Crashlands

Crashlands

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[Ludicrous] Lulleh's Compendium of Maximum Efficiency & Combat Potency
By Lullehツ
Hello and Welcome! After a year of wanting to write this guide, it's finally time to share my discoveries and knowledge. I believe the contents of the guide will be of great interest to those who already played through the game but want to get more out of Flux and her equipment. What you can expect to see is Build Comparisons, Tests, Theorycrafting & and a Spreadsheet I made to make things a lot easier!

TL;DR: Go Electric!
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Intro
In this guide I will show you how to get the most out Flux in terms of damage and overall combat efficiency. I will also share some useful tips for you to use along the journey that I'm sure a lot of you will find helpful! If you're about to attempt HARDCORE mode, I'd advice not following this guide, since you wouldn't want to be a glass cannon for that.

First and foremost, there's 2 types of games. There's those where you can play for fun, however you want but ultimately this will just become frustrating due to poor balancing (and other factors) leading to few or one "correct" way to play in order to get through. Crashlands is the other, anything works!

So with that being said, there's hundreds of ways to equip Flux, and whichever approach you take, enemies will die be deconstructed no matter what! But then I thought, how fast? And how much damage can we actually do?

Let's find out!

Keep in mind that everything written here is based on my own tests, experiences and observations and may be different from yours. So don't treat this as a "Play like this or don't play at all" but rather use it as inspiration when creating your own builds!
The Spreadsheet
After visiting the wiki I found a google spreadsheet that listed the stats as well as how they change depending on item quality and the amount of stacks the stat has. The sheet wasn't up to date so I figured I'd do some upgrades. The sheet can be found here: Crashlands Stat Calculator[docs.google.com].

Before we continue, feel free to make your own copy so that you can use the sheet properly.
I will refer to this sheet on multiple occasions throughout this guide so having it available is adviced.

The only things that requires manual input is the two drop-down menus found at the following cells: B3 & B4.

Make sure to check the comments I've made for some of the cells (the small black triangle in the top right corner inside the cells).

The Main Window
Shows the % amount of each of the stats (depending on what qualities are chosen in the drop-downs).

The Blue Window
Shows the highest possible stats should you stack up from all sources. Keep in mind that some of the stats (Crit & Elemental On Hit) are capped at 100% for obvious reasons, while you can get more (the %'s of your gear added together) the in-game character sheet will not show more than 100%, nor will you notice any difference going above.

Modifiers
For anyone interested, these are the modifiers used for the stats. Do note that Berserk/Sec & Stun/Sec has got its own modifier, most likely after the COMBOVER update. Because of this, I'd advice not going further than Rare/Blue quality (3 stacks).

The bottom right window (of the 4 modifier windows) shows the increase of each modifier compared to the previous quality. As you can see, you'll get a smaller increase each time the stat goes up in quality, starting at an increase of 88% of the (white) base value.

More stat related information will be found under the 'Min-Max: Part 1 - Stats & Gearing' section.

[Trinkets, Gadgets & Devices] + [Pets]
On the second tab I've listed all the useable items as well as the pets in the game. I've left out my personal inputs since it's already covered in this guide and figured a non-biased, neutral informational approach is better taken in the sheet.

You'll see stats such as Cooldown, Effect decriptions (+ Elemental damage type should the item have this) as well as Attack Range. 1 tile equals to one square of floor. All measurements was done in the game using preplaced floor tiles prior to attacking. The distances between Flux and the enemy on a horizontal plane was then used.

As far as Pets goes, I just listed the stats as seen in-game, as well as the Symbiosis (the stats Flux gets) bonuses. At the top of the Pet section (Summary) you'll find some numbers if you're curious. I wouldn't base the chioce on these numbers alone however, since there's a lot of other factors to account for as well (also covered in the Stats and Pet sections in this guide) but it's a nice reference nontheless.
Rock, Paper, Scissors?
...or rather Sword, Axe, Hammer?

One of the exciting things to come with the Combover patch is the new weapon system. At least I found it exciting before trying it but after some testing, it kind of didn't any difference for me personally in terms of preference, Axes > All. Per level tier of gear, the differences between the 3 weapons are the following;
  • Sword: 4 Attacks/Sec - Bleed
  • Axe: 2 Attacks/Sec - Berserk
  • Hammer: 1 Attacks/Sec - Stun
APS: Attack/Sec. The DPS of the 3 weapons are exactly the same (within the same level range), however the attack speed and the Damage/Hit differs. I found this to matter mostly in the start of the game, when your primary damage comes from the weapon hits. The first thing that hit me was that I'd need to get 4 hits with the Sword before I'd be on par with the Hammer. At first glance one would think it'd be the same (1 second) but that's not really the case, since the first hammer hit happens as the first sword hit happens, but then the sword keeps hitting 3 more times until the Hammer would hit a second time (as the Sword hits the 5th time). And since enemies have a tendency to react (violently) I found the Hammer > Sword. However, I wasn't happy here. Because there was definately some dead time where I could've gotten another hit in, but instead I'd had to wait a full 0.75 Sec before the next hit. In comes the Axe. The perfect balance between the other two. After some comparing, I found the Attack Speed of the Axe to be more favorable than of the Hammer or the Sword. But there's more to it, because the weapons also have some unique stats; Bleed, Berserk and Stun. First of all, I find Bleed to be very lackluster in this game. It just sits there and ticks for kinda low'ish damage, not very impressive at all. Stuns definately opens up for some more uptime of attacks but then we are back to the slow attack speed, while you could perhaps get 1 more attack in, you'd still not benefit as greatly in the long run. Not to mention bosses being immune to stuns and the inability to reliably depend on it in the hour of need. Once again, I found the Berserking of the Axe to be the winner, both from a utility point of view as well as a Damage one. The only exception to this rule was when I crafted THE BLOOD ROOT, which is a Hammer. Unlike other Hammers, this one also come with Berserk/Sec. Bosses being immune to stun make it less attractive of a stat so it's kinda just a waste (and a loss, in lack of Berserk or Bleed) on normal Hammers. So the Stun was removed completely on the ROOT (more on this later).

Another thing to keep in mind is the COMBO! system and how the 3 Weapon type Procs synergises with that. No worries, it's all covered in the Min-Max: Part 2.
Min-Max: Part 1.0 - Stats & Gearing (1/2)
Stats - What's useful and what's not?

Before we get started, I'd like to clear out some things;
  • White items have 2 stats.
  • Green items have 3 stats.
  • Blue items ALSO have 3 stats.
  • Pink items have 4 stats.
  • Orange items have 5 stats.
  • Unique Orange items have 7 stats.
In the game, there are 7 Unique Legendary items. These are (in order of obtaining them); HYDRABLADE WOODSHANKERS (Gloves), GIANTBONE HELM (Helm), THE BUTTERFLY (Axe), THE BLOOD ROOT (Hammer), DEMONIC BOOTS (Legs), THE MEGAGONG (Axe) & JUICEJOCKEY VACUHELM (Helm). Aside from that, other (crafted) items can also be upgraded to Legendary (Orange) quality but they will only have 5 stats, not 7. As for upgrading, I'd suggest making all crafted (non unique legendary) weapons, Legendary. Armor to Epic but not more (the 35 Armor is Legendary when crafted, it still only has 5 stats though). Wouldn't want to run out of Juice Crystals.

In Crashlands, there's a total of 22 Stats you can aquire on gear (plus 7 additional stats found as Pet Bonuses (Symbiosis). First of all, we'll go through all the stats so we know what's good and which ones that are more or less useless and won't really help with what we want to achieve.

Reminder: we're playing on Ludicrous difficulty.

All the stats
  • Berserk/Sec (Axe) - This stat has great synergy with many of the Gadgets/Devices (next section).
  • Bleed/Sec (Sword) - Lackluster as a stat itself but has some synergy with Gadgets/Devices.
  • Stun/Sec (Hammer) - Same as above, also bosses are immune to it.
  • Toughness - Only "ok" in the very beginning of the game, before you get the JUICEFORGE / Elemental damage items. Can save you from a instant KO, maybe.
  • Ice Resist - Same as Toughness except it only applies to certain mobs, so in other words, kinda useless.
  • Poison Resist - See above.
  • Fire Resist - See above.
  • Electric Resist - See above.
  • HP Regen - Probably the most useless stat of them all. Not because it's bad per se but because you get so little of it. With the best gear in the game you're looking at 2.85% HP/Sec. And that stat budget is better spent elsewhere.
  • Vampire/Sec - Okay'ish for healing but it does nothing if you're full HP. And that's usually the case on Ludicrous mode, that or you're dead.
  • Move Speed - I like this. Try to get 5%+ early on. As a rule of thumb, I kept myself above 10% (with the MERCURIAL BATSHOES) while playing through the game. This lets you avoid most if not all enemy attacks while adding a little bit leeway for slow reactions.
  • Turbo/Sec - I'm personally not a fan of this. It's not realiable enough to be able to use as a hit & run for utility when running longer distances and while you could get a proc while fighting, to get the most of it you'd want to run somewhere, which may be just the opposite of what you want to do since you're >fighting< something. In terms of combat, it could of course let you avoid enemy attacks but you can do that just as fine without it, and when you're going in for a hit, you're standing still...
  • Crit (5% Base) - One of the best stats in the game. Flux has a base crit of 5%. My first proper crit weapon was a lucky roll on THE BUTTERFLY, with a 60.02%, meaning I had a total of 65.02% Crit at the time. The number of Crit has changed a bit as I went on with my journey, usually placing myself just below 50% (to make room for 3 stacks of Berserk/Sec). You can reach (over) 100% in endgame.
  • Shock - Pre-JUICEFORGE, these stats are decent if they align with your +Elemental Powers. You won't have too much total chance however, usually below 10% but can't be too picky before we get the ability to reroll the stats.
  • Poison - See above.
  • Burn - See above.
  • Freeze - See above.
  • Fire Power - Now things are getting interesting. These are the stats you'll want to stack on your armor once you get hold of the JUICEFORGE.
  • Ice Power - See above.
  • Poison Power - See above.
  • Electric Power - See above.
  • Dmg Reflect - A very interesting, and useless stat, for Ludicrous that is. If you were to stack this to the highest possible, you'd end up with a total of 1093.34% Damage Reflect. You'd also die trying to soak up all the damage. Could work post endgame though when you've got the best armor. Hm, I wonder how the final boss would be with this. Either way, not what we are going to cover here. Could be worth/hilarious to explore for the lowest difficulty.

The Min-Max
Now that I've gone through what use each of the stats have, it's time to pick out the good stuff and go through these. Most of the numbers will be assuming the JUICEFORGE is available, since we can't be as precise before that point.

Berserk/Sec (Axe)
Since I favor Axes in this game, this stat comes naturally. I'd suggest not going above Blue (3 stacks) quality of this, since the modifier scales very poorly after.
  • Green: 17.18%
  • Blue: 22.25%
  • (Pink: 24.99%)
As you can see, going from Green to Blue gives an extra 5.07% but the next step (Blue -> Pink) only gives 2.74% (and after that it's below 1%).
Not to mention that each stack of Berserking also takes away a stack of Crit, which we'll be looking at next.

Crit
This will give us a lot of damage. Early game you can't do a lot about it, although if you abuse the Save exploit / get lucky, you can get a nice roll on THE BUTTERFLY.
Mine looked like this;


As the game progressed (post BUTTERFLY), I found myself aiming for Green Crit on my weapons (non Unique BUT upgraded Legendaries). This means I'd have 34.40% on the Weapon, another 5% from the Flux' default Crit putting me on 49.40% after we add the SAFETY GOGGLES (10%). This means you can still have the Blue Berserking on the weapon (3+2=5).

Around the time you get to replace the BUTTERFLY (w/ Level 15 Axe(SPINE)), you'll also have the JUICEFORGE. With this you should upgrade the newly made Axe to Legendary quality and get Blue Berserk and Green Crit on the weapon.

As you're nearing the end of the Bawg, you'll be able to craft THE BLOOD ROOT. Despite being a Hammer, it will also come with Berserking. For this I suggest that you aim for Blue Berserk (22.25%) and Pink Crit (60.02%).

As for endgame and THE MEGAGONG, there's 2 approaches I'd suggest.

The True Min-Max Approach;
  • Green Berserk (17.18%) & Orange Crit (69.54%)
  • ELIXIR OF PRECISION (+3% Crit)
  • ELIXIR OF THE SPOOD BEAST (+5% Run Speed)
  • ELIXIR OF TEMPORARY INSANITY (+3% Berserk/Sec)
This will give you a total of: 87.54% Crit, 12% Move Speed & 20.18% Berserk.
The Crit can be further increased to 92.54% if you take a SATGAT Pet with you, although I think it's not really needed since you'll be just above 100% when Berserking kicks in (15% Crit Chance from the WEAKNESS DETECTOR Trinket).

The More Laidback Approach;
  • Orange Crit (76.86%) & White Run Speed (6.10%)
Yes, we will skip out on the Berserk. Even without this Activator you will still deal a lot of damage while not having to care for consumables, Gadget/Device synergy and optimzed gameplay / timing etc. The Crit will make you crit more or less on every hit, since we have to add 5% and 10% to the 76.86%, resulting in 91.86%. Then add the SATGAT Pet on top of that and we're looking at 96.86%. The Move Speed will give us 13.10% when used with the MERCURIAL BATSHOES.

Speaking of Move Speed, mov(e)ing on (tehehe).
Min-Max: Part 1.0 - Stats & Gearing (2/2)
Move Speed
I noticed quite early on that the default movement speed won't do. For example trying to outrun the bigger TARTIL bombs would often result in a death if I were to run straight through them.

As with many other stats, we can't be too picky before we get access to the JUICEFORGE. While in the Savanna, I'd suggest getting around 5%, that tiny boost will make a difference.
For later, I opted for just above 10%. With the JUICEFORGE is available, this was solved in two ways, [[b]JUICEFORGE[/b] -> Pre-MEGAGONG] & [Endgame ([b]MEGAGONG[/b])].

I'd also point out, before we continue, that I did use the GIANTBONE HELM all the way until the end, where it was replaced by the VACUHELM.

With that out of the way, we now have 7 stats to work with on the helmet. I went for Blue Move Speed (5.64%) and Pink Elemental (Electric) Power (98.04%).

The highest possible Elemental Power on the Unique Legendary helmets are 133.91%, this means a loss of 35.87%. While it may seem like a bad trade, there's not really a better way of doing it without losing something else, since this is a give-or-take situation. The helm gives the highest amount of stats among the Armors, meaning we'd loose more trying to achieve the same on a different armor piece, the chest for example, boasting the second highest amount of stats, would result in a loss of ~60% Elemental Power rather than 35%. And Gloves and Legs isn't even an option since they top out at 3% and 4%, respectively, at Pink Move Speed, meaning there can't be any Elemental Power at all on these. Of course, upgrading the Chest to Orange quality would be another idea, however, we are still looking at a loss of ~50% Power, not to mention having to spend all those Juice Crystals every time a new chest is crafted.

Once you get the MEGAGONG however, things changes a bit. If you get the weapon ASAP, you'll still be having the GIANTBONE HELM, although it wouldn't make a difference should you have the VACUHELM (% wise). Once you get the GONG, you have 2 routes to take. Quoting myself from the Crit topic just above this one (do still read that though, since I've removed all unrelated information here to make things more simple/relevant to Move Speed);

The True Min-Max Approach;
  • Green Berserk (17.18%) & Orange Crit (69.54%)
  • ELIXIR OF THE SPOOD BEAST (+5% Run Speed)

The More Laidback Approach;
  • Orange Crit (76.86%) & White Run Speed (6.10%)

The stats shown above are for the MEGAGONG. For the Helmets (whichever of the two you have, go full Elemental Power now (133.91%). Crafting and using the Potions at this point should not be a big issue, since you'll most likely have more than enough materials laying around to make a nice batch.

This accompanied by the BATSHOES, you'll be looking at 12% or 13.10% Move Speed, depending on which approach you went with.

Elemental Power
Generally speaking, whichever Power you choose to go for, there's no difference here, although I do suggest Electric. Aside from the helmet which was covered above, just go all in on Elemental Power. Just from gear alone you'll be getting 271.91% E-Power once you get the JUICEFORGE. This assumes that you use a Unique Legendary Helm with Pink E-Power (& Blue Move Speed) and the rest of the 3 Armor pieces being Pink quality as well, with Pink (all in) E-Power. Then adding Trinkets and possibly a Pet to this, you'll go above 300%. I rememeber hitting enemies for ~10k damage by the later stages of the Bawg, numbers I've seen others have done in late Tundra, for comparison.

As far as Endgame goes, you'll be able to go above 400%!

Min-Max: Part 2.0 - Trinkets, Devices & Gadgets (Intro)
In this segment I will go through each of the items, rank them according to my experience with them and then I'll go through how they synergise with each other as well as their COMBO!s.

The Ranking
Here we'll go through every and each of the items. To make things simple, each item will be written with it's name, followed by a number inside a parentheses showing a number - that number is my ranking, going from 1-6, followed by a description based on personal experience and testing.
  • 1 - Very bad. Don't bother using it unless you have nothing else to put in the slot for the time being.
  • 2 - Bad, the equal to what "Very Good" is to "Amazing". It's basically useless but not as bad as the items with a score of 1.
  • 3 - Decent, neither Good or Bad. Will most likely be used for awhile but will be replaced as soon as possible.
  • 4 - Good, this item will be part of your journey for a longer time but will be replaced as you progress through the game.
  • 5 - Very good, part of the endgame BiS but it's not AS good as a rank 6 item.
  • 6 - Amazing, part of the endgame BiS (Best in Slot).

COMBO!s & Stat Synergies
One thing I look at when reviewing and testing all the trinkets is first of all how their effect is applied. Is it a single-target hit that requires melee range or is it a huge AoE that can be fired from afar? Then it's of course the damage element as well as the damage itself, the cooldown and of course, the overall synergy when everything is taken into account and last but not least, the COMBO!.

Something I noticed while playing is that focusing on a specfic element is definately the way to go, since you can reach over 400% Elemental Power, making the hits devastating. It also helps filtering out what we can/should use and what to avoid. So if you go for Electric, you'll want to focus on Electric items only, same for Fire and so on. You're also limited to 8 Gadgets/Devices and 8 Trinkets by design, so you couldn't even use it all even if you wanted to, so in that aspect it makes a lot more sense to go for a specific damage element dealing (as I am now) 50-550k per hit(!) rather than below 10k with a bunch of different stuff.

As for COMBO!s, the biggest impacts are from the 3 weapon specific stats; Berserk, Bleed & Stun.
Sadly, the COMBOVER patch didn't change much for me personally. Previous to the patch on the first playthrough I was still an Axe user (Crit was specific to Axes back then, instead of Berserk), although for the better, since I could now stick to using Axes throughout the whole playthrough (THE BLOOD ROOT was an exception, being a Unique Legendary, having 7 stats instead of 5. AND it also comes with Berserk/Sec, win win).

When talking about COMBO!s I will sometimes mention Primers & Activators. The way COMBO!s work is that they need a condition to be true in order for them to work. For example, the target is Bleeding or Flux is Berserking. This can either be through Bleed, Berserk or Stunning the target or it could also be using an item prior, such as the SPACE WRENCH for the STUNNING MIRRORs COMBO!. When using the two words (Activator/Primer), I think of an Activator as the effect needed (Bleed/Stun/Berserking) while a Primer would be an item that can achieve a desired effect, such as the WRENCH in the example below, being a Primer.
Min-Max: Part 2.1 - Trinkets, Devices & Gadgets (Savanna)
  • SPACE WRENCH (5) - Believe it or not, at first glance it may not look like much, it's after all the first Device Flux will obtain in the game, nor does it have any flashy effects except for a Stun. A Stun that can be used from a Range of 4 tiles away from the target. What makes this item so good is actually not the Device itself but a different Device. This Device acts as a Primer for a COMBO! used by the STUNNING MIRROR (see 2 entries down).
  • BACONBAND (2) - The only reason I don't give this a 1 is because it's obtained early enough to actually be used for a little while (replace ASAP). While HP regen sounds nice on paper, 0.25% isn't a lot and certainly won't save you playing on Ludicrous, where you'll most likely get one shot anyways. For out of combat healing I'd advice you just use a Potion (see Tips & Tricks section) or take a nap in that bed you're always carrying with you (again, Tips & Tricks).
  • STUNNING MIRROR (5) - One of the highest damaging Devices in the game, if used in succesion with the SPACE WRENCH. Sadly, bosses can't be stunned in this game, else I'd give this a solid 6. Just like the WRENCH, this item also stuns the target but can only be used in melee range. However, what makes it so interesting is the COMBO! it has, namely, shocking the target with Electric Damage that will completely destroy anything in late game, once you get to stack up on that Electric Power (I'm running 380%-400% since I got the JUICEFORGE).
  • DBOT (6) - While it doesn't deal damage by itself, it gives you a nice window of invincibility best spent at attacking your target while not giving a Flux about anything around you. Can also save your life in tricky situations. It also has a COMBO! linked to Berserking but I'd suggest not trying to account for that since Berserking is RNG and you're better off using the DBOT at your own command (rather than being dependant on something that may or may not happen, thus, misaligning you from the current situation). It's also Frost damage which isn't too exciting to begin with, unless you're of course stacking Ice Power for some reason.
  • SAFETY GOGS (6) - First of all, this can be farmed from GLIDOPUS enemies. I'd suggest doing so before heading into the Bawg since it can be missed. I've been having mine on since I got it, one of the best items in the game for sure. Sadly, the COMBO! requires a Sword to activate but that extra 4% won't make a huge difference. For example, I got 60% Crit on my BUTTERFLY, meaning I had 75% Crit with this Trinket. And once the weapon was replaced in the Bawg I was close to getting the JUICEFORGE anyways, meaning we can secure a solid Crit chance for the rest of the game.
  • GLORB (1) - While it atleast does something in the offensive department, it's just half as good as the next item, which is also bad. Simply becuase Poison...
  • BEAKLER (2) - Bad but not as bad as the one above.
  • BLO-PIPE (2) - I guess it's helpful early game when you don't have anything else but I was not sad when I got to replace it due to lack of space on the action bar. Again, Poison damage is very lackluster.
  • JAR OF JOOM (2) - While it'd normally score higher, being part of the "Poison BiS" set, "Poison" & "BiS" shouldn't be anywhere near eachother, let alone in the same sentence. Only reason I gave it a 2 is that I used it for a little bit accompanied by the PIPE early game but never looked back once I replaced it.
  • DAVY LAMP (2) - Not very impressive this one. First of all, any type of Resistances or Toughness is quite useless due to the difficulty setting (except for the very start of the game where you lack any Element Dmg Devices anyways + you can't really be too picky due to RNG). While the Burn proc may come in handy at the time the Trinket is obtained (rocking Fire damage at this point of the progress), it's sadly dependant on 2 Activators. First of all, the target has to be stunned, which is possibly RNG if using a Hammer or at least situation based (the cooldown of the WRENCH is available). The second being that you'll need to land a hit on the target during the duration of the stun, while possibly avoiding stuff and if you do, it's a 1/5 chance it will even happen. And that WRENCH Stun is better used with the MIRROR...
  • GROUNDER (1) - Same as above except there's not even a COMBO! on it.
  • NASTY LURE (6) - While this Trinket doesn't give any benefit in combat, it sure makes fishing a lot nicer, or rather, the result of fishing. Best combined with a FISHING Shrine buff.
  • BURNY LIDFLIPPER (4) - Not part of the endgame BiS (Electric) but very useful for the first half of the game, where I suggest going Fire. Sadly no Combo on it but its 20% Fire Power will be the main source of extra oomph for the next item on this list (this is prior to being able to reroll stats using the JUICEFORGE so you're most likely not too spoiled with Fire Power this early on).
  • FLAMETHROWER (4) - A very welcome item when you obtain it. Still one of the items to carry the Fire Build but not nearly as impressive as the Electric toys we get later on.
  • SHOCKPROD (5) - 10% Shock Chance may not seem amazing at first glance and it isn't. But thanks to the Set Swap ability, we can use 8 Trinkets and there isn't really any better alternatives. Mostly it's noncombat affecting stuff and other Elemental Power stuff to choose from. It's certainly one of the weaker if not the weakest Trinket among the 8. Should possibly be a 4 or something but since I worded the 5 as being part of the endgame BiS, well this item is. Also, with the ~400% Electric Power it DOES hurt when it procs (just did a 53k Crit on a Glaser (50% Electric Resist)) as I am writing this. The GLASER disappeared!).
  • MERCURIAL BATSHOES (6) - Run Speed, good stuff. Helps you get to that +10% Run Speed. As I suggest for this stat, 5% in the start of the game, over 10% (with this item) from the point where you get it. Also, if you're using an Axe (they are the best!!1) you get another 2% from the COMBO!
  • FINGARANG (3) - Okay when you get it in absence of other items but quickly replaced later in the Bawg. Cannot cause COMBO! proc from its own Bleed, only other sources. If you position yourself correctly you can get another hit on the same enemy with this when it's on it's way back.
  • SMASH RACKET (5) - While this item isn't part of the end-game BiS normally, it comes into play during bosses, where the WRENCH & MIRROR isn't much of use. For normal use, I think I replaced mine in the end of the Tundra, once I ran out of slots to keep it and while it could be replaced as early as end of Bawg (swapped with the CHRONO SHIFTER), it certainly was of great help since getting it in the Savanna. HOW TO GET: Requires 'Butter Up' in Quadropus Rampage as well as the 'Tack Jones' achievement. Once the above is done, the sidequest is found in the Savanna.
Min-Max: Part 2.2 - Trinkets, Devices & Gadgets (Bawg)
  • HEATING PAD (1) - Another useless Resistance item, again without a COMBO!.
  • LIFE ENFORCER (2) - Sounds good on paper but if you read carefully, it only restores half of your MISSING hp, so it's not actually a 50% heal, which would've made it a bit better at least. But in its current state you'd kinda want to wait until you're as low as possible before using it to get the most out of it. Also, for incombat healing, a potion would be more effective. For out of combat, there are better ways (see Tips & Tricks). The COMBO! is kinda lackluster as well, being RNG and all, plus the Ludicrous one-shot argument used above.
  • THE CHRONO SHIFTER (5) - It's not bad for normal play and it has its use on bosses for example, where you'd not want to bring your WRENCH/MIRROR combo anyways. But for all other places I just found other Devices/Gadgets giving me better results over all. To quote myself from the Spreadsheet; "When Time Warp is active in the game, time is slowed down by 50%. This affects both durations AND cooldowns. So if you activate something lasting for 3 seconds, it now lasts 6 seconds, but it's cooldown is also slowed down for the duration of the Warp. Best used together with DBOT for extended invurnability."
  • RETINA MOUNTED SPICE INJECTOR (5) - Been using it since I got it. While it doesn't act as a weapon itself, it gives us the ability to use our other weapons sooner. As if that's not enough, it's COMBO! also reduces our cooldowns further each time we Crit. Best used with items with a longer cooldown, such as the DBOT.
  • JUICE CONDUIT (5) - Again, been using since I got it (~mid Bawg). 20% Electric Damage, yes thank you.
  • TERRIFYING FETISH (5) - A very nice item indeed. The (manual) Turbo Speed is always useful, whether its for getting around Woanope or incombat utility. What keeps it from being a 6 is the Primer not being reliable enough, namely Berserking. We won't really have more than 22.25% Berserk chance at any point in the game due to the poor modifier scaling beyond this point, and while 1/5 isn't bad, it's not good enough to make this item always proc lightning... but when it does I estimated it to be around 200% weapon dps (it doesn't say in the tooltip) so it sure packs a punch. I'd say, don't hesitate to use it if needed but if you don't need it, try to save it until you do Berserk and then watch stuff around you get deleted.
  • SHOCK GUARD (5) - What this does is basically the same as Shock Chance but at a 100% Chance for the next 3 hits. Details on how to optimize its use will be covered in a different chapter here in the guide. Sadly the COMBO! denies this Gadget a 6 but its another one of those I've used since getting it. For the sake of argument, it could be best used with a Sword, partly due to the COMBO! (25% Dmg v Bleeding) but also for getting the 3 hits out asap. Sadly, the cooldown remains at 15s and no matter how slow we hit, we will spend all 3 charges before the cooldown is off anyways so it won't really matter in the long run.
  • SHIVLY (2) - Didn't really use it at all during my playthrough. Only when trying the Ice Build, which wasn't as bad as I thought but not nearly as good as I had hoped for.
  • PEDOMETER (5) - One of the weaker BiS items, somewhere back there with the SHOCKPROD. But since it's a Trinket, the other options isn't too exciting either. One contender would be the RAVE TUBE but I'd prefer something more reliable than a 5% on hit chance.
  • NEMATOBLASTER (3) - If we forget this is an Ice Damage item for a second, it packs quite a punch when Ice Power is stacked. Another thing I liked here is the COMBO! Activator working nicely using the WRENCH or the MIRROR as Primers. But a truly good item is one that doesn't require another to work fully. Not that it matters much taking those actionbar slots since there's only 2 Ice items in the game anyways. Never used in the actual playthrough.
  • CHEMWAND (3) - If you're playing fire (which you shouldn't at this point, else hf with Blastcrabs), it sure makes the cut as a Fire version of the SHOCKPROD. Unless you opt for Bombs instead, then the BOMBCATCHER is a clear winner.
  • FREEZY HANDPOKER (2) - Another item I never used. Would be an obvious choice if you're going for an Ice build.
  • MINI DIRIGIBLE (3) - A nice item when getting around. I personally just put down floors if I need to cross a river (always carrying 50+), I'm too lazy to swap this in and out and not good enough to take up a Gadget/Device slot.
  • SWAPSCOPE (1) - Would give it a 0 if I could. Just too messy to be used effectively and will most likely get Flux killed in the process.
  • WEAKNESS DETECTOR (6) - Alright, back to the damage department! 25% Crit Damage, hardly gets better. This combined with the already +50% Crit Chance (since the Juiceforge) makes this item very effective. The COMBO! gives another 15% Crit Chance when Berserking.
  • BLOODBALL (1) - Yeah.. no (If Vampire/Sec worked like Lifesteal in other games, adding a proc ontop of the melee hit I would consider giving this a 2 but here it simply adds to your health from the damage dealt. And we've already talked about this. Would probably still be a 1 to be honest.)
  • RAVE TUBE (3) - A worse PEDOMETER. RNG based, at 5%. Chance doubles against Bleeding targets (which they shouldn't be).
  • PLAGUE INJECTOR (1) - Clearly does more damage than the BLO-PIPE but it'd be like shooting yourself in the foot to start using it so late in the game. Built for completion purposes only.
  • OPTIMIZED GAMEPAD (3) - Nice for farming I guess, never used it but I think a 3 is a fair score.
  • WEALTHY STATUE (4) - Pretty awesome for farming. Sadly, it should have a 3 or 2, if obtaining the schematic is included in ranking (it isn't). During my 2 playthroughs of the game, I didn't get this item before leaving the Bawg meaning it's obtained very late, too late infact, to have gotten much use of it. It's a random drop from harvesting Spurs and it can take awhile to get. Unless you use the Save Exploit mentioned in the end of the post together with a Spur farm, it's probably more hassle than it's worth trying to farm this instead of just moving on. If you're lucky however, I congratulate you and think you should definately use it for the Tundra, as some of the resources there can be pretty scarce (Larva/Bunnion).
  • CLAWBOX (2) - No. Should be 1 but still does more than the final item on the list here.
  • IDOL OF PLAGOO (2) - Oh, here's a good one. Just kidding, it's just no. Eww. Given a 2 just to differentiate between the other Poison Power item giving 20% (this one gives 30%).
-- It appears I ran out of writing space here so I had to get creative by adding a picture for the last 3 entries. Maybe I could've gotten away with it without telling? Not like it looks weird or anything ^^.



Min-Max: Part 2.3 - Trinkets, Devices & Gadgets (Tundra)
  • THE HEFT (1) - Too low chance to be used alone, and Hammers aren't prefered weapons anyways. Would be using the BLOODROOT at this point but there are better options anyways. Also useless vs bosses.
  • ELECTRO FUZZ-KNUCKLES (6) - A better JUICE CONDUIT (use both). 30% Electric Power.
  • MOTIVATOR (1) - 15% Run Speed when below 30% Health, no thanks, I'd rather have full health. Combat is too fast paced to make use of it, as you'd most likely; 1) Die 2) Heal up above 30% - shortly after going below 30.
  • LASER LEASH (2) - It may be dealing Electric damage which I like but it's too much of a hassle to use properly. Draws a laser between Flux and her pet, doing not super impressive damage to anything caught between. The problem I found is that I'd spend too much time trying to position myself in relation to the pet than actually playing properly. These adjustments could also end badly. COMBO! uses Bleed as its Activator, so another minus there (if we were to even consider using Swords & Bleeds, we'd not be going for Electric damage).
  • BOMBCATCHER (4) - An absolute must if you're going the bomb route. Wouldn't personally use this nor any bombs since it'd get annoying after awhile having to craft new ones all the time. Perhaps the first effect of this item should've been 100% and only the no-cooldown chance would be at 25%? Would've made bombs worthwhile.
  • SLOWBALL MACHINE (3) - The second of the two Ice damage items in the game. Trading damage for range (compared to the NEMATOBLASTER), it goes well together with the WRENCH as a Primer to get that extra 25% damage through its COMBO!.
  • EFFICIENCY ENGINE (4) - Quite nice for farming, I didn't get mine until post endgame though so as with the WEALTHY FIGURE, should be a 3 or 2 if time of obtaining it is accounted for. Also, our harvesting tools are pretty powerful by now so only a few resources take multiple hits. This item should've been obtained in the Savanna instead. That way you'd be trading a damage Trinket for a Harvesting one, giving an interesting choice. Now it's kinda whatever.
  • EVERFIRE LAMPBOX (3) - A solid item if you're fire but going fire at this point is a pretty bad idea with all those BLASTCRABs around and their 100% Fire immunity. The mats are not the easiest either, I didn't even have one until post endgame for testing the Fire build.
  • SPACETIME FOLDER (2) - It lets you teleport to anywhere on the screen by poking 10s cooldown. Not something I'd use very often, except for when I'd be trying to reach the end of the map maybe. It's also most likely one of the last items you'll craft. A cool idea (Description/Implementation and Usage) but not very useful. +1 for awesome effect when using it.
  • SEARCHLIGHT (4) - I didn't use it personally because I choose to spend my Trinket slots elsewhere but not a bad item if you're going the Pet route. The reason I didn't care too much is that by now, my damage is so high the pet doesn't really matter. Pets are doing ~40k damage (Crits) at this point where I'm doing 6 digits on most of my attacks, it just seems sort of pointless.
  • MEGAGONG LURE (6) - Let's you fish the best weapon in the game.
  • COLDY SPINPOPPER (2) - Same as with the EVERFIRE LAMPBOX. Didn't have one made until I tested the build for this guide. And just like Fire > Frost, 3 > 2.
  • BIG RED (4) - Surely deals some damage but a large portion of its damage budget is in DoT (damage over time) damage. Still better than the FLAMETHOWER in terms of power though but not very useful with BLASTCRABs and Electric Damage in the game. It did come in handy on the E.M.G. boss though (Immune to Electric & Stun).
  • CLEAVEBAT (2) - Another harvesting item. Not as good as the others though. Range appears to be around 3 tiles. While not terrible, the biggest issue here is finding resources of the same type close enough to eachother.
  • CLARM (4) - I'm just going to go ahead and quote myself from the SEARCHLIGHT entry. "I didn't use it personally because I choose to spend my Trinket slots elsewhere but not a bad item if you're going the Pet route. The reason I didn't care too much is that by now, my damage is so high the pet doesn't really matter. Pets are doing ~40k damage (Crits) at this point where I'm doing 6 digits on most of my attacks, it just seems sort of pointless."
  • THUNDERCALL (6) - Summons a big cloud around Flux zapping enemies caught inside (one target / hit per second). Also makes the screen go a bit darker, quite nice for the eyes. It's nice to combine with the ORB OF FORN for maximum clusterFlux. (COMBO!: +10% Dmg while Berserking.)
Min-Max: Part 3.0 - Consumables, Enemies & Pets
In this part, we'll be looking at the Consumables (Potions) and the Pets the game throws at us.

...starting with Consumables

As much as I would like to list all the Potions and give my opinion on them, there's honestly not much to say here. I feel like going out of your way to craft them is too much hassle honestly, except for the endgame if you really want to Min-Max, but early on I feel it'd just take more time than it's worth to farm for a big enough batch to last through the game. Looking at my current (game completed) session, I've been stranded on Woanope for just over 1 day. For the sake of keeping things simple, if we were to use a potion all the time for this period, that'd be 1,440‬ minutes. Each potion last 20 minutes which means we'd need 72 Potions of each kind (that'd be worth using). I think I'll pass on that.

For those interested though, I'll just write the names (and effects) of the Potions that ARE interesting (sorted by Workstation).

HEARTH
  • ELIXIR OF PRECISION (3% Crit)
  • ELIXIR OF THE SPOOD BEAST (5% Move Speed)

CAULDRON
  • ELIXIR OF BULGING BICEPS (5% Damage)

PRESSURE COOKER
  • ELIXIR OF TEMPORARY INSANITY (3% Berserk/Sec)

Honorable Mentions
  • ANGER OMELET (15% Pet Damage) (HEARTH)
  • BLEGHMAR TREAT (15% Pet Crit) (CAULDRON)
  • SPONGY PODCAKE (Berserking for your Pet (3min)) (CAULDRON)

I don't really think the rest of the Potions are worth it, taking the gain:material ratio into consideration (Stun,Burn,Shock, etc). It's 2-3% for each and while you could of course stack it with other On Hit items to get around 18% (Pet + Trinket), it's not where the majority of the damage comes from anyways.

Enemies & Pets
Moving on! Next up is pets.

Let's start by looking at the overview of all the Enemies, to get a general idea of the effectiveness of our Elemental Damage (do note that we won't decided solely based on this information but it's nice to get out of the way).



So while we're not going to go on this entierly, it's still interesting to see that Electric Resist is present favoring Savanna, where only 1 and 2 enemies has this in the Bawg and Tundra. As for Fire, 4 enemies has Electric Vulnerability in the Savanna and overall, Electric Vulnerability is held by 3 and 2 enemies in Bawg / Tundra (vs 1 & 2, 0 & 3 and 0 & 0).

Now, I won't bore you with too much numbers since its easy to get carried away at this point. Some key factors to make note of however is that in regards to resistances, once your Elemental Power (and means to deliver the Elemental damage through Devices & Gadgets), the resistances will not matter too much except for a few. For example, at endgame, the GULANTI has a 80% Electric Resist, but with ~400% Electric Damage they still die pretty quickly. On the other hand, THROAKs are immune to Freezing Damage, just like BLASTCRABs being immune to Fire. These two are the only ones with a 100% Reistance though. The "# of Enemies" shows how many of the enemies per biome (and overall) has at least some resistance. The first number looks at all 19 enemies, while the 2nd, 3rd and 4th number shows each Biome (Savanna, Bawg & Tundra, respectively).

On the other hand of the spectrum there's Elemental Vulnerability. By mouseovering the notes I made for the "Average Total" column, you can see specifically per biome. Poison is pretty even between the 3 Biomes although it ramps up in Tundra. No enemy are weak to Fire in the Bawg but the rates are pretty high in the Tundra (keep in mind of the BLASTCRABs being immune though).
Electric, just like Poison is very even but when it comes for Ice Damage, no enemy has a weakness to this.

While I will showcase the capabilities of pets later, I believe most of the damage comes from Flux herself and I see pets more like a stat boost in terms of its synergy rather than something that kills stuff - once you start getting enough toys to do some serious damage, which is around mid-Bawg. Early game, Pets are great help, especially on Ludicrous when it can definately take some time killing stuff.

In the start, you'll obviously not have a lot to choose from, and there's not a whole lot of Gadgets/Devices to sync with and finally, Elemental damage stacking isn't a thing yet either so here I'd say focus on the pets attacking capabilities. Personally, my progression looked like;

1) WOMPIT (first pet) (also adviced Vs. the Baconqueen, it soaks the projectiles pretty well)
2) GLUTTERFLY (as soon as I got one)
3) TARTIL (solid damage and we're getting the FLAMETHROWER around this point too)
4) VOMMA (Awesome carpet bombing capabilities)
5a) SATGAT (When you're around 400% Electric Damage, another 20% won't make a huge difference, so having that 5% Crit is definately something to consider. If we are going to be picky here, we WILL reach above 100% (while Berserking) meaning some of the crit is wasted, but outside of Berserking, the window of no crits is certainly lower. This is for endgame though, closing the crit window. 5% Crit won't make too much of a difference when you're sitting at around 50% mid game.
5b) ZUG (If you feel the Crit isn't what you want or perhaps you just loathe the SATGAT, this is another option. So 20% Electric Damage + 5% Shock Chance Vs. 5% Crit. (Math Below)) The earlier you swich to this pet the bigger difference the 20% Electric Power will do, since your over all Electric Power will be lower.)
5c) WAT (Apart from the options above, the WAT is an alternative for Move Speed but I'd rather solve that differently (see previous chapter). It's hard to argue that you can have too much speed though, and you'd still deal more than enough damage at this point but then again, 3% Move Speed isn't very impressive.

As I wrote above, I use the pets for the bonuses they provide Flux with but if you'd want to look at the pets attack patterns and such, a user named KatherineOfSky made a very nice guide covering just that (and a lot of other stuff too), find it HERE.

For other Elemental Builds, the ZUG equivalences is;

Poison: GLUTTERFLY
Fire: TARTIL or BLASTCRAB (basically 10% Fire Resist vs 10% Toughness (I'd say Toughness))
Ice: None.

Before considering choosing a Elemental Power Pet over the SATGAT though, see Part 4!
Min-Max: Part 4.0 - Crit Pet vs Elemental Damage Pet?
SATGAT Vs. ZUG

Alright, math time (skip to the bottom of this chapter if you hate math). Just before we get started, this will not be 100% accurate due to the many factors (enemy vulnerabilities/resistances, all the different Gadgets/Devices etc) but we'll get a rough estimate anyways.

To make things simple, we'll use what I consider to be the BiS setup (Electric), using the Min-Max approach discussed earlier. We will also use a "100% of your DPS" Gadget as an example.

This should leave us with the following stats;
  • 21,883 Weapon DPS (MEGAGONG)
  • 87.54% Crit (w/o SATGAT)
  • 406.46% Electric Power (w/o ZUG)

A wild Shirk appears! Device hits! Dealing 100% of your DPS (21,883) as Lightning.

The following happens...
21,883*4.0646=~88,945 (damage)
(That would be without either the SATGAT or the ZUG.)

Starting with the SATGAT, at 87.54% Crit (not using the Pet), the non-Crit chance is 12.46%.
Since we're so close to the cap (100%), we'll do this the other way around. Using a Chance Calculator[dskjal.com], we can see that it's just below 50% (48.59%) probability that we will see a non-Crit over 5 hits. With 92.54% Crit Chance, the non-Crit chance would be only 7.46‬%. That by the way, is a ~33% non-Crit Chance decrease. So with these new numbers, we are looking at a probability of 32.13% to see a non-Crit during these 5 hits, or for comparison, we'd be able to hit 9 times and have the same probability of a non-Crit if we were not using the SATGAT. While I'd like to wrap it up here, there's one more factor we need to consider:Berserking. We will be going with 20.18% Berserk/Sec, since that's what we will have with the Weapon Berserk in accordence to the adviced stat rolls combined with the potion. We will not be able to consider the whole 15% of the COMBO! from the WEAKNESS DETECTOR since in both examples, we will hit above 100% Crit Chance. What we will consider is the Berserk chance (20.18%) and use that to get the number(s) we are looking for.
12.46*0.2018=~2.51 & 7.46*0.2018=~1.51
In other words, with 87.54% Crit, the average Crit gain while Berserking is 2.51% and 1.51% for 92.54% (The Trinket does less the higher Crit chance we reach). So, still working from the backend of the spectrum, we will need to subtract these numbers with the first numbers we used, 12.46% becomes 9.95% and 5.95%. The new probabilities are entered into the calculator and we have the following Conclusions; 51.98% probability to see a non-Crit over 7 hits and 11-12 hits if we are to use the SATGAT Pet!

Now, if we have the ZUG follow us, we get another 20% Electric Damage. Using the same method as above, we'll get ~93,322 damage. An increase of 4,377 damage. After some actual tests ingame however, these numbers were different, at 110,000 damage (without ZUG). This wouldn't make a huge difference however, since the compared damage is just below 1k more. If we are now to apply the near 100% Crit Chance to this, the numbers are now ~doubled(?) (according to tests, Crit damage seems to be around 2x). In other words, 8,754-11,000 more damage per hit (that deals 100% Weapon DPS as lightning).

Conclusion
Comparing the two pets (SATGAT & ZUG), you now stand before a choice.

SATGAT
If you're using the SATGAT, you'll be able to do 4-5 more hits than if you were using the ZUG, before you will see a non-Crit, at a 50% probability.

ZUG
If you instead opt for the ZUG, you can expect to deal 8,754-11,000 more damage per (Electric) hit. That's with a Device that deals 100% Weapon DPS, ignoring Vulnerabilities / Resistances.

"But...you didn't say what's best Lulleh. :("

Well, it's very even! If we compare the two, if you do 11 hits with each of the setups, the 12th hit will decide what did the most damage (whether its a Crit or not). However, at 12 hits with the lower Crit Chance of the two examples above, the probability of the 12th hit being a non-Crit is 71.57%! So the probabilities favor the SATGAT. That's the mathematical conclusion anyways.

The TL;DR conclusion is: if you just hate the idea of a non-Crit, go SATGAT. I'm personally on team SATGAT.

(And no, I will not calculate if it'd be better to use the WAT for Move Speed or drop 1 level of Crit on the weapon to get another 6.10% Move Speed, because then I'd have to factor in how long distance would have to be travelled from the point of this being relevant until you're done with the game, how angry you will get of seeing a non-Crit and check how many times that'd happen during the decreased travel time... just no!)
Min-Max: Part 5.0 - Gameplay Optimization and Tryharding (Basics)
Now, this part will be covering "the little things" that made a difference for me while playing. I don't expect or suggest that you just copy everything written here since many of this things come down to personal preferences so instead use it as an inspiration for creating a style that works for you!

Keybinds
Before this turns into a mobile vs PC discussion, I'd like to add that I started playing Crashlands on my phone and was hooked instantly. One of the best games (and without any competition, THE BEST game in the genre) for mobile phones. For some reason however, I decided to buy the game for Steam and I haven't touched the game on my phone since. This is mostly due to the Mouse > Finger movement as well as individual keybinds. I never had any issues on the phone but getting the improved accuracy of the mouse when moving around combined with keybinds that makes Set Swapping a whole lot easier, it plays like a Diablo style game kinda. And I can just see myself fatfingering the Gadgets while tryharding putting Set Swapping into play while on the phone, resulting in many deaths. I also prefer the Small View Width which isn't available if my phone screen is set to high resolution. For those of you that DO play on the PC, here's my setup of keys (once again, don't copy, find your own!).

For movement, I use the mouse only. I tried using the keys as well as my PS3 controller but it just wasn't as precise as the mouse cursor. I suppose, the difference is, with the mouse you tell Flux where to go, where the keys or controller instead pushes her around, making the movement a bit... weird? Well, my personal take on the matter anyways.

As far as keys go, the 4 Gadget/Device slots are bound to "Q,E,R & Spacebar". My Diablo / Torchlight keybinds. Healing goes to "T", something I also use for a lot of other games. I choose to put the Swap Set bind to CapsLock (I've disabled the actual CapsLock function, hence the "\"). Again, something I usually swap weapons with in games. Then I thought I'd utilize the default hand position at "WASD". I felt I used the map more often than Build Mode, so Map was bound to "W" and Build Mode to "S" (move the finger down from default). "A" made most sense for the Compendium since I'm over there anyways when Swapping Sets and yeah, "D" didn't get anything assigned. :( Should've been Equipment I suppose but that's always been "C" (Character) for me (until I ran out of keybinds while playing WoW and "H" had to be assigned for that instead, but that's a whole different story!). I never use Hide Interface so I just left it on "H"...

Base Layout
Next up is Base Layout. I'm sure a lot of you will be all like "Lulleh, don't tell me how to build my home! And as if things couldn't get worse, yours look terrible!". I mean, I can't argue there, take a look for yourself;
It's like they say, "there's no home like your own". So copying mine doesn't make a lot of sense. Nor would it win any Awards for Architecture (I'd probably be thrown out). But, if we overlook the choice of material, we can see the level of efficiency going on here. What I've (tried my best) to achieve here is the most efficient design that'd let me place all my Workstations and Pets while having to run the shortest distances between everything, considering how often I use the different things.
Starting at the bottom with the "BS SSSS SS5", all the Savanna stations are in the bottom row, with 3 exits letting me access different parts of the PODGARD. Then comes the Bawg-stations in the form of an upside-down L and finally, the distinction between Bawg-Tundra was made by placing the SHREDBASKET one tile down, giving me space to squeeze in a BAGPUMP just above it. The reason the SLURRIFIER is not in line with the other stations is so I can distinguish it from the rest, not being a "proper" Workstation (in the sense that it crafts gear etc). It also gives me yet another exit hole out of into the base! Then there's the REFINERY & FOUNDRY. It got weird when teleporting inside the base if I left them so I just had to make some space. And before you ask, yes, I do get uninvited guests sometimes, in the form of a GLASER or SHIRK, so walls around the whole thing would make sense.

I also just noticed I've been counting the Tundra enemies at 6, not 7, meaning the Average Total % is a bit off, since 18 enemies is accounted for and not 19... well, too bad! Not doing that again! It's now corrected!
Min-Max: Part 5.1 - Gameplay Optimization and Tryharding (Advanced)
Optimizing Set Swap

Now things get really interesting. This is basically a two-part discussion. First, which items do we put in each of the set to make them synergise the best way with one another? And secondly, how do we get the most out of the Set Swap feature once the items are choosen?

Starting with the items and their synergy;
With the Set Swap feature, we get to use 8 Trinkets (Passive) and 8 Devices/Gadgets (Active) on the fly. For this I've made two sets that works very well together. I will use my Electric build for this example but I will list the other (suggested) combinations under Part 6 - Build Comparisons.

~Set 1 : Damage~

This is where the magic happens. The Trinkets has been chosen with only one thing in mind, damage;
  • SAFETY GOGS (+10% Crit Chance)
  • WEAKNESS DETECTOR (+25% Crit Damage (+15% Crit Chance while Berserking))
  • ELECTRO FUZZ-KNUCKLES (+30% Electric Power)
  • JUICE CONDUIT (+20% Electric Power)
Not much to say about these. You Crit chance will be at its highest in this set, so using the WEAKNESS DETECTOR here makes most sense. Then just to amplify our damage even more, the +50% Electric Power speaks for itself. You could in theory put the BATSHOES in place of the JUICE CONDUIT, trading a bit of damage for some extra speed. While the Turbo (+50% Run Speed) scales better the more Move Speed you have, you'll often find yourself Swapping to this set right after using the FETISH.

as for Devices/Gadgets, I've gone with the heavy hitters;
  • SPACE WRENCH (This is a Primer for the next item below)
  • STUNNING MIRROR (Use ONLY in succession with the item above, it will deal a lot of Lightning Damage (just did a 411k Crit as I am writing this)
  • SHOCKSTACHE (the bread and butter for this build, the reason I love this one so much is that it doesn't require a Primer, it deals a ton of damage by itself, chaining it to nearby enemies as well (~4 tiles range). Can be used in Succession with the STUNNING MIRROR (or the WRENCH if the MIRROR is on cooldown (they got different cooldowns)) for 25% Extra damage, although most non-boss enemies won't survive the MIRROR alone)
  • THUNDERCALL (Another very potent item. Doesn't deal as much damage as the other two but once activated you can forget about it and do other stuff, since it will stay up as a storm surrounding Flux for the next 5 sec.


~Set 2 : Support/Utility~

This set is focused more on utility as well as support for the first set. Starting with trinkets;
  • MERCURIAL BATSHOES (+7% Move Speed) (Can be swapped with JUICE CONDUIT from Set 1, (see above))
  • SHOCKPROD (+10% Shock Chance (+20% while Berserking))
  • PEDOMETER (Turbo Speed for 10 Sec every 50 steps)
  • RETINA MOUNTED SPICE INJECTOR (-15% Cooldown for all items (Crits reduces cooldowns by 0.50 Sec)
In this set, Flux will be Quicker, thanks to the SHOES. You will also have a chance to Shock your target, while one could argue this would better be suited for the other Set, these Shock hits doesn't do a lot of damage in comparison to the other stuff, so mixing it up doesn't make sense. It's more of a 8th item in lack of anything better. This is also why I am more biased towards the SATGAT over the ZUG, as the extra 5% Shock Chance could be a reason to keep the ZUG but since we will spend about 50/50 time in each sets, that 5% alone doesn't matter much. The PEDOMETER is a reliable extra speed boost since Crashlands is a lot about travelling so it definately helps. There are other, similar items but I never found them to be very reliable but rather RNG dependant. Overall, the cooldowns of our Devices/Gadgets on this Set is actually longer than the ones in Set 1, so keeping the INJECTOR here makes more sense.

as for Devices/Gadgets;
  • SHOCK GUARD (This one is basically a 3-hit guaranteed Shock Chance. The best part is that you just turn it on and forget about it and it of course works while you're in Set 1 as well. Sadly the COMBO! has Bleed as its Activator, and not Berserking)
  • THE ORB OF FORN (Apart from the fact that Lasers = awesome, this item was a bit disappointing, due to how it works. Considering the damage isn't amazing (not be to confused with bad), the way it works makes it a bit of a hassle. 3 Lasers spinning around Flux but they also pulse (turn off/on), meaning that they might miss some enemies if you're unlucky so see this item more like a bonus item kinda. Better to have it than not have it)
  • TERRIFYING FETISH (Very nice for utility, giving you a little speed boost. If you're Berserking, it will also do a lightning nova, similar damage to that of the STUNNING MIRROR. It seems though that it cannot Crit, still pretty decent damage. But partly because of that, don't wait for Berserking in order to use this. If you need to use this, to get to a safe place while fighting something dangerous, don't hesitate to use it. It's not worth dying for some extra damage)
  • DBOT (Been using this since I got it back in the Savanna and never looked back. 7 Sec invincibility opens a lot of possiblities, letting you go full Rambo on whatever is trying to eat you. So use it offensively! For example when spending the SHOCK GUARD stacks etc. The COMBO! is similar to the one of the FETISH just above, also triggered by Berserking. Although it's Ice Damage so don't even bother, just forget it's there and use it as there was no COMBO! in the first place)
Now that we've gone through what to use, there is one final tip (also written out in the second last section). First of all, the SHOCK GUARD should always be active at 3 stacks unless it's got a cooldown. Always. Other than that you should utilize the way Set Swap works, taking advantage of its cast time to minimize it's cooldown. So if you're in combat, Set Swap has a 5 Sec cooldown. It also has a 1 Sec animation before you actually swap. During this animation you can use any item however, so it's adviced to use that to your advantage. It would look like something like this;
Use Shock Guard -> Forn -> Fetish -> Set Swap -> DBOT (While Set Swap is being Cast), you'll now be in Set 1 with the DBOT going off in the very last moment before the swap took place and now you can go Rambo with the other stuff. This way, you used the Set Swap ~1 second earlier than you'd do if you were to use the DBOT first, and you can swap back into Set 2 once all the Set 1 items are on cooldown! While all this happens, you'll be in melee range spending all the SHOCK GUARD stacks with your Invincibility!
Min-Max: Part 6.0 - Build Testing (Electric)
Now it's time to see the potential of each Elemental Build. As I've stated before, stacking one Element is the way to go here in terms of damage (and that's why we are here after all). Starting with Electric;

Weapon & Armor
  • THE MEGAGONG

  • JUICEJOCKEY VACUHELM

  • LUDICROUS LONSCHEST OF CONDUCTIVITY

  • LUDICROUS LONSMITTS OF CONDUCTIVITY

  • DEMONIC BOOTS

Stats


Trinkets, Gadgets & Devices

Set 1


Set 2


Video Footage

Pro's
  • Highest damage in the game.
  • Lots of different Devices/Gadgets to use.
  • Good combo synergy for the Devices.
  • AoE damage from Gadgets/Devices moves with Flux.
  • While Electric Resist on enemies could prove problematic (see Con's (E.M.G. & Glasers)), it's no issue once you reach the endgame. Even GULANTI with their 80% Resistance die without much trouble (see video).

Con's
  • Struggles a little bit in early Tundra vs Glasers (50% Electric Resist).
  • Useless against the E.M.G. Boss (Immune to Electric Damage)
  • Two of the Gadgets used provide/rely on Stun - bosses are immune to Stun. (Use SMASH RACKET & THE CHRONO SHIFTER instead)
  • I'd say, among the 4, Electric is the "hardest" build to play with. Not that the game is very hard or demanding in the first place but rather there is a lot of cooldowns and such to keep track of if you want to get the most out of the build.
  • Makes the game too easy? ^^ (HEWGO 3 died in less than 25 Sec if not less when I beat the game).
Min-Max: Part 6.1 - Build Testing (Fire)
Let's see what Fire can do!

Weapon & Armor
  • THE MEGAGONG

  • JUICEJOCKEY VACUHELM

  • LUDICROUS LONSCHEST OF PYROMANIA

  • LUDICROUS LONSMITTS OF PYROMANIA

  • DEMONIC BOOTS

Stats


Trinkets, Gadgets & Devices
Not much have changed for Set 1 on the Trinket department, except for obviously changing Electric Power for Fire Power. When it comes to Devices/Gadgets, there are only 2 pure Fire based items in the game, the FLAMETHROWER & the BIG RED. The FLAMETHROWER is using Berserking as a Primer so we're keeping our weapon stats the same as with the Electric build. BIG RED has a COMBO! relying on the target Bleeding, so with the lack of any other Fire based items, the FINGERANG was a fitting solution to that issue, used just before the BIG RED. Note that you can get 2 hits with the FINGERANG as seen in the video footage below. Then in lack of anything else, the SMASH RACKET was used in the first slot.

Set 1

Set 2

For Set 2, I kept the FETISH and the DBOT. The 2 first Gadgets was replaced with the CHRONO SHIFTER and the MINI DIRIGIBLE. The only trinket change here was SHOCKPROD for the fire version, CHEMWAND. As seen in the video below, I also played around with Bombs, giving me some pretty awesome results! While doing that, I used the BOMBCATCHER instead of the CHEMWAND. The bombs used was THE BIG ONE and FIRECRACKERs. Notice how the FIRECRACKER outdoes THE BIG ONE in terms of damage, due to the stacked Fire Power.

Video Footage

Pro's
  • Good early on in the game (Savanna). I personally swapped to Electric mid Bawg once I got the SHOCK GUARD.
  • GULANTI killer. Sporting a 70% Fire Vulnerability, these guys will have a very bad day if you show up with a Fire Build.

Con's
  • Has some issues once you first enter the Bawg, Fire damage will be suffering with VOMMA having a 75% Fire Resist, being the first enemy we will encounter. Luckily, we can blow them up using the JOLLYCHOMPs.
  • AoE damage from Gadgets/Devices are static and does not move.
  • Other than VOMMA having a high resistance, BLASTCRABS are completely immune to Fire. Aside from that, 3 other enemies have at least 50% Resistance as well.
  • There is only 2 Devices in the game that are Fire based. One of these have bleed as its COMBO! Activator making it less ideal overall considering THE MEGAGONG is the best weapon in the game so we're missing out on that extra 25% damage.
  • Overall synergy between the items as a whole felt clunky/weird to play with.
Min-Max: Part 6.2 - Build Testing (Poison)
Next up is Poison!

Weapon & Armor
  • THE MEGAGONG

  • JUICEJOCKEY VACUHELM

  • LUDICROUS LONSCHEST OF BLIGHT

  • LUDICROUS LONSMITTS OF BLIGHT

  • DEMONIC BOOTS
The only difference here, apart from the change of Elemental Power to Poison is the weapon. None of the Gadgets/Devices uses Berserking as a Primer so I went ahead and converted everything into Crit.

Stats


Trinkets, Gadgets & Devices
Again, trinkets changed for the correct Element, which means IDOL OF PLAGOO and JAR OF JOOM.

When it comes to Gadgets/Devices I searched high and low and found... 2. BLO-PIPE and PLAGUE INJECTOR. This will be fun. ^^ As if things couldn't get worse, both COMBOS! use Bleed as a Activator and using a Sword would be counterproductive having the MEGAGONG with all damage being based off of weapon DPS. FINGERANG comes to the rescure once more and in lack of anything better, SMASH RACKET will be our last choice here.

Set 1


Set 2


For Set 2, I choose the BEAKLER for good measure (Elemental Chance on melee), DBOT and the CHRONO SHIFTER stays from the Fire build and so does the FETISH. I honestly don't know how to salvage this but I figured some bombs wouldn't hurt.

Video Footage

Pro's
  • None? I really can't think of anything. It was a lot worse than I anticipated before testing it. Feel free to compare the videos of the 4 builds and decide for yourself.
  • Oh, here's one: Adds an interesting challenge, beating the game using Poison damage only. Although I'd rather go for a full movement speed build if I were to voluntarily deal sh!t damage. At least I'd move quickly while doing so!
  • Both Poison based items use Bleed damage as its COMBO! Activators. At first glance I thought this would be terrible partly considering THE MEGAGONG can't have Bleed as a stat and even if it wasn't for the MEGAGONG, Swords are kinda meh (see Weapon type comparison on 2nd chapter). But the FINGERANG worked as an excellent Primer for these. Sadly, both Poison and Bleed are useless in terms of damage compared to the alternatives. (This is like a Pro turning Con).

Con's
  • By far the lowest damage in the game.
  • Just like Fire, there's only 2 Devices in the game that are Poison based, the difference is that these don't even do much damage (compared to fire).
  • Poison as a damage source should've been tuned very differently. Each stack of poison damage (even if it comes from the same source) should make individual stacks and also refresh stacks that are already on the target. The ramp-up could be really interesting, having like 10 stacks of poison on some sorry enemy just seeing it melt away. Damage should probably be higher too, since even at 400%, it doesn't seem to do very well. And finally, more thought out COMBO! / item synergy and more poison based items.
Min-Max: Part 6.3 - Build Testing (Ice)
...and finally Ice.

Weapon & Armor
  • THE MEGAGONG

  • JUICEJOCKEY VACUHELM

  • LUDICROUS LONSCHEST OF REFRIGERATION

  • LUDICROUS LONSMITTS OF REFRIGERATION

  • DEMONIC BOOTS
No difference here other than Ice Power on the armor.

Stats


Trinkets, Gadgets & Devices
Once more, trinkets changed to Ice Power; COLDY SPINPOPPER and FREEZY HANDPOKER.

Just like with the previous Element, 2 Gadgets found. SNOWBALL MACHINE and NEMATOBLASTER. The good thing is both using Stun as a Activator so it's time to bring the WRENCH and MIRROR back in action!

Set 1


Set 2


No difference for Set 2 other than the Elemental on Hit item, SHIVLY for Ice.

Video Footage

Pro's
  • Not as bad as I thought it would be prior to testing. Surely packed a decent punch.
  • The most Convenient / easy build to play with. While there was (again) only two Ice based Devices, I found two very suitable Primers for these. The WRENCH has the same range (4 tiles) as the SLOWBALL MACHINE and both the MIRROR and the NEMATOBLASTER are melee range. Not a lot of stuff to keep track of while still reaching it's full potential.

Con's
  • Not much of AoE capabilities to speak of. About the same damage as Fire except Fire works on multiple targets.
  • As far as enemy resistances goes, THROAK are completely immune. GLASER and GULANTI sits on 80% Resist and GALLUM on 50%.
  • No enemy in the game has Ice Vulnerability.
Min-Max: Part 7.0 - The Verdict & Gearing Roadmap
Conclusion
If you've been reading everything up until now (or at least the 4 previous chapters), I suppose you already know the answer.

Electric wins by a huge margin.
Mostly due to the insane (direct) damage output and partly due to versatility in terms of items and COMBO! (Activator/Primer) synergy. While it's a bit more to keep track of (cooldowns) than other builds, the first two points makes up for it tenfold. It's not even fair compared to the other builds. Utilizes both Sets so you'll find yourself swapping back and forth quite a lot.

My second favourite is Ice...
...but I'd say Fire is better. Ice just felt very laidback and chill (pun not intended) to play with. Great synergy between the two Primers and the two Ice damage Devices. Not a lot of cooldowns to keep track of, at all. Not including Utilities I kept on Set 2, this works just as fine with only 1 set.

Fire - Equal to Ice in damage but with AoE capabilities.
This game is much about clearing a bunch of enemies as fast as possible and not so much about single target damage. This is why I'd say Fire has an edge on Ice. It felt kinda clunky to play with however and not as enjoyable as Ice and nowhere near Electric in terms of overall damage. I'd say both Ice and Fire are about half the damage as Electric.

Speed Build > Poison Build.
I was very surprised when trying out the Poison build. The damage was just... nowhere to be found. If you haven't watched the video footage of the builds, feel free to do so and see for yourself. The build made me feel like I had just crashed on the planet and I'm trying to kill my first WOMPIT, except worse because I'm fully decked in the finest gear Woanope has to offer. If it was between using this or [not any of the builds above], I'd just go for full Move Speed or even Toughness / Resistances and use Physical Gadgets such as the SMASH RACKET and maybe even Bleeds. It can't get much worse than this.

Like I said in the Poison test chapter, Poison should not only do more damage but also make individual stack each time (no matter the (duplicate) source) its applied, making for some interesting ramp-up resulting in melting the targets. It's barely tickling them now.

While at it, I'd also change Bleeds to do what Freeze currently does - more damage taken from all sources, and lasting longer too.

As for Freeze, a % based chance to shatter the target could be nice. Ah well, shouldn't complain too much. Electric is so much fun as it is and the game is amazing nontheless. Just stay away from Poison. :)

Gearing Roadmap
I figured I'd include a rough roadmap of upgrades and such here. As a rule of thumb, armor and weapons has been upgraded as soon as a new workstation is available. Once I got the unique legendary GIANTBONE HELM I didn't replace it until the very end, since it holds 7 stats rather than 5 that upgraded (Juiceforged) legendaries have. The legendary gloves from the beginning of the game (HYDRABLADE WOODSHANKERS) was replaced once I could craft new gloves that were 3 workstations away from the SHANKERS if that makes sense. As far as weapons goes, I'd suggest always making Axes with the exception of the unique legendary hammer, THE BLOODROOT. Legendary weapons follow the same logic, 2-3 workstations ahead. Due to their higher stat budget.

In terms of quality upgrades once the JUICEFORGE is available, I made all weapons Legendary quality for more damage, armor however was kept at Epic, to save JUICE CRYSTALS. It'd be annoying to run out and I always kept myself above 100 until the end.

As far as Trinkets and Gadgets goes, one can't be too picky in the very start of the game. But notable items are the SPACE WRENCH, STUNNING MIRROR, FLAMETHROWER, DBOT, SAFETY GOGS, MERCURIAL BATSHOES and I also found use for the FINGARANG (in lack of anything better at the time).

I focused on Fire Power up until I got the SHOCK GUARD semi-early in the Bawg, where I then rerolled to Electric Power and kept that until I finished the game.

As far as bosses goes, personally the ones I found most challenging was (in order); E.M.G., THE BACONWEED FAIRY & BLOCKSTOCK.

The E.M.G. is immune to Electric damage and there's a lot of movement in the fight, so it takes awhile. I didn't bother rerolling all my stats so I just put on a bunch of random stuff and went with it.

The BACONWEED FAIRY has a lot of fast moving stuff and meeting the boss so early in the game made it not only take long time to kill due to lack of items but also having to dodge those fast moving projectiles. Pre-buffing with a SPEED and FLY Shrine is adviced. Also, using the WOMPIT to soak the projectiles is a good idea.

BLOCKSTOCK isn't very hard mechanically, just takes awhile for the same reason as above, being the first boss and all.
Min-Max: Part 8.0 - The BiS (Best in Slot)
Some of you may want to skip to this part so here it is!

The 'Zeus' Lightning Build
Here I'll list all the items that made it into my final loadout.

Weapons & Armor
  • THE MEGAGONG

  • JUICEJOCKEY VACUHELM

  • LUDICROUS LONSCHEST OF CONDUCTIVITY

  • LUDICROUS LONSMITTS OF CONDUCTIVITY

  • DEMONIC BOOTS

Trinkets
  • SAFETY GOGS

  • WEAKNESS DETECTOR

  • ELECTRO FUZZ-KNUCKLES

  • JUICE CONDUIT

  • |
  • MERCURIAL BATSHOES

  • SHOCKPROD

  • PEDOMETER

  • RETINA MOUNTED SPICE INJECTOR

Gadgets & Devices
  • SPACE WRENCH

  • STUNNING MIRROR

  • SHOCKSTACHE

  • THUNDERCALL

  • |
  • SHOCKGUARD

  • THE ORB OF FORN

  • TERRIFYING FETISH

  • DBOT

Bosses are immune to Stun, replace SPACE WRENCH & STUNNING MIRROR with;
  • SMASH RACKET

  • THE CHRONO SHIFTER
Tips & Tricks: Things I wish I knew before I started
  • Do check out this awesome guide I found by KatherineOfSky - Monster Strategy Guide & Tips for Efficient Gameplay. It has everything, ranging "monsters/mobs, how they attack, how you can defend, and all the info you need to get started, plus crafting, farming, & gathering strategies, and tips & tricks on how to play the game more efficiently!". Good stuff!

  • My suggestion for Home Bases would be a location that you will often visit (and come back to) as well as nearby resources, such as water or pre-placed soil. While you can of course have different Bases, I just moved all my stuff as I reached a new Biome, saves a lot of materials. This is where I placed my Homebases;
    • Savanna: BAARNAPOL (as soon as I reached the place, I kept the Landerspot until then)

    • Bawg: Savannaporter (After I finished the Bawg, I moved my Home Location to TOOCHOOCHOOINAX)

    • Tundra: CENTRAL PODGUARD

  • Signs! Craft them, use them! I always carry around at least 20 signs from the moment I could craft them (more or less at the start of the game). With these I'd mark out any power-up shrine, Juice Crystal Cluster, Buff Shrines and other noteworthy things. To keep things simple, I'd find some sort of system. The power-ups would be named "FLY, HP, TIME, SPEED, HARVEST and FISHING". I used the Red Cross for my future fish farm (any big enough body of water that could fit multiple 3x3 schools) and the Blue Water drop for the Juice Crystal Clusters.

    This way I'd know right away when I needed something without having to go look for it.

  • Always carry an extra bed. Sometimes you're out on the field and need to change the time of the day, heal up to full, maybe you're being chased by angry Throaks or simply want to take a nap. Either way, this should save you a teleport back to homebase. This bed would act as a sleeping bag, meaning you just place it on a floor tile, sleep and pick it up and go on.

  • During boss battles, there are usually (% based) times where the fight stops and the boss starts taunting Flux through dialog. You can utilize this time to wait for your cooldowns (Gadgets/Devices). Buff timers (Berserking, Fly etc) DO NOT tick during this time.

  • Swap Set and Post-Using an Item. The Swap Set feature has a 1 sec cast time and a 5 sec cooldown (if used in combat). To utilize this to the fullest, you can opt to first press the Set Swap, then while the animation/cast is in progress, you can activate an item. This means you'll get out of the 5 sec cooldown faster (since you used the Set Swap BEFORE the Item (and not the other way around) and you'll also have more uptime of your item using the other Set (where you may have stacked up on a lot of +Elemental Power / Crit items, for example.

  • Time-Warp and how it works! Apart from slowing down time (duh), it's interesting to look into how this actually affects the gameplay, more specifically, our items. It mostly works in our favor but it has some small downsides too. Perhaps you've noticed how when you activate a Time-Warp (RED) shrine and it says "Time warp! (10 sec)" but it feels a lot longer? That's because it is! Thanks to the Time warp itself, the buff duration in real time is actually 20 sec. Meaning that if used together with other effects, you'll get double the time on those too. One example is using THE CHRONO SHIFTER together with the DBOT. However, while this is a good thing (combined with the fact all enemies are slowed down too), this also affects your cooldowns, increasing the time it takes for them to finish. So keep that in mind.

  • Only use low level healing potions for out of combat healing! Playing on Ludicrous, taking a hit more often than not results in death. But there are those times where you may just survive the hit (or after you come back to life following a KO), you'll find yourself low on HP. The way the game works, similar to other games (WoW is one example), is that it takes in account of your % of HP, so if you were to swap out gear, changing your actual HP from 50/100 to 500/1,000, you'd remain at 50% HP. Unless you're on 100% HP. So, what you can do is to unequip all your gear, leaving you at 50 HP. Use the cheapest healing potion you can find, wait til you're full, then put back your gear and voila! You're back on 100% @ 150,000 HP for the price of a lowly MILD HP POTION. Or just use the bed you always carry with you.

  • Utilize the generic sowing grounds to save some materials reducing the amount you'll need.
    As you play, you'll come across places where the game has already placed a few sowing grounds, meaning you can just add your own to this.
    There are 3 good spots for this, one in each of the Biomes.
    Savanna: BAARNAPOL (North-East)
    Bawg: TOOCHOOCHOOINAX (North-East)
    Tundra: CENTRAL POD GUARD (South-East)

  • Save (pick up using the Buildmode) all Fatfish for later. More specifically, when it's time to go for the Megagong. While it may not make a huge difference (unless you're really lucky), utilizing the Exploit in the next section can save you some time. Should you take that route, I'd suggest that you break them open in either the Savanna or the Bawg, preferably the one where you got the least mats in order to make a fish farm. This means you'll get your GONG from the Fatfish, and then making a Fish Farm in the Tundra + whichever Biome you DID NOT break the Fatfish in. The reason you'll want a Fish Farm in the Tundra no matter what is that you'll first need to get the Bonkagong and then the actual Megagong. So having the fishing cluster ready is adviced.

  • Aim for 5% Run Speed early game, 10% for mid-late. Personal preference here but I noticed a big difference in the start having none to actually having a minor boost, when trying to dodge stuff, especially the larger Tartils could be problematic. Details will be / has been covered in the theorycrafting part earlier in the guide.

  • The HYDRABLADE WOODSHANKER Legendary Gloves CAN NOT have any of the +Elemental Power stats. Too bad since they are the only Unique Legendary Gloves in the game. In other words we're missing out on 8.71‬% Elemental Power!

  • The JUICEJOCKY VACUHELM sidequest require the two following things to be true (I'm adding this since there was no information regarding the second requirement when I tried looking for it).
    1) "Quest Line unlocked by Flop rocket Perk upgrade the ship to it's maximum (including the buttered up upgrades, meaning that you have to pay 2.99$ to get this helmet). In terms of how many time you have to spend to get it it's comparable to the megagong."

    https://crashlands.gamepedia.com/Juicejockey_VacuHelm
    2) The second requirement however, is progressing to the last story quest in Crashlands, To SPACE!. When you have this quest in your quest log, Brad will offer you the side quest.

  • Each of the Biomes have unique Home locations, meaning that you can have 3 different homes set. It's not a major thing but it saves some time when you teleport between the Biomes - when you arrive you can just hit the Teleport to Home button instead of zooming in and/or choosing the specific teleporter (which you may frequently visit).

  • This is more trivia / "for your information" than very useful buut, a step is counted at the start of the step, not at the end. Only affects the PEDOMETER but still an interesting useless find.
Naughty Stuff (Exploits)!
Disclaimer: I do not advice or suggest cheating and I'd never consider sharing this should this affect online play in any form. I don't suggest that anyone does this, I simply show you how it is done. For me, it helped me test a lot of stuff more efficiently which lead me to bring you this guide. Also, the game is single player so what ever is done here will not affect anyone but yourself. If you're against any exploits and/or cheats, be it clever use of game mechanics or otherwise, stop reading here.
============================================================================
...for the rest of you, let's take the red pill! :)

I'm sure someone else must have found this too but I didn't see anyone explain it properly, nor list the benefits of doing these things.

There's two things we'll be going through here. Abusing the Save System (should work with Cloud or Local alike). The second one is real life Time Traveling (only tried on phone).

Abusing the Save System

The benefit of this is the following;
  • When crafting gear you can ensure that you get an Epic quality item without having to make 10 of each item. Same logic applies to crafting Legendaries, make sure you get the good stat rolls!
  • When rerolling stats in the JUICEFORGE (only spend minimum amount of JUICE CRYSTALS instead of depleting your supply and still ending up with bad stats).
  • When harvesting resources trying to get a specific item or schematic, you'd make a few 3x3, 4x4 or 5x5 spots.
  • Same as above but for Fish Farms or Fatfish clusters.
  • A backup when fighting a (very) tough enemy.

So, now that we know what we can gain from this, how do we do it?

1) First, depending on we want to do, you'll want to be on a stage (screen) where you're just about to do what will be undone. So, for example. Have your item crafted and ready to be picked up. Stand next to the JUICEFORGE ready to reroll or have a harvest cluster of Fish Farm (WITH THE LURE + FISH BUFF ACTIVE) ready to be bombed (if you don't have any harvest bombs, picking a Harvest Shrine works fine too!).

2) Save the game (or Sync to Cloud) if you're using the Cloud feature. Then do whatever you're gonna do. Did you get your stuff? Awesome. If not: Alt+F4 or just close the App and start it again and you'll be back to where you saved. Do keep in mind the game does auto save from time to time. I am unsure of the exact interval but it'd say it's a minute or so. Well enough time to fool around whether it's breaking a bunch of resources or rerolling the gear a few times.

This can also be used when fighting a very tough enemy. You can save while fighting (the save screen pauses the game) and if you die, you can come back to find the enemy nearby with (more or less) the health it had when you saved, rather than dying and having to run back only to find the enemy is fully healed or not even there...

Real Life Time Travelling to respawn resource nodes

I've only tried (and succeeded) doing this on my phone in my previous playthrough, prior to the Combover patch but I believe it'd be no difference now. That being said, I haven't tried it on the PC so I don't know the exact steps but I'm sure it'd be easy enough to figure out if anyone would like to do it. I haven't done it or had any need for it on my latest playthrough but I figured I'd mention it nontheless.

First of all, turn off the Cloud Saving and use a Local save (make sure not to screw anything up here or overwrite your saves!). Then put your phone in airplane mode and go farm whatever you need to farm. Close the game (I can't remember if this was even needed, possibly not). Next, go to your phone settings and choose to set the time manually, for the sake of ease, just choose the next day and get back into the game and bam, all the resources have respawned. Repeat.
4 Comments
Bokaley 18 Aug, 2024 @ 11:59pm 
What about toughness+damage reflect?
darkly77 14 Nov, 2021 @ 7:45pm 
Very helpful, thank you
iLoveBees 18 May, 2021 @ 9:12pm 
"Comprehensive" seems inadequate to describe this thorough exploration of a silly game's mechanics. I applaud your madness and drink from your font of wisdom.
Zergologist 27 Jul, 2020 @ 9:46pm 
You didn't upload the right picture for the ice set. You put poison for the pictures on ice.