Twenty titans: five elements × four rarities, one titan for every pairing.
The element wheel
Each element beats exactly one other and is beaten by exactly one other. Holding the advantage is worth +20% damage for the whole raid, and it is shown on the versus screen before you commit — so it is the one bonus you can always choose to have. The wheel also decides what your ultimate does on top of its damage, and that rider comes from your titan's element rather than from the ultimate itself.
| Element | Beats | Your ultimate also… |
|---|---|---|
| Water | Fire | Soaks — blunts incoming hits |
| Fire | Earth | Burns — damage that keeps ticking |
| Earth | Air | Stuns — the enemy loses a turn |
| Air | Toxic | Lasts an extra turn |
| Toxic | Water | Poisons, and heals you back |
Rarities
Normal · Rare · Unique · Mythic. Rarity is a clean, flat step: each tier is worth a predictable amount more attack, armour and health at the same level, and nothing else about the titan is different. Roughly, a Mythic is about half again a Normal of the same level. Two titans of the same rarity and level meet as equals whatever their build, so nothing in the roster is a trap.
Rarer titans cost more coins per level, though — that is where the prestige is priced.
Right now 15 of the 20 are collectible. Unique titans start dropping blueprints once your Citadel is far enough along. The five Mythics are held back for events and show as SOON until one runs.
Levelling — and no more evolving
Every titan levels from 1 to 100, and that is the whole ladder. There is no evolve step to save up for and no wall at 25, 50 or 75 — one LEVEL UP button carries a titan all the way.
A level costs coins plus that titan's own DNA. DNA is not a wallet: each titan, each skill and each ultimate has its own separate pool, shown on its own card. DNA you banked for one titan cannot be spent on another — so what your boxes happen to pay is what decides who you can realistically raise. Spreading yourself across the whole roster is slower than committing.
Tiers — ELITE, ALPHA, ANCIENT and PRIMORDIAL — now simply follow your level, in bands of 25. Crossing into a new one changes your titan's artwork and costs extra coins for that one level; it buys no power of its own, because the power is already in the 25 levels you spent getting there.
Unlocking a new titan
Boxes pay blueprints for titans you do not own. Fill the bar and the card in Upgrades turns into UNLOCK NOW — you press it yourself, and any overshoot is kept. Rarer titans need a longer bar.
New players pick their first titan from four Normal starters — Tide Lurker, Cinder Ghoul, Gale Imp and Mud Golem. The toxic element is one you have to earn.