Crunch Build Guide
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Crunch Build Guide

This is a community-driven one-for-all Crunch build guide. You are welcome to update it if you see any aspect of his gameplay is missed. All updates are moderated.

This guide is being updated to align with the Monolith update. Feel free to read it through and ask your questions here or at our Discord server.

Table of Contents

  1. TL;DR
  2. Overview
    1. Strengths
    2. Weaknesses
  3. Abilities Analysis
  4. Deck Considerations
  5. Build #1
  6. Build #2
  7. Gameplay
    1. Early Game
    2. Mid Game
    3. Late Game
    4. Tips and Tricks
  8. Heroes Synergy

TL;DR on Crunch

Crunch is a melee fighter with a unique combo system. Utilizing each of his abilities Crunch is capable of fluidly chaining combos together to quickly scrap his opponents.

Focus on buying cards increasing your power, attack speed and mana.

Forward Crunch will launch crunch forward stopping on the first enemy hero hit dealing damage.

Left Crunch is a left hook the deals increased cleave damage

Right Crunch will slow enemies hit.

And finally your ultimate is Re-Crunch. Re-crunch repeats the last ability used opening up more possible combos. Re-crunch also has two passive components. First: landing basic attacks will shave time off your active cooldowns. Second: every third ability used will be empowered. When empowered

  • Forward Crunch will drag enemies the full distance of the charge.
  • Left Crunch will deal a whopping 100% cleave damage
  • Right Crunch will knockup enemies

Chaining abilities together can create fluid combos that can easily crush your opponents. However missing an ability will break your combo causing Crunch to stagger. Landing abilities is the only thing that will allow you to quickly continue chaining combos together.

  • If you're looking for a hard engage try using Forward Crunch, Left Crunch then Right Crunch. This will get you into the fight and allow you to send enemies flying with a powerful uppercut.
  • For maximum carnage try Right Crunch, Left Crunch then Re-Crunch. This will allow you to cleave twice dealing a huge burst of damage

With 24 possible combos Crunch has an answer to any and all problems standing in his way.

Every third ability used is empowered - there is visual indication of an empowered ability. When you see Crunche's arms glow red then expect next ability to be empowered.

Playing Crunch you have to keep that 3-step combo mindset. You have to have to clearly understand which ability you want to have empowered and execute according to that plan.

Crunch's Lore

  • Shots to his harddrive have corrupted most memories. Not sure which ones are real.
  • Feigns inactivity when being graffitied. Likes the attention.
  • Once KO'd a Gorzop, a Demonox and a Giga-Tanker with a single uppercut.

Crunch Overview

Crunch's Strengths

  1. Versatility
  2. Good burst damage.

Crunch's Weaknesses

  1. Massive hit-box. Dodging bullets? Forget it.

Crunch's Abilities Analysis

- Punch (Basic Attack)

Melee basic attack dealing Basic Damage.

  • Base damage is 58 and increases by 1 each Hero level up to 72 at level 15.
  • Attack speed increases with Hero level.
  • Ability Card scaling factor is 70%.
     

- Forward Crunch (Alternate Ability)

Dash forward 1250 units, dealing Ability Damage, stopping upon hitting an enemy hero.
Empowered: Dash 1500 units, pushing enemy heroes on contact. In other words Crunch drags enemies the full distance of the charge.

  • Base damage is 40 and increases by 40 each ability level up to 160 at level 4.
  • Cooldown is 12 seconds on all ability levels.
  • Base cost is 65 Mana and increases by 5 each ability level up to 80 Mana at level 4.
  • Ability Card scaling factor is 25%.

Initiation and escape tool. Combined with Re-Crunch can do a lot of troubles you your enemy since it can help you to initiate a fight from far away or to make an unexpected escape.

Forward Crunch locks your camera in position of movement until your dash is finished. You may loose vision of your opponents while dashing.

Can potentially be used to displace an enemy into an allied tower's range or for wave clear however it does not do much damage being again mostly a movement tool.

If possible during a fight try to get behind your enemy and make an Empowered Forward Crunch to isolate him from his team for a quick and inevitable execution.

When Empowered Forward Crunch works similar to Steel's Charge.
 

- Left Crunch (Primary Ability)

Deals Ability Damage to enemies with 50% bonus Cleave rating.
Empowered: Deals 25% bonus Ability Damage with bonus Cleave rating.

  • Base damage is 75 and increases by 50 each ability level up to 225 at level 4.
  • Empowered Cleave rating starts with 70% and increases by 10% each ability level to 100% at level 4.
  • Cooldown is 6 seconds on all ability levels.
  • Cost is 30 Mana on all ability levels.
  • Ability Card scaling factor is 75%.

When maxed out deals the same damage to any enemy in range (cleave 100%). A huge helper for a close combat or for clearing minions (both lane and jungle). Scales pretty well.
 

- Right Crunch (Secondary Ability)

Deals Ability Damage and applies a Slow.
Empowered: Deals 25% bonus Ability Damage and knocks up enemies instead of slowing them.

  • Base damage is 70 and increases by 35 each ability level up to 205 at level 4.
  • Slow effect starts with 200 and increases by 50 each Hero level up to 350 at level 4.
  • Cooldown is 10 seconds on all ability levels.
  • Cost is 40 Mana on all ability levels.
  • Ability Card scaling factor is 50%.

Not an outstanding damage-dealing ability but it helps you to keep your enemies close.
 

- Re-Crunch (Ultimate Ability)

Instantly repeat the last ability used.
Passive: active cooldown reduction (CDR) on all abilities for every Basic attack landed.
Passive: Every third ability used will be Empowered if used within 10 seconds.

  • Base CDR is 0.4 seconds and increases by 0.3 each ability level up to 1 seconds at level 3.
  • Base cooldown is 20 seconds and decreases by 5 each ability level down to 10 seconds at level 4.
  • Cost is 50 Mana on all ability levels.

Since it copies your last ability Re-Crunch can be very versatile. E.g. combined with Forward Crunch it can give you an escape ability no any other Hero has.

Crunche's arms start glowing right after using a second ability meaning the next one is going to be empowered.

"Empowered" passive has a cooldown of about 10 seconds. So if you are not fighting Crunch is going to get out from his Empowered mode and you will have to count to three all over again.

Crunch's Deck Considerations

Mana. Crunch is hungry for mana and if you don't want to mess up your combo due to lack of it then consider building big enough Mana pool.

Basic attacks and Left Crunch scale well with damage, grab Physical Damage Cards.

Core Cards for Crunch

Coming soon.

Guardian's Ward Brawler's Ward

Strike Token

Fountain Spike

Crunch Build #1

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Starter Hand

Health Potion Health Token Strike Token

Early Pick

+ Guardian's Ward ← Minor Strike Lesser Health Lesser Health

+ Offensive Maneuvers

+ Amulet of the Veteran ← Minor Strike Minor Strike Lesser Health

 Strike Token

+ Tempered Plate ← Minor Guard Minor Guard Minor Guard

 Health Token

+ Tuned Barrier ← Minor Barrier Minor Barrier Minor Barrier

 Health Potion

+ Fountain Spike ← Advanced Mana Major Strike Major Strike

 Offensive Maneuvers

 Guardian's Ward

+ Guardian's Ward ← Greater Health Major Strike Greater Health

+ Rust-Breaker

 Amulet of the Veteran

+ Amulet of the Veteran ← Greater Health Major Strike Greater Health

   Rust-Breaker ← Major Strike Major Strike Major Pierce

Final hand

Fountain Spike ← Advanced Mana Major Strike Major Strike

Tempered Plate ← Minor Guard Minor Guard Minor Guard

Tuned Barrier ← Minor Barrier Minor Barrier Minor Barrier

Guardian's Ward ← Greater Health Major Strike Greater Health

Amulet of the Veteran ← Greater Health Major Strike Greater Health

Rust-Breaker ← Major Strike Major Strike Major Pierce

Crunch Build #2 (Coming soon)

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Starter Hand

Healer Token Strike Token

Early Pick

+ Fountain Spike ← Minor Strike Minor Strike Basic Mana

+ Flashfire Piston ← Kinetic Kinetic Major Strike

+ Brawler's Ward

+ Flashfire Piston ← Minor Strike Major Kinetic Major Strike

   Brawler's Ward ← Advanced Mana Major Strike Strike

 Healer Token

+ Adamant Edge ← Minor Strike Health Lesser Health

 Strike Token

+ Tempered Plate ← Divine Guard Health Health

Final hand

Flashfire Piston ← Minor Strike Major Kinetic Major Strike

Flashfire Piston ← Kinetic Kinetic Major Strike

Brawler's Ward ← Advanced Mana Major Strike Strike

Fountain Spike ← Minor Strike Minor Strike Basic Mana

Adamant Edge ← Minor Strike Health Lesser Health

Tempered Plate ← Divine Guard Health Health

Gameplay with Crunch

Early Game

Crunch can be a pretty good solo laner or a jungler. Your  1st goal is to get to level 5 to unlock Ultimate. It will open CDR during a fight and of course empowered abilities.

IT is recommended to open up with unlocking Forward Crunch first to be on a safe side during laning. If jungling Left Crunch is the way to go.

Your mana pool early game is going to be low so save your abilities for a gank or an escape.

Mid Game

Always keep in mind what ability you want to have empowered. When you start fighting make sure you will be able to stick to your opponent to deliver a complete combo. Watch out for opponents with CC who can brake your combo.

Late Game

You are now not only big but strong as well. Get into a fight, body block enemies and Crunch them forward from behind into your team for focus fire. Do it like Steel does his Charge.

More description is coming soon...

Tips and Tricks with Crunch

  • Put basic attacks in between of abilities when doing a combo. It will do higher DPS since recovery frames after abilities does not prevent from landing a Punch.

Heroes Synergy (Coming soon)

Crunch and Dekker

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Crunch and Steel

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