Guide

Best Cromons: a type and rarity tier list

There is no single best Cromon in Cromon Quest, the creature-collection RPG on Cronos, because stats are rolled per token, not per species: two Kindlekins can be 60 points apart. What can be ranked is what is fixed. This guide ranks the 10 elemental types by their coverage on the live matchup chart, where a favourable pairing multiplies damage by 1.5 and an unfavourable one by 0.75, lists the 7 Legendary and 13 Epic species, and explains what makes an individual Cromon top tier: its perfection score out of 180, the +10 Cromite ceiling per stat, fusion, and the number of Dojo techniques its rarity allows. The numbers below are read from the game's configuration and catalog, so they move when the game does.

The species index of Cromon Quest: cards for Kindlekin, Scorchscale and Cinderwing of the Fire type, Pladdle, Ripplune and Hydrake of the Aqua type, Sproutara, Florabaro and Verdabrawn of the Grass type, Spiklit, Voltrick and Ampthorn of the Electric type, then Aerbyte, Galehawk, Runolith, Pebblit, Armachild, Titanaught, Umbrawl and Lumynite.
The catalog is fixed on-chain at 120 species: every ranking on this page is about these, and only these.

Which types have the best matchup coverage?

Rank each type by how many types it beats minus how many beat it. Nothing else about a type changes a fight: the multiplier is the same 1.5 and 0.75 for every pairing, and there is no hidden stat bias per element. A positive score means the type has more good pairings than bad, which is the tier list of the chart itself.

TierTypeBeats (1.5x)Loses to (0.75x)Score
S electric aqua, wind grass +1
S grass aqua, electric, rock fire, wind +1
S light shadow, fight crystal +1
A aqua fire, rock grass, electric 0
A crystal light shadow 0
A fight shadow, rock wind, light 0
A shadow wind, crystal light, fight 0
A wind grass, fight electric, rock 0
B fire grass aqua, rock -1
B rock fire, wind aqua, grass, fight -1

Read it as coverage, not power. A Grass Cromon has the most targets to hit hard, a Rock Cromon the most enemies to fear, and a Crystal Cromon only ever meets one good and one bad pairing. In a 3v3 the team matters more than the type: three elements from different rows of this table remove the pairing that loses before the first roll.

Which species are the rarest?

Rarity is drawn first when a Rift opens, then the species is drawn uniformly inside that rarity's pool, so every Legendary is exactly as rare as every other Legendary. The seven of them, with a 0.5% chance from a Basic Rift and 10% from an Ultra Rift, are:

The 13 Epic species sit one step below: #19 Umbrawl, #20 Lumynite, #50 Glimmcub, #60 Allisc, #75 Chromara, #87 Lumivelle, #99 Solenox, #102 Umbryx, #107 Granokong, #108 Rootrage, #111 Crystogre, #114 Crystarach and #119 Wrapskull. Three types, Grass, Rock and Fight, have no Legendary at all, and Crystal, Shadow and Light hold most of the Epics, which is why a Crystal or Light collection looks rarer on a CromonScan than a Fire one of the same size.

TypeCommonUncommonRareEpicLegendaryTotal
fire 4 5 3 1 13
aqua 5 5 4 1 15
grass 5 6 3 14
wind 5 5 4 1 15
electric 4 4 4 1 13
crystal 1 1 1 4 1 8
shadow 3 1 2 3 1 10
light 3 1 2 3 1 10
fight 4 4 3 2 13
rock 2 4 2 1 9

What makes an individual Cromon top tier?

Four things, in this order. The roll: each of the six visible stats is drawn inside the Rift's band, 3 to 24 for a Basic Rift, 13 to 28 for a Premium, 20 to 30 for an Ultra, and the perfection score sums them against the 180 maximum, so a 90% Cromon is rarer than an Ultra floor whatever its rarity. Cromite: up to +10 per stat mined in The Deeps, which can lift a 60% roll past an unboosted 90% one. Fusion: three copies of a species and rarity become one new token with 6 more visible points, capped at 30 per stat, at the Fusion Forge. And rarity, which caps how many distinct Dojo techniques the Cromon can know: 2 for a Common, 3 for an Uncommon and a Rare, 4 for an Epic, 5 for a Legendary, every technique reaching rank 3 regardless. A Legendary is therefore the most flexible fighter, not the strongest by default.

Which stat is best for which mode?

  • Arena and raids: Critical first (crit chance is Critical over 100, a crit doubles the hit), then Speed (dodge is Speed over 200), then HP (80 plus 4 per point). Defense and Resolve together drive blocks.
  • The Deeps: the sum of all six stats, Cromite included, is the gate to deeper lanes, from 30 on lane 1 to 145 on lane 16; the element matters more than any single stat because a typed lane pays +15% to a match and -33% to a mismatch.
  • Expeditions: the mission's stat bar (Speed 20, Attack 16 and the like) on every Cromon sent is worth +5%, and the matching element another +5%.
  • The Pit and the maze: HP and Defense, because wounds carry between waves and a maze explorer fights alone.

So the honest tier list is: a mixed-element team of high-perfection Cromons, mined and fused, beats any single Legendary. The catalog page of each species, Crysalion or Kindlekin alike, shows its stat bands, mint odds and the mine that favours its element.

Roll your own top tier

Free to start: connect your wallet, receive three starter Cromons and see which of the 120 you are missing.

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