Mechanics

Everything is Crab Stats Explained: Physical, Ability, Social, Armor

Stats questions are usually draft questions: which damage family the run is really using, why Speed alone may still feel weak, what Size actually changes, which community-reported stat caps are worth knowing, and why Carcinisation stops being free once armor lags behind.

Practical use

  1. Physical mainly decides close-contact or slam-style damage, so use it when the run can stay on target instead of only admiring big numbers.
  2. Ability usually powers ranged, poison, or cast-style uptime; if the route keeps distance well, more Ability often solves the fight faster than extra Max HP.
  3. Social is pressure relief through allies, charm, distraction, and tempo, not a promise that Darwin can ignore personal survival or boss damage forever.
  4. Speed and Dodge are not identical: recent June 2026 player threads say raw Speed alone often fails to outrun cats, bosses, or body-blocked arenas unless Sprint windows, hitbox size, and terrain freedom are already solved.
  5. Size is not direct damage in the current public explanation. It mainly changes attack area, then only turns into extra damage indirectly through routes such as Leap Heavy or Body Slam plus Robust when the HP scaling is already online.
  6. Plating, resistance, recovery, food economy, and adaptation are the survival budget that lets any headline stat actually matter.
  7. The latest public HP-cap discussion matters because 999 Max HP is no longer just trivia; players now use it as a practical ceiling when judging how far Extinction scaling can still feel survivable.

Quick Reads

Recent public discussion keeps collapsing stat questions into four real choices: your main damage family, why Speed can still feel weak, what Size actually changes, and when Carcinisation becomes a survival tax.

StatUsually solvesCommon misread
PhysicalContact damage, Body Slam, close-range burstStacking damage without a safe way to stay on target.
AbilityRanged tools, poison, cast uptimeTreating it like a number instead of a damage pattern that needs safe space.
SocialCharm, allies, tempo relief, boss distractionAssuming allies remove the need for Darwin's own survival plan.
Speed + DodgeKiting, resource lines, escape windowsReading only the stat number and ignoring size, Sprint downtime, terrain, or food.
SizeAttack coverage, hitbox pressure, and a few routes that turn size or HP into payoffReading Size as direct damage; the current public answer is mostly attack area, with extra damage only arriving indirectly through routes such as Leap Heavy or Body Slam plus Robust.
Plating + RecoveryThe real mistake budget for pressure and bossesLeaving survival stats for later and dying before the route comes online.
CarcinisationExtra payoff with extra incoming-risk pressureTaking more crab pieces after armor, food, and recovery already fell behind.

Community-Reported Stat Caps

Treat these as current public checkpoints rather than eternal rules. They are useful when planning long runs, but official patch notes and in-game text should override them later.

ValuePublic basisHow to use it
999 HPMultiple public screenshots, the June 27 HP-cap proof thread, and the June 28 Extinction 11 attempt all treat this as the current visible HP cap.Big-body and long-Endless shells can hit it well before enemy damage stops scaling, so treat it as a survivability checkpoint rather than a victory condition.
999 AbilityThe June 16 Pressure 11 into Extinction 13 post explicitly says Ability also capped at 999.Late-Endless runs should stop overinvesting into a stat that already hit its ceiling.
300 Regen / 300 SizeThe author of Run #39 directly confirmed both caps at 300 in the comments.Once those caps are reached, the real upgrade is usually movement, sustain, or better damage uptime.
75% DodgeSeveral public Endless discussions treat 75% as the visible dodge cap.After that point, survival depends more on size, spacing, and terrain than on another dodge roll.

Related Public Records

Recent Community Signals

  1. The public All Possible Stats Sheet thread shows that players are actively tracking both visible and hidden raisable stats, which makes a plain-language stat page more useful than a one-line glossary.
  2. A June 9 Steam thread about Speed shows that high movement numbers still fail if hitbox size, Sprint uptime, terrain, or food access are wrong.
  3. A newer Steam size thread answers one of the most repeated stat questions directly: Size changes attack area first, then only becomes damage indirectly in routes such as Leap Heavy or Body Slam plus Robust.
  4. Late-June Reddit threads about the HP cap make the survival ceiling more concrete: players are now arguing about 999 HP as a real Extinction breakpoint, not just a curiosity.

Keep Reading: How to Change Attacks, Smol Dodge, Social Pack, Full Crab Carcinisation.

Related pages

Everything is Crab Build Planner

Click evolutions to build a route, preview stats, body parts, biome-backed final form, and export a share image.

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Smol Dodge

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

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Social Pack

A broader Gregarious route that uses allies, Pack, and Social scaling as support while Darwin keeps enough personal power to finish fights. Recent June and July 2026 player proof also shows a full-Social shell can clear Pressure 20.

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Full Crab Carcinisation

Carapace, pincers, legs, shells, and food-rarity tradeoffs. Strong when the run is stable; dangerous in Pressure 20 or damage-sensitive routes if taken while behind.

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