Player guides

Getting started

Your first raid, stars, and where loot comes from.

The board is your weapon

Every raid is a match-3 duel: your titan against another player's. Swipe to swap two adjacent tiles and line up three or more of a kind — every match feeds your titan's attack. A match of four hits harder, a match of five harder still, and when tiles fall into fresh matches the cascade multiplies everything again. The defending titan hits back at the end of every turn, so a wasted swap costs you health.

Three columns showing one, two and three gold stars. Under each is a pile of
                coins and crystals that grows with the star count, and below that the same
                coin-and-crystal wallet icon repeated unchanged in all three columns.
Stars are a price, not a grade. Finishing at full health, a one-star win takes 5% of the defender's unprotected wallet, two stars 10% and three stars 15% — the hard ceiling no bonus pushes past. Only the stolen pile grows: your league's fixed reward, the same object under all three columns, does not move with stars.

Tiles are the five elements plus a rainbow mutagen wildcard. Clearing an orb of your own titan's element hits harder than an off-element one, and a mutagen orb hits hardest of all — so the titan you bring changes which tiles are worth chasing.

Faster wins pay more

Raids are scored in stars, up to three, and the star targets are turn counts. They are not fixed numbers — the game works out how long this particular matchup should take and sets the bar just above it. That is why the banner reads something like “WIN BY TURN 13 FOR 3 STARS” and shows a different number in the next fight. Both titans, the level gap and the element wheel all move it.

Stars do not change the fixed reward your league pays. What they change is how much you steal. Run too long and the raid is lost outright.

Where loot comes from

  • Coins — the main currency. Every won raid pays them; they buy titan levels, skill levels, buildings and upgrades.
  • Crystals — the base currency. They pay for building upgrades, crafts and battle items. Raids are the main source, topped up by daily missions, league promotions and badges.
  • Titan boxes — the only source of new titans and new skills. They drop from raids, from clearing your daily missions, and from every Boss Rush.
  • Rank stars — your league score. They come from building, not from attacking. See Leagues & stars.

A raid you lose pays nothing at all. There is no consolation prize — but there is no penalty either: losing costs you no stars and no coins.

Raiding, stealing and revenge

  • A win pays two separate things: a fixed reward set by your league, plus whatever you plunder from the defender on top.
  • The plunder is real. Beat a live player and the coins and crystals come out of their account, settled on our servers rather than invented for you.
  • How much you take scales with your stars and the health you finish on — win fast and clean and you take a much bigger cut than you do limping over the line.
  • There is a hard ceiling on what any single raid can take, however many bonuses the raider stacks. Your Citadel hides a growing share of your wallet on top of that.
  • Someone raided you? You have 18 hours to answer, rising to 24 with a fully upgraded Crystal Refinery — the game shows the countdown. Revenge costs coins, is capped at three a day, and pays noticeably more than a normal raid.
  • You cannot farm one person. After you raid a real player they are out of your matchmaking for a while.

There is no energy bar and no entry fee. You can raid as often as you like.

Who you are actually fighting

Your opponent is either a real player's saved defence or a bot standing in for one, and the game does not tell you which. Either way the defending person is not playing — their titan is fought as an opponent that attacks every turn and charges up one special attack of its own. Matchmaking searches on defence strength rather than the power level on the card, and it will never hand you an opponent outside a band around your own strength. If no real player fits that band you get a bot at the right strength, rather than a human who is far too strong.