Crash Fever gameplay guides


Event Walkthroughs

Wizard Invades Guides

Ultimate Quest Guides


Beginner Guides

1. Where should I start?

2. Re-rolling

3. Hatcher types

4. What do stars mean?

5. What are "Bugs"?

6. What are the fruits?

7. Which units should I sell?

8. Earning Polygons


Intermediate Guides

9. Metal Duck Hunt

10. Team composition

11. Damage Calculation

12. Rank Progression

13. Awakening Material Hunting

Team composition

Mono vs. Rainbow?

Crash Fever allows a very large amount of flexibility in making teams for most Events, although some specific requirements are needed for a select few. Whenever possible, it's prefereable to use teams of a single color. This is for 3 reasons:
  1. Standard elemental bonus relationship (take less damage, deal more to respective colors)

  2. Wizard dungeons often have enemies which use attacks that -severely- hamper specific, off-color units. This can include skill locks, extra damage, etc.

  3. CP formation! (This should not be overlooked!) You generate C Skill Panels of the color of the unit making them. A red unit always makes a red c panel, even when linking yellow panels. This will wreak havoc on certain chains and high-level abilities. For example, the unit Turing has a top-tier ability that turns all panels red,blue,or green for several turns. If you use a yellow character, you can chain the panels that drop, but the C Panels that form will be yellow, and cannot fit into any subsequent chains! That means an extra tap is wasted every turn to activate them.

Unit Types

Units can be one of several types, which tells a lot about its intended purpose on a team. These are:
  • Balanced: ATK, HP, & REC are all fairly good; no notable strong points, but no weaknesses. A versitile unit that can sometimes fill a number of rolls, depending on which fruit they are given.

  • Offense: Very high ATK, and usually low REC. These units excel at dealing damage, so try not to get Heart Panels with them, and focus on attacking during their turn.

  • Technical: These units tend to have stats that are balanced, but are a bit lower than actual Balanced units. In return, they have powerful or more complicated skills.

  • Recovery: Units with very high REC. Note that while any unit with high REC can be used to heal the team, a good healer is one that can circumvent many debuffs, often by countering with their own buffs, direct heals, or debuff remove.

  • Stamina: Units with very high HP. Their attack and REC are on the low side. These are the most common units to see with abilities that provide counter attacks or defense up, both of which focus on dealing with enemies that hit multiple times for low individual damage.


To best make use of these types, make sure you will always have at least one unit that has the ability to heal the team, and take note of your team's total HP. A team with only Offense and Stamina types may have a lot of trouble with healing, but a team with multiple Recovery types may find they cannot do enough damage fast enough. In general, a good assortment of types is helpful in making a strong team.