Titan
The Titan is a server-wide raid. One enormous boss, one shared health bar, and every trainer in the channel hitting it at the same time — there are no turns and nobody waits for anyone else.
A host summons it with /titan, trainers press Join the Fight, and once the host starts it the Titan has 5 minutes to live. Beat the clock and it dies and the world's Titan Level goes up; run out of time and it escapes at the same level.
Your Team of 6 fights it. When the Lunari on the field faints the next one steps up, and when all six are down you are out for the round.
Commands
| Command | Description | ||
|---|---|---|---|
/titan |
Check the live raid, or when the next Titan can be summoned. (no options) | ||
/settingstype:Titan |
Switch between playing by hand and auto-play. Options
| ||
/list |
Build the Team of 6 you bring to a Titan. (no options) |
How It Works
/settings and your team fights by itself, working through each Lunari's moves and rotating when they are all cooling. It is a convenience, not an advantage — your Lunari still take the Titan's attacks and still faint.Tips
Fill all six team slots. Every extra Lunari is another full health bar and another fresh set of move cooldowns to burn through.
Teach every Lunari as many moves as it can learn. Cooldowns mean your damage is limited by how many moves are READY, so a Lunari with five moves out-damages the same Lunari with two.
Mix physical and magic moves. Physical is resisted by the Titan's Defense and magic by its Resistance, so carrying both means you always have something that lands well.
Level your Lunari. Damage scales with the attacker's level, so levelling is the single biggest lift to your Titan damage — use /view to spend pooled Lunari XP.
Forge and equip your gear. Weapons and equipment raise the attacking stats the damage formula reads, so a fully kitted Lunari hits noticeably harder than a bare one.
Check element matchups. Super effective moves deal 1.25x, and a move matching your own Lunari's element gets a further +20% STAB.
Keep attacking whenever a move comes off cooldown. Rank is decided by total damage, and the trainers who fill their downtime finish highest.