tl;dr: These are WIN MORE mechanics and are not required to do base Shinryu content. They provide stats and passives to boost certain crystal color characters (you decide who you use). Do the highest Lv fight you can and spend points to slowly build toward 3 passives and move on to another color (up to 4.5k) or complete the color and get all the passives (18k points) to also unlock a mighty Crystal Ability!
If you'd like to invest into a specific Color, but cannot handle the Lv 3 fight, you can do a lower level (Lv 1 or Lv 2) and have another color beat Lv 3 and get the leftovers. For example, a yellow team can beat level 2, get 650 points, and then black team swoops in and gets 50 points for doing Lv 3 if you want to get as many points per week with a struggle bus team.
After some time, new fights will be added to the pool while older fights will be taken out of rotation.
Crystal Abilities - Unlock these special abilities when you max out a full Crystal Room
1 Room: 3 HP attacks totaling 1.5M HP damage but takes away 50% HP DMG Bonus (Ex. 999% -> 949%)
2 Rooms: Shiva Freeze your team, can't lose held BRV or current HP. Can't be buffed or debuffed. Units can't counter or trigger own field effects.
3 Rooms: Current unit gets instant turn rate, free ability uses and turns with Crystal Room 3 buff, select ally and replace their turns with the current unit.
4 Rooms: Heal and Revive party to full HP.
Increase all base stats by 200%
BRV DMG Limit +200%, HP DMG Limit +120%, 50% BRV retain.
Currently the fights to face are (links to guides, blue = good, red = may suck):
Reminder: Everyone has the same starting mission, rerolls are random so good luck!
Crystal Quests Call2Arms
Useful Units of Each Crystal Color
Beginning units have FR Echo, Units at the end lack weapons/FR boards, but provide powerful utility or damage
Crystal Passives Full List & Descriptions
Note: While the infographic suggests some choices, here are all the options available if you have a specific need for something else or have units that can compensate the downsides of an HP poison that hurts the score count.
U1 & U2 are useful utility in that U1 takes up a buff slot for buff slot clogging (with 6 framed buffs, no more debuffs can be placed) and U2 allows buffs/debuffs to be placed easier.
U4 is useful for allies that rely on EX damage, but they lack an effect that refills EX quickly, you lack Rem BT, you don't want to rely on Bahaumut or you want Enna Kros to have many more chances to use EX.
U6 is useful for allies with huge LD damage which you can use during force time. This strategy probably asks you don't BT phase.
U1 - Gold Framed 50% ATK Up, 80% iBRV Regen & 5% HP Regen on QS.
Solid generic passive
U2 - At the start of the quest first turn becomes an instant & free turn. If a similar effect is applied (e.g. Lightning) extends the effect for 1 turn. 30% BRV/HP Damage Up for 3 Turns.
Useful on any team to help setup early
U3 - During Force Time, Gains a 10% Bonus to FR % Value. Decreases FR Charging Speed by 40%.
Reaching high FR bonuses is achievable with good teambuilding and probably not worth the FR Charging Speed nerf. The FR charging detriment affects everyone, but the 10% bonuses are only from the correct crystal color. Not great.
U4 - After own turn, 20% chance of instantly filling own EX. Lose 2 uses of S1 & S2.
Enna Kros LDCA effect but for everyone. Very funny for BT phases that don't have innate EX recharge or if you lack Rem BT. You can also stack with Enna Kros LDCA effect.
U5 - 100% debuff evasion but decreases buff duration of own placed by buffs by 2 turns. If buff was originally 2 turns, it becomes 1 instead.
Debuff evasion can be granted with an ally or call.
U6 - Gain 2 uses of LD.
When using your LD Abilit: 20% HP DMG & Limit Up. EX Recast Doesn't Fill on LD use (Characters who fill on LD such as Nabaat will have this completely negated meaning no fill).
When using EX: 20% HP DMG & Limit Down.
Incentivizes LD uses, but punishes EX uses.
A1, A3 and A5 are the most impactful for any unit, A2 can help with launches if you lack Keiss LDCA or a BT effect that batteries party at the end of turns.
A1 - 20% ATK & mBRV Up. Increases by a further 10% every 5 turns up to 3 times. (50% ATK/mBRV up total)
Solid generic passive
A2 - 50% BRV Retain in launch HP attacks.
Useful if your party lacks BRV gains after HP attacks or after turn ends
A3 - 5% BRV/HP DMG up per buff. HP DMG Limit +10% flat. Buffs ticks down an extra turn on turn end.
Strong damage boost at the cost of shorter buff duration. Great for link attackers.
A4 - During consecutive turns, adds 1 BRV Attack for every BRV hit. 70% mBRV poison. (Prishe LDCA basically)
Could be useful for BT phases that rely on BRV hits.
A5 - BRV gain (100% ATK between HP attacks). BRV & HP DMG taken +50%.
This is a great passive for most units as BRV gains are very strong in this game at enabling damage.
A6 - When HP is less than 70%, 20%HP DMG Limit. Self 40% HP Poison on turns (WILL hurt HP mission).
This can be useful on units with Zombie effect or that lower their HP naturally. Note this HP poison hurts HP requirements.
D3, D6 & D4 can help solos as counter/trap units become Walmart Rubicante. A5 instead of D6 can help with damage where BRV damage is heavily resisted.
D1 : 1 Use of Last Stand (no HP requirement). Triggering will also trigger 50% HP Regen for 2T.
This can supplement units that lack Last Stand that need it (Reks) or provide allies a safety net against very dangerous fights.
D2 : mHP & iBRV Up. Increases every 5 Turns (Max of 30% each)
Not useful for most units, but can help some based on HP or iBRV such as Lenna or Penelo.
D3 : -30% BRV/HP taken. 30% Turn Rate Down.
AMAZING for counter/trap teams as more enemy turns means more damage in force time. Pair with D4/D6 for extra safety.
D4 : When taking HP DMG (non lethal) instantly heal 40% mHP. 50% mBRV down.
For units with last stand and some healing, but not enough to go back above 50% alone, this passive ensures they cannot die most of the time. Celes and Auron are prime candidates.
D5 : 10% HP Regen, 30% mBRV Regen, but 30% ATK down.
BRV/HP Regen is so common, there's no real reason you need to throw away some ATK for it.
D6 : 20% Overheal, but 30% SPD down.
More speed down means more enemy turns and some added safety in overheal.