Carry handles the main
Carry handles the main clear condition.
System guide
Most failed teams are not missing random power; they are missing a job such as carry, control, survival, or support.
Use roles to diagnose what your team lacks. If enemies survive, improve damage. If enemies reach you early, add control or survival. If your carry is strong, support becomes more valuable.
This page follows the wiki guide format: answer the player problem first, show the relevant visual reference, explain the common mistake, then turn the advice into a repeatable decision table. Use it with the linked pages instead of treating one guide as a standalone rule.
Visual reference
The guide cover gives this page the same visual signal players expect from the competitor guide library, while the sections below provide the actual decision logic.
Start with the situation you can observe in game, then match it to the table below. This keeps the guide practical because a Clash of Critters problem is usually not solved by copying one sentence from a page. You need to know whether the blocker is damage, survival, control, event timing, collection pressure, or resource timing. Once the blocker is named, the right next page becomes obvious.
Use the visual reference as an orientation point, then use the decision framework as the actual action layer. If the page is about an event, decide the reward target before spending. If it is about progression, decide which unit or role changes the next fight. If it is about a system such as elements, roles, Dojo, or Card Album, do not isolate that system from the rest of the account. The professional workflow is: identify the problem, choose the next action, retry once, and only then spend more.
The biggest roles mistake is building five units that all do the same job. A team of only damage or only support usually fails when the fight asks for balance.
The fix is to name the exact blocker before spending. If the blocker is damage, invest in damage. If the blocker is early collapse, stabilize the team. If the blocker is reward timing, compare the event value before committing more resources.
The safest priority order is to protect permanent progress first, then chase temporary rewards only when they are close enough to matter. In practice, this means your main team, core roles, and current stage wall should stay ahead of collection pressure. Events and side systems become excellent when they give a near-term reward that improves the same team you already use.
After reading this page, do not make five changes at once. Pick the row that describes your current situation, follow the action, and test the result. If the result improves, continue in that direction. If the result does not improve, return to the related page and diagnose the next likely blocker. This is the repeatable pattern behind the guide system: every page should help the player make one cleaner decision, not create ten new tabs with no priority. Keep a short note of what changed so future retries become easier to interpret and compare with later updates too.
Priorities
Carry handles the main clear condition.
Control buys time against waves.
Survival keeps attempts stable.
Support is strongest after the carry is worth supporting.
Decision framework
Use this table when the page creates a real choice instead of a simple lookup.
| Situation | What it means | Best action | Next page |
|---|---|---|---|
| Fight times out | Damage role is weak | Upgrade or replace carry | Open guide |
| Fight collapses early | Survival or control is weak | Add a stabilizing role | Open guide |
| Strong unit underperforms | No support or wrong mode | Check team fit | Open guide |
| Event asks for special tempo | Mode-specific role change | Use the relevant event guide | Open guide |
Checklist
Name the failure before changing the lineup.
Assign one job to each team slot.
Upgrade the role that changes the failure point.
Avoid support-heavy teams without a carry.
FAQ
Roles are the jobs units perform, such as damage, control, survival, and support.
Beginners usually need one reliable damage carry first.
Add support when your carry is already strong enough to benefit.
Elements affect matchups, while roles decide whether the team can actually function.