Roles

**Roles** are designations assigned to titans that help determine what playstyle suits them best.

## Introduction

In the midst of the heat of the battlefield, the various titans in the game have certain playstyles that they cater to the best in order to work towards the objective in a coordinated fashion with the rest of the team. These playstyles, labeled as **roles** in-game, are generally the most efficient and effective way to kit the titan out and use the titan in a fight; while it's recommended that a titan operator follow these guidelines, they are not forced to do so. Even so, it gives the user a general grasp of how a titan will behave in the field, as well as what kind of titan it is; for example, a scout will push forward and provide reconnaissance intel for the team, a main fighter will be taking and dealing the brunt of the damage, a support titan will assist the main fighters by adding more damage or pressure onto the enemy, and so forth. The roles of a titan can be viewed by selecting it in the hangar, and all titans currently have at least one role assigned to them.

## Types of Roles

Currently, there are 7 types of roles in the game, with 5 additional sub-roles. As the game is being updated, this list may change.

### Scout

Scouts are quick on their feet as well as lightly armed and armored compared to their contemporaries. They are the eyes of the team, taking point and spotting enemies so that the rest of the team may take appropriate action, as well as being the first to reach the capture points in an attempt to secure them. While they can dish some damage to enemies, they are not meant to go toe-to-toe with beefier units and will wither extremely quickly under sustained fire from one or two enemies. As a result, they should make the most of their usually smaller silhouette and above-average stealth to maneuver around and behind cover in an attempt to reduce exposure to enemy fire, while at the same time trying to find any potential openings to harass the enemy via hit and runs or capture another point for the team.

Currently, Mite, Little Shon, Bully, and Ravager are designated as scouts.

#### Advantages:

* Can quickly reposition around the map, allowing them to capture points ahead of both teammates and enemies
* Often cheaper to purchase and outfit as they are generally light titans
* Can easily highlight enemies for the rest of the team
* If needed they can be pushed into a flanking or harassing role since their speed allows them to take advantageous positions

#### Disadvantages:

* Generally poor knife-fighting capability, can't go head-on against better armed and armored titans
* The raw damage output of a scout is relatively underwhelming, especially against titans like M.A.O. and Tirpitz
* Mobility is their greatest defense; if they can't avoid fire, they will crumble

### Saboteur

Like scouts, saboteurs are nimble and don both light armor and weaponry, but unlike scouts, their primary objective is to disrupt the enemy and cripple their combat capabilities. Saboteurs can accomplish this in a variety of ways: they can force an enemy to be a sitting duck for their teammates, they can weaken their damage output or reduce their mobility, or they can even just simply harass, pressure, or distract an enemy with their presence, forcing them to pay attention to a sudden threat coming from another direction. A saboteur's tools of the trade to get the job done are the Mangler and the Fulgur, with the Mangler's insane damage output for a weapon of its size allowing saboteurs to rip weapons off enemy titans, and the Fulgur paralyzing hostile titans and rendering them extremely vulnerable for a period of time. However, it needs to be noted that if saboteurs cannot get the jump on the enemy, they will crumple under a hail of lead and explosive just like scouts. As a result, saboteurs need to be played carefully in order to be the most effective; they need to make the most of their compact frame and good stealth ratings in order to get close enough to pester the enemy. However, their presence can unnerve the enemy team, and their efforts can help tilt the battle into a team's favor.

Currently, Little Shon and Bully are designated as saboteurs.

#### Advantages:

* Like scouts, they can traverse the map quickly to get to advantageous locations
* Cheaper to loadout than some others due to being light titans
* A Fulgur stun is an extremely crippling blow to any enemy titan
* Can be pushed into a scouting role if necessary due to their speed and stealth

#### Disadvantages:

* Like scouts, they can't brawl effectively
* Their raw damage is underwhelming, though the Fulgur helps to alleviate this somewhat by paralyzing its victims
* Just like scouts, their greatest defense is mobility; force a saboteur to stand its ground and it will fall

### Ambusher

Ambushers are titans which specialize in pumping in an absurd amount of damage in a short amount of time in an effort to devastate or eliminate single targets. While they are similar to saboteurs in terms of gameplay, ambushers differ in the fact that their primary goal is to damage or destroy the hostile titan itself, while saboteurs primarily cripple hostiles for others to take down. Ambushers can normally jump or drop onto a target to get within effective range, and they are also able to take advantageous positions such as higher ground or hanging over a corner to get the drop on an unwary foe; an ambusher equipped with a Fulgur is an unwary enemy's worst nightmare. However, they can be vulnerable if caught out of their element, such as when they are in an open field or moving between ideal ambush locations. As a result, they are highly situational, and if they cannot put themselves in control of the fight, then they are more than likely to lose the encounter.

Currently, Mite and Nelly are designated as ambushers.

#### Advantages

* They are very capable of punishing those who are unwary or oblivious to their presence
* They can take down a critically important target, helping to turn a fight into their team's favor
* Massive damage output, especially within a short amount of time

#### Disadvantages

* Ambushers are normally vulnerable while travelling, due to either slow speed, low health, or a combination of both
* If they don't take down a target and cannot get away in time, they may be vulnerable to retaliation from both the target and its allies
* Highly situational; if a fight doesn't go in their favor, there isn't much they can do but sacrifice their life savings to the reload circle and the jump cooldown

### Sentinel

Sentinels are defensive titans whose objectives are to lock down chokepoints, high ground, corners, and other areas of strategic importance. They carry a good amount of firepower and armor to deter anything that might try to pass through or capture the location. However, they can be overwhelmed by either a rush of several hostile titans, disabled via a Fulgur EMP, or withered down by a constant barrage of Sting and Javelin missiles or Tormentor bursts. They can also be quite sluggish and may take some time to arrive wherr they are needed the most, so the route needs to be planned carefully to make the most of their effective weapon platform.

Currently, Nelly is the only titan designated as a sentinel.

#### Advantages

* Good firepower and decent to good armor
* Effective at locking down locations, such as capture points or the mountain on Arctic
* Depending on the build, sentinels can be pushed into a brawling role for a short amount of time

#### Disadvantages

* Mobility can be underwhelming
* They may be unable to stop an extremely determined push from the enemy team
* Open ground leaves them highly vulnerable to attacks from several enemies or long range fire