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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