Update · Combat reforged

The Arena, reforged

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 doomed Bad roll is playable Team-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

Front Most exposed
Mid Less exposed
Back Most 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
A Fire Cromon placed in the formation grid
A Aqua Cromon placed in the formation grid
A Grass Cromon placed in the formation grid
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.

The Basic Capsule, a technique capsule of the Cromon Quest shop

Basic Capsule

One random technique.

1,500

The Premium Capsule, a technique capsule of the Cromon Quest shop

Premium Capsule

Choose 1 of 2.

3,000

The Ultra Capsule, a technique capsule of the Cromon Quest shop

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.

Updated Common 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

  1. Rank I 100% · −30%
  2. Rank II 100% · −40%
  3. Rank III 100% · −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

  1. Rank I 25%
  2. Rank II 40%
  3. Rank III 50%

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

  1. Rank I 20%
  2. Rank II 35%
  3. Rank III 45%

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

  1. Rank I 75%
  2. Rank II 85%
  3. Rank III 90%

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

  1. Rank I 3 + 0.25×Resolve
  2. Rank II 4 + 0.3×Resolve
  3. Rank III 5 + 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

  1. Rank I 90%
  2. Rank II 95%
  3. Rank III 100%

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

  1. Rank I 80% · 12% of a hit × 3 rounds
  2. Rank II 85% · 16% of a hit × 3 rounds
  3. Rank III 90% · 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

  1. Rank I +12% for 2 rounds
  2. Rank II +16% for 2 rounds
  3. 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

New Rare 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

  1. Rank I 40% of the gap, up to 2 + 0.4×Resolve · 50%
  2. Rank II 50% of the gap, up to 7 + 0.4×Resolve · 50%
  3. Rank III 60% 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

New Rare 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

  1. Rank I 60% of DEF
  2. Rank II 65% of DEF
  3. Rank III 70% 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

New Rare 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

  1. Rank I 1.5 + 0.15×DEF of the ally behind
  2. Rank II 3.5 + 0.15×DEF of the ally behind
  3. Rank III 5.5 + 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 know Common 2 Uncommon 3 Rare 3 Epic 4 Legendary 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.

Train your first technique

Free to start: connect a wallet and receive three starter Cromons. Every one of them already knows Sweep.

Read the FAQ

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