
Character Skills
Titanfall 2: Comprehensive Character Skills Guide
Overview
Titanfall 2 features two distinct combat forms: Pilots (agile infantry) and Titans (massive mechs). Each Pilot loadout consists of a Tactical Ability, Ordnance, and Boost ability, while each Titan chassis has unique Abilities (Offensive, Defensive, Utility, Core) and upgrade kits. This guide covers every skill, ability, and upgrade for both Pilots and Titans in multiplayer.
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Pilot Skills
Pilots have three customizable ability slots: Tactical, Ordnance, and Boost. Each has multiple options with distinct effects, cooldowns, and usage scenarios.
Tactical Abilities
| Ability | Effect | Cooldown | Upgrades (via Kits) | Synergies & Usage |
|---|---|---|---|---|
| Cloak | Become partially invisible for ~10 seconds. Firing, melee, or using abilities reduces invisibility. Enemies can still see a faint shimmer and jetpack trails. | 20 seconds | Stealth Auto-Eject (auto-cloak on Eject) – pairs with Eject-based tactics. Low Profile (less visible while cloaked) – better for sneaking. | Use for flanking, evading Titans, or repositioning. Avoid firing while cloaked to maintain stealth. Best with SMGs or shotguns for close-range ambushes. |
| Stim | Inject stimulant for a short burst of increased movement speed and health regeneration. Duration ~5 seconds. | 20 seconds | Tactikill (reduce cooldown on kills) – enables rapid Stim stacking. Fast Regen (faster health regen after Stim ends) – for aggressive CQB. | Excellent for aggressive rushing, escaping tight spots, or closing gaps to Titans with anti-Titan weapons. Pairs with EPG-1 or Mastiff for one-shot combos. |
| Grappling Hook | Fire a grapple that pulls you toward surfaces or enemies. Can swing, wall-run, and slingshot. No damage, but unlimited uses with cooldown on each hook (recharges after detach). | 10 seconds per hook (recharge based on distance used) | Spin-Fusor (faster hook rewind) – for tricky movement. Apex Predator (double hook charge) – two hooks before cooldown. | Master movement tool for verticality, escapes, and speed runs. Use to reach rooftops, evade Titans, or pull yourself to an enemy Pilot for melee. Synergizes with Wingman Elite for precision mid-air shots. |
| Pulse Blade | Throw a knife that scans a circular area (~30m radius) revealing enemy Pilots, Titans, and NPCs through walls. Lasts ~5 seconds. | 20 seconds | Enhanced Pulse (longer scan duration and wider radius) – better area denial. Wall Hang (attach pulse to surfaces) – set traps. | Use to check rooms before entry, track enemies through cover, or highlight targets for teammates. Great with G2A5 or Hemlok for pre-aiming angles. |
| A-Wall | Deploy a shield wall that provides cover and boosts outgoing bullet damage by ~30% for shots fired through it. Lasts until destroyed or deactivated (holds 1500 HP). | 30 seconds | Shield Amplifier (increases bullet damage bonus to 40%) – more lethal. Fast Build (faster deploy time) – for quick shields. | Use to hold chokepoints, provide cover in open areas, or enable peek-and-shoot tactics. Best with any weapon, but especially Devotion or Spitfire for suppression. |
| Phase Shift | Enter a parallel dimension for ~3 seconds, becoming invulnerable and invisible. You cannot see enemies while phased. Ends automatically. | 25 seconds | Phase Echo (leave afterimage decoy on exit) – confuse enemies. Phase Rewind (return to location where you activated Phase Shift after ~2 seconds) – disorienting escape. | Perfect for escaping certain death, baiting enemies into traps, or countering Titan attacks. Use before a Titan melee or Core hit to dodge. Can also be used to traverse Titan electric smoke. |
| Holo Pilot | Deploy a holographic duplicate of yourself that moves forward for ~5 seconds. The holo mimics your current weapon and movements. | 15 seconds | Holo Nova (duplicate splits into multiple holos on death) – area confusion. Holo Enhancer (holo moves faster and has more health) – more convincing. | Use as a distraction, to bait enemy fire, or to scout dangerous corners. Works well with cloak or stim to make enemies think the holo is real. Synergizes with Kraber or Longbow for trick shots. |
Ordnance (Grenades)
| Ordnance | Effect | Cooldown | Upgrades | Usage Tips |
|---|---|---|---|---|
| Frag Grenade | Standard explosive grenade with 3-second fuse. High damage (kills Pilots instantly in blast radius). | 15 seconds | Frag Resupply (carry 2 grenades). Fast Fuse (shorter fuse). | Cook before throwing to reduce reaction time. Use for area denial or flushing enemies from cover. Bounce off walls for angled throws. |
| Gravity Star | Creates a small gravity well that pulls enemies and objects toward it for ~3 seconds. Deals light damage on direct hit, but the pull disrupts aim and movement. | 20 seconds | Gravity Amp (larger radius and stronger pull). Double Take (throw two stars before cooldown). | Use to group enemies for grenades, Titan Core attacks, or to displace Pilots from rooftops. Can also be used to redirect incoming grenades or enemy abilities. Synergizes with Satchel Charges for combo kills. |
| Electric Smoke Grenade | Deploys a cloud of smoke that damages enemies inside (10 damage per tick, stuns Titans). Also blocks vision. Lasts ~5 seconds. | 25 seconds | Smoke Amp (larger area and more damage). Smoke Canister (deploy a stationary canister that releases smoke on proximity trigger). | Essential for disengaging from Titans, covering revives, or area control. Use to force enemies out of cover or to block lines of sight. |
| Satchel Charge | Plantable explosive charge that can be remotely detonated. Kills Pilots instantly on explosion. Sticks to surfaces. | 20 seconds (one charge, can carry 2 with kit) | Satchel Amp (increased explosion radius). Double Satchel (carry 2 charges). | Use for traps, grenade launcher combos (throw satchel, shoot with EPG-1 to detonate), or sticky locations. Place on ceilings over doorways for ambushes. |
| Firestar | Thrown projectile that sticks to surfaces and enemies, then explodes after a short delay (2 seconds). Deals high damage and leaves a fire patch that ticks damage. | 15 seconds | Firestar Amp (larger burning area). Firestar Quick (faster throw velocity). | Use to flush enemies from cover, damage Titans (ignites on impact), or deny area. Can stick to Titans for DoT over time. |
Boosts
Boosts are powerful single-use abilities that recharge over time or are earned through pilot kills and scoring. Each match you can equip one Boost.
| Boost | Effect | Earn Rate | Best Use |
|---|---|---|---|
| Amped Weapons | Doubles damage of all weapons for a limited time (lasts until you die or switch weapons). | Medium (5 kills or 3 titan assists) | Use before engaging multiple enemies or as a Titan execution finisher. Works with all weapons, but best with high-damage low-ammo guns like the Mastiff. |
| Battery | Carry a battery that can be inserted into an allied Titan to give it shield and partial Core charge. Alternatively, insert into a friendly doomed Titan to keep it alive. | Fast (3 kills or 2 titan assists) | Always prioritize inserting into a friendly Titan. Use yourself as a Titan if no allies are near. Helps turn the tide of Titan fights. |
| Pilot Sentry | Deploy a turret that automatically targets enemies and deals moderate damage. Lasts ~30 seconds. | Medium (5 kills) | Place in high-traffic areas, behind cover, or near objectives. Great for area denial and covering flanks. Can be destroyed by enemies. |
| Titan Sentry | Deploy a stationary Titan that fires at enemies. It has limited health and ammo. | Slow (7 kills) | Use to hold a position or provide covering fire. Works best in open maps. Can be targeted by enemy Titans. |
| Radar Jammer | Creates a large area (30m radius) that blocks enemy minimap and motion tracker for ~20 seconds. | Fast (3 kills) | Use to disrupt enemy awareness before pushing an objective or during a Titan fight. |
| Ticks | Deploy a swarm of small explosive robots that chase enemies and detonate. | Fast (3 kills) | Use to clear rooms, harass enemies, or create distractions. Ticks can be shot down. |
| Holo Pilot Nova | Deploy multiple holographic decoys that run forward. | Fast (3 kills) | Use to confuse enemies, bait out shots, or make an escape. Works well with cloak. |
| Phase Rewind | Activate to enter Phase Shift and return to your location 3 seconds earlier. | Fast (3 kills) | Use as an emergency escape after taking damage. Pairs well with aggressive play. |
| Smart Pistol | Equip the Smart Pistol for a limited time (fires homing bullets that lock onto enemies, one-shot kill Pilots with lock-on). | Slow (7 kills) | Use when you need easy kills or when flanking a group. Lock-on time is longer if enemy is aware. Works best from behind or while cloaked. |
| Amped Wall | Deploy an A-Wall with increased durability and damage boost. | Medium (5 kills) | Use for defensive holds or when assaulting a Titan. The wall provides excellent cover. |
| Rocket Salvo | Fire a burst of rockets that deal heavy damage to Titans. | Slow (7 kills) | Use as a Titan buster when you have no anti-Titan weapons left. Can be used from range. |
| Laser Tripwire | Place a laser that triggers explosive mines when enemies cross. | Fast (3 kills) | Use for area denial around objectives or narrow corridors. Lasts until triggered or destroyed. |
| Grapple | Unlocks the Grappling Hook ability for a short duration (if not already equipped). | Medium (5 kills) | Use if you need mobility but your loadout doesn't have a grapple. |
Titan Skills
Each Titan chassis (Ion, Scorch, Northstar, Ronin, Tone, Legion, Monarch) has unique abilities across four categories: Offensive, Defensive, Utility, and Core. Additionally, each Titan has upgrade kits that modify these abilities.
Ion
Role: Balanced mid-range fighter with energy management.
Core Ability: Laser Core – Fires a continuous beam that deals massive damage (instantly melts Pilots and deals high DPS to Titans). Movement is restricted while firing.
| Ability Category | Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|---|
| Offensive | Splitter Rifle (Primary) | Fires energy shots; can switch to spread mode (alt-fire) for close range. | None (energy ammo) | Splitter Lens (spread mode has tighter spread). Refraction Lens (alt-fire bounces shots). |
| Defensive | Energy Shield | Deploys a vortex shield that catches incoming projectiles and converts them into energy. Hold to sustain. | Recharges after full depletion | Vortex Amplifier (increased projectile catch speed). Reflector (can reflect caught projectiles back with extra damage). |
| Utility | Tripwire | Deploy a proximity mine that deals moderate damage and slows enemies. | 10 seconds (can hold 2 charges) | Tripwire Amp (larger effect radius). Tripwire Trap (mine becomes invisible). |
| Utility | Laser Shot (Alt-fire on Splitter Rifle) | Fires a precise semi-auto laser shot that deals high damage ( 1/3 bar on Titans). Uses energy. | None (energy based) | Laser Shot Optimizer (faster charge, less energy cost). Laser Shot Scope (better zoom). |
Turbo Engine (extra dash charge).
Overcore (start with 20% Core charge).
Nuclear Ejection (eject with massive explosion).
Stealth Auto-Eject (eject with cloak).
Counter Ready (start with Counter measures – Electric Smoke).
Recommended Build: Use Splitter Rifle in spread mode for Pilot kills, Laser Shot for Titan damage. Energy Shield to catch rockets. Tripwire to defend flanks. Core at close range.
Scorch
Role: Close-range area denial and burst damage.
* Core Ability: Flame Core – Unleash a massive cone of fire that deals heavy damage and DoT to everything in front.
| Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|
| Offensive | Thermite Launcher (Primary) | Fires incendiary thermite canisters that stick to surfaces and deal DoT. Explosion on impact. | None (ammo) |
| Defensive | Thermal Shield | Blocks incoming shots while dealing burn damage to close enemies. | Cooldown after use (full recharge ~8s) |
| Utility | Incendiary Trap | Deploy a fire trap that ignites a small area. Enemies walking through take DoT. | 5 seconds (carry 2 charges) |
| Utility | Gas Canister (Alt-fire) | Throw a gas canister that leaves a flammable cloud. When shot or hit by fire, it explodes. | 8 seconds |
Recommended Build: Use Gas Canister + Incendiary Trap to create fire zones. Then use Thermal Shield to push enemies into your fire. Flame Core for massive burst. Use Turbo Engine for mobility.
Northstar
Role: Long-range sniper and hit-and-run.
Core Ability: Flight Core – Hover in the air and fire a salvo of missiles that lock onto enemies. Grants mobility.
| Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|
| Offensive | Plasma Railgun (Primary) | Charge-shot sniper rifle. Fully charged shot deals heavy damage ( 2 bars on Titans). Can charge and hold. | None (ammo) |
| Defensive | Tether Trap | Deploy a trap that tethers an enemy Titan in place for a few seconds. Can be destroyed. | 12 seconds (carry 1 charge) |
| Utility | Cluster Missile | Fire a missile that splits into multiple bomblets, dealing area damage. | 10 seconds (carry 2 charges) |
| Utility | VTOL Hover (Alt-fire) | Hover in place for a short time, allowing precise sniping. | 8 seconds (recharge on ground touch) |
Recommended Build: Keep distance. Use Tether Trap to immobilize rushing Titans, then land full charged shots. Flight Core for escape or finishing. Use Overcore to get Core faster.
Ronin
Role: Agile close-range brawler with a sword.
Core Ability: Sword Core – Wields a massive broadsword that deals huge damage and gives speed boost. Press attack for powerful swings. Sword Core lasts ~10 seconds.
| Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|
| Offensive | Leadwall (Primary) | Shotgun with 4 shots. Each shot deals moderate damage. Reload is slow. | None (ammo) |
| Defensive | Sword Block | Hold to block incoming damage with your sword. Reduces damage by 70% but slows movement. | None |
| Utility | Phase Dash | Teleport forward a short distance, becoming invulnerable for the duration. | 8 seconds (carry 1 charge) |
| Utility | Arc Wave (Alt-fire) | Fires a wave of arc energy that deals damage and slows enemies. | 6 seconds (carry 1 charge) |
Recommended Build: Use Phase Dash to close distance, Leadwall blast, then Arc Wave to slow. Sword Core for finishing blows. Use Sword Block to endure enemy fire while closing.
Tone
Role: Mid-range support with lock-on missiles.
Core Ability: Salvo Core – Fire a barrage of homing missiles that deal massive damage on a locked target.
| Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|
| Offensive | 40mm Tracker Cannon (Primary) | Semi-auto cannon that applies lock-on marks on hit. 3 marks = lock for missile. | None (ammo) |
| Defensive | Particle Wall | Deploy a transparent wall that blocks incoming fire. Can be shot through by Tone's team. | 15 seconds (wall lasts until destroyed) |
| Utility | Sonar Lock | Fire a pulse that reveals enemies in an area and applies lock-on to marked enemies. | 10 seconds (carry 2 charges) |
| Utility | Tracker Rocket (Alt-fire) | Fire a rocket that seeks enemies locked on by 40mm. | Uses ammo |
Recommended Build: Spam 40mm to get locks, then fire Tracker Rockets. Use Particle Wall to hold positions. Sonar Lock to reveal enemies. Salvo Core for burst damage.
Legion
Role: Heavy weapons platform with rotating gun.
Core Ability: Smart Core – Fires a powerful burst of automatically tracking bullets that lock onto enemies. Lasts ~5 seconds.
| Ability | Effect | Cooldown | Upgrades |
|---|---|---|---|
| Offensive | Predator Cannon (Primary) | Rotating minigun that can fire in long-range or close-range mode. Long-range is more accurate; short-range has wider spread. | None (ammo with cooldown) |
| Defensive | Gun Shield | Deploy a shield that covers the front of Legion, blocking attacks. Shield health is displayed. | 10 seconds after shield breaks; can be turned on/off |
| Utility | Power Shot (Alt-fire) | Fire a powerful single shot that deals massive damage and knockback. Two modes: long-range (high damage) and short-range (spread damage). | 8 seconds (hold to charge) |
| Utility | Dash | Legion has a single dash charge (like all Titans) but can equip Turbo Engine for 2 dashes. | 5 seconds per dash |
Recommended Build: Use Predator Cannon in long-range for Pelts, short-range for Titans up close. Use Power Shot for burst damage. Gun Shield for defense. Smart Core when enemies are grouped.
Monarch
Role: Upgradable Titan that gains new abilities through Core upgrades.
Core Ability: Upgrade Core – Each use unlocks a tier of upgrades (3 tiers total). No direct damage, but permanent ability enhancements.
| Ability | Effect | Cooldown | Upgrades (via Core progress) |
|---|---|---|---|
| Offensive | X0-16 Chaingun (Primary) | Rapid-fire hitscan weapon that deals consistent damage. No spread at range. | None (ammo belt) |
| Defensive | Energy Siphon | Fires a beam that deals damage and steals shields from enemies. Heals Monarch on hit. | 8 seconds (can hold 2 charges with kit) |
| Utility | Missile Racks | Fires a volley of rockets that track locked targets (requires lock-on from Chaingun). | 10 seconds (carry 2 charges) |
| Utility | Rearm (Alt-fire) | Reloads all weapons and abilities instantly. Also refreshes dash. | 25 seconds |
Recommended Build: Prioritize Energy Siphon for sustain. Build towards Arc Rounds for splash damage. Use Missile Racks for burst. ReArm to reset abilities. The Core upgrades make Monarch increasingly powerful.
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Synergies & General Tips
- Pilot + Titan: Use Battery Boost to support your Titan early. Cloak or Phase Shift Pilots can safely rodeo enemy Titans to steal batteries (then use battery on own titan).
- Kit Selection: Always consider your playstyle. Turbo Engine is universally useful for better positioning. Overcore helps Titans get Core faster. Nuclear Ejection is good for aggressive last stands.
- Combos: Grappling Hook + Gravity Star + Frag Grenade = kinetic kill. Stim + Satchel Charge = sprint into group and detonate. Pulse Blade + Longbow = wallhack sniping.
- Countering: Use Electric Smoke to deter rodeos. Use Tether Trap on Ronin to stop his rush. Use Particle Wall against Northstar snipers.
Mastery of both Pilot and Titan abilities is key to dominating the frontier.