A weekly damage-race against a raid boss with more HP than you will ever remove. Fifty players per group, one 6-minute fight per attempt, seven tiers of promotion — and a very specific stack of multipliers deciding who tops the board. Here is the whole machine, from the config tables.
The Titan Challenge (internally world_boss, entrance unlocked at campaign stage 32) is Wing Fighter's ranked boss-rush season. You never kill the Titan — its HP table tops out at 62.5 quadrillion — you just deal as much damage as you can inside a fixed timer, and your cumulative damage for the week is ranked inside a 50-player group of your tier.
The client ships three Titan bosses, rotated by the server between rounds. Each is a dedicated stage with a single boss wave — same 6-minute format, different barrage patterns (Arachne's arena adds a sandstorm).
The boss framework (boss_property_levels) defines 20 boss levels. The server picks the level; each step roughly ×2–5s the previous HP pool. Level 1 is already 100 million — by level 20 the bar is 62.5 quadrillion. This is why the mode is a damage race, not a kill attempt.
Every attack costs 5 Energy + Stargate Challenge Tickets (tickets reset daily and do not carry over; the per-day allowance is a server value). The fight itself is two phases:
The in-game "Frenzy State: {timer}" banner is this phase-2 countdown (titan_challenge_time2 = 300). Each completed run also feeds ~95 Battle-Pass EXP (battlepass_Titan_convert_exp).
A season is 12 rounds × 7 days = 84 days (the Titan Shop resets on the same 84-day clock). Active players are auto-enrolled each round:
The last round of a season pays ranking rewards only — no tier rewards. Reaching Silver+ each season also pays a one-time tier reward (table right).
Three separate faucets: a per-attempt damage milestone track, a weekly ranking payout inside your 50-player group, and the one-time season tier rewards above. Milestones pay Stars + Honor; rankings pay Stars + Titan Coins (the Titan Shop currency, an unnamed item in the loc table — item #67).
Ranked from "this decides the leaderboard" downward. The headline: the Titan has a rotating weakness worth ×1.5 damage, the matching gear set adds two more attack multipliers on top, and a surprising amount of permanent boss-damage % is sold inside this mode's own shop.
Each round's Titan has a published weakness (the "Clue" panel in the lobby): "When the fighter transforms into the [featured] Robot, it can deal 150% damage to the Titan." Transforming requires equipping all five pieces of that round's featured gear set (fighter + maingun + winggun + missile + armor). The featured set rotates server-side (titan_weakness_param); check the clue before you build. This single flag is a ×1.5 on everything you do.
The transformation sets double-dip: 3 pieces = attack of all weapons +15%, and at 5 pieces you can transform mid-run, which raises the attack of all equipped gears by another +30%. So the featured-set pilot fights with +15% → transform → +30% gear attack → ×1.5 vs the Titan. The five sets are below; all are premium chest gear (see Gacha — Titan Chest, opened with Titan Keys).
The Mech Spirit collection (45 fusable units, internally intelligence) is the biggest source of always-on damage multipliers — and their shards are what the Titan Shop sells, making this mode self-reinforcing. The ones that matter for a Titan run, with values at skill level 1 → max:
Three SR Pilots' accumulate skills feed on Titan participation itself — they get permanently stronger every week you show up (full mechanics on the Pilots page):
Titan stages draw from the standard roguelite draft pool (group 107 — same weapon-advance/special cards as the campaign, no titan-exclusive cards). Six minutes is long enough to assemble a full build: prioritize maingun/winggun/missile advance cards for your strongest weapon line, then specials. The full draft system is on the Combat page.
Phase 2 is 5 of your 6 minutes and it is undodgeable by design. Deaths and near-death downtime cut directly into total damage. Stack HP/defense, healing enhancement, and "final damage decrease" (Aqua Spirit, Berserk Dragon) — and note Lancelot's crit-damage-reduction stacks exist precisely for this fight.
Everything that raises your attack sheet raises Titan damage — the fight uses the normal damage pipeline (attribute formulas) with the weakness ×1.5 on top. The checklist, in rough order of impact per resource:
Everything below is crunched from the game's unit tables (batch_factory and the ent_prop stage configs) and cross-verified — no guessing. The headline: the Titans have no elemental resistances and zero defense (the def field is 0 on all 47,129 unit rows in the game), so "best equipment" isn't about counters — it's about which of your damage lines legally apply to each boss, and how many hitboxes you can touch at once.
These apply to every Titan, biggest lever first — each is a separate multiplier bucket on the same hit:
Values at max investment, from guild_tech, camp_tech_lv, intelligence and drone_passive_library (L7 recast). Dragon Emperor's +77% while enemy HP > 60% is effectively permanent here too.
The attack formulas inject the summed attack of all three deployed drones at 100% into maingun, winggun AND missile simultaneously (drone_conf atk_ratios [0,1,1,1] → the atk#drone1–3 terms in every weapon algo). No other system triple-counts. Three endgame drones ≈ 66,500 attack added to every weapon line at once (Lv200 base 5,040 × ★35 +340% ≈ 22,200 each). And drones are deliberately PvE-strength: their outgoing damage ratio is 1.0 in PvE vs 0.025 in PvP (drone_base atk_out_ratio).
Burn-drone actives apply Burning: 70% damage per second per stack, max 6 stacks (drone_skill 9071+, battle_buff 90712: 1s tick, 5s duration). Three burn drones on ~3s cycles hold a stationary Titan near the cap — ≈420%/s of sustained tick damage before amplifiers. Then the burn-only web stacks on top: Sagittarius +25% burning damage taken per stack (to +150%), drone recast Burning Boost +14%, Magic Armor +23.2% / Stargazer +19.4% burnUp spirits, Star Envoy's 3-burn-drone proc, and burnUp lines on chips and sentinels. Electric's best is Draco's ×3.7 self-amplified burst — real, but with no sustained channel it loses to burn on a 6-minute stationary boss. The 6-minute format is the ideal DoT target.
Paid in Titan Coins from rankings and tier rewards; stock resets every 84 days — one full season, so budget across the whole season, not per week. The big-ticket items are Pilot Training Guides and Mech Spirit shards (including the exact spirits that boost this mode). Entries the client can't resolve are server-rotated chests.
The collab event Resist Unicron (internally emperor / boss_combat) is the same machine re-skinned: 50-player groups, weakness parameter, damage milestones — but a 5-tier ladder (Warrior → Pinnacle) paying Cybertron Medals and Leader Tokens, with the "Lord of Cybertron" avatar frame at the top. If you learn the Titan Challenge, you already know how to play it.

The server sanity-checks scores: the config carries a damage_checking threshold of 1013, damage submitted during the tally window is voided (error 9005), and confirmed manipulation voids the whole round's damage:
Sources: world_boss_rank/reward/damage_reward, boss_property_levels, titian_shop (the typo is the developer's), equip_suit, game_base_config, intelligence_*, aviator_base, and the English localization table. Attempt counts per day and the weekly weakness rotation are server-side values not shipped in the client.