Thursday, April 26, 2018

Crash Fever - Rank Quests Tips (Work In Progress for One Self)

Game: Crash Fever
Platform: iOS and Android
Cost: Free to Download (Certain in-game items may require real world money to purchase)

Require be online to play
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Crash Fever Wiki!
Crash Fever Official Site - Japanese Language
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This is just tips and not a strategy guide. I don't know what unit/s you may have and so I can't say anymore detail then a general tips as a guideline. The above link may have some more detail pointer but this here (blog) is for myself and all the one I done and/or needed to be noted (I done). Most information is based on my game experiences.

If there a (?) it mean I don't remember. Caution this is work in progress and the information may change if the game updated. If I don't put any information about a certain floor or whatever, it either I don't have the information or it not significantly important (at least to me) that most people couldn't deal with it. Rank Quest are equivalent to a "Legend" or "Wizard" difficulty.

I will not give a personal opinion on how hard it is according to me.
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  • Overview (taken from wiki):
    • Aim for as much Damage Dealt as possible
      • In general for all Rank Quests, the Damage Dealt score is a major factor in achieving a high ranking. Use Fever and Skills as much as you can to try to aim for a high score.
    • Aim for as few Clear Turns as possible
      • In general for all Rank Quests, you want to clear them as fast as possible in order to achieve a high ranking. Clear each floor as fast as possible to aim for a high score.
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  • Neumann Challenge
    • Comment: Try not to uses Demon unit if you can and there are Protect gimmick in this quest.
      • 1F: Blue attribute (start of the round: protect yellow panel +easy CP spawn for yellow unit [player advantage]+ Attack boost for stamina type [player advantage])
        • Middle Blue: attack, prioritize demon unit first
      • 2F: Blue attribute (2 Round)
        • R1: 3 green to SCP of the front unit at the start of the round (player advantage) plus reduce 90% of all non-yellow attack for 5 turns/protect heart plus attack
        • R2: 3 green to SCP of the front unit at the start of the round (player advantage)
      • 3F: Blue attribute (2 Round)
        • R1: 3 heart to SCP (player advantage) plus protect 20 panel at the start of the round/20 panels to Heart plus protect 20 panel/4 hit combo, prioritize demon unit first
        • R2: protect 20 panel at start of the round/absorb blue to attack/20 panel to Heart
      • 4F: Blue attribute (2 Round)
        • R1: At start of the round; deactivate all effects + Protect Red & Yellow panel + reduces 90% of all attribute attack for 1 turn/2 hit combo/2 hit combo, prioritize demon unit first/1 panel to blue bomb (player advantage)
        • R2: At start of the round; protect green panel + lower CP spawn rate/2 hit combo/2 hit combo, prioritize demon unit first/2 panel to blue bomb (player advantage)
      • 5F: Blue attribute (3 Round)
        • R1: lower tap to 1 for 4 turn plus lower rec
        • R2: 2 hit combo, prioritize demon unit first/absorb panel to attack/convert 10 panel to CP of the front unit (player advantage)
        • R3: deactivate all effect + absorb all panel for buff attack at start of the round
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Tuesday, April 17, 2018

Crash Fever - Gimmicks (Explanation)

This blog may be update due to new gimmicks that arrive in my version of the game and/or a new new information that I figure out through observation, experiences, and/or look up.

The following information is taken from http://www.crashcodex.com/. I will state and restated which is in my own word and other which is the from the website.

Image/Picture may or may not be put to show an example of the gimmicks if it can be shown.

Exact word from the web site: example
Restated info from the web site: example (for easy read)
My stated info: example (I wouldn't write anything if there no new info or the information presented is not confusing by web site)
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  • What are quest gimmicks and how do I deal with them? (link)

    • There are four types of panel gimmicks and five types of unit gimmicks. (old info)
    • Any negative effect or thing that put on the board that is against you. The gimmick can be temporary or permanent. If there is a number next to the gimmick then it temporary and that number is the number of turns until it will be remove by itself unless you have unit to counter and/or cure it before it run out. It is permanent if there are no number next to the gimmick and can only be remove through if you got a unit to remove it or counter it by skill.
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  • Which gimmicks you most likely will encounter in the quest?

    • Answer: That depend on the quest itself and also there are some quests that don't have any gimmick at all. However there should be at least one if you on any higher difficulty setting quest.
    • This encounter lists is based on the lists of gimmick on this blog which include from low level to high difficulty level setting quest:
      • Most frequently/commonly encounter gimmicks: Junk/Protect/Damage/Timer/Virus
      • Most infrequent/uncommon encounter gimmicks: Lower Atk or Rec/Lower CP Spawn Rated/Darkness/Skill Bind/Lower Tap Count
      • Most rarely encounter gimmicks: Other...
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  • Obstruction/Junk panels - Block panels that drop and take up space which can’t be removed by normal clicking. You either need a unit that has the ability to destroy them, use FEVER to reset the board, or use a unit that has a skill to change it into something else. Please note, not all skills can do this.
    • What is it?
      • block that can't be remove through normal click.
    • How to remove it?
      • Unit with a "ability" to remove through normal click.
      • Unit with "skill" that can convert it into something else.
      • Fever (to reset the board).
      • Unit with a "skill" that have laser (may not remove all junk).
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  • Protected Panels - The panels get surrounded by a bubble which absorbs one click, or “hit” from an explosion. Some units can hit through this bubble regardless if they have the ability protect break. Other methods are to use large amounts of explosions to forcefully break the protection bubble, absorb the panels with some skill, or through Fever like for junk panels.
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  • Damage Panels - They appear like spiked panels and clicking them will cause them to explode and deal damage to the player's health bar, dealt at the end of that turn. Is it possible to go into negative health as long as you heal in that same turn so your life is positive by the end. Units with Damage Panel Break can click these without taking damage.
    • How to remove it?
      • click it normally but you will take damage to your HP.
      • Unit with the "ability" and you will take no damage to your HP as long as they are in front when clicking it or chain-connect.
      • Fever (to reset the board).
      • Unit with a "skill" that can convert or absorb into something else.
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  • Timed Panel - Panels that have a count down timer to exploding doing damage to the players health. These cannot be clicked by themselves. You must link them with another panel of the same color, FEVER or explode them using cskills. Certain units, like DRTH and Troy, have active Skills that can convert Timed Panels into helpful panels as well. Some skills, such as possessed by Fourier, Trident and Azazel, can convert any panel
    • How to remove it?
      • click it with another same color panels as that timer (as they can not be click normally).
      • Fever (to reset the board).
      • "Bomb" blast explosion.
      • Unit with a "skill" that can convert or absorb it into something else.
      • Unit with the "ability" that can click it normally
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  • Virus - The affected unit with Virus takes damage each turn until the virus wears off, which can be trivial damage or grave one depending on the quest. Some units can cleanse this virus using their skill, while others are immune to virus due to their ability.Cleansing the virus is usually enough but some end game quests need all units to be immune to it like Lu Bu’s ultimate quest.
    • How to remove it?
      • Unit with a "skill" that can cure it.
      • Unit with the "ability" to be immune to it.
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  • Counter - Hitting the enemy while counter is active causes them to hit you back once your attack is done. Some units can disable this on the enemy boss, such as Yatagarasu. If the counter’s damage is not too high it can be ignored, but in cases like Musashi where it deals significant damage, the ideal method is to either wait it out by skipping turn, or healing if you do not have the means to break it.
    • How to counter this:
      • Ignore it (if the counter is not much damage to your HP).
      • Unit with a "skill" to remove it.
      • wait it out by skipping a turn or heal while waiting it out (if the damage is significant to your HP).
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  • Attack / Resilience lowering - Some bosses will lower the attack or resilience of the player’s units. This usually can be waited out, however in some cases the boss might start hitting harder, or have a timer which makes getting rid of these stat reductions crucial. Using a cskill or a skill that increases either of these stats cancels it out.
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  • Tap Reduction - Bosses can reduce the amount of taps you get. Use a unit that can either increase your taps, or remove this debuff.
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  • Darkness - Turns the screen black and you cannot see panel links, however you can swipe across panels to see the color. Some unit’s can cleanse this, or are immune to it while they are leading.
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  • Heart/Panel Lock - These Panels will drop normally, but look darkened, and no effect will happen when you chain them. They can still be used to create C Panels. This includes during FEVER! Most enemies using this gimmick lock 1-3 types of panels at a time, although Heart Lock Panels is especially dangerous, since you will not be able to heal normally during this time.
    • What is it:
      • Can not uses that panels effect when lock including during Fever time but they can still chain create CP.
    • How to counter this:
      • wait it out
      • Unit with the "ability" that are immune to lock of certain panel.
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  • C Panel chain - Some Events force players to use an increased number of Panels in chain to create C Panels, OR, an enemy may use an ability which increases the number by 2 or more for a specific amount of turns. If it is an enemy ability, the debuff icon will appear, and you can counter it by using a unit with a skill that increases taps.
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  • Sleep -  Force your Unit/s to go to sleep and to be unable to attack, basically if your unit in front is asleep you are force to skip a turn. If the unit is not in front but is asleep, they cannot uses their "skill" if available. Sleep are temporary and are never permanent (given the fact that it force you to skip your turn). Currently I rarely seen any unit/s that are immune to sleep but I have seen some unit/s that can cure sleep. Most people just wait it out.
    • How to counter this:
      • Unit with the "ability" that are immune to sleep.
      • Unit with the "skill" that can cure this.
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  • Skill Bind -  Force your unit/s to be unable to uses their "skill". This can be temporary or permanent depending on the quest you on.
    • How to counter this:
      • Unit with the "ability" to be immune to this.
      • Unit with the "skill" that can cure this.
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  • Lock Ability - Lock any and all unit/s "ability" for those who has it to be unable to have it. Basically any unit with "ability" (which is a passive) to be lock/turn off. There no known way that I know of to counter this yet but I sure there are. [The sign/symbol for this is a capital "A" with a circle with a diagonal line (I may get the image for this later but I only encounter it once so it be hard to get)]
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  • Hack - If the unit is in front is hack, they are force to skip their turn. If the unit is not in front but is hack, they cannot uses their "skill" if available. This hack gimmick is similar to sleep gimmick.
    • How to counter this:
      • Unit with the "ability" to be immune to this.
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  •  ??? - there one gimmick I remember facing off but don't have the info/pic to remember what it call but it a gimmick where you cannot covert panel to cp expect scp with your skill. You can still create cp using the normal method. This will be update when I get to that.
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Monday, April 2, 2018

Crash Fever - Guide For Beginner (Links)

These are a few link that I found that are quite useful for new player as there are no tutorial or official guide for beginner in the game. They assume you learn it by playing it. I did learn but it took a while after player for while. The in-game "help" button only answer the basic question but not the only you might need when advancing in the game.

Crash Fever Beginners Guide, Tips & Tricks
reddit.com: noob
Beginner Walkthrough
Crash Fever gameplay guides

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Most of the questions I personally ask could be answer by the in-game help button but a few are not answers expect figuring it on my own. I didn't uses any site to get help. Here are some of the question I ask myself and later figure out.

  • What the maximum rarity in this game?
    • The rare is the star and it go from 1 star to 6 star; 6 star is the highest rarity.
  •  How come there are people with 2 max bug in their unit?
    • that just 1 Max bug, that only show up as two max bug in the reward when the unit is max bug. People with max bug get 2 reward instead of 1.
  • What unit to sell?
    • This answer is for everyone here: that depend on you
      • In general (if based on the rarity of the unit; number of stars): sell 1-3 stars, keep 4-6 stars
        • there are exception to this regardless if it high number of stars or not
          • Keeper and/or Hold on to it until you get better unit: Unit with "ability" (preferable with immunity to a certain gimmick) but any ability will do. Have "skill"  that can change the board to your advantage to attack, defend, and/or to recover regardless if they have "ability" or not.
          • Sell it and/or going/plan to sell it when you get a better unit: buffer unit with no "ability" (I talking about their skill and not CP in regard to the buff).
  • Where should or more like what "fruit" should I uses on my units (without wasting them)?
    • Comments: When I first started, I just randomly put them wherever and didn't care and believe it the best choices. But after playing a while and observing other player's units upgrade and what I believe is the common upgrade setup.
      • With a few exception, most people will upgraded their units using [Red Apple (fruit) ATK] disregard their "type" unless they are Recovery type.
      • If they are Recovery type unit, people will upgrade using [Blue Apple (fruit) REC] unless otherwise stated.
      • The exception to the above are units with attack increase based on either REC or HP that may or may not be the same as their unit type. This information is usually stated on the CP of the unit. (so if you wondering [I did] of what the point of HP fruit if there less uses for it but there are)