Titan Throne Battle System

June 29, 2018
by GamerDiscovery
Titan Throne Art2

Titan Throne Battle System is very unique, it forces you to make important decisions in regards to your March setup and your own playstyle. You will have to make sacrifices on which troops to upgrade and the Hero that will lead them into battle.
Attack -Detailed information on Solo, Time/Sync, and Rally attacks and beginner tips.
Defense -Strategies involving reinforcing your allies and timing your defense.
Army Compositions -Various Hero March setups.
Spells -Summary of Skills and review of each one.
Heroes -Summary of different Heroes from each Race.
Gear -Gear guide and general info.

Attack

Attacking in Titan Throne is probably why you would even play a war strategy game, but you have to be extremely careful when doing so. Failed attacks come at a great cost, and you can easily hurt yourself more than your enemy if you don't follow some simple yet effective tips.

  • Upgrade the Battle Hall to increase Leadership for your Heroes!
    Leadership is quite important as it determines how many Troops you can lead in your Hero March. That affects both your Battle Power on the battlefield, and your Load Capacity while Gathering.

The most common ways to increase Hero Leadership:
- Upgrade Battle Hall
- Level Up or Enhance your Hero
- Equip Gear with Leadership bonuses to your Hero
- Upgrade Commander Technology

  • Upgrade your Military Technology
    This can be done in your College building, press the Military tab and then just upgrade the Technology you'd like.
  • Take your strongest Hero.
  • Wear your best battle Gear.
  • Activate an Attack Bonus if you have one.
  • Make sure to fill up all 5 troop slots, preferably with the highest troop tiers as possible.
  • Enhance your main march troops to make them stronger.

To Enhance your troops visit the Summon Portal building in your city. Click the troops you wish to Enhance. Enhancement will cost you Gold, Crystals and Dragon blood.
You can get Gold from attacking your enemies, doing adventures, attacking monsters and collecting taxes from the Market building. Crystals are also pretty common to find, you can gather them from Alliance Elite Mines. The only tricky part to troop Enhancement is getting the Dragon blood.
There are 2 ways to earn Dragon Blood: 1) Quests  2) Dragon Lair rallies  3) Dragon Crusade
1) Quests:
You can earn Dragon blood in Main Quest and Daily Quest. If you need Dragon blood in hurry, you can check which Main Quest tasks have Dragon Blood as rewards, then go for it!.

In Daily Quests, there are 3 reward chests with Dragon Blood: the 3rd, the 5th, and the last one. The more tasks you complete, the more Dragon blood you can get.
2) Dragon Lair:
Rallying to explore the Dragon Lair can also get you a nice amount of Dragon blood. It doesn't cost any Stamina to Explore the Dragon Lair! Always do Dragon Lair rallies with your allies because the more waves of enemies you can beat the better the rewards will be.

3) Dragon Crusade:
Dragon Crusade can be done from the Dragon Lair which you can explore by rallying with your allies, though Dragon Crusade can only be done by going alone (therefore the monsters are much easier to beat). You can do the Dragon Crusade twice per day, always do the highest level you can beat!

Solo Attack

In a solo attack you march alone, without any support from your allies. This is usually a pretty risky tactic as you can easily get your army killed if your opponent is in an active Alliance or knows how to play. To do a solo attack, find the person you want to attack (I advise scouting their Castle first), click on it and press the Attack button. You should then be able to choose which army to deploy, if your enemy has strong troops make sure to send your strongest, highest battle power march and accompany it with your best Hero. Avoid attacking enemies that have similar battle power march as yours because their dead will go to Hospital where they can heal them, whilst your troops die with no option to come back. If you have time, check out the Defense section of this website so you acquire some knowledge of Defense tactics if your opponent is a skilled player. Screenshot below shows the interface where you click to attack.

Rally Attack

Rally attacks are the easiest to learn, but also later in the game pose a bigger threat to the attacker than the defender himself. Person in your Alliance with the highest level Halls of Glory should always make Rallies, whether those be on the Dragon Lair or actual enemy Castles. When your ally hosts the rally, you can join it by clicking Alliance -> Alliance Battles. Rallies can be set to 5, 10 and 30 minutes during which you can prepare and get everyone to join them. Remember that if the Rally host set the Rally for 10 minutes, and your army needs 15 minutes to reach him, you will not be able to join the Rally unless they cancel it and make the 30 minute one. The time required to reach the enemy is calculated from the Rally host Castle, not yours. Once the Rally march starts, anyone who is in the Rally can speed it up with gems or March Speed Ups. Worst thing about Rallies is that they are set for at least 5 minutes, which means they give your enemies at the very least 5 minutes to prepare for an attack which for organized Alliances, is enough to make a good defense.
*Something you might not know*
If two rallies hit the same target at the same time, they will not join each other. The 2nd Rally to hit will have to wait for the 1st one to finish fighting, while that happens you also cannot cancel the rally, so be careful.

Time (Sync) Attack

A Time attack or Sync attack (short for synchronized) is when you and your Alliance members all do a “solo” attack on the same target, In order for a sync attack to happen, all your armies must arrive at around the same time, if that happens your armies will fight together. For example, if you attack with 10.000 troops and 4 of your allies with 5.000 each, a successful sync attack will result in the fight having 30.000 troops fight the enemy.
To get started, you want to make sure that Alliance chat is kept silent. This allows everyone to focus on the orders being given by the attack leader. The attack leader or march leader is usually the person who scouted the enemy.
Once the attack leader has posted a target’s coordinates in Alliance chat, they should immediately ask for times. It would look like this:
“Doing a time attack, clear chat”
“300:385 March Times”
The first message is meant to get peoples attention and let them know they must be quiet.  The second is to get them to post their march times. Once march times have been posted you should see something like this in your alliance chat:
Player 1: 3.6
Player 2: 3.82
Player 3: 1.43
Player 4: 8.02
Player 5: 9.22
To find out the time required for your march to reach the enemy, click on the desired enemy Castle and press the Attack button. There you should be able to find the time. Remember not to send your army yet, this was only to share your march time with the Alliance so you can all attack together. The number before the decimal is the minutes and the number after is the seconds.
You now have your Alliance members’ march times located in chat. The attack leader looks for the person with the longest march time to the target. With the sync attack strategy, the person with the longest march time, in our case Player 5 with a 9.22 march time will be the first to send his troops. Everyone else will need to time their marches to match Player 5. They do this by watching the battle screen (Alliance > Alliance Battles). When Player 5 sends his attack click alliance and under Alliance Battles you will be able to see the attack, lets say your time to the target is 4 minutes. Go to the target and go back into the Alliance Battles screen and keep an eye on the time. When the timer is at around 4 minutes and 3 seconds, exit out of the Alliance Battle screen and quickly find the target, press the Attack button and choose which army to deploy. If done correctly, you should be timed (synced) with your allies. A good time attack is one where attackers are no more than 3 seconds apart in the march, so they all hit at the same time. Your biggest enemy with a time attack is a defensive strategy commonly referred to as a “Bubble Trap”. Watch out for that, and read about it in the defense section on this page.

Defense

Defense is when someone attacks you or the Castle you are reinforcing. The defender’s army (reinforcer’s army too) if hurt in battle will go to the Hospital if it has room, and the attacker will have losses. The Hospital itself is what makes defense really nice. If you are getting hit remember to send your troops out and only leave an amount which can fit your Hospital. Whenever you are outnumbered, always hide your troops. If the person that's attacking you is around the same power as you, leave your full army in the Castle, they cannot kill your whole army alone.
Here are some useful things you should know regarding Defense in Titan Throne.

  • Upgrade your Military Technology
    This can be done in your College building, press the Military tab and then just upgrade the Technology you'd like.
  • Activate a Defense boost if you have one.
  • Enhance your troops to make them stronger.
    Check the beginner's guide to attacking, there's a section about troop enhancement.
  • Always have your Embassy at a high level.
  • Spend your resources, never hold too many because you will be a potential target for the bigger players.
  • Shield while you sleep, or have your allies reinforce you.
  • Level up your Castle Wall so your defense consists of more troops.
  • Learn how to do a bubble trap.

A bubble trap is when a player is the target of a time attack by many enemies and the player uses his peace shield (any duration will work) during the last few seconds before the first attack hits. After the majority of the enemies bounce off the shield, if there are still enemies marching toward the player, the player then deactivates the peace shield by sending a scout to any other city. That way, the majority of the enemies in the time attack will not be participating and the attack will be easier to defend. The bubble trap (shield) is best used at 8 seconds or less before the first attack hits. That way enemies will have a small amount of time to react. If they do not recall, they are susceptible to huge losses if the bubble trap is done successfully.
In Your City: Your active Hero Marches will defend your castle automatically if you're attacked. Note that idle troops will not participate in defense. So if you want to increase your defenses, try to unlock more Hero Marches as quickly as possible, rather than just recruiting as many troops as possible.
Reinforcements: This is the formal term for "defend" or "defense troops" in the game, often shorted to "rein" during game chat. You'll see the "Reinforce" option on the right when you tap an ally's castle. Just tap it and choose the Hero March you'd like to send to defend your friend.
Watch the Time: Before you launch your reinforcement march, note the march time next to the hourglass icon on the reinforcement screen. That's how long it will take your troops to get to your ally.
Garrisoned Reinforcements: "Garrisoned" troops are those that are left reinforcing an ally OUTSIDE of battle. You can garrison reinforcements with an ally at any time, and they'll be there ready to defend if that ally is ever attacked. This is also a great way to hide your own troops. The number of reinforcements that can be garrisoned at your castle is controlled by your Embassy.
Timed Reinforcements: Once the battle starts, you don't need to be restricted by the Embassy! Just ask your allies to time their reinforcement marches so they arrive just AFTER the enemy. They will all be able to join the battle and defend in real-time. Careful - if they arrive before the enemy, and the Embassy is full with Garrisoned troops, their march will be sent back.
Defense Traps: Your enemy can get info on your Garrisoned Reinforcements if they Scout your castle before attacking. If you can stay cool under pressure, try playing dead while your attacker is marching on you, then ask your allies to speed in with Timed Reinforcements once the enemy has hit.
Front Row Seats: Once the battle starts, tap the double sword icon that appears above your castle, then tap "Enter" to view the battle in real-time.
Under your Spell: Sorry, Spell casting in PvP battles is AI-only! This is to make sure Spell strategy is fair for people who are attacked while they're offline.
Plunder: If you're defeated, your enemy can Plunder any resources that aren't protected by your Depot. Keep resources below your Depot Limit so you're not a tempting target.
Killed vs. Wounded: Your troops will default to Wounded, not killed, when you are defending. However, WATCH YOUR HOSPITAL LIMIT! If your Hospital gets full, your troops will die, even if you are defending. Upgrade your Hospital frequently, heal troops as soon as they're injured, and try keep the amount of troops in your city (including active and idle) lower than your Hospital Limit.
Replay & Learn: After the battle, go Mail > Battles, tap the battle in question, then tap Battle Details > Replay to view the video of the battle and analyse why you won or lost.

Army Compositions

Hero March setups are very important because they determine whether you win or lose a fight. There are A LOT of setup variants you can make, therefore a lot of testing has to be done before knowing what is the best army composition at the moment. With the game recently launching on a global level, there will be a lot of patches and troop changes. Stay tuned for more info!

Spells

Normal Spells
Titan Throne Normal Spells
Normal Spells are the 1st tier of Spell rarity in the game. At the moment Normal Spells are: Heal, Holy Shield, Despair, Magic Arrow, Fire Arrow, Fighting Spirit, Fire Blade, Haste, Berserk, Ice Arrow, Bless, Stone Skin, Revive, Entangle, Plague and Iron Fist.
Spell: Heal
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Heals your weakest unit, base heal is 915 plus 125 for every point of Wisdom. Doesn't affect the Undead.
Opinion: Very basic healing spell.
Spell: Holy Shield
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Grants a 843 damage shield plus 84 for each point of Strength to your unit that is closest to the enemy.
Opinion: Not a very good skill, shields only one.
Spell: Despair
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Attacks enemy's farthest back unit, dealing 800-1200 magic damage plus 125 for every point of Wisdom while also lowering their Morale by 10 for the duration of 7 seconds.
Opinion: Very strong skill.
Spell: Magic Arrow
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Randomly attacks 1 enemy unit, dealing 800-1280 magic damage plus 125 for every point of Wisdom
Opinion: A little bit worse variant of Despair.
Spell: Fire Arrow
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Deals 670-1000 magic damage plus 100 for every point of Wisdom to the lowest tier enemy unit, while also burning them. Burning targets lose 418 hp per second for 4 seconds.
Opinion: Very strong skill.
Spell: Fighting Spirit
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Increases the Morale of 2 random ally units by 10 for 12 seconds.
Opinion: Nothing special.
Spell: Fire Blade
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Makes a small area of ally units deal 380 bonus damage for 5 seconds. Can be used up to 3 targets.
Opinion: Relatively good skill.
Spell: Haste
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Increases movement speed of your troops by 35% while also granting them 2 Defense to enemy Ranged attacks. Can be used up to 5 targets.
Opinion: Not very good.
Spell: Berserk
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: Grants the allied unit closest to the enemy 5 attack but reduces it's defense by 3 for the duration of 7 seconds.
Opinion: Not very good.
Spell: Ice Arrow
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Hits the frontmost enemy unit, deals 800-1108 magic damage plus 95 for each point of Wisdom while also reducing their Magic Defense by 2 for 7 seconds.
Opinion: Very strong starter skill.
Spell: Bless
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Increase the Luck of your troops by 2 in a small area, Magic type troops also receive an attack buff of 1 for the duration of 7 seconds. Can be used up to 3 targets.
Opinion: Mediocre skill.
Spell: Stone Skin
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Increases frontmost ally unit's Physical Defense by 3 for 13 seconds.
Opinion: Not very useful.
Spell: Revive
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Makes the weakest ally unit continuously recover 256 plus 31 health points for every point of Strength.
Opinion: Mediocre regeneration skill.
Spell: Entangle
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Entangles a random enemy unit, reducing its speed by 30% for 3.3 seconds.
Opinion: Useless.
Spell: Plague
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Targets the lowest tier enemy unit, reducing its Defense by 2 and stealing the Hero's Luck by 3 for the duration of 6 seconds.
Opinion: Strong starter debuff skill.
Spell: Iron Fist
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: To the frontmost enemy unit deal 612-860 Physical damage plus 88 for every point of Strength.
Opinion: Very strong damaging skill for the cost of only 2 points.
Rare Spells
Titan Throne Rare Spells
Spells Spells are the 2nd tier of Spell rarity in the game. At the moment Rare Spells are: Mass Revive, Mass Heal, Curse, Mass Fire Blade, Goddess Blessing, Flash, Fire Ball, Swift Wind, Heavenly Armor, Mass Berserk, Cleanse, Ice Bomb, Rock Armor, Death Ripple, Plague Breath, Giant Hit, Thorn and Burning Will.
Spell: Mass Revive
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Makes a small area of ally units continuously recover 340 plus 40 health points for every point of Strength. Can be used up to 5 targets.
Opinion: Mediocre regeneration skill.
Spell: Mass Heal
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Heals in an aoe for 957 plus 69 for every point of Wisdom. Hits up to 5 targets.
Opinion: Mediocre heal skill.
Spell: Curse
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Removes buffs from a small area of enemy units and reduces their attack by 3, duration 10 seconds. Hits up to 5 targets.
Opinion: Pretty good skill for removing buffs.
Spell: Mass Fire Blade
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Allies in area deal 1100 more damage for 5.5 seconds. Hits up to 5 targets.
Opinion: Very strong skill.
Spell: Goddess Blessing
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Increase Luck of your troops by 12 and magic type troops receive an attack bonus of 3 for the duration of 9 seconds. Hits up to 5 targets.
Opinion: Very strong skill for critical hit compositions.
Spell: Flash
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Randomly attacks 2 enemy units. Deals 950-1515 magic damage plus 90 for every point of wisdom and increases your Hero's magic damage dealt with air spells by 20%.
Opinion: Overpowered skill for air builds.
Spell: Fire Ball
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Deals 615-1000 magic damage to a small area of enemies plus 60 for every point of wisdom and also Burns them. Burning targets lose 404 health per second for 4 seconds. Hits up to 10 targets.
Opinion: Very strong skill.
Spell: Swift Wind
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Allies in area gain 45% movement speed and 4 Defense against Ranged attacks. Hits up to 5 targets.
Opinion: Not very useful.
Spell: Heavenly Armor
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Two allied units gain a shield that absorbs 932 damage plus 88 for every point of Strength, the shield reflects 233 damage to the attacker.
Opinion: Very strong skill for tank compositions.
Spell: Mass Berserk
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description:  Buffs allied units with 6 attack but reduces their Defense by 3 for the duration of 7.3 seconds.. Hits up to 5 targets.
Opinion: Only useful for buffing your back line, use if you're sure enemy won't hit your ranged troops.
Spell: Cleanse
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Cleanses allies from negative status effects and decreases their damage taken by 540 plus 33 for every point of wisdom. Hits up to 5 targets.
Opinion: Very strong spell for removing buffs, it's pretty cheap too.
Spell: Ice Bomb
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Deals 769-1080 magic damage plus 66 for every point of Wisdom, also reduces enemy's Magic Defense by 3 for 7.5 seconds. Hits up to 3 targets.
Opinion: Very strong skill.
Spell: Rock Armor
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Allies in a small aoe gain 4 Physical Defense for 15 seconds. Hits up to 5 targets.
Opinion: Useless.
Spell: Death Ripple
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Hits enemy units in a small aoe for 813-1220 Magic damage plus 72 for every point of wisdom, also reduces targets' Morale by 12 for the duration of 8 seconds.. Hits up to 5 targets. Doesn't affect the Undead.
Opinion: Very strong skill with the Undead.
Spell: Plague Breath
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Reduce the Defense of enemy units by 3 and steal 3 of their Hero's Luck for the duration of 7.5 seconds. Hits up to 5 targets.
Opinion: Not very useful skill.
Spell: Giant Hit
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: Deal 850-1200 Physical damage plus 70 for every point of Strength, also stuns for 18 seconds. Hits up to 3 targets.
Opinion: Very strong skill in a Physical damage march.
Spell: Thorn
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Deals 840-1180 Magic damage plus 70 for every point of Wisdom, also reduces targets' speed by 35% for 3.3 seconds. Hits up to 5 targets.
Opinion: Very strong skill for ranged setups.
Spell: Burning Will
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Increases the Morale of allied units by 12 for the duration of 13 seconds. Hits up to 5 targets.
Opinion: Not very useful for it's cost.
Epic Spells
Titan Throne Epic Spells
Epic Spells are the 3rd tier of Spell rarity in the game. At the moment Epic Spells are: Life Gift, Earth Shield, Evil Curse, Death Shadow, Fire Storm, Forest Guardian, Chain Lightning, Wind Barrier, Victory Horn, Lava Blade, Bloodlust Berserk, Blizzard, Group Cleanse, Stone Piercing, Holy Armor, Ambush, Spin Cut, Hero Horn and Death Plague.
Spell: Life Gift
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Heals in an aoe for 1333 plus 70 for every point of Wisdom. Deals 50% of the heal as magic damage to enemy Undead troops. Hits up to 10 targets.
Opinion: Very strong skill versus the Undead.
Spell: Earth Shield
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Increases Physical Defense by 5 for 16 seconds in an aoe, can hit up to 5 targets.
Opinion: Nothing special.
Spell: Evil Curse
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Removes active buffs and 5 Attack from a large area of enemy units.
Opinion: Solid skill for removing buffs.
Spell: Death Shadow
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Deals an aoe of 1030-1600 magic damage plus 70 for every point of Wisdom and reduces enemy Morale by 14 for 9 seconds. No effect versus the undead. Hits up to 5 targets.
Opinion: Very strong damaging spell.
Spell: Fire Storm
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Hits in an aoe for 1100-1700 magic damage plus 55 for each point of Wisdom and Burns enemies for 700 health per second for the duration of 4 seconds. Hits up to 5 targets.
Opinion: Overpowered skill if you can scale it.
Spell: Forest Guardian
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Boosts the Luck of your troops by 14 and magic-type troops receive an attack bonus of 4 for the duration of 10 seconds. Hits up to 5 targets.
Opinion: Pretty good buff skill.
Spell: Chain Lightning
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Chain attacks a random enemy unit and another unit nearby, deals 1300-2200 magic damage plus 70 for every point of Wisdom and delays enemy normal attack by 0.5 seconds. This spell can hit up to 8 targets.
Opinion: Overpowered.
Spell: Wind Barrier
Type: Air
Restricted to: Wisdom and Physical Heroes
Description: Gives allies in the area 55% bonus movement speed and 6 defense against ranged attacks. Hits up to 5 targets.
Opinion: Not very useful.
Spell: Victory Horn
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Boosts the Morale of your troops by 14 for 14 seconds. Hits up to 6 targets.
Opinion: Not very useful.
Spell: Lava Blade
Type: Fire
Restricted to: Wisdom and Physical Heroes
Description: Allied units in range deal 1600 bonus damage with each attack for 6 seconds, they also gain 4 attack against Burning or Stunned targets. Hits up to 5 targets.
Opinion: This spell + Fire Storm. Instant death for your enemy.
Spell: Bloodlust Berserk
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: Buffs a large area of ally units with 7 attack, each time they are hit their Morale is increased by 4. Hits up to 5 Targets
Opinion: Strong for Orcs.
Spell: Blizzard
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: To a small area of enemy units deals 700-900 magic damage plus 50 for every point of Wisdom. Hits up to 5 targets.
Opinion: Useless, too low damage.
Spell: Group Cleanse
Type: Water
Restricted to: Wisdom and Physical Heroes
Description: Cleanse allied units of negative status effects and reduces the damage received from their next attack by 1000 plus 55 for every point of Wisdom. Hits up to 5 targets.
Opinion: Not very useful.
Spell: Stone Piercing
Type: Earth
Restricted to: Wisdom and Physical Heroes
Description: Attacks enemies within an area, deals 1530-2000 magic damage plus 111 for every point of Wisdom and slows down their movement and attack speed by 40% for 3.9 seconds. Hits up to 5 targets.
Opinion: Very strong skill, plus it makes your enemy's troops pretty much useless.
Spell: Holy Armor
Type: Light
Restricted to: Wisdom and Physical Heroes
Description: Your allies gain a shield that absorbs 1153 damage plus 72 for every point of Strength. Every attack on the shield rebounds at the attacker dealing 288 damage, hits up to 5 targets.
Opinion: Very strong skill when used in the right composition.
Spell: Ambush
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: All your melee units gain 10% max health points and their attacks ignore 6% of opponent's Defense, duration is 5 seconds.
Opinion: Good skill for the Orcs.
Spell: Spin Cut
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: Attacks a row of enemies dealing 1219-1706 Physical damage plus 91 for every point of Strength, also stuns for 2 seconds. Your Hero gains 2 Strenght, spell hits 5 targets.
Opinion: Overpowered skill, also cheap to use. Only 4 points.
Spell: Hero Horn
Type: Physical
Restricted to: Wisdom and Physical Heroes
Description: All your troops get reduced skill cooldown time by 1 second and get increased healing or attack effects of their skill by 15%
Opinion: Strong skill, a bit expensive for it's use though.
Spell: Death Plague
Type: Dark
Restricted to: Wisdom and Physical Heroes
Description: Targets an area of enemy units, reduces their Defense by 4 and steals 3 enemy Hero's Luck. Duration 7 seconds, hits up to 5 targets.
Opinion: Not very useful.
Legendary Spells
Titan Throne Legendary Spells
Legendary Spells are the highest tier of Spell rarity in the game. At the moment Legendary Spells are: Reckoning, Burning Heart, Full Shield, Ice Ring, Pray, Rock Spike, Hand of Death, Underworld Curse, Rage Roar, Supreme Armor, Wind Tide, Extinction Slash, Zeus Fury and Gaia Field.
Spell: Reckoning
Type: Fire
Restricted to: Wisdom Heroes
Description: Indiscriminately attacks all units on the battlefield, allies and enemies. Deals 2500-3600 plus a bonus of 95 for each point of Wisdom, after the spell ends units on the battlefield take 20% more damage. Spell hits up to 10 targets.
Opinion: Interesting skill, it deals very high damage but at the cost of also hitting your troops. It can be useful when you are outnumbered and want to do the most damage to your enemy that you can.
Spell: Burning Heart
Type: Fire
Restricted to: Physical Heroes
Description: Grants 14 Morale to all of your troops and makes their attacks deal 1015 bonus damage, duration is 14 seconds. Spell hits up to 5 targets.
Opinion: Good skill, the damage boost can scale up to 3000 which is pretty high and it also boosts Morale, can be useful for certain army compositions.
Spell: Full Shield
Type: Light
Restricted to: Wisdom Heroes
Description: Heals your troops in an area while also dealing 2000-2600 magic damage to enemy Undead troops, plus a bonus of 130 for every point of Wisdom. Also grants your troops Invisibility for 3 seconds.
Opinion: Overpowered skill if you are fighting someone who took the Undead Race.
Spell: Ice Ring
Type: Water
Restricted to: Wisdom Heroes
Description: Deals 2620-3667 magic damage to enemy units in an area, deals 175 bonus damage for every point of Wisdom and freezes the enemies for 2.5 seconds. Hits up to 6 targets.
Opinion: Not very high damage, though it scales amazingly. If you can scale it with Wisdom, it can be really strong.
Spell: Pray
Type: Water
Restricted to: Wisdom Heroes
Description: Grants 14 Luck, 4 Attack and 2 Defense to your troops, duration is 10 seconds.
Opinion: Useless skill.
Spell: Rock Spike
Type: Earth
Restricted to: Wisdom Heroes
Description: Attacks enemies within an area, deals 2852-3707 magic damage plus 182 for each point of Wisdom, it also renders them unable to move and slows their Attack Speed by 40% for 3.9 seconds.
Opinion: Interesting skill, it deals very high damage while also rendering enemies unable to move and taking 40% of their attack speed. Very useful versus physical army compositions.
Spell: Hand of Death
Type: Dark
Restricted to: Wisdom Heroes
Description: Attacks enemies in an area, dealing 2623-3935 magic damage plus 182 for every point of Wisdom, renders enemies unable to move for 3 seconds. Hits up to 6 targets.
Opinion: Very strong spell for the Undead.
Spell: Underworld Curse
Type: Dark
Restricted to: Physical Heroes
Description: Removes enemy positive status effects from a large area and reduces their attack by 5 for 12 seconds, boosts your troop health points by 6%. Hits up to 5 targets.
Opinion: Good versus Elf troops, since they have a lot of skills to buff Luck (Critical Chance).
Spell: Rage Roar
Type: Physical
Restricted to: Physical Heroes
Description: Gives 7 attack to all of your troops plus 4 Morale for every attack received whilst also subtracting 2 Energy from a random enemy Hero.
Opinion: Strong skill for big fights.
Spell: Supreme Armor
Type: Light
Restricted to: Physical Heroes
Description: Grants a temporary shield to all of your troops, absorbs 1884 damage plus 104 for every point of Strenght. Each attack on the shielded troops rebounds to the attacker dealing 471 damage.
Opinion: Very strong shield skill whilst also dealing some damage.
Spell: Wind Tide
Type: Air
Restricted to: Physical Heroes
Description: Gives all your troops 55% bonus movement speed, during the duration gives 6 defense against all ranged attacks and silences an enemy hero (becomes unable to cast Spells), duration 4.5 seconds.
Opinion: Doesn't seem all that good.
Spell: Extinction Slash
Type: Physical
Restricted to: Physical Heroes
Description: Repeatedly attacks a row of enemies dealing 906-1270 Physical damage plus 60 for every point of Strenght while also stunning targets for 2 seconds. Hits up to 6 targets each stage.
Opinion: Strong physical skill.
Spell: Zeus Fury
Type: Air
Restricted to: Wisdom Heroes
Description: Attacks 5 random enemy units dealing 2733-3800 magic damage plus 180 for every point of wisdom, also delays their next normal attack by 0.8 seconds.
Opinion: This skill does crazy damage when it is scaled, also the attack delay comes in handy.
Spell: Gaia Field
Type: Earth
Restricted to: Physical Heroes
Description: Makes all your troops regenerate 640 HP plus 42 for every point of Strenght, also increases their Physical Defense by 6.
Opinion: Very strong tanking skill for the Orcs, minimizes losses in big fights.

Heroes

Undead
The Undead Clan features many unique Heroes: Bismarck, Emperor, Bloody Mary, Yoshitsune, Baldwin and Sargon.
Hero: Bismarck

Race: Undead
Type: Wisdom
Default Spells:
Despair
Spirit Fusion
Death Ripple
Plague Breath
Frail
Banshee Wail
Hand of Death
Special Ability:
Iron Blood: Upon battle start, permanently reduces enemy troops' Morale by 5(+). All Dark or Undead Spells cast on enemies will further reduce their Morale by 5(+) on hit.Magistrate Bonus: Max Tax Amount +7%.
Hero: Emperor

Race: Undead
Type: Strength
Default Spells:
Disintegration Ray
Raid
Fire Blade
Vampirism
Madness
Whirlwind Blade
Battle GodSpecial Ability:
Dark Emperor: For all Dead Knights in formation, base Damage dealt is increased by 60(+), Fatal Hit times are increased by 1, and the Fatal Hit effect is increased by 16%(+).
Magistrate Bonus: Construction Speed +4%
Hero: Bloody Mary
Race: Undead
Type: Wisdom
Default Spells:
Flash
Magic Arrow
Dark Cleanse
Group Torment
Death Ripple
Banshee Wail
Implosion
Special Ability:
Magistrate Bonus: Recruitment Speed Up 4%
Hero: Yoshitsune
Race: Undead
Type: StrengthDefault Spells:
Undead Blade
Iron Mountain
Spin Cut
Giant Hit
Ambush
Repeat Slash
Rage Roar
Special Ability:
Forefront Charge: Hero's first Physical attack damage is increased by 60%(+), and reduces target's Physical Defense by 2(+) for 30 seconds. Refreshed every time an ally unit kills or is killed.
Magistrate Bonus:
Max Recruitment +10%
Hero: Baldwin
Race: Undead
Type: Wisdom
Default Spells:
Despair
Spirit Fusion
Death Ripple
Plague Breath
Frail
Banshee Wail
Hand of Death
Special Ability:
Iron Blood: Upon battle start, permanently reduces enemy troops' Morale by 5(+). All Dark or Undead Spells cast on enemies will further reduce their Morale by 5(+) on hit.
Magistrate Bonus:
Max Tax Amount +7%.
Hero: Sargon
Race: Undead
Type: Strength
Default Spells:
Revive
Haste
Undead Blade
Plague Breath
Hero Horn
Vampirism
Termination
Special Ability:
Troops led deal more damage to enemies with Low Morale and take less damage from Heroes.
Magistrate Bonus: Sulfur Production +12%
Elf
The Elf Clan features many unique Heroes: Sun Tzu, Helen, Elizabeth, Napoleon, Robin and Nzinga.
Hero: Sun Tzu
Race: Elf
Type: Wisdom
Default Spells:
Mortal Enemy
Forest Guardian
Solid
Goddess Blessing
Revive
Thorn
Elf Secret
Special Ability:
Heaven's Army: Enemies that have been attacked by your side have their Attack lowered by 4(+).
Magistrate Bonus:
Spell Research Speed +4%
Hero: Helen
Race: Elf
Type: Wisdom
Default Spells:
Geyser
Bless
Ice Arrow
Blizzard
Cleanse
Forest Guardian
Pray
Special Ability:
Aphrodite: The first Ice Arrow attack deals 50%(+) bonus damage. Each time you cast a Spell on your allies, there is a chance of casting a Level 1(+) Ice Arrow on a random enemy.
Magistrate Bonus:
Wood Production +10%
Hero: Elizabeth
Race: Elf
Type: Strength
Default Spells:
Lucky
Bless
Swift Wind
Wind Barrier
Heal
Light Shield
Illusion
Special Ability:
Inspiring Moon: Ranged units deal 2(+) more damage. After using Spells on allies, their Attack is increased by 1(+).
Magistrate Bonus:
Tax Resources Collected +30%
Hero: Napoleon
Race: Elf
Type: Strength
Default Spells:
Mortal Enemy
Storm Arrow
King's Rage
Goddess Blessing
Thorn
Hero Horn
Illusion
Special Ability:
Transcendant: For a certain amount of time at battle start, all ranged units in formatioon have their range extended by 3(+), their damage dealt permanently increased by 1(+), and Luck increased by 2(+).
Magistrate Bonus:
Magic Spar from Spell Research +5%
Hero: Robin
Race: Elf
Type: Strength
Default Spells:
Mortal Enemy
Fire Point
Swamp
Goddess Blessing
Group Dragonslayer
Thorn
Judgment
Special Ability:
Forest Bandit: Against enemy troops with reduced Speed, all Ranged units have a 10%(+) higher Critical Hit rate, and all Melee units take 15%(+) less damage.
Magistrate Bonus: Tier 4 Troop Recruitment Speed +12%
Hero: Nzinga
Race: Elf
Type: Wisdom
Default Spells:
Entangle
Stone Piercing
Revive
Swamp
Forest Guardian
Flash
Earthquake
Special Ability:
Earth Heart: Hitting an enemy unit with an Earth Spell lowers that unit's Magic Defense by 5(+) points.
Magistrate Bonus:
Chance of getting resources with Taxes +15%
Orc
The Orc Clan features many unique Heroes: Shaka, Attila, Khan, Artemisia, Barbarossa and Spartacus.
Hero: Shaka
Race: Orc
Type: Wisdom
Default Spells:
Raid
Revenge
Revive
Group Bloodlust
Fire Shield
Reflect
Group Beast Physique
Special Ability:
Ancient Leader: Orc Infantry and Boar Goblins deal 3(+) more base damage. Before your losses reach 50%, Attack Speed is increased by 15%(+), and damage taken is reduced by (10%)+.
Magistrate Bonus: Ore Production +10%
Hero: Attila
Race: Orc
Type: Strength
Default Spells:
Iron Fist
Orc Clash
Orc Frenzy
Iron Mountain
Blade Slash
Group Bloodlust
Skyline
Special Ability:
King of the Huns: Hero's Physical Attack damage is increased by 10%(+).
Magistrate Bonus: Reduce Tavern Refresh cost by 10%
Hero: Khan
Race: Orc
Type: Strength
Default Spells:
Berserk
Dragon Charge
Haste
Raid
Group Bloodlust
Swift Wind
Burning Heart
Special Ability:
Alpha Wolf: After your Hero first casts a Spell, all allied units will receive a Morale boost of 5 (8) and deal 10% (13%) more damage. Duration 30 seconds.
Magistrate Bonus:
Increase Hero XP item from Monsters: +8%
Hero: Artemisia
Race: Orc
Type: Wisdom
Default Spells:
Swamp
Poison
Orc Frenzy
Revenge
Group Cleanse
Storm Arrow
Poison Cloud
Special Ability:
Tribal Guardian: All troops in formation take 10(+) less Magic damage.
Magistrate Bonus:
Stamina Recovery +10%
Hero: Barbarossa
Race: Orc
Type: Strength
Default Spells:
Revenge
Iron Mountain
Dragon Charge
Fire Blade
Fire Point
King's Rage
Burning Heart
Special Ability:
Redbeard: When troops in formation have High Morale, there's a chance to grant Hero 1 Energy and a temporary boost of 2(+) Strength.
Magistrate Bonus:
Monster Attack Speed +10%
Hero: Spartacus
Race: Orc
Type: Strength
Default Spells:
King's Rage
Iron Fist
Bless
Group Bloodlust
Orc Frenzy
Blade Slash
Rage Roar
Special Ability:
Decisive Fighter: When attacking the enemy's frontmost unit, Physical Defense is reduced by 3(+) and Movement Speed is increased by 30%(+) for the duration of the current battle.
Magistrate Bonus: Troop Recruitment Speed +10%
Human
The Human Clan features many unique Heroes: Joan, Lionheart, Arthur, Isabella, Alexander, Constantine and Martel.
Hero: Joan
Race: Human
Type: Strength
Default Spells:
Good Training
Giant Hit
Heavenly Armor
Victory Horn
Group Cleanse
Bless
Burning Heart
Special Ability:
Saint Banner: Morale increased by 10(+)
Magistrate Bonus:
All Resource Capacity +15%
Hero: Lionheart
Race: Human
Type: Strength
Default Spells:
Heavenly Armor
Giant Hit
Iron Mountain
Blade Slash
Solid
Wind Barrier
Skyline
Special Ability:
Fierce Lion: Each time Hero uses a Physical Spell other than Iron Fist on enemy soldiers, there's a chance of adding a Level 1(+) Iron Fist attack.
Magistrate Bonus:
Tier 2 Troop Recruitment +10%
Hero: Arthur
Race: Human
Type: Strength
Default Spells:
Haste
Whirlwind Blade
Good Training
Victory Horn
King's Rage
Raid
Shelter
Special Ability:
Knight of Victory: For all Knights in formation, Damage dealt is increased by 50(+), HP is increased by 160(+), and Charge deals 10%(+) more bonus damage.
Magistrate Bonus:
Technology Research Speed +6%
Hero: Isabella
Race: Human
Type: Wisdom
Default Spells:
Guardian
Heal
Light Shield
Swift Wind
Reflect
Shining Beacon
Life Gift
Special Ability:
Saint Shield: Damage taken during the first 20 seconds is reduced by 10%(+)
Magistrate Bonus: Crystal Production +12%
Hero: Alexander
Race: Human
Type: Wisdom
Default Spells:
Sunlight
Heal
Prayer
Group Dragonslayer
Victory Horn
Brave Shield
Pray
Special Ability:
Conqueror: All Hero Spells cast on ally troops reduces all damage they receive from enemy troops by 8%(+) for 10 seconds. Can stack.
Magistrate Bonus:
Max Wounded +10%
Hero: Constantine
Race: Human
Type: Wisdom
Default Spells:
Revive
Good Training
Victory Hornn
Entangle
Hero Horn
Brave Shield
Typhoon
Special Ability:
Templar Commander: Priestesses, Priests, and Templars deal bonus damage equal to 3(+) x (number of their own unit) to units with lower Morale than themselves.
Magistrate Bonus: Heal Speed +8%
Hero: Martel
Race: Human
Type: Strength
Default Spells:
Heavenly Armor
Fire Shield
Solid
Brave Shield
Group Dragonslayer
Guardian
Judgment
Special Ability:
Iron Hammer: All Shields and Light Spirits in formation get a Physical Defense bonus of 2(+) and deal bonus damage equal to 2(+) x (Shield/Light Spirit's number of units) to four-legged units.
Magistrate Bonus: Chance of Capture or Being Captured adjusted by 8%

Gear

Titan Throne Gear


Gear is one of the crucial parts of Titan Throne army compositions. Depending on which items you have access to, you will be able to change troop setups for different scenarios.
When you first start out, wear whatever equipment you can get, and upgrade it. You can upgrade a piece of equipment by fusing it with another one.
There are 4 colors of gear. In order of lowest to highest value, they are: White-Green-Blue-Purple.
Purple is the highest value color of Hero Gear. White is the lowest, and the only equipment that does not have any Bonus Stats. When you update your Hero set, remember to watch the color of each Gear item and the Bonus Stats!

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