In this post, I’m taking a look at Crazwind (Mark), the marked version of Sanemi from Demon Slayer, in All Star Tower Defense (ASTD). I’ll go through his stats, placement limit, attacks, upgrades, Gale Slow effect, and where I think he can actually be useful.
At first, Crazwind looks somewhat promising because he has high starting damage, good range, and a cheap placement cost. He also comes with Gale Slow, which gives him some utility against enemies.
After testing him, though, I wasn’t very impressed. He can work for early Story content, but his performance drops off badly in Raids, and there are some other problems that make him difficult to recommend.
Crazwind (Mark) Stats
Crazwind (Mark) is a Level 175 unit with a Nature enchant.
His starting stats are:
- Placement Cost: 500
- Damage: 10K
- Attack Speed: 2 seconds
- Range: 70
- Type: Ground
- Placements: 4
- Effect: Gale Slow
He also has six categories:
- Captain
- Mule
- Raging Power
- Sibling
- Prodigy
- Legendary Lineage
His Leader Skill gives units in the Sibling category a +15% Attack boost.
Crazwind’s Gale Slow
Crazwind starts with the Gale Slow effect.
This doesn’t deal damage by itself. Instead, it slows enemies down, giving you some extra control over enemy movement.
The attack animation looks like a slash or wind-based attack, which fits Sanemi’s character pretty well.
The slow can be useful, but the main problem is that Crazwind’s overall damage doesn’t keep up once you get into harder content.
Crazwind Placement and Starting Attack
When you place Crazwind, he has only 4 placements.
His starting attack is an AoE cone, and his initial stats are a bit unusual.
He has:
- High starting damage
- Good range
- A cheap 500-cost placement
- Slow attack speed
- Gale Slow
The 70 starting range is particularly nice for a unit that only costs 500 to place.
His attack speed is the weaker part of the starting kit, although the cheap cost makes him potentially useful for early-game Story stages.
Whirlwind Cutter Upgrade
The first major upgrade gives Crazwind several damage and range increases:
- +2.75K damage
- +5.75K damage
- +9K damage
- +22K damage
- Range increased to 120
- Whirlwind Cutter
The cone becomes narrower after the upgrade.
His attack also changes into a whirlwind-style attack, with Crazwind throwing a wind-based attack toward the enemies.
One thing to note is that Gale Slow itself doesn’t deal damage. It’s purely there to slow the enemies.
Mountain Wind Upgrade
The next upgrades provide:
- +28K damage
- +57K damage
- Mountain Wind
This is where I started feeling that the unit wasn’t living up to the amount of EXP and resources being put into him.
The damage isn’t impressive enough for harder content, and the overall performance doesn’t really give you a reason to choose Crazwind over stronger units.
The animations are fine, but the actual gameplay value is what matters here.
Is Crazwind Good for Story Mode?
This is probably where Crazwind makes the most sense.
His 500 placement cost, good range, and useful attack speed once upgraded can make him handy for early Story stages.
You can place several of them and use their range to clear weaker enemies without spending a huge amount of money.
So if you’re just progressing through easier Story content, Crazwind can do the job.
I wouldn’t expect him to carry you through the hardest stages, though.
Crazwind (Mark) is mainly an early-Story unit.
His 10K starting damage, 70 range, 500 cost, and Gale Slow look good on paper, and his range eventually reaches 120. However, his damage doesn’t scale well enough for serious Raid content.
If you’re just starting out and need a cheap unit to help clear Story stages, Crazwind can get the job done. But if you already have a decent roster, I’d save your resources and skip him.
For me, this is a don’t get unless you specifically need him for early Story progression or want him for collection purposes.
