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Tips

Beginner tips and core game mechanics

Last updated: 2026-06-25

What Is Motto Immortal?

Motto Immortal is an idle (AFK) hero-collector RPG. You play the Wayfarer and assemble a roster of mythological deities - Greek, Egyptian, Norse and more - to push back the Shadow-Blight. You collect deities by summoning, build a team of five, and send them into battle.

The key word is idle: your account keeps earning gold, experience and gear even while the game is closed. Offline rewards bank up to roughly 12 hours, so logging in once or twice a day to collect and re-invest is the core rhythm.

Battles run automatically. You almost never control a hero directly - your real job happens before the fight: which deities you bring, where you place them, and how you gear them. The other tabs cover those decisions; this tab explains the systems underneath them.

The Core Loop

Almost everything in the game feeds back into this cycle. Once it clicks, every other tab makes sense.

1
Push the Odyssey (campaign)

The story mode is the gatekeeper - clearing stages unlocks summoning, game modes and account systems. It is your main focus in the first days.

2
Summon deities

Spend summon currency to collect heroes and duplicate copies. Copies are not wasted - they upgrade the deity (see Ascension below).

3
Build & gear your team

Level, ascend, gear and add relics to your core five. You are not building five equal heroes - you invest in 1-2 carries and support them.

4
Collect idle income

Offline gold, EXP and gear pile up (up to ~12h). Collect it, pour it back into your team, and push the next Odyssey wall.

A stronger team clears more Odyssey, which unlocks more systems and bigger idle income - which makes your team stronger again. When you feel stuck, you are almost always one account system behind, not one summon short.

Combat Basics

Combat is automatic by default, but it is not random. A handful of mechanics decide most fights.

Auto vs. Manual

Battles play out on their own, and you can leave them on auto for the vast majority of content. Sometimes it can be useful taking manual control of your ultimates so you fire them at the right moment instead of letting the AI waste them.

Energy & Ultimates

During a fight each hero fills an energy bar. When it is full they cast their ultimate - the big, fight-swinging ability. Faster energy means more ultimates, which is exactly why energy-support heroes (your batteries) are so valuable: they let your carry ult more often than the enemy can.

The Open Battlefield

Heroes do not stand still. They move, some teleport, and many knock enemies back or pull them in. Because the field is open, positioning matters - the standard formation is two frontliners and three backliners.

Frontline (2)

Tanks and brawlers

  • Soak damage and hold the enemy
  • Protect the squishy backline
  • Placed closest to the enemy

Backline (3)

Damage dealers and supports

  • Deal the damage, heal, buff
  • Fragile - die fast if exposed
  • Kept behind the frontline

Heroes do not stand still. They move, some teleport, and many knock enemies back or pull them in. Because the field is open, positioning matters - the standard formation is two frontliners and three backliners.

The Open Battlefield: AoE vs. Line, and Grouping

Ultimates have shapes: some hit in a straight line, others cover a wide circular area (AoE). If your team has a hero that pulls or groups enemies together, time your AoE ultimates to land while the enemies are bunched up for maximum damage.

Crowd Control (CC) - stuns, taunts, freezes, knockbacks - is not just defense. Grouping and locking down enemies is what lets your carry's AoE ultimate hit the whole enemy team at once.

Roles: Who Does What

Every deity fills one of three roles. A working team needs a mix - not five damage dealers.

Tank

Frontline. Absorbs damage and shields the backline so your fragile heroes survive. Often brings CC such as taunts and knockbacks.

DPS / Carry

Your damage. This is the hero you invest in most - gear, relics, ascension. You build the team around the carry, not the other way round.

Support

Keeps the carry alive and firing - heals, shields, buffs and energy. Includes batteries (energy) and tempo buffers (attack and move speed).

1-2 Carries

Deal the damage. They get the gear, the relics, the investment.

3-4 Supports / Tanks

Exist to enable the carry - energy, buffs, protection, uptime.

Want the detail on support types? See Team Building -> Energy vs. Tempo Support.

Factions (Suits)

Every deity belongs to a faction, shown as a card suit. The four core suits are Hearts, Diamonds, Spades and Clubs, plus the rare Starglint group.

Factions matter in three places:

  • Summoning: Faction summons and the Wish List are organised by suit, so you target the faction your carry belongs to.
  • Synergy bonus: Stacking deities of the same faction grants your whole team a damage bonus (up to +35%, see below).
  • Counters: Each suit is strong against one other suit.

Faction Synergy Bonus

The more deities of the same faction you field, the bigger the team-wide damage bonus. This is the single biggest reason to build mono or near-mono teams.

Team Composition
Damage Bonus
3 of the same faction
+15%
3 + 2 (two factions, e.g. 3 Hearts + 2 Spades)
+25%
4 of the same faction
+30%
5 of the same faction
+35%

Starglint is a wildcard. A Starglint deity counts as whichever faction helps your bonus most. Example: 3 Hearts + 1 Club + 1 Starglint counts as a 4-faction bonus (+30%); 3 Hearts + 2 Starglint counts as a full 5-faction bonus (+35%).

Faction Counters

Each core suit deals extra damage against the suit it counters. It forms a single loop - so against an unknown enemy team, the faction that counters them is always the next one along.

HeartsHearts beats SpadesSpades
SpadesSpades beats DiamondsDiamonds
DiamondsDiamonds beats ClubsClubs
ClubsClubs beats HeartsHearts

The loop: Hearts -> Spades -> Diamonds -> Clubs -> back to Hearts. Starglint sits outside the counter loop.

Starglint is the rarest group with its own currency and summon pool - see Early Game -> Starglint and Mindsea.

Rarity & Ascension

You make a deity stronger in two ways: levelling (raising their level with EXP) and ascension (raising their grade by feeding duplicate copies).

Copies & Fodder

Every extra copy of a deity you summon goes toward ascending them to the next grade. Lower-value duplicates used purely as ascension material are called fodder. Higher grades unlock more stats and, eventually, the deity's relic system.

Key idea: copies are never wasted. A duplicate you would discard in other games is the main way you power up a hero here. Spend them deliberately - see Early Game -> Ascension Tips for which deities to feed first.

The Grade Ladder

Ascension raises a deity up this ladder. Each step needs more copies, but also adds stats and unlocks systems. The two milestones to remember: Exalted unlocks the relic system, and Divine is the current top tier.

Epic Epic+ Legendary Legendary+ Mythic Exalted Exalted+ Divine Divine 1 Divine 2 Divine 3 Divine 4 Divine 5

Gold = relics unlock here (Exalted / Exalted+). Violet = Divine tiers, the current ceiling (Divine 5 is the highest anyone has reached so far; higher tiers may follow).

Key Terms

The words that show up everywhere in this guide and in chat, in one place.

Term
What it means
Deity / Hero
A collectible character (a god or goddess) you summon and build.
Faction / Suit
The card-suit group a deity belongs to: Hearts, Diamonds, Spades, Clubs, Starglint.
Carry / DPS / DD
Your main damage dealer - the hero you invest in most.
Support
Heals, buffs, shields or grants energy; exists to enable the carry.
Tank
Frontline hero that soaks damage and protects the backline.
CC (Crowd Control)
Effects that stun, taunt, freeze, pull or knock back enemies.
Energy
The bar that fills during combat; a full bar lets a hero cast their ultimate.
Ultimate
A hero's big, energy-gated signature ability.
Ascension
Raising a deity's grade by feeding duplicate copies.
Fodder
Spare copies used purely as ascension material.
Relic
A per-deity upgrade system unlocked at higher grades; has breakpoints (see Mid-Late).
Pity
A summon guarantee: after a set number of pulls you are granted a deity.
Idle / AFK
Offline progress; rewards bank up to ~12 hours while you are away.
Odyssey
The campaign / story mode; clearing it gates most other features.
Shrine
Account-wide buff and gear (artefact) system unlocked through Odyssey progress.
Beacon Tree
Account-wide stat bonuses that apply to every hero in every mode.
Resonating Altar
Place 5 heroes; every other hero is raised to the level of your 5th-strongest.