Updated: June 7, 2026
The first week of Clash of Critters should not be a race to max everything. It should be a controlled path from "I have random cute Tatari" to "I know which five jobs my team needs." This route uses the current database plus community T1/T2/T3 tier notes, but it avoids pretending that one creator list is official.
Day 1: Claim, Sort, Stabilize
Start with active codes. Then sort your roster by role: Tank, Guardian, DPS, Support, Healer, Specialist. Do not sort only by rarity.
Build a first team with one frontline, one main DPS, one second damage or counter slot, one sustain or utility slot, and one flex. If you only have basic units, that is fine. Zapup, Clucky, Sparkrow, Shellshy, Rockhog, Snoozebo, and similar early pieces can teach the shape of the game.
Your Day 1 goal is to learn which lane fails first.
Day 2: Use T1 Without Marrying T1
The creator notes describe T1 as something many players move through quickly. That matters. You should use early units confidently, especially if they have higher stars, but you should not turn every early unit into a long-term project.
Run stages and mark each T1 unit as:
- Core today.
- Useful stopgap.
- Collection only for now.
Core today means it clears. Useful stopgap means it patches a lane but may be replaced. Collection only means it does not need food yet.
Day 3: Pick One Frontline and One Damage Project
By Day 3, choose a first-contact answer and a main damage answer. Splitting resources across ten Tatari creates a roster where everything is almost useful and nothing is strong enough.
If your frontline fails, spend on durability. If enemies survive too long, spend on damage. If a specific element blocks you, spend on that element. If you cannot name the reason, do not spend yet.
Day 4: Watch for T2 Skill Spikes
T2 starts to reveal why some lines matter. Cheer support value, Zapantler-style Lightning damage, Frostpaw/Ignisnap damage, Cobbledon tanking, Firecoil utility, and Sealoon-style Water pressure can all become more meaningful than their early forms looked.
Do one controlled test:
- Run a problem stage with your current team.
- Swap in one T2 candidate.
- Run the same stage again.
- Write what improved or got worse.
This prevents hype spending.
Day 5: Prepare a Mode Slot
By Day 5, start thinking beyond campaign. Horde Invasion and Gold Mine Rush value teams differently.
Horde wants stability, support, healing, setup value, and flexible back-row damage. Cheerline support, Sunfleur/Buddi-style sustain, Waveflutter setup, Toucan/Panda-style utility, and Zapantler or Voltmare-style flex damage are examples from the video-derived notes.
Gold Mine Rush attack teams want fast kills and low damage taken. Defensive setups can lean more into healers, buffs, and control because the goal is to make the opponent's run inefficient.
You do not need a full second team yet. You need to know which slot would change.
Day 6: Stop Spending and Review
Day 6 is a pause day. Check what actually happened:
- Which Tatari appeared in most clears?
- Which upgrade did nothing?
- Which T1 unit is still useful only because it has stars?
- Which T2 skill changed a fight?
- Which mode feels unstable?
If you cannot answer these, spend less and test more.
Day 7: Choose Your First Long-Term Project
After one week, choose one long-term project. Good candidates are not always the rarest. A good project has a role, appears in real teams, and stays useful in more than one situation.
Examples of good reasons:
- "Cheer support keeps my Horde core stable."
- "Waveflutter is my T3 setup project."
- "Zapantler gives my back row Lightning damage."
- "Pyrodaemon helps frontline control for harder modes."
- "Sunfleur gives sustain where my teams collapse."
Bad reason: "The tier image put something high and I pulled a related unit once."
Week-One Checklist
By the end of the first week, know:
- Your frontline.
- Your main DPS.
- Your best temporary T1 stopgap.
- Your first T2 skill-spike candidate.
- Your weakest element.
- Your most common failure reason.
- Your first Horde or Gold Mine Rush adjustment.
If you know those answers, your account is healthy even without every top unit.
FAQ
Should I reroll?
Only if you enjoy rerolling. A clear plan usually beats a perfect start played badly.
Should I rush T3?
Not blindly. Some units shine at T3, but rushing a project before your basic team works can leave you stuck in normal content.
What if I already spent too widely?
Pick five units, stop side projects for a few days, and let codes/events rebuild your resources.
How often should I change the team?
Change one slot after you understand why you lost. Changing everything hides the lesson.