New player · Combat tab
Combat basics
Put a team in the Strike Force, clear Proving Grounds stages, and let them farm gold and essence dust while you do everything else.
Updated ·patch v2.0.5
What this is, and what to do first
Combat in Titan Saga: Idle is mostly automatic. The Proving Grounds is a ladder of stages your Strike Force (a five-slot team) fights through. Every stage you clear raises what the team earns while idle. First move: Combat tab, Auto-assign, then View Stages and press Battle!
The Combat tab: three teams
Do this: only fill the Strike Force for now. The tab opens on three team tabs, and the other two are for the Arena, a player-versus-rival mode you will not need in your first days.
5 slots
Strike Force
Your Proving Grounds party. The game's own caption: farms Proving Grounds stages for idle gold and essence dust.
This is the only team that matters at the start. Sage Alaric rallies your whole roster into it during his walkthrough.
3 slots
Securing Holdings
Your Arena defence team. It holds your Arena rank when rival factions attack you.
Ignore it until you start playing the Arena.
3 slots
Offensive Raids
The squad you send to raid rival factions in the Arena.
Also Arena-only. Leave it empty for now.
Each empty slot shows a suggested role (for the Strike Force: Vanguard, two Strikers, Support, Scout). It is a hint only and is never enforced. Tapping an empty Strike Force slot takes you to the Stages screen, where you assign members.
Proving Grounds and stages
What this means for you: the Proving Grounds (the Stages button on the Combat tab) is a 500-stage ladder split into 25 tiers of 20, starting with The Mud Pits 1. You always fight the next uncleared stage. Winning moves you up one and pays a one-off clear bonus of gold and essence dust plus XP for the team. A loss never moves you back, but each member in a losing fight has a coin-flip chance of a short injury (about 10 minutes before bonuses).
- Stages 1 to 10 are a tutorial arc. Enemy power ramps up gently and a single member can fight them.
- From stage 11 you need a full party of five. The Stages screen says “Requires a full party of 5 members”, and idle farming pauses too until five are assigned. Your roster starts with room for four, so plan a fifth member (see Recruiting) before you get there.
- Boss walls. Stages 10, 20, 30 and 40 have a steep power spike. After that, the 10th and 20th stage of every tier are mini-boss and capstone walls.
- Stars. Any clear is one star, two if nobody was injured, three if your party power was at least 1.5 times the stage’s. Three-starring all 20 stages of a tier adds +3% to your idle rates.
Before each fight the Stages screen shows Party: X vs Stage: Y. Green (1.0x or better) should win; gold is a gamble; red means come back stronger.
Idle stage farming
Do this: collect every time you open the game. Once you have cleared at least one stage, your Strike Force earns gold, XP, essence XP and essence dust every minute at the rate of your highest cleared stage. The rate scales with how many assigned members are free (not away on a quest). Rewards pile up in Stored Rewards until you press Collect.
Where to collect
The Stages screen (Collect All), or the Stage Farming card on the HQ screen, which plays a small cosmetic battle and adds up the haul. Before your first clear the HQ shows a Proving Grounds card in its place.
Storage fills at 48 hours
The bank holds 48 hours of your current rate. When it is full the game says “Storage full. Collect to keep earning.” and farming stops until you collect.
Collect before you swap members out
Banked XP is handed to whoever is in the Strike Force at the moment you collect, not to whoever earned it. Collect first, then change the lineup.
Battle modes
Do this: stay on Full Auto until a boss stops you. The mode button on the battle screen cycles Full Auto, Tactical, Manual, Tactical Auto, and your last choice is remembered. The ? button next to it opens the game’s own Tactics help.
| Mode | The game does | You do | Use it for |
|---|---|---|---|
| Full Auto | Attacks and abilities are fired for you. | Nothing required. The tactical command buttons stay on screen if you want to press them. | The default on a new save, and the right choice for farming and for fights you clearly out-power. |
| Tactical | Basic attacks are automatic. A ready ability waits until you tap it; it never fires on its own. | You fire each ready ability yourself and use the tactical commands (Focus Fire, Brace, Unleash, Regroup). | Boss stages, once you know what your abilities do. |
| Manual | Nothing on your side acts without you. | The fight pauses whenever an ally's action gauge fills and you pick the target and the ability slot. A Wait / Active toggle decides whether enemies keep moving while you choose. | Rarely needed. Expedition fights force it on. |
| Tactical Auto | A ready ability is held for a short window (two action ticks) so you can step in, then fires by itself if you do not. | Same controls as Tactical, but optional. | A good middle ground: auto pacing with a chance to redirect a big ability. |
The four tactical commands are party-wide buttons with cooldowns: Focus Fire (everyone hits one enemy for 3 actions; tap the enemy first), Brace (+35% DEF for 2 actions), Unleash (+25% ATK, -15% DEF for 2 actions) and Regroup (cleanse debuffs; the next heal is 1.8x). The game only presses them for you while you are chaining stages or in idle fights.
Speed, Skip and Chain
- 1x / 2x change playback speed only. Nothing about the fight changes.
- Skip resolves the rest of the fight instantly. In Manual mode it first hands the fight to Full Auto, then skips. That switch lasts for this fight only; the next one goes back to your saved mode.
- Chain starts the next stage automatically after each win. Turning it on while in Manual switches you to Full Auto.
- Forfeit ends a stuck fight as a loss with no rewards.
Formation: front and back rows
Do this: keep at least one durable member in the Front Row at all times. Before a stage fight you start yourself, a Scouting Report shows the enemies and a Formation Setup panel. Tap a member’s row button to flip them between Front Row and Back Row, then press Start Battle. The choice is saved per member.
Front Row
+15% physical damage dealt.
Tanks and melee: Guardian, Striker, and anyone Unclassed. Enemies hit the front row first while anyone is standing in it.
Back Row
-30% physical damage taken and +20% ability power.
Caster, Healer, Controller and Summoner are placed here by default.
Why the front row matters: most attacks can only reach the back row once the front row has fallen. Put everyone in the back and nobody is protected. The panel also lists any active party synergies and the Party vs Stage power comparison.
Unclassed members fight on a fallback
Everyone starts Unclassed (no archetype, which is the game’s word for a combat class). An Unclassed member still fights, but on a basic attack-only fallback with no skill tree and no class abilities, and sits in the Front Row by default. Equipping a second essence opens the archetype picker. See How your class is chosen before you pick.
First Steps 6 and 7
Two First Steps objectives live here: Enter the Proving Grounds (100 gold, 5 gems) and Clear Your First Stage (100 gold and a clouded essence). Sage Alaric’s walkthrough usually credits both for you. If yours are still open, fill the Strike Force and win stage 1.
Recommended setup for a new player
- 1
Fill the Strike Force
Combat tab, Strike Force, then Auto-assign. It fills empty slots with your strongest free members. Members on quests can stay assigned: they still count toward party power, they just do not earn idle rewards until they return.
- 2
Leave the mode on Full Auto
Stages 1 to 10 are a gentle tutorial ramp and one member is enough to fight them. Full Auto clears them. Switch to Tactical Auto when you reach a boss stage that stalls you.
- 3
Check the formation once
On the Scouting Report before a fight, keep your sturdiest member in the Front Row and move anyone fragile or ability-heavy to the Back Row. Your choice is saved for later fights.
- 4
Give everyone a class
Unclassed members fight on a basic fallback with no skill tree. Two equipped essences open the archetype picker, and that is the biggest early power jump you can make.
Where to go next
Numbers on this page are the shipped 2.0.7 defaults.
