MSL Clan Titan Battle Team Guide

Clan Titan Battle

Monster Super League has an clan system where each clan will assist in fighting Boss-like monsters named Titans in competing with other Clan’s for final DPS score. This has always been MSL’s core feature of clan fights, while expanding in later years, 433 has added additional Clan fight features such as an more “PVP” approach to the system.

In Titan Battle, you need to bring a minimum of 16 Astromons to initiate one fight which are not usable again until the soft reset. This means, even if you bring them, but they don’t fight, you can’t use them again the next round.

That’s a whole lot of Astromons to bring considering you have a total of 3 fights.

Titans’s HP & stats scale per level, in addition their damage scales per round which resets after the first set of 8 astromons dies.

Titan fight are divided into 2 separate fights, the first set of 8 mons and the second set of 8 mons.

Each Set will have 2 teams, the Left side will have 4 and the right side will have 4.

The Titan will only ever attack once per round, first round will always attack Team 1 and second round will always attack Team 2. From the third round forward, it will always be an AOE attack that hits both Team 1 and 2.

If the Titan beats your first set, the fight will reset with the Titans Stats revert back to what it’s level should be at. Then you will proceed onwards with your second set of team 3 and 4.

This is important, because the Titan gets a “Wrath” buff on set rounds, which multiplies the Titan’s current attack. After that, the second line comes and it’s basically the same fight as for the first line.

General Structure

Always build the 2nd set before the first one as they will be your main DPS set. The only exception to this rule is Fire Titans.

Structure Set 1, Set 2
Structure Set 1, Set 2

Left vs Right Side Structure

Always divide your Teams into a Debuffer team & Attacker Team with the Debuffer on Team 1/3.

Structure Placement
Structure Placement

Healers

Debuffers are usually always tank/def based Astromons so 1 healer is generally enough to keep them alive. While attackers are much more squishy even with having HP/DEF gems placed. Thus having 2 Healers would be much preferred.

Structure Healer Placement
Structure Healer Placement

Debuffers

Attack Down and Def Down is a must for each set as they are the core debuffs you want to have on the Boss at all times

Structure debuff placement
Structure debuffer placement

Additional free spots on Team 1/3

With 1 slot being a healer & an slot for Attack down & Def Down, we have 1 slot free in Team 1 & 3. This is usually the best slot for debuffs such as Weaken, Weakness Exposure and such. Otherwise, another healer or an attacker would suffice.

Structure astromon placement
Structure Astromon placement

Attackers

Bringing a minimal total of 4 attackers, we have to be very selective who we bring. Usually, attackers slots will always goes towards ones with Single Target Courageous Strike before AOE Courageous Strike, then Unflinching Strike.

Structure attackers placement
Structure attackers placement

Leadership Skills

Variant Astromons

The best leads are ones that buff HP, ATK, or Crit Damage.

Otherwise, Crit Rate, DEF or Recovery are a secondary choice

If you do not have a leaders that fits the roles stated above, it is not a must to have an variant lead. Roles are more important.

Structure leaders placement
Structure leaders placement

Buffs

There are many type of buffs in this game, gained from either Passive or Active from the Astromons, there are two that are the key buffs we will be using.

Defense up

Defense Up

This buff increases your defense by 70%, this is the overall defense including your gem & trinket stats along with leadership skills if you have any. Not base defense.

Attack Up

Attack Up

This increases your total attack damage by 50%.

Just like Defense up, this increases your overall Attack, not just base stats.

Shield

Shield

While Shield seems too good to be true, it falls behind Defense up in terms of damage mitigation hence why it’s not part of the 2 core buffs.

A massive advantage Shield has over Def Up or Damage Reduction is as long as the shield is up to absorb, you do not get hit with any debuffs or status effects.

There are 3 types of shield in game

  • Flat HP Shield – Receive a flat amount of Absorb
  • Scaled Level Shield  – Receive a amount of Absorb based on HP per Level
  • % HP Shield = % of castor’s total HP as an Absorb

Damage Reduction

Damage Reduction

This is another super strong buff, the only draw back is that it is very limited in terms of which Astromon has it thus making it’s practical use a little lower.

Later on, when we see a more variety of astromons with this buff, it would more than likely become one of the cores buffs to have.

Debuffs

Similar to buffs, they are many type of debuffs in this game.

There are currently 4 core debuffs that we will build towards having

Attack Down

Attack Down

This debuff straight out reduces the damage a Titan does by 50%

Defense Down

Defense Down

This debuff straight out reduces the defense a Titan has by 70%

Weaken

Weaken

This debuff has 2 components to it, it reduces both Attack and Defense by 40% and it stacks with both Attack down and Defense down. 

Resistance Down

Resistance Down

This debuff straight out reduces the resistance a Titan has by 40%*

*This value is still currently being tested, as this is a relatively new debuff

Blind

Blind

Blind reduces the Crit Rate and Crit Damage by a total of 50%

Expose Weakness

Expose Weakness

This debuff is super tricky to correctly use as it increases the first Astromon who hits the target with the debuff by 100%.