Builds

Everything is Crab Smol Dodge Build Guide

A more forgiving tiny route than Ultra-Smol: keep the small-body and dodge package, but allow extra tools when the run needs them.

Route phases

  1. Start tiny only if the run offers Smol, Hollow Bones, Shifty, Elusive, or Agile early.
  2. Treat Slide and Sprint as safety tools, not optional comfort.
  3. Use Scavenger and food reach to avoid desperate fights.
  4. If the boss arena punishes tiny uptime, add a ranged attack instead of forcing melee.

Stat priority

  • Dodge
  • Speed
  • Food reach
  • Ability or Physical

Keep small size, Dodge and a no-hit result distinct

This route can use extra tools when an encounter needs them; it is not an empty-slot requirement. Dechonked asks for 40% Size, Dodgy asks for 75% Dodge, and Can’t touch this requires finishing a run without taking damage. These goals do not certify one another. A small-looking character does not prove the Dodge target, and a high Dodge number does not prove that every attack was avoided. Choose which result matters before accepting a tradeoff that helps one attribute but leaves the actual goal unresolved. Source: Steam achievement conditions

Version 1.1 changed Shifty to split its bonus between Dodge and Damage. Read the resulting Dodge value rather than counting the entire bonus as Dodge progress. The same update made Leap available at Common rarity. A usable movement offer can therefore be worth comparing before waiting for a more impressive colour. Neither change guarantees an offer or establishes that every small-body route should use the same movement skill. Source: Official 1.1 notes

Choose the movement input you can control

The September 2 dash discussion supplies a concrete contrast: one player preferred Sprint for steerable repositioning and reported losing an earlier Extinction 10-plus attempt after Slide’s lack of course correction. This is one player’s experience, not a rule that Slide always fails or that Sprint always wins. Use it to identify the question your next choice needs to answer: do you need to change direction during movement, or can you commit to the destination before activating? Source: September 2 dash comparison discussion

Check the landing area separately from the distance travelled. The dash comparison describes Leap as crossing enemies and hazards while avoiding damage, but the destination still needs to be usable. A movement tool that clears the immediate attack can leave the next position crowded or cut off from food. Before committing, decide where normal movement resumes and what attack or food pickup is possible there. This makes the escape part of the ongoing route rather than a single successful input. Source: September 2 dash comparison discussion

Review the failure instead of adding another random survival card

After an unsafe approach, separate failing to leave the attack area from running out of recovery afterwards. More Dodge does not by itself establish a food route, and adding another attack does not repair a movement input you cannot steer. If you are testing a no-hit objective, recovering lost health also does not undo the hit. Match the next choice to the observed failure: an escape you can control, access to the next safe pickup or a way to finish the encounter without repeating the same approach. Source: Steam achievement conditions Source: September 2 dash comparison discussion

FAQ

Is Minimalist mandatory for a small-body run?

Neither the 40% Size nor the 75% Dodge achievement condition names Minimalist. The genetic’s empty-slot tradeoff is a separate choice. This route allows a movement or attack tool when it solves the current encounter; do not leave a needed function unavailable solely because another small-body example used fewer equipped abilities. Source: Steam achievement conditions

Can I use damaging retaliation while attempting a no-damage goal?

Read which kind of damage the achievement forbids. Dove excludes dealing damage, Can’t touch this excludes taking it, and Zen excludes both. Deliberately receiving contact to trigger retaliation is therefore a different plan from avoiding every hit, and returned damage to an enemy cannot be assumed irrelevant to a no-damage-dealt attempt. Source: Steam achievement conditions Source: Spines contact-retaliation reference

Does the Sprint report prove it is the best dash?

It explains one player’s preference and one earlier failure with Slide. It does not compare all movement options under controlled conditions. Use the described steering difference to choose an input you can manage, then keep the food and attack plan working; do not turn the report into a universal ranking. Source: September 2 dash comparison discussion

Common mistakes

  1. Letting tiny size become low damage with no plan.
  2. Ignoring food because you can dodge early enemies.
  3. Taking every Trickster card even when it does not add survival.

You May Also Need

Smol icon

Smol

The speed-and-size package suits a route trying to stay small and mobile. Check whether your next objective instead requires a larger body before taking it simply as a speed upgrade.

Read guide
Elusive icon

Elusive

The smaller-body trade suits an avoidance plan, but conflicts with goals that require staying large. Check the size target before choosing another reduction just for its Dodge gain.

Read guide
Minimalist icon

Minimalist

Compare an empty slot’s bonus with the ability you could equip. If a dash would help avoid attacks that walking cannot, weigh that survival benefit before keeping its slot empty. Do not leave a useful slot empty solely to preserve the bonus.

Read guide

Dodgy

Stack Agile, Elusive, Shifty, and small-body safety without forgetting food.

Read guide

Update history

: Separated 40% Size, 75% Dodge and no-hit goals. Added Shifty and Leap version changes, plus the dated Sprint-versus-Slide steering report without presenting one player’s preference as a universal ranking.