A fairer engine under every fight, 3v3 formations where position shapes your options,
and a whole new way to grow your Cromons: techniques, trained at the Dojo.
Here is everything that changed in Cromon Quest's Arena.
01
What changed under the hood
The old combat had a hidden flaw: one stat decided almost every fight. We rebuilt the engine. Same Cromons, same stats, same dice: the math underneath now plays fair.
The big fix
Speed was a win button. Now it is an edge you earn.
Speed used to be a cliff: once the old gap threshold was crossed, the faster side gained free hits every round and the result became automatic. Now it is a slope. Faster still helps, every point of it, but it no longer wins on its own.
Before
100%
a 6-point Speed lead was an automatic win.
Now
~73%
a real edge you earn, and one you can answer.
Your bench is back
Slow Cromons were doomed. Now they can have a role.
The old rule punished your slowest Cromon and dragged the whole team down. That is gone. Speed remains valuable, but a slower Guard or support no longer turns the whole roster into an automatic loss.
Slow is not doomedBad roll is playableTeam-building matters
Six stats, six real jobs
Two dead stats woke up, and the dice are honest.
Crit used to stop dead at a ceiling, and Resolve barely showed up. Now Crit is a smooth curve with no cap, and Resolve powers your blocks. And when two targets look equal, the engine flips a real coin: no more knockouts scripted onto the same slot.
Before
97.5%
first KO landed on the same slot.
Now
50/50
ties settled by an honest coin.
02
Formations: where you stand matters
The Arena moved to a 3x3 grid. You pick 3 Cromons and place them across three rows: Front, Mid and Back. Position decides which techniques can launch and which cells they can affect. It also draws fire: at comparable targets, Cromons in front attract more normal attacks, the Mid row is less exposed and the Back row is the most protected.
New · Standing where it hurts
Your front line takes the hits
FrontMost exposed
MidLess exposed
BackMost protected
Half of all normal attacks still use the usual targeting, so types and HP keep mattering: no row is untouchable, and a fragile Cromon can still be hunted down at the back. Techniques keep their own targeting rules, and this changes nothing for a fight you have already played.
Saved teams, editable attacks
Each saved Arena team keeps its own placement and techniques, and one team can be marked as your defense. Before attacking, pick a team and adapt it for that fight: swap a Cromon, move it or change its technique. Save those changes only when you want to update the team.
FrontMidBack
03
Techniques and the Dojo
A technique changes how a Cromon fights in formation combat. Focus techniques take over its action when Focus reaches 100; Guard replaces its first action when it can protect an ally; passive techniques are always on and never cost a turn. If a Focus technique has no legal position or target, the Cromon attacks normally and keeps its Focus.
Basic Capsule
One random technique.
1,500
Premium Capsule
Choose 1 of 2.
3,000
Ultra Capsule
Choose 1 of 3.
6,000
Open a capsule and choose a technique to discover it at rank 0. It is known but not yet usable. Rank 1 takes 8h and costs nothing; rank 2 takes 12h and
3,000; rank 3 takes 24h and
8,000.
A Cromon in training is busy everywhere else, the Arena, expeditions, the mine and more, until its session ends. Plan your roster accordingly.
04
The techniques available now
Today you can draft and master 11 techniques. Rarity means more choice, never more power: every technique reaches rank 3. Flip a card for its three ranks and its path through the Dojo, and pick a capsule to see your exact chance of drawing it.
More every week
We plan to add around 2 new techniques every week, so the draft metagame keeps evolving.
We can also rebalance any technique at any time. Tuning applies to new battles only: fights you have already played keep the numbers they were fought under.
Odds in
UpdatedCommon drop
Guard
Defense · On its first action
Front or Mid. Its first legal action arms Guard with a full strike. It then takes one single-target hit meant for the ally directly behind it, softened, and its guard comes back at the start of every round.
Chance in this capsule
35%
Guard
Opening strike · redirected hit
Rank I100% · −30%
Rank II100% · −40%
Rank III100% · −50%
the opening replaces its first normal attack; it then takes one single-target hit meant for the ally behind, and its guard comes back every round
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Common drop
Pierce
Offense · At full Focus
Front or Mid. At full Focus, it hits its target, then the foe directly behind it in the same column.
Chance in this capsule
35%
Pierce
Behind-hit power
Rank I25%
Rank II40%
Rank III50%
the target takes a full hit first; both hits resolve separately
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Innate
Sweep
Offense · At full Focus
Mid only. At full Focus, it hits its target and any foes directly left and right in the same row.
Known from the start
Sweep
Side-hit power
Rank I20%
Rank II35%
Rank III45%
each adjacent foe in the target row; the target takes a full, non-interceptable hit
To II
12 h
3,000
To III
24 h
8,000
Common drop
Ambush
Offense · At full Focus
Mid or Back. At full Focus, it ignores Guard and strikes the highest-ATK enemy in the Mid or Back row.
Chance in this capsule
26%
Ambush
Back-row strike power
Rank I75%
Rank II85%
Rank III90%
targets the highest-ATK enemy in Mid or Back, ignores Guard and replaces the normal attack
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Uncommon drop
Mend
Support · At full Focus
Mid or Back. At full Focus, it gives up its attack to heal the living ally with the most missing HP, itself included.
Chance in this capsule
16%
Mend
Heal
Rank I3 + 0.25×Resolve
Rank II4 + 0.3×Resolve
Rank III5 + 0.4×Resolve
rounded to HP, then capped at the target’s missing HP; replaces the normal attack
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Common drop
Gale Shove
Offense · At full Focus
Front or Mid. At full Focus, it hits a foe, then pushes the unit that took the hit one row back if the destination is free.
Chance in this capsule
26%
Gale Shove
Strike power
Rank I90%
Rank II95%
Rank III100%
then pushes the unit actually hit one row back if the destination is free
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Uncommon drop
Afflict
Offense · At full Focus
Mid or Back. Strikes a foe and afflicts it with the caster's element: the foe takes damage at the end of each of the next 3 rounds.
Chance in this capsule
16%
Afflict
Strike · damage per round
Rank I80% · 12% of a hit × 3 rounds
Rank II85% · 16% of a hit × 3 rounds
Rank III90% · 20% of a hit × 3 rounds
each tick is a share of the raw hit (type counts; no crit, dodge or block) at the end of the next rounds; a new Afflict replaces the old one
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Uncommon drop
Haze
Support · At full Focus
Mid or Back. Wraps the most endangered ally in a haze: much harder to hit until the end of the next 2 rounds.
Chance in this capsule
16%
Haze
Dodge bonus
Rank I+12% for 2 rounds
Rank II+16% for 2 rounds
Rank III+20% for 2 rounds
on the most endangered ally, from the moment it is cast; total dodge chance capped at 60%; a new Haze replaces the old one
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
NewRare drop
Tidal Balance
Support · At full Focus
Mid or Back. At full Focus, it shifts HP from the healthiest ally to the most wounded one, then strikes a foe at half power. With nobody to help, it keeps its Focus.
Chance in this capsule
10%
Tidal Balance
HP shifted · strike
Rank I40% of the gap, up to 2 + 0.4×Resolve · 50%
Rank II50% of the gap, up to 7 + 0.4×Resolve · 50%
Rank III60% of the gap, up to 12 + 0.4×Resolve · 50%
moves HP from the healthiest ally to the most wounded one, never below half the giver’s HP, then strikes
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
NewRare drop
Reversal Blow
Offense · Passive, always on
Front or Mid. Passive: every hit it lands draws on its Defense when that beats its Attack. Built for sturdy Cromons.
Chance in this capsule
10%
Reversal Blow
Attack from Defense
Rank I60% of DEF
Rank II65% of DEF
Rank III70% of DEF
each hit uses this share of its Defense instead of its Attack, only when that is higher
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
NewRare drop
Formation Bond
Defense · Passive, always on
Front or Mid. Passive: bonds with the ally directly behind it at the start of the fight. A shield refilled every round absorbs hits until that ally falls or moves.
Chance in this capsule
8.4%
Formation Bond
Shield per round
Rank I1.5 + 0.15×DEF of the ally behind
Rank II3.5 + 0.15×DEF of the ally behind
Rank III5.5 + 0.15×DEF of the ally behind
rounded to HP, refilled every round, never stacked; it blocks hits, not damage over time
To I
8 h
Free
To II
12 h
3,000
To III
24 h
8,000
Odds are for a Cromon that knows only Sweep. A technique it already knows leaves the pool, so the others come up more often. Sweep is innate and never comes out of a capsule.
Techniques a Cromon can knowCommon 2Uncommon 3Rare 3Epic 4Legendary 5(Sweep included)
Tidal Balance, Reversal Blow and Formation Bond just went live, and Guard got stronger. Reversal Blow and Formation Bond are the Arena's first passive techniques: no Focus to charge, no turn spent. All three can now drop from capsules and be trained at the Dojo like the rest.
Guard and Formation Bond both need an ally directly behind them, in the same column. The formation editor now shows it: a warning when nobody stands behind, and a link between the two Cromons when the pair is ready.
05
Technique memory: how many a Cromon can hold
A Cromon's memory is the number of distinct techniques it can know at once, set by its rarity. The innate technique counts toward that limit. Rarity buys room to specialise, never more power: a Common still ranks its 2 techniques all the way to rank 3.
Common
2
techniques
Uncommon
3
techniques
Rare
3
techniques
Epic
4
techniques
Legendary
5
techniques
The cap counts distinct techniques, not ranks. Once memory is full, ranking up what a Cromon already knows never needs a free slot, and a technique can be forgotten at the Dojo to make room: free, but for good (it only comes back from a capsule, at rank 0).
The Arena went from "the mint decided it" to "your team, placement and techniques give you answers."
Same Cromons. Fairer fights. A new layer of tactics to master, and it is live now.