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Titanfall 2 Guide: Complete Strategy & Tips

Complete Titanfall 2 guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Titanfall 2 is Respawn Entertainment's 2016 shooter, published by Electronic Arts and added to Steam on 18 June 2020 after years as an Origin exclusive. It runs on two layers at once: a Pilot who wall runs, slides and double jumps through the level, and a Titan, a forty foot mech that drops from orbit when your meter fills. The nine mission campaign puts rifleman Jack Cooper with a Vanguard class Titan called BT-7274 and runs roughly six to seven hours, including Effect and Cause, a mission that hands you a device for switching between two time periods mid firefight. Multiplayer is six versus six across modes such as Attrition, Bounty Hunt and Amped Hardpoint.

This guide covers everything you need: core mechanics, the best characters, weapons worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Wall running and slide hopping

A Pilot can run along any wall for a few seconds, double jump, and slide downhill to gain speed that carries into the next jump. Speed is kept rather than granted, so a player who chains wall runs into slides moves several times faster than one who walks, and the maps are built with parallel wall surfaces specifically to reward it. Almost every skill gap in the multiplayer traces back to whether a player is holding momentum or restarting it.

Titan meter and the orbital drop

Your Titan builds on a timer that damage, kills and objective work all accelerate, then drops from orbit onto a spot you mark. The drop itself crushes anyone standing underneath and gives a brief shield on landing, so where you call it in matters as much as when. Losing a Titan does not end your match, it just restarts the meter, which is why trading a doomed Titan for two enemy Titans is usually correct.

Titan cores and dash meters

Each Titan has a core ability that charges through combat and changes the fight when it fires: Ion has Laser Core, Scorch has Flame Core, Northstar has Flight Core, Ronin has Sword Core, Tone has Salvo Core and Legion has Smart Core. Titans also carry a dash meter that recharges over time, so positioning is a budget rather than a free action. Ion is the exception in that its weapons, shield and abilities all draw on one shared energy pool.

Rodeo and battery swapping

A Pilot can jump onto an enemy Titan, tear out a battery and jump off, which damages that Titan and leaves you carrying a battery. Handing that battery to a friendly Titan restores a chunk of its health and gives it a temporary shield, which makes rodeo a support action rather than only an attack. Titans can respond by ejecting an electric smoke cloud, so the exchange is a genuine duel rather than a free hit.

Pilot tacticals and kits

Every Pilot picks one tactical: Grapple for movement and pulling enemies, Cloak for approaches, Pulse Blade for a thrown sonar ping, Stim for a speed and healing burst, A-Wall for a forward firing shield, Phase Shift for stepping briefly out of reality, or Holo Pilot for a decoy. Pilot Kits add passives such as Power Cell for faster tactical recharge or Fast Regen for quicker healing. Grapple and Stim dominate movement focused play, while A-Wall and Holo Pilot suit players who hold ground.

For a deeper dive into how these systems interact, see our Titanfall 2 combat guide.

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Characters Overview

RoleTierPlaystyleKey Stats
IonAVersatile approachBalanced stats
ScorchAVersatile approachBalanced stats
NorthstarAVersatile approachBalanced stats
RoninAVersatile approachBalanced stats
ToneAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Titanfall 2 builds guide. For rankings, check the tier list.

Weapons Guide

WeaponWhy It MattersBest For
R-201 CarbineThe standard issue assault rifle and the most forgiving Pilot weapon in the game, with controllable recoil and enough damage at every range to never feel wrong.Players learning the movement system who do not want the gun to be another problem.
Volt SMGA high rate energy submachine gun with almost no recoil, which makes it brutal in the hands of a Pilot who is already moving fast.Aggressive movement play where you close distance before firing.
CAR SMGHits harder per shot than the Volt with more recoil, and holds up at medium range better than most submachine guns.Mid range duels while keeping the fast time to kill of an SMG.
Kraber AP SniperA bolt action anti-personnel rifle that kills a Pilot in one hit almost anywhere on the body, with a slow projectile that must be led at range.Long sightlines on maps like Exoplanet where you can lead a moving Pilot.
EVA-8 AutoA semi-automatic shotgun with a fast follow up shot, built for interior fights and rooftop ambushes.Interior fights, Live Fire mode and anyone playing around close quarters routes.

R-201 Carbine: The standard issue assault rifle and the most forgiving Pilot weapon in the game, with controllable recoil and enough damage at every range to never feel wrong. It is what the campaign hands you and what most new multiplayer players should stay on while learning movement.

Volt SMG: A high rate energy submachine gun with almost no recoil, which makes it brutal in the hands of a Pilot who is already moving fast. Its damage falls off at range, so it rewards the wall running approach rather than holding a lane.

CAR SMG: Hits harder per shot than the Volt with more recoil, and holds up at medium range better than most submachine guns. It is the pick for players who want submachine gun mobility without giving up the ability to answer a rifle across a street.

Kraber AP Sniper: A bolt action anti-personnel rifle that kills a Pilot in one hit almost anywhere on the body, with a slow projectile that must be led at range. It is the single hardest and most rewarding Pilot weapon in Titanfall 2.

EVA-8 Auto: A semi-automatic shotgun with a fast follow up shot, built for interior fights and rooftop ambushes. It is unforgiving at anything beyond a room's width, so it pairs with Phase Shift or Grapple for closing distance.

Full breakdowns in our Titanfall 2 weapons guide.

Location Progression

LocationLevel RangeKey Rewards
The Pilot's GauntletCampaign mission 1Movement fundamentals, leaderboard times, first Pilot loadout
Effect and CauseCampaign mission 5Time shift device, Ion Titan loadout, a Pilot helmet collectible
The BeaconCampaign mission 6Ronin Titan loadout, Pilot helmets, large scale Titan combat
Angel CityMultiplayer, all levelsBalanced Pilot and Titan lanes, strong rooftop wall running routes
BoomtownMultiplayer, all levelsEnclosed Titan duels, indoor Pilot routes, clear sniping lanes

The Pilot's Gauntlet: The campaign's training course and a timed obstacle run with a global leaderboard attached. It is the best place in the game to learn wall running, sliding and double jumping, because failure costs nothing and the clock tells you exactly how much you improved.

Effect and Cause: The fifth campaign mission and the one people remember, built around a wrist device that snaps you between the facility's ruined present and its working past. Enemies, walls and floors all change with the switch, so a blocked route in one era is open in the other.

The Beacon: The sixth mission, set around an IMC interstellar communications beacon and its support facilities. It is the most vertical stretch of the campaign and where the Ronin Titan loadout is found.

Angel City: A multiplayer map rebuilt from the first Titanfall and released free after launch. Its mix of narrow streets, interior rooms and rooftop routes makes it the map most often used to teach new players how the two layers of combat interact.

Boomtown: An industrial multiplayer map with tight interiors and long exterior lanes running between them. Scorch and Ronin thrive inside the buildings while Northstar and Tone own the open ground, which makes it a good map for learning Titan matchups.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Speed in Titanfall 2 is preserved rather than granted, so chain a wall run into a slide into a jump and never come to a stop on flat ground.
  2. Call your Titan behind cover or on a rooftop rather than in an open street, because the drop itself is announced and enemy Titans will be aiming at it.
  3. Rodeo an enemy Titan for its battery, then hand that battery to a friendly Titan for a health chunk and a temporary shield rather than keeping it.
  4. The Grapple is not only a movement tool, it also pulls light targets toward you and can redirect your fall mid air to break a sniper's lead.
  5. Ion draws its shield, its Laser Shot and its Tripwire from one shared energy bar, so firing the Splitter Rifle carelessly leaves you without a Vortex Shield.
  6. Northstar's Plasma Railgun does far more damage when fully charged, so a half charged panic shot is usually worse than waiting an extra second.
  7. Ronin should Phase Dash out of a fight the moment health drops rather than chasing the kill, because it has the least health of any Titan except Northstar.
  8. Play The Pilot's Gauntlet repeatedly at the start of the campaign, since it is a timed course with a leaderboard and it teaches every movement input you will use for the rest of the game.
  9. Effect and Cause hides collectibles in both time periods, so switching eras in a room you have already cleared often reveals a Pilot helmet you cannot otherwise reach.
  10. The Kraber fires a travelling projectile rather than a hitscan beam, so lead a running Pilot by a body width or more at long range.

Common Mistakes to Avoid

  • Playing the multiplayer like a standard shooter by walking and holding angles, which throws away the movement advantage the entire game is built on.
  • Dropping a Titan in the open the moment the meter fills, then losing it to two enemy Titans before it has fired a shot.
  • Rodeoing an enemy Titan and keeping the battery, when handing it to a teammate is worth far more than the small boost you get from it.
  • Picking Scorch on open maps like Exoplanet, where the fire abilities never reach and the chassis has no ranged answer.
  • Skipping the campaign because the game is known for multiplayer, which misses Effect and Cause and a six to seven hour run widely rated among the best shooter campaigns of its decade.

Frequently Asked Questions

Which Titan should a new player start with?

Ion. Its Vortex Shield catches incoming fire and returns it, which covers a lot of positioning mistakes, and running one shared energy pool teaches resource discipline that carries to every other chassis. Tone is the next easiest because its lock and rocket loop is straightforward.

How long is the campaign?

Nine missions, roughly six to seven hours on a normal run. Three of those missions are split into three chapters each. Collecting all the Pilot helmets and replaying The Pilot's Gauntlet for leaderboard times adds a few hours.

Is the multiplayer still active?

Titanfall 2 kept a player base long after 2016, helped by heavy discounting and its reputation. A community run client called Northstar also exists, which hosts its own servers and mod support independently of the official matchmaking.

Do I need Titanfall 1 first?

No. Titanfall 2 is self contained and the first game had no real campaign to miss. Angel City, one of the better multiplayer maps here, is a rebuild of a first game map, which is as close as the connection gets.

What is the fastest way to improve?

Stop stopping. Most losses come from players standing still to aim. Run The Pilot's Gauntlet until wall run into slide into jump is automatic, then pick one tactical, Grapple or Stim, and stay on it until movement stops being a conscious decision.

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