side until he can use his scope on you.

Strategy 1 Melee

Melee Strategy, you’ll need to teleport to the far left and grapple. Maybe Range 2 and grapple?.
Have enough max energy to withstand 3 rounds of dual ash-creators, afterwards it’s just his stomp and you’re hitting him every round with your melee/Close Range weapons. Simple and effective.
Always use too many energy engines and then exchange for more hps for 2nd battle if you had too much - not the other way!

Strategy 2: Wait him out
  • 6 Energy Modules, 1 Resist Module, 1 HP Module
  • I used Avenger & Claw as well and full Arena Bonuses
  • Grapple, Teleport or Dual Teleport, Charge
  • For energy I would use Delerium & Malice because they’re infinite use and -ve resist and cover 3-6 & 4-8

If you have a high resist module you can take relatively low damage and wait out the MaxEn damage from the ash creators for 3 rounds then wait out the Regen Damage from the Last Words for 3 shots each. And still (at least up to 6 stars?) have enough to weather the 2 EMP shots if he uses them. Better if he uses those earlier on you.

Only the stomp drains resist (along with the Lightning Scope), if you load up energy modules (and 1 resist) along with high hp torso/legs then I suspect you can wait out the weapons and still have over 1k hps left. Use Charge, Dual Teleport, Grapple.

Charge round 1 then he uses ash creators on you for 3 rounds. Then he stomps+Last Words/EMP on Round 4 and uses last words on you to push.

At 3 or 2 from the left edge you can grapple, don’t let him lightning scope you!

I grappled him at 3 from the left edge and used 3 range weapons on him and he used up his remaining last words/EMP shots on me and then he jumped back to the right 2 per round (I still had a little over 1k hps at this point).

By the time he got back to the far right to use his Scope I should have teleported to him but had wasted my teleports earlier not expecting him to retreat to use his scope, I thought he would advance to use stomp or that his last words were unlimited uses.

You could then teleport to him and he will be out of weapons except for stomp, so he will stomp you to range 3 then jump 2 towards you and you can hit him twice+drone.

3. Experimental Strategy

If you have legs that move, you can wait out his ash creators, last words and EMPs, and be at the far left. If he is not in stomp range he will move to the far right to use his Lightning Scope. Before he gets to the far right to use it, move to Range 7 - let him jump towards you twice (he has no weapons but scope and stomp). Then move to the far left, fire, let him jump towards the right twice. Rinse and repeat. This will probably be fixed eventually :slight_smile:

God Mode Mark I - Introudced December 26, 2018

Titan: God Mode Mark I
Type: Physical
Date: December 26, 2019

No energy Cost for weapons

!Bear in mind his swords drain MaxHeat and MaxEn, depending on your weapon setup this could affect your torso choice or require you to add a module or two. Any missed hit with a weapon or turn lost to cooldown you may as well sacrifice a iron or platinum plate for another energy/heat module.

Weakness is Range 3, it has no range 3 weapon and will walk towards you then use sword. A possible exploitation of this is to use a weapon with recoil 1 to push yourself to range 3 without using movement. (As of Mar 10, this is only possible with a physical weapon, rock recoiler). You can also use legs that move and walk back 1 spot.

When you are against the wall and he is at 3 range, he will back up to 5 range and start using nightfalls. Unsure if the Titan will choose to walk backwards and use nightfall instead of moving forward one to use sword.

5 Star Stats @ 473k HP

Top1: Falcon 8-9 Range - ~510-820
Top2: Falcon 8-9 Range - ~720-820
Side1: Sword, 1-2 Range+Jump, 190-300 Dmg, -20 Res, -19 MaxEn, -19MaxHeat,1 Knockback
Side2: Sword, 2 Range+Jump, 190-300 Dmg, -20 Res, -19 MaxEn, -19 MaxHeat, 2? Knockback
Side3: Nightfall, 4-7 Range, -20 Res, 1 Knockback
Side4: Nightfall, 4-7 Range, -20 Res, 1 Knockback
Stomp: Yes - 200 Dmg, -11 Res, 1 Knockback
Vulnerable to Grapple?: Yes

Behaviour: If the Titan cannot attack you it will walk towards you (Range 3)

Strategies:

  1. Grapple it and then used ranged weapons: you do NOT want to be range 8/9 for those falcons to hit you
  2. Teleport to Corner and Grapple it. You can now use dual range 1 weapons and I think his sword+stomp is the lowest total damage for two weapon hits.
  3. You can keep teleporting/charging at him so you don’t hit range 8/9
God Mode Mark II - Introduced December, 2018

Titan: God Mode Mark II
Type: Heat
Date: December 26, 2019

Notes
  • No Energy Cost for Weapons
  • No Range 3 Weapon, walks forward 2 and then uses Sword.
6-Star Stats @ 495700 HP

495700 HP 810 Heat 1130 Energy

No energy Cost for Weapons

Top1: Flaming Scope, 8-9 Range
Top2: Flaming Scope, 8-9 Range
Side1: Sword, 1-2 Range+Jump, 200-260 Dmg, 66 Heat, -20 Res, -20 Cooling, 1 Knockback
Side2: Sword, 2 Range+Jump, 200-260 Dmg, 66 Heat, -20 Res, -20 Cooling, 3 Knockback
Side3: Dawnblaze, 4-7 Range, 200-270 Dmg, 66 Heat, -10 Res, 1 Knockback
Side4: Dawnblaze, 4-7 Range, 200-270 Dmg, 66 Heat, -10 Res, 1 Knockback
Stomp: -7 Res, 33 Heat, ?200 Damage, ?Knockback?
Movement: 2 Forward or Back
Vulnerable to Grapple?: Yes

No Range 3 Weapon.

I had most success with Strategy 3.

Strategy 1 - Close Range

Stack Resistance/Heat Cap/HPs of course for all methods

  • You want a pair of Melee or Range 1 weapons, teleport to the far left & grapple. Don’t get hit by scopes. This means if you start at Range 6 or closer, you’re good to drone up, then teleport+Grapple round 2.
  • You could start at range 7 and grapple immediately, he will then use his 1-2 Range sword followed by his 2 range sword, and you can drone up and start hitting.
Strategy 2 - Exploit Range 3
  • He has no weapon for Range 3, so he will move towards you with 2 movement, then use his sword.
  • If you are at the far left and he is at Range 3 he may instead back up and use his Dawnblaze. He may do this at other times, I’ve never seen it however.
  • This probably works best using a recoil type weapon that moves you forward or back into the range 3.
  • You could also try legs with movement to place yourself in Range 3 each round (either combined with teleport or using jump to get over him).
  • I didn’t try this strategy
Strategy 3 - The Range 4-6 Strategy

-The Dawnblazes do less damage and less resist damage than the swords, or sword+stomp when you’re at the edge. So the goal here is to grapple him somewhat to the middle and then as you get pushed to the edge you don’t get scoped.
-Dawnblazes also don’t damage cooling, though I ran Zarkares, 3 Storage Units and 2 Heat Engines and my heat lasted just long enough to match my hitpoints so I didn’t need to cooldown.
-Equip a Range 3-6 or 2-4 Range drone depending on what you have and what range you are parking him at, otherwise use just an infinite fire drone that does resist damage.
-Use your Range 4 5 or 6 weapons that damage resistance and have enough shots or repeat fire.
-For Energy I used an Ultrabright and Delerium coupled with Rail Gun and threw in a Blizzard Dissolver and Valiant for some extra resist damage.
-Because I was using Range 6 weapons, I teleported to Range 3 first round. This meant he didn’t hit me first shot (range 3 - no weapons) and pushed me back with his sword. I then used my Blizzard + Drone.
-He used jump and sword with 3 knockback, then used his dawnblaze. I was pushed towards the wall until I was at Range 6 where he continuously used his Dawnblazes.
-You could orchestrate this so you instead are at Range 4 and against the wall if that is what fits your weapons but it’s a little trickier. You may need to use charge or leg movement or dual-teleport depending on your start, but you’ll need to be at exactly 5 from the edge when you grapple as he will knock you back one, then jump into the spot you were occupying, before knocking you back 3 to be against the left wall and have him at Range 4.

God Mode Mark III - Introuduced January 2019

Titan: God Mode Mark III
Type: Energy
Date: December 26, 2019

6-Star Stats @ 547,110 HP

547,110 HP 663 Heat 1289 Energy
Cooling = Around 600 Cooling

72 Electrical Resist 26 Explosive Resist 92 Physical Resist

NO Energy Cost for Weapons

Top1: Lightning Scope: 8-9 Range
Top2: Lightning Scope: 8-9 Range
Side1: Sword: 1-2 Range+Jump 71 EnDmg -21 Regen -22 Resist 1 Knockback
Side2: Sword: 2 Range+Jump 71 EnDmg -21 Regen -22 Resist 3 Knockback
Side3: Ultrabright: 3-7 Range 200-300 ElDmg 71 EnDmg -11 Resist 1 Knockback
Side4: Ultrabright: 3-7 Range 200-300 ElDmg 71 EnDmg -11 Resist 1 Knockback
Stomp: Yes, Estimating 200 ElDmg, 35 EnDmg, -7/8 Resist based on God Mode II.
Movement: 2
Vulnerable to Grapple?: Yes

Notes
  • I don’t have a very good heat set-up for Titan (I use Energy) but heat is likely to be the best strategy here.
  • No Energy Cost for Weapons
  • Vulnerable to Grapple
  • Heat cap is low, but cooling is high.
Strategies

I believe Best Strategy is going to be an Overheat strategy… I will also detail an Experimental Heat Approach as well for soloing this Titan (as I did with the Tyrannosaurus Mex III that a few people had a lot of fun with).

Strategy 1: Close Range

-Teleport to far left and grapple. You’ll need a pair of close range weapons, and Titan will be using Sword+Stomp each round. Solid strategy. If you’re using Heat Weapons the Titan starts out weaker to explosive, and also has a low heat cap. Cooling for mine was close to 600. I would probably choose resistance damaging weapons, but you can try heat cap damaging weapons as well for more cooldowns.

Strategy 2: 4-6 Range

You’ll need to either move to the Titan’s 3-range so he moves forward, or grapple him to the centre of the map. Use a few ranged weapons, heat again is viable here due to his relatively low heat cap, and that he starts with his lowest resist to explosive. Use Heat-Cap damaging weapons and you can get him down to 1 attack per round once his heatcap is down to the amount of heat damage you’re doing.

Heat Weapons that drain max heat

Drone: Nemo -20 Max Heat
Top Weapon: Savagery -30 Max Heat
Side Weapons: Terrorblade -32 Max Heat
Crimson Rapture -48 MaxHeat
Magma Blast -30 Max Heat
Sorrow -12 MaxHeat
Corrupt Light -24 Max Heat
Flaminator -24 Max Heat
Hybrid Heat Cannon -28 Max Heat

Strategy 3: Range 3 Strategy

-At Range 3 he doesn’t fire a weapon, he moves towards you by 2, then uses his sword (or if you’re at the far left edge, he moves back from range 3 to fire his Ultrabright?).
-Staying at range 3 means he will only get 1 shot per round at you.
-You can use a weapon with recoil such as the rock recoiler, or you can movement.
-You can couple Range 3 Strategy with heat weapons so that whenever the Titan has a cooldown round, he cools down and the walks toward you without attacking. This actually brings me into Strategy 4.

Strategy 4: Solo the Titan!: Experimental OverHeat Strategy + Range 3

In Short, you are going to reduce the maximum heat to a level that the Titan will overheat every round - and you will be parking yourself at Range 3. The Titan will first cooldown, then step forwards twice without having fired.

Heat Weapons that drain max heat

Drone: Nemo -20 Max Heat
Top Weapon: Savagery -30 Max Heat
Side Weapons: Terrorblade -32 Max Heat
Crimson Rapture -48 MaxHeat
Magma Blast -30 Max Heat
Sorrow -12 MaxHeat
Corrupt Light -24 Max Heat
Flaminator -24 Max Heat
Hybrid Heat Cannon -28 Max Heat

-You’ll need to face either a lower Titan, or have the right loadout with Supercharge Protector and a high enough HPs/Regen/Heat Cap/Cooling for this to work. I liked Energy Free Armor when theorycrafting due to the high hps and still 24 Electrical Resist but you might want Avengers or Brutality or perhaps Zarkares (though Zark has only 16 Resist).

-My Titan had 663 Heat, you will need to adjust loadout/strategy on your Titan level. Nemo is quite helpful for the -20 MaxHeat, and then a pair of Savageries or Savagery/Corrupt Light would be sufficient. (Depending on your hps maybe you can use a -resist drone and go a few more rounds of Savagery - once you’re no longer taking damage, you still have a lot of work to take down Titan!). Crimson Rapture(s) do even more max-heat damage and may push more cooldown rounds on the Titan as you use them but need a different strategy. Also with Crimson Rapture if the heatcap is low enough or heat dealt is high enough this can mean at Range 3 the Titan cooled down, then moved towards you and you fire your crimson rapture and then back to range 3 again).

An example Strategy with Savagery/Savagery/Corrupt Light

  1. Teleport to Range 3. (Titan walks forward+uses Sword)
  2. Drone+Corrupt Light(Titan uses Sword+Sword) (-44 Max Heat +162 Heat ) (@619 MaxHeat)
  3. Drone/Savagery/Savagery (Titan Ultrabright+Ultrabright) (-80 Max Heat + 274 Heat) (@539 MH)
  4. D/S/S (-80 Max +274 Heat) - Titan Cooldown (@459 MH)
  5. D/S/S (-80/+274) - (@379 MH)
  6. D/S/S (-80/+274) - Titan Cooldown (Titan@299 MH)
  7. D/S/S (-80/+274) - Titan Cooldown (Titan@219 MH)
  8. D/S/S (-80/+274) - Titan Cooldown (Titan@139 Max Heat)

At this point, the Titan has hit you 11 times. And at this point you can stop taking damage. Just fire your Savagery And move to Range 3. I guess you didn’t really even need that Range 3 Ultrabright. At this point having some sort of infinite fire weapon that does resist damage is recommended, ie. Dawnblaze. If your goal is to solo the Titan, then if you’d don’t want to go crazy then you should probably work in a strategy that lets you use a -resist drone and using crimson raptures or something, the cumulative -resist will kill the Titan far far faster.

An alternate loadout is to teleport to the far left and grapple the Titan - 3 Crimson Raptures probably being best, but you can mix in Terrorblade (which drops below legendary) which does a nice -32 MaxHeat and can be used infinitely. You need more energy cap though and you need to bear in mind the -20 energy regen damage per round from one sword, until you can migrate to parking at range 3.

Ant Mech Mark I - Introduced January 2019

Titan: Ant Mech Mark I
Type: Physical
First Appearance: January 2019

6-Star Stats at 503460 HP

503460 HP
818 Heat 836 Energy, no energy regen
21 Electrical Resist 63 Explosive Resist 83 Physical Resist

10 Energy cost for Top Weapons

Top1: Reckless Beam: 4-9 Range+Jump, 250-350 Dmg, -46 MaxEn/Max Heat, -23 Regen/Cooling -10 Resist
Top2: Reckless Beam: 4-9 Range+Jump, 250-350 Dmg, -46 MaxEn/Max Heat, -23 Regen/Cooling -10 Resist
Side1: Sword: 1-3 Range, 250-350 Dmg, -14 Res
Side2: Sword: 1-3 Range, 250-350 Dmg, -14 Res
Side3: Armor Annihilator: -74 Resist Drain! (1 shot? 2 shots?)
Movement: 3 Range

Vulnerable to Grapple?: Yes

Notes

-Vulnerable to Grapple
-Top Weapons use 10 energy to fire!
-Has no Energy Regen
-Beware if you run low energy/heat caps/regen that you don’t get hit by the 4-9 range weapons. Grapple first!
-Huge physical resist drain on that range 3 weapon, ouch!

Strategy Notes
  1. Easiest strategy is to load up on hps and use a couple range 1 weapons. If you run low energy/heat cap then you need to grapple first round due to the energy/heat cap/cooling/regen drain on Reckless Beams.
  2. If you’re running energy build, then, if you have dual teleport, you can drain his energy first, then teleport to the far side - he will jump 3, then use a weapon according to how far away he was. Once he has closed with you, you can teleport to the far side and get a free round while he jumps twice towards you. You can also couple this with an 8-range scope weapon.
  3. Since his top weapons do less damage and marginally less resist drain, you can use ranged weapons as he approaches you… but this requires having some energy/heat modules.

Strategies 2 and 3 got a little more damage when done right based on the weapons I had despite getting hit by that huge resist drain. You’ll probably get the most out of strategy 2 by fighting close range for a bit until your hps are getting lower, THEN teleporting as opposed to as soon as you’ve drained energy. This way if he’s going to use that resist drain weapon on you (-74 resist on my Titan!) it’s late in the fight.

Ant Mech Mark II - Introudced January 11 2019

Titan: Ant Mech Mark II
Type: Heat
Date: January 11, 2019

Top 1: 4-9 Range + Jump 1, Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Top 2: 4-9 Range + Jump 1, Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Side1: (Used at 3 Range) High Resdrain (No Cost)
Side2: 1-3 Range+Jump Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Side3: 1-3 Range+Jump Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Vulnerable to Grapple

Strategy/Thoughts: On Day 1, for me, he started at Range 7. So he is at Range 5 for the second turn and Range 3 for the third turn. I don’t know if starting range is dependent on the day or if it is random for all 3 battles. It seems to me to be dependent on whether it is day1/2/3 and be consistent for all 3 battles of the day.

You might elect to mix in something that does 3-6 range damage - Ultrabright, Dawnblaze, Spartan Carnage(or Frantic Brute) all do resdrain and have multiple uses. No matter what range he starts at these should work fine. You can maybe fancy it up with top weapon+bunkers/magmas with heat/energy builds once you know the starting range.

I see people recommend teleport+falcon(or similar) - but this requires you to use a double teleport, or a move+teleport, once to the corner and then again to the opposite corner once he is beside you, and in my mind 2 moves+falcon is 3 turns is just 1 hit with the falcon instead of 3 hits with something else (for example I prefer 3 sword hits to the 1 falcon after the cumulative resist damage you should have been doing).

(Subjective to Andernut) Heat Cap is more important than HPs - this mech drains a lot of heat cap and cooling with every hit. By my 3rd Battle I just used Claw+Zarkares+1 Plate+1 Res Module and the rest heat modules coupled with infinite use drone and a pair of range 1 weapons (swords).

Ant Mech Mark III - Introudced January 15, 2019

Titan: Ant Mech Mark III
Type: Energy
Date: January 15, 2019

Top 1: 4-9 Range + Jump 1, En/MaxEn/Regen/ElDmg (No Cost) - No Resist Damage
Top 2: 4-9 Range + Jump 1, En/MaxEn/Regen/ElDmg (No Cost) - No Resist Damage
Side 1: Used at Range 3: High Resdrain (No Cost)
Side 2: 1-3 Range+Jump, En/MaxEn/Regen/Resist/ElDmg ~20% less MaxEn/Regen Damage than Top
Side 3: 1-3 Range+Jump, En/MaxEn/Regen/Resist/ElDmg ~20% less MaxEn/Regen Damage than Top

Vulnerable to Grapple

Strategy/Thoughts: As an energy user I needed regen for my own weapons and to counter the energy damage. I didn’t use any hp plates, Supercharge and 7 Energy Engines coupled with Avenger+Claw as the hps.

On Day 1 it started at Range 7 and moved forward 2 per round.
On Day 2 it started at Range 5 against the far Right Wall.

With Arena Bonuses that was 2402 hps, 980 Energy and 430 Regen. I used a plate the first two matches and ran out of energy the 2nd last round. When I swapped it out for another Energy Engine I ran out of hps the round before I would have run out energy. So it’s a toss up for me.

I was using 148 energy per round and the final round I had (I think) around 230 of 400 energy before I took my turn… a Mass Booster may have worked just slightly better than the 7th Energy Engine had I lasted another round.

Again, a pair of dual-range 1 weapons seems best whatever your mech type.

I’m purposefully leaving the build out so people can experiment and come up with their own best solutions, let me know if you’d like me to post mine.

I got around 9200 with my Energy Mech on Round 3.

!!! EDIT If you don’t have a Supercharge Module, or other Resist Module you will probably want to sub out one (or two) energy modules for hp modules for your first run and see whether you die from lack of energy or lack of hps. (Running out of energy will also faster deplete your hps of course even if you use energy-free weapons)!!!


#3

Titan: Ant Mech Mark II
Type: Heat
January 11, 2019

Top 1: 4-9 Range + Jump 1, Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Top 2: 4-9 Range + Jump 1, Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Side1: (Used at 3 Range) High Resdrain (No Cost)
Side2: 1-3 Range+Jump Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Side3: 1-3 Range+Jump Heat, Cooling, Max Heat, Resistance, Explosive Damage (No Cost)
Vulnerable to Grapple

Strategy/Thoughts: On Day 1, for me, he started at Range 7. So he is at Range 5 for the second turn and Range 3 for the third turn. I don’t know if starting range is dependent on the day or if it is random for all 3 battles. It seems to me to be dependent on whether it is day1/2/3 and be consistent for all 3 battles of the day.

You might elect to mix in something that does 3-6 range damage - Ultrabright, Dawnblaze, Spartan Carnage(or Frantic Brute) all do resdrain and have multiple uses. No matter what range he starts at these should work fine. You can maybe fancy it up with top weapon+bunkers/magmas with heat/energy builds once you know the starting range.

I see people recommend teleport+falcon(or similar) - but this requires you to use a double teleport, or a move+teleport, once to the corner and then again to the opposite corner once he is beside you, and in my mind 2 moves+falcon is 3 turns is just 1 hit with the falcon instead of 3 hits with something else (for example I prefer 3 sword hits to the 1 falcon after the cumulative resist damage you should have been doing).

(Subjective to Andernut) Heat Cap is more important than HPs - this mech drains a lot of heat cap and cooling with every hit. By my 3rd Battle I just used Claw+Zarkares+1 Plate+1 Res Module and the rest heat modules coupled with infinite use drone and a pair of range 1 weapons (swords).


#4

Amazing work, much appreciated.


#5

Thank you for stats @Andernut .


#6

Titan: Ant Mech Mark III
Type: Energy
Date: January 15, 2019

Top 1: 4-9 Range + Jump 1, En/MaxEn/Regen/ElDmg (No Cost) - No Resist Damage
Top 2: 4-9 Range + Jump 1, En/MaxEn/Regen/ElDmg (No Cost) - No Resist Damage
Side 1: Used at Range 3: High Resdrain (No Cost)
Side 2: 1-3 Range+Jump, En/MaxEn/Regen/Resist/ElDmg ~20% less MaxEn/Regen Damage than Top
Side 3: 1-3 Range+Jump, En/MaxEn/Regen/Resist/ElDmg ~20% less MaxEn/Regen Damage than Top

Vulnerable to Grapple

Strategy/Thoughts: As an energy user I needed regen for my own weapons and to counter the energy damage. I didn’t use any hp plates, Supercharge and 7 Energy Engines coupled with Avenger+Claw as the hps.

On Day 1 it started at Range 7 and moved forward 2 per round.
On Day 2 it started at Range 5 against the far Right Wall.

With Arena Bonuses that was 2402 hps, 980 Energy and 430 Regen. I used a plate the first two matches and ran out of energy the 2nd last round. When I swapped it out for another Energy Engine I ran out of hps the round before I would have run out energy. So it’s a toss up for me.

I was using 148 energy per round and the final round I had (I think) around 230 of 400 energy before I took my turn… a Mass Booster may have worked just slightly better than the 7th Energy Engine had I lasted another round.

Again, a pair of dual-range 1 weapons seems best whatever your mech type.

I’m purposefully leaving the build out so people can experiment and come up with their own best solutions, let me know if you’d like me to post mine.

I got around 9200 with my Energy Mech on Round 3.

!!! EDIT If you don’t have a Supercharge Module, or other Resist Module you will probably want to sub out one (or two) energy modules for hp modules for your first run and see whether you die from lack of energy or lack of hps. (Running out of energy will also faster deplete your hps of course even if you use energy-free weapons)!!!


#7

Good intel … Thank you @Andernut !


#8

Top1+Top2 Combined: -84 MaxEn, -42 Regen, No Resist Damage
Side1: -77 Resist Damage
Side2+Side3 Combined: -70 MaxEn, -34 Regen, -26 Resist

I assume that Top1/Top2 and Side2/Side3 are Clones of eachother for damage, but I don’t know for sure so I put combined for a round. I do know that Side3 did 105 Energy Damage, and assume that combined they are 210 Energy Damage for the round.


#9

any news for new titan?


#10

Weekend titans may be where I’ll miss it as I’m usually doing stuff with my wife and kids. I hope someone else will share however, anyone reading it’s not too tricky to just watch whether mech has push/pull weapons and whether it damages heat/energy. Please share :slight_smile:


#11

sorry my bad! its old titan and u did info [quote=“Andernut, post:2, topic:31856”]
Name: Annihilator Mark 1
Type: Physical

Date: August 2018
Video: https://www.youtube.com/watch?v=Ct58AD6c_lg
[/quote]


#12

Great I’ll try and get all those ones up and a little more detailed info when I run it. Nice to see people are using it I’ll be sure to keep working on it.


#13

51%20PM 28%20PM 42%20PM


some titans stats and pictures


#14

Massive update, spent most of my day trolling the forums and formatting what I learned on the titans and filled in what I could remember otherwise, which often isn’t much. Some Titans I remember fighting but not their behaviour.

What would be quite useful to know is which items had limited uses as well.

As it appears we’ll be repeating titans we can get a little more exact on some information moving forward.

PS> What is incredibly useful is if you’re fighting a 7-star titan to record a video, even better if you can demonstrate every weapon being used on you. This requires some moving/teleporting around and you’ll do less damage but you’ll be immortalized in the thread and also give us all useful information (and we can pull resist damage etc. from your videos too).

Thanks @Ricemech88 for your post, some of that information I didn’t have after pasting my update in - and I didn’t remember the hidden falcon for rex-mech for instance :slight_smile:


#15

Edit - So my current wishlist/requests for this thread:

  1. Exact Dates for each Titan. I generally picked dates from the first time I could find someone having posted a screenshot.
  2. Which weapons are limited uses, please be specific.
  3. Hitpoints and Resistances for each Titan at 7 stars.
  4. It would be amazing if we can get 1/2/3/4/5/6/7 stars for any particular Titan, maybe we can deduce a formula for their resistances/hps/weapon damage ranges to extrapolate for players reading the thread. Or maybe @KilliN even has a datamine for this or something.
  5. Videos! Every Titan! (7 star battles preferred, but will substitute lower stars until we have them) @Dwightx I know you made one video and I linked it with the appropriate Titan, very helpful. Maybe let me know of others.
  6. Photos: 1 Mug shot from campaign screen (these format nicely) + 1 Stationary Shot from inside the match.
  7. Thanks to @cyanine & @Ricemech88 - while searching for forum posts I recognized your names a few times with helpful information on some Titans. I’m sure I got info from others too, I just noticed their names as contributors on this topic more than once.
  8. Anything else I might be forgetting, and especially point out mistakes.

#16

Annihilator Mark II - January 23
Titan: Annihilator Mark II
Type: Heat
Date: August 2018

6-star stats

Hitpoints: 494 730
Energy: 1127
Heat: 809
Resistances: 61 Electrical 61 Explosive 20 Physical
Top1: Frenzy: 4-9 Range, 180-235 ExDmg, 5 ResDmg, 65 Heat Dmg
Top2: Frenzy: 4-9 Range, 180-235 ExDmg, 5 ResDmg, 65 Heat Dmg
Side1: Reckoning: 1-2 Range, ExDmg, -10 Resist, Heat Dmg
Side2: Basalt Dissolver: 2-4 Range, Massive Resist Dmg
Side3: Abomination: 2-4 Range, ExDmg, HeatDmg
Side4: Magma Blast: More than one use, 2-4 Range, ExDmg,-Resist, -Max Heat, -Cooling, Heat Dmg

(See above for some of the numbers I recorded at 6-stars, Top Weapons are quite tame)
Top1: Frenzy: 4-9 Range, ExDmg, Heat Dmg, -Res
Top2: Frenzy: 4-9 Range, ExDmg, Heat Dmg, -Res
Side1: Reckoning: 1-2 Range, ExDmg, HeatDmg, -Res, 1 Knockback
Side2: Basalt Dissolver: 2-4 Range, Large -Res
Side3: Abomination: 2-4 Range, ExDmg, HeatDmg, -Res, 1 Knockback
Side4: Magma Blast: 2-4 Range, ExDmg, HeatDmg, -Res, -MaxHeat, -Cooling, 1 Knockback

Vulnerable to Grapple? No
Movement: None
Stomp: Uses Reckoning (probably 3-use?)

(January 23) Day 1 he started at Range 6. Day 2 he started at Range 6.

Best strategy for any class is going to be working at range. His Reckoning is 1-2 Range, Abom 2-4, Magma (multi-use) 2-4, Basalt Dissolver 2-4.

His Top weapons are relatively easy to weather out, they don’t damage heat cap or cooling so this is an easy ranged fight.

Your key to this fight is to use ranged weapons with lots of shots (or infinite) that deal resist damage and a drone with resist damage. The 3-6 range drones are ideal. I don’t recommend using 3-shot drones due to stacking resist you want to fire 3 times per round given this is a longer fight. Zarkares and 4 Heat Engines meant I had (I think) just 2 or 3 rounds with a cooldown while playing. (Again this was 6 stars)


#17

Thanks ander… it really helped me… I made 66k damage cause of your stats listing on 3 tries… our clan has 5 so that was a huge step


#18

You’re welcome. I always hated having subpar lineups and trying to get or find a detailed explanation from people.

Glad it’s helpful! I’ll keep working on it for now and improving it as we see repeats.


#19

Again:

  1. A callout to anyone who might have recording ability. If you can record a fight while hovering over the energy bars, it’s so much easier to pull the damage/regen/energy/energycap/resist numbers from a recording than trying to watch all stats simultaneously between shots :slight_smile:

  2. I’d love to compare any stats to 1-6 Star fights, so when you go to fight, just write down the resists and hitpoints and maybe just the energy damage+regen damage so we can try and work a formula to calculate between the star levels.

Jan 27 Start.
Day 2 started at Range 5.

Titan: Annihilator Mark III
Type: Energy
Date: August 2018

7-Star Stats:
Hitpoints: 591 730
Energy: 1427
Heat: 709

Resistances: 81 Electrical 30 Explosive 101 Physical

No Energy Cost for Weapons

Top1: Grim Cobra: 4-9 Range, 215-236 ElDmg, 96 EnDmg,
Top2: Grim Cobra: 4-9 Range, 215-236 ElDmg -96 EnDmg, -13 Regen
Side1: Bulldog: -11 Res, ~350 ElDmg, 68 EnDmg, (Infinite Use?)
Side2: Blizzard Dissolver: (1 Use) 2-4 Range -Regen?, -81 Resist
Side3: Malice Beam: 2-6 Range, ~215 ElDmg124 EnDmg, -24 MaxEn,
Side4: Bunker Shell: (2 Use), 2-4 Range, (-13-14?)Res, ElDmg, (Probably -Regen/MaxEn), 1 Knockback

Stomp: Uses Bulldog
Vulnerable to Grapple?: No

Strategy:

  1. Far Range Strategy:
  • Due to no resist damage and relatively little regen damage this is likely optimal for 7-star Titans.
  • Combined two shots from Grim Cobras will do 192 Energy Damage and 13 Regen Damage.
  • Lets say you are energy user and take 131 energy per round to fire your weapons, you will need 323 Max Energy at the start of each round. After 6 rounds you’ll have taken 78 cumulative Regen damage, so if you expect to last 6 rounds, you’d need 323 Max Energy and 401 Regen. (With arena boosts, 1 Avenger Torso, 1 max engine and 4 Mass Boosters would be sufficient for 9 rounds). Gear accordingly depending on how much energy you use.
  • Movement Strategy - you need to end your round after firing at range 6,7,8,9 to avoid getting pulled to range 4 with the first shot then getting hit by those resist damaging weapons.
    ie. when you are at Range 5, teleport/move to Range 8 (or 9 depending on weapons/strategy)
    Range 8-> Pulled to range 6
    Range 6-> Fire twice, pulled to range 4
    Range 4-> Fire once, teleport to Range 8/9. (If you’re at Range 5, also fire once+move as you u run the risk of pull+getting hit by that blizzard dissolver at range 4)
  1. If you opt for close range strategy:
  • It will hurt at 7 stars due to that minus 81 resist Blizzard Dissolver at 7-stars (though if you have a lower Titan this may not be as painful and close may be the optimal strategy for you), and you will get hit by the Bunker twice.
  • Malice Beam fires at Range 2 once the Blizzard, and 2 Bunker shots are used up.
  • You’ll need legs that move, or you’ll need a dual-teleport + charge. One move to close to 1-range, and one move for each of the two bunker shots (Bulldog+Bunker pushes you to range 3). After this point Sword+Close Range weapon will keep you at Range 1. So you can do this with a claw.

Jan 27 Start. Day 2 started at Range 5.


#20

Okay there’s a discrepancy between Titans here @ 7 Stars.

Littlelost:
USSR: