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.

Is any type stronger than the others?

No, and that is by design. Every one of the ten beats exactly two types and loses to exactly two, so ranking them by strengths minus weaknesses puts all ten on the same line. The multiplier is the same 1.5 and 0.75 for every pairing, and no element carries a hidden stat bonus. There is no best type to collect: there is a right type to bring against the one in front of you.

So the useful table is not a ranking, it is a list of counters. Find the element you are facing in the first column, and the third tells you what to send at it.

TypeHits hard (1.5x)Countered by (1.5x)
fire grass, crystal aqua, rock
aqua fire, rock grass, electric
grass aqua, electric fire, wind
wind grass, fight shadow, rock
electric aqua, light grass, crystal
crystal electric, light fire, shadow
shadow wind, crystal light, fight
light shadow, fight electric, crystal
fight shadow, rock wind, light
rock fire, wind aqua, fight

Two consequences worth playing around. A trio of one element shares both of its counters, so a single opposing Cromon can hit all three of yours at 1.5x: spread your elements and that stops being possible. And because every type has exactly two counters, no defence is ever hopeless, which is the point of the chart being even.

The full 10 by 10 chart, including the neutral pairings this table leaves out, is on the types and rarities guide and in the Matchup tab of the Arena.

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%, the matching element another +5%, and on Rare, Epic and Legendary runs one Cromon of that rarity or better adds the rarity charter, +3%, +5% or +8%.
  • 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.

Read the FAQ

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