Overview
The only guide you will ever need for any titan or matchup in Titanfall 2.Made in collaboration with Dinorush13 and Lolzguyl
Welcome
Hello, Pilot. The purpose of these guides is to encompass the entirety of every titan, their playstyle, and their respective matchups.
This post is a central hub that will allow you to navigate to each foundational titan guide and their matchups. From here you can access any titan you intend to learn about, where it will be covered in extreme detail within three sections that progress from fundamental knowledge to advanced tactics and strategies.
We will cover everything that has so far been established ever since the game’s last update, and update the guide in the event that Respawn changes anything or any more advanced tech is discovered.
Author’s Note: This is currently work in progress and subject to change in the future. We will be adding more information in the coming months starting with all of the base titan guides.
Links to each titan
Here is a list of all of the titans in the same order as the game menu. Click any of them to advance to their respective in-depth guide:
- Ion
- Scorch
- Northstar
- Ronin
- Tone
- Legion
- Monarch
Universal information
Here are general tips and mechanics that apply to all titans:
– Do yourself a favor and get a basic understanding of every titan in the game, understanding why you die is extremely helpful and prevents the “that titan is so OP” conjecture that constantly gets tossed around and will allow you to seek out counterplay to different playstyles/tactics.
– There is a Radar (also called Minimap) in the top left of your screen. You can use this to determine the general direction of enemies or their exact location, depending on what type of ping it is. There are 2 components to the “ping”, the first being the general direction.
The general direction consists of a circle in the center, 8 cones around that, and 8 small arcs on the outer edge. These sections will highlight themselves in a red hue when an enemy is pinged within the Radar, with the outer arcs representing those outside the radar or at the edge of it. This type of ping is typically triggered by weapon fire, electric smokes and titan melees, though there are exceptions that will be specified in each titan guide.
The second part consists of dots and arrow markers on the map. These will appear when an enemy is sonar’d or if it is a pinged titan: pilots appear as dots while titans appear as arrows, pointing where they are looking. If the pilot or titan is outside the radar, an arrow will appear on the outer arcs instead.
– Titan dashes will give you more distance off of an elevated position, such as at the top of an incline.
– Every titan has a melee, two general melee speeds exist, (specific speeds will be listed within the guides) .8s for Ion, Scorch, Northstar, Tone, Legion, and Monarch, and .9s for Ronin. Melees will ping titans on radar as if they had fired their weapon. Titans cannot melee during their primary weapon’s cooldown between shots, which varies from titan to titan.
– Every titan has critical hit zones, all titans have one on the cockpit, damage dealt to this area will grant a 1.5x damage multiplier with a few exceptions. Shields, and a few other gameplay elements, will block or eliminate these critical hit zones.
– Every titan has an electric smoke ability. They acquire one charge at 20% core meter. Titans with Overcore will drop with an e-smoke ready and titans with Counter Ready will instead acquire two charges. Up to 5 e-smoke charges can be carried at once. When deployed, a smokescreen spawns that, after a one second delay, deals 450 damage per second to titans and 45 damage per second to pilots. However, the damage can be inconsistent, so it may be weaker than expected. Enemy outlines do not show through e-smokes, but they are visible if you are standing inside one (friendly or not).
– There are a few mechanics with disembarking that each occur separately. By disembarking while crouched, the pilot will exit lower to the ground. You can hold the jump key halfway through the disembark animation to gain extra height. Lastly, disembarking directly on top of a battery will instantly give it to the pilot.
– The general titan kits that will provide the most consistent benefits are Turbo Engine and Overcore. The others provide too few benefits or are inconsistent: Stealth Auto-Eject often harms the user by removing any possible plays they could make with their doomed titan, Nuke Eject is too easily avoided even when supplemented with movement restriction abilities, the smoke provided by Counter Ready will either provide less benefit than the aforementioned kits or provide no benefit, and Assault Chip does not buff a piloted titan at all.
– Don’t use warpfall, dome shield will always be better. Warpfall can be a good meme kit for cheesy titanfall kills, or maybe just getting in the titan faster but the risk and inconsistency does not justify the small reward.
Jargon
Below you will find a list of jargon and other technical terms used within these guides for the sake of brevity.
ADS – Aiming down sights.
Dash crouch – Crouching immediately after dashing raises the legs, giving more distance off of elevated positions. Also allows the user to cross gaps a normal dash could not.
DPS – Damage per second.
Hitbox – A designated area that indicates where an attack will deal damage or register a hit.
Hitscan – The quality of a weapon or attack to instantly hit its target upon firing.
Melee canceling – Melee can override/cancel many abilities before they fire. They will be clarified in specific titan guides.
Melee cheese – Terminations can occasionally fail despite the melee landing, due to too much height difference, map obstacles, or if the distance between the titans is increasing too quickly.
Melee pinning – Meleeing another titan during their melee startup animation will cause their melee hitbox to despawn.
Ping on radar – Causes the user to show up on the enemy minimap briefly.