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Reviewed on Aug 24, 2018 , Sam Vafaei, Yannick Khong

Skullcandy Crusher Wireless
HEADPHONES REVIEW

Usage Ratings - Version 1.2

Test Benches:

  • 1.2: Winter 2018
  • 1.1: Summer 2017
  • 1.0: Winter 2017
  • 0.9: Winter 2016
6.5
Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
6.9
Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
6.5
Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
6.9
Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
6.5
Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
5.7
TV
Score components:
5.5
Gaming
Score components:
Type : Over-ear
Enclosure : Closed-Back
Wireless : Yes
Noise-Cancelling : No
Mic : Yes
Transducer : Dynamic

The Skullcandy Crusher Wireless are decent over-ears for most use cases, with a unique bass slider to enhance their already bass-heavy sound. They have the best build and design out of all the Skullcandy headphones we've tested so far. They're also easy-to-use, have an excellent battery life, and sound fairly decent when you don't use the slider. Unfortunately, the bass is a bit too much for most, especially if you engage the slider. They also do not block a lot of noise and are a bit too tight on the head, which is a little uncomfortable at times.

Test Results
Design 6.9
Sound 6.9
Isolation 5.4
Microphone 6.4
Active Features 7.5
Connectivity 6.3
Pros
  • Great battery life.
  • Good build quality.
  • Easy-to-use and good controls.
Cons
  • Overly bass-heavy sound with or without the slider.
  • Tight on the head.
  • Poor noise isolation.

Check Price

6.9

Design

Score components:
Skullcandy Crusher Wireless Design Picture

The Skullcandy Crusher Wireless have a cool and modern design that's on par with pricier headsets. They have a decently durable build quality that feels a lot sturdier and looks way more premium than the original wired Crusher. They even look and feel better-made than the Hesh 3, which have a similar design but were released later than the Crusher Wireless. They're easy-to-use, with a well laid out and responsive control scheme. They're also tight enough on the head to be a stable option for the occasional jog or workout routine even if they're not the ideal sports headphones due to their low breathability and somewhat cumbersome over-ear design. Unfortunately, the tight fit also makes them a bit uncomfortable during longer listening sessions, which may be a deal breaker for some listeners.

Style
Skullcandy Crusher Wireless Design Picture 2

The Skullcandy Crusher Wireless look more premium and better designed than the original wired Crusher. They have a lot more metal in their build quality, with a modern look that's comparable to Beats Studio3 Wireless or the Bose QuietComfort 35. They still do not look quite as premium as some other wireless over-ears like the Bowers and Wilkins PX or the Sony WH-1000XM2, but it's a big set up from the original wired design. They even look better than the Hesh 3, which were released much later than the Crusher Wireless, and have the same look but a much lighter and weaker frame that's mostly plastic. Overall, the Crusher Wireless are good looking headphones, especially for their price and they come in two color schemes to better match your taste and preferences.

6.5 Comfort
What it is: Adjustability and degrees of freedom, pressure, stiffness and weight.
When it matters: When the headphones are going to be used for long durations.
Score components: Subjectively assigned
Skullcandy Crusher Wireless Comfort Picture
Weight : 0.7 lbs
Clamping Force
What it is: The force that the headphones exert on your head, once you have them on. This is purely a measurement of the force applied, which does not take into account the earpad's surface area and the resulting pressure you will feel, on or around your ears.
When it matters: The tighter the headphones, the more force they put on your head. This can get uncomfortable or cause pain and soreness during long listening sessions.
:
1.2 lbs

The Skullcandy Crusher Wireless are a bit too tight on the head, which may get a little uncomfortable after a while. The ear cups are decently well padded, and although they're heavier than the Hesh 3, they're still fairly lightweight headphones that won't cause any pain or soreness on the top of your head even after hours of listening. Unfortunately, the headband is a bit too tight, and the ear cups are fairly small. They fit decently well around most ears but won't be the most spacious ear cups. Also, the clamping sensation does get a bit bothersome during longer listening sessions, which may be a deal breaker for some, depending on head shape and size.

7.5 Controls
What it is: The control scheme of the headphones, the number of functions provided, button layout and ergonomics as well as the quality of tactile feedback.
When it matters: If you want to control volume, pause your music or make phone calls without directly interacting with your audio device.
Skullcandy Crusher Wireless Controls Picture
Ease of use : Good
Feedback : Good
Call/Music Control : Yes
Volume Control : Yes
Microphone Control : No
Channel Mixing
What it is: Being able to mix audio channels directly on the headphones.
When it matters: This is most useful when using a separate chat software so that you can mix in-game audio and chat audio depending on your needs.
:
N/A
Noise Canceling Control : N/A
Talk-Through : N/A
Additional Buttons : Bass Slider

The Skullcandy Crusher Wireless have an efficient and easy-to-use control scheme. They provide track-skipping, call/music, and volume controls, as well as a bass slider on the left ear cup. The buttons may be a bit difficult to distinguish by touch alone at first, but don't take long to get used to and deliver good tactile feedback.

6.1 Breathability
What it is: How hot the headphones get when you wear them for an extended period of time.
When it matters: If you often have long listening sessions or use your headphones while doing physical activities like running or working out.
Score components:
Skullcandy Crusher Wireless Breathability After Picture
Avg.Temp.Difference : 6.8 C

The Skullcandy Crusher Wireless are not very breathable headphones. They're tight on the head and create a fairly good seal around your ears which prevents a lot of airflow. That combined with their closed-back over-ear design makes you sweat more than average if you use them while working out or running. Your ears may also get quite warm after a couple of hours of critical listening.

6.5 Portability
What it is: The volume of space occupied by the headphones when folded into their most compact format.
When it matters: If you're often on the move and need to carry your headphones in a bag, purse , or pocket.
Score components:
Skullcandy Crusher Wireless Portability Picture
L : 4.6 "
W : 6 "
H : 2.2 "
Volume : 61 Cu. Inches
Stand required : N/A

The Skullcandy Crusher Wireless fold into a more compact format that's decently portable. They won't be as easy to carry around as in-ears or on-ears, but on the upside, they're not as bulky as some of the other over-ears we've tested. Also, since they do fold, they will be a lot easier to carry around in a bag or backpack than the similarly designed skull candy Venue.

6.0 Case
What it is: The provided carrying options to protect your headphones when transporting them.
When it matters: To prevent damaging your headphones, if you often carry them in your bag or pocket.
Score components: Subjectively assigned
Skullcandy Crusher Wireless Case Picture
Type : Pouch
L : N/A
W : N/A
H : N/A
Volume : N/A

These headphones come with a simple pouch that feels rugged and sturdy enough to protect the headphones from scratches and scuffs when carrying them in your bag. Unfortunately, it won't offer as much protection as a hard case against impacts and drops, which may still damage your headphones.

7.5 Build Quality
What it is: Durability, material quality, cheap/expensive feel.
When it matters: When the headphones are going to be used by multiple users (classes/studios), by children, in tough conditions, on a daily basis, or for exercise.
Score components: Subjectively assigned
Skullcandy Crusher Wireless Build Quality Picture

The build quality is a big improvement over that of the original wired Crusher. The design looks and feels more modern, with dense oval ear cups and a sturdy metal headband that will easily survive a couple of accidental drops without getting damaged. This puts them almost on par with headphones like the Beats Studio3 Wireless or the Sennheiser HD 4.50, which is great considering the lower price point of the Skullcandy Crusher Wireless. Unfortunately, they still have plastic yokes that won't be as durable as the rest of the design. They also have slightly exposed cables between the ear cup and headband that could get damaged by wear and tear or get hooked by something in your hair, which is not ideal. Overall though the Crusher Wireless are better built and feel a lot more durable than the Skullcandy Venue and Hesh 3.

7.5 Stability
What it is: How the headphones are designed to prevent them from slipping off your ears or falling off your head.
When it matters: If you plan on using the headphones while doing sports or other physical activities that requires a lot of movement.
Score components: Subjectively assigned
Skullcandy Crusher Wireless Stability Picture

These headphones have a tight fit on the head that makes them stable enough to go running with. They're also wireless, so they won't get yanked off your head because the audio cable got hooked by something. However, like the Hesh 3, they still have a somewhat cumbersome over-ear design that won't be ideal for more intense workouts, since the headband will occasionally slide off your head when tilted. They're a decent option to take to the gym, but they won't be ideal for demanding physical activities.

Cable
Skullcandy Crusher Wireless Cable Picture
Detachable : Yes
Length : 3.5 ft
Connection : 1/8" TRRS

These headphones come with a 1/8" TRRS audio cable and a micro-USB charging cable.

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Headshots 1
Headshots 2
6.9

Sound

What it is: How accurately the audio is reproduced. The tests are performed with the headphones' most commonly used features enabled (noise-cancelling, wireless, etc.)
Skullcandy Crusher Wireless Frequency Response

The Skullcandy Crusher Wireless is a decent sounding pair of closed-back over-ear headphones. They have a deep, extended, and powerful bass, an even mid-range, and a decently balanced treble range. However, their bass is quite overpowering which could drown the vocals and lead instruments. It is also rather loose, slow, and inconsistent across multiple users and re-seats. Additionally, their mid-range is recessed resulting in underemphasized vocals and lead instruments, and their treble lacks some detail and presence. Compared to the original Crusher, they have a much heavier bass, and overall, a slightly better-balanced sound.

It should be noted that these headphones were tested with the bass slider set to minimum.

7.3 Bass
What it is: Frequency Response from 20Hz-250Hz
When it matters: When the material is heavy on bass frequencies, such as those of kick drums and bass guitar.
Score components:
Skullcandy Crusher Wireless Bass
Std. Err.
What it is: The amount of deviation (weighted standard error) in bass frequency response (20Hz-250Hz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) bass performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.97 dB
Low-Frequency Extension
What it is: The lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: Shows how extended the bass is.
Good value: <40Hz
Noticeable difference: 5Hz
:
10 Hz
Low-Bass
What it is: The average amount of over/under-emphasis in frequency response from 20Hz-60Hz.
When it matters: Kick drums and low frequency effects get their 'thump' from this range. Mostly felt than heard.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
5.46 dB
Mid-Bass
What it is: The average amount of over/under-emphasis in frequency response from 60Hz-120Hz.
When it matters: Melodic bass instruments have most of their fundamental frequencies in this range. This is where the 'body' and 'punch' of the bass sits.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
4.23 dB
High-Bass
What it is: The average amount of over/under-emphasis in frequency response from 120Hz-250Hz.
When it matters: Most instruments get their warmth and full-ness from this range. When over-emphasized, mixes tend to get muddy and boomy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
3.32 dB

The Skullcandy Crusher Wireless have an above-average bass. LFE (low-frequency extension) is at 10Hz which is excellent. However, the response throughout the bass range is quite overemphasized, by at least 3dB. This results in quite a heavy and thumpy bass, which will overpower vocals and lead instruments in the mid and treble ranges, but fans of heavy bass may like it. It should be noted that these headphones were tested with the bass slider set to minimum. Their bass will be even more overpowering with the slider engaged, which is not recommended.

7.1 Mid
What it is: Frequency Response from 250Hz-2KHz
When it matters: When the material is heavy on mid-range frequencies. This is the case for the majority of audio content.
Score components:
Skullcandy Crusher Wireless Mid
Std. Err.
What it is: The amount of deviation (weighted standard error) in mid frequency response (250Hz-2.5KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) mid performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.81 dB
Low-Mid
What it is: The average amount of over/under-emphasis in frequency response from 250Hz-500Hz.
When it matters: Most instruments have their fundamentals or low harmonics in this range. Over-emphasis in this range sounds muddy and cluttered. Under-emphasis, thins out the vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-1.65 dB
Mid-Mid
What it is: The average amount of over/under-emphasis in frequency response from 500Hz-1KHz.
When it matters: This range is occupied mostly by upper harmonics. Over-emphasis sounds forward and boxy. Under-emphasis pushes instruments to the back of the mix.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-3.46 dB
High-Mid
What it is: The average amount of over/under-emphasis in frequency response from 1KHz-2KHz.
When it matters: Most instruments, especially vocals, get their intensity and clarity from this range. Over-emphasis sounds honky and harsh, under-emphasis sounds weak and distant.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-4.9 dB

The mid-range is above-average. The response throughout the range is quite even and flat but consistently underemphasized by about 3.5dB. This recess in the mid-range nudges the vocals and lead instruments towards the back of the mix by giving more emphasis to the bass frequencies.

8.0 Treble
What it is: Frequency Response from 2KHz-20KHz
When it matters: When the material is heavy on high-range frequencies, such as voice, cymbals, and any other material where brightness, brilliance and airiness is desired.
Score components:
Skullcandy Crusher Wireless Treble
Std. Err.
What it is: The amount of deviation (weighted standard error) in treble frequency response (2.5KHz-20KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) treble performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.48 dB
Low-Treble
What it is: The average amount of over/under-emphasis in frequency response from 2KHz-5KHz.
When it matters: Almost all instruments rely on this range for their presence, detail, and articulation. Over-emphasis can sound harsh and painful. Under-emphasis hurts the comprehensibility of vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-3.55 dB
Mid-Treble
What it is: The average amount of over/under emphasis in frequency response from 5KHz-10KHz.
When it matters: This is the sibilance range. Cymbals, vocals, and lead instruments rely on this range for brightness and presence. Over-emphasis sounds piercing and painful, under-emphasis sounds dull and lispy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-0.36 dB
High-Treble
What it is: The average amount of over/under-emphasis in frequency response from 10KHz-20KHz.
When it matters: This range gives brilliance and airiness to the sound. Over-emphasis sounds hissy, under-emphasis sounds closed-up and lifeless.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-1.34 dB

The treble performance is very good. The response throughout the range is rather uneven and underemphasized. Low-treble is underemphasized by about 3.5dB and mid-treble is underemphasized by about 0.4dB. This results in vocals and lead instruments to lack a bit of brightness, detail, and presence.

Raw Frequency Response
What it is: The average uncompensated frequency response of the headphone. For in-ears and earbuds, this corresponds to the average of 5 measurements/re-seats on the dummy head (HMS). For over/on-ear headphones, this corresponds to the average of 5 measurements/re-seats on the HMS (Head Measurement System) for the mid and treble ranges, and 5 measurements/re-seats on 5 human subjects for the bass range.
When it matters: This is for those who want to see the raw and uncompensated frequency response of the headphone. Some of the more advanced users, are able to read and evaluate headphone frequency response in its raw form and without compensation. This will be especially useful to them if they have their own headphone compensation/target curve, which may differ from the compensation curve/target response used by RTINGS.com.
Score components:
7.4 Frequency Response Consistency
What it is: The amount of deviation of each frequency response pass, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Score components:
Skullcandy Crusher Wireless Consistency L Skullcandy Crusher Wireless Consistency R
Avg. Std. Deviation
What it is: The average amount of deviation in frequency response of 5 re-seats, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Good value: <0.5
Noticeable difference: 0.1
:
0.53 dB

The frequency response consistency of the Skullcandy Crusher Wireless is decent. In the bass range, we measured about 4dB of variance in the bass response across our 5 human subjects. This will be rather noticeable. In the treble range, they were a lot of more consistent across multiple re-seats.

7.2 Imaging
What it is: Imaging qualities are inherent to the audio content, the headphones have to 'reproduce' them rather than 'create' them. They determine how accurately the objects are positioned in the stereo image, and how transparent the imaging is.
When it matters: When accurate positioning of the objects in the stereo image, and clear and transparent imaging is desired.
Skullcandy Crusher Wireless Group Delay Skullcandy Crusher Wireless Phase Response
Weighted Group Delay
What it is: The average amount of group delay calculated based on a perceptual weighting filter. Group delay indicates how long it takes for each frequency to reach their maximum amplitude. This is a monaural quality and can be perceived even with one ear.
When it matters: Headphones with lower group delay have more transparent imaging and a tighter bass. Headphones with higher group delay in the bass range tend to have a wimpy and loose bass, and headphones with higher group delay in the treble range tend to have a less transparent imaging.
Good value: <0.5
Noticeable difference: 0.1
:
0.7
Weighted Amplitude Mismatch
What it is: The Left/Right balance of our test unit, that is, the amount of amplitude difference between the left and right drivers. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When a properly balanced stereo image and low manufacturing tolerance is desired. A poor score indicates a noticeable difference in level between the left and right drivers.
Good value: <1.5
Noticeable difference: 0.1
:
2.14
Weighted Frequency Mismatch
What it is: The amount of difference (Std. Err.) between the frequency response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be 'holes' in the stereo image at certain frequencies.
Good value: <2
Noticeable difference: 0.1
:
2.72
Weighted Phase Mismatch
What it is: The amount of difference (Std. Err.) between the phase response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance is desired. A poor score indicates there may be inaccuracies in the stereo image reproduction at certain frequencies.
Good value: <16
Noticeable difference: 3
:
4.65

The imaging is decent. Weighted group delay is at 0.7, which is decent. The GD graph also shows that the response between 40Hz and 80Hz is over the audibility threshold, resulting in a bit of a slow and loose bass in that region. The group delay performance in the mid and treble ranges, however, are below the audibility threshold. Additionally, the L/R drivers of our test unit were well-matched in amplitude, frequency, and phase response, which is important for the accurate placement and localization of objects (voices, instruments, video games effects) in the stereo image.

5.0 Soundstage
What it is: Soundstage qualities are not inherent to the audio content, the headphones have to 'create' them rather than 'reproduce' them. They determine whether the sound is perceived to be coming from inside or in front of the head, how open and spacious the soundstage is, how much the headphones acoustically interact with the environment, and how strong the phantom center is.
When it matters: When an accurately produced, large and spacious soundstage, similar to that of a stereo loudspeaker setup is desired.
Skullcandy Crusher Wireless PRTF
PRTF Accuracy (Std. Dev.)
What it is: The standard deviation of the PRTF (Pinna-related transfer function) of the headphones compared to a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: An accurate pinna activation is mainly responsible for how natural and speaker-like the soundstage is perceived to be. The less error in the shape of the PRTF, the more natrual and speaker-like the perception of the soundstage will be. High amounts of error may indicate a soundstage that is unnatural or odd.
Good value: <2.5
Noticeable difference: 0.1
:
3.24 dB
PRTF Size (Avg.)
What it is: The average amplitude of the PRTF (Pinna-related transfer function) of the headphones compared to that of a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is responsible for the perceived size of the soundstage. The higher the value, the larger the perceived size of the soundstage. However, values above the reference (5.0dB) could result in a soundstage that is perceived as unnatural or odd.
Good value: >3.7
Noticeable difference: 0.1
:
2.11 dB
PRTF Distance
What it is: The depth of the "10KHz notch" of the headphone's PRTF, which is caused by phase cancellations at the concha. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is mainly responsible for the perceived distance and elevation of the soundstage. A small distance value may result in a soundstage that is perceived to be located inside the head. Larger values may help pull the soundstage out from inside of the head and bring it to the front.
Good value: >13
Noticeable difference: 1
:
7.84 dB
Openness
What it is: How open the headphones are, and how open and spacious they sound. This quality is monaural and can be perceived even with one ear. This test differentiates between acoustically and electronically produced crosstalk and only takes the acoustically generated crosstalk into account. This value is the inverse of the Noise Isolation test score, and could be indirectly related the acoustic impedance of the headphones.
When it matters: When a headphone with a sense of an open, and spacious soundstage is desired. A value of 10 indicates a fully open headphone, and a value of 0 indicates a fully closed headphone.
Good value: >7.5
Noticeable difference: 0.5
:
5.0
Acoustic Space Excitation
What it is: How loud the headphones are, and how much they excite their environment acoustically. If the headphones are loud and open enough, the sound leaking from the headphones will be affected by the environment (reflections/reverb) before reflecting back into the open headphones and to the listener's ears. This quality is monaural and can be perceived even with one ear. This value is the inverse of the Leakage test score.
When it matters: Headphones with higher excitation values, similar to openness, tend to have soundstages that are perceived as more open and spacious.
Good value: >7.5
Noticeable difference: 0.5
:
4.2
Correlated Crosstalk
What it is: How strong and solid the phantom center is. This is mostly a stereo quality and its effects on mono content are minimal. This test is sensitive to the phase of the crosstalk and whether it is produced acoustically or electronically.
When it matters: When a true reproduction of the stereo image is desired. A value of 0 indicates no crosstalk, or that the existing crosstalk is not correlated enough to affect the phantom center. A negative score means the crosstalk is out of phase with the original signal, resulting in a slightly wider stereo image at the expense of creating a 'hole' at the center of the stereo field. A positive score means the crosstalk is in phase and positively affecting the phantom center.
Good value: >1dB
Noticeable difference: 0.3dB
:
0.0 dB

The Skullcandy Crusher Wireless have a sub-par soundstage. Their PRTF response doesn't follow our reference very closely, and there doesn't seem to be much pinna interaction happening anyway. This results in a soundstage that is perceived to be small and located inside the listener's head. Additionally, the closed-back design will make them sound less open and spacious, compared to an open-back headphone.

6.7 Total Harmonic Distortion
What it is: The subtle, unwanted frequencies (harmonics) produced alongside the intended frequencies.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Score components:
Skullcandy Crusher Wireless Distortion
Weighted THD @ 90
What it is: The overall amount of harmonic distortion measured at 90dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at moderate listening levels.
Good value: <0.100
Noticeable difference: 0.1
:
2.653
Weighted THD @ 100
What it is: The overall amount of harmonic distortion measured at 100dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at loud listening levels.
Good value: <0.300
Noticeable difference: 0.1
:
37.66

The harmonic distortion performance of the Skullcandy Crusher Wireless is about average. The overall amount of harmonic distortion is a bit elevated throughout, especially in the mid and treble ranges making those frequencies a bit impure and harsh. However, under heavier loads, the THD in the bass range remains constant which is good, suggesting that they can handle a bit of EQ boost.

5.4

Isolation

Score components:

The Skullcandy Crusher Wireless only provide passive isolation from ambient noise. They create a fairly good seal around your ears which prevents some of the higher frequency noise from seeping into your audio. However, the lack of a noise cancelling feature means they will not be able to block the lower-end frequencies, like the rumbling noise of an engine or the ambient chatter of a busy commute to work. You can mask some ambient noise by listening to your music at high volumes, but they may be a bit distracting to the people around you since they also leak a bit at higher-than-average volume levels, especially when you turn the bass slider all the way up.

4.9 Noise Isolation
What it is: How much outside noise is blocked out by putting the headphones on.
When it matters: If the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
Score components:
Skullcandy Crusher Wireless Noise Isolation
Isolation Audio
What it is: The simulated noise isolation of the headphones, demonstrating how much outside noise is blocked out by putting the headphones on. This recording is created using an EQ and is not an actual recording. For headphones with ANC (active noise cancellation), the playback simulates the isolation with ANC enabled.
When it matters: When the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
:
Overall Attenuation
What it is: The overall amount of environmental noise reduction in dB.
When it matters: In loud envinronments like planes, trains, offices, etc.
Good value: <-20dB
Noticeable difference: 1dB
:
-13.95 dB
Bass
What it is: The overall amount of noise isolation in the bass range (20Hz-250Hz).
When it matters: When the outside noise is bass-heavy, like in airplanes.
Good value: <-15dB
Noticeable difference: 1dB
:
-0.18 dB
Mid
What it is: The overall amount of noise isolation in the mid-range (250Hz-2.5KHz).
When it matters: When the environment's noise is mid-heavy, like in an office.
Good value: <-15dB
Noticeable difference: 1dB
:
-8.87 dB
Treble
What it is: The overall amount of noise isolation in the treble range (2.5KHz-20KHz).
When it matters: When the environment's noise is treble-heavy. Although uncommon, areas with sharp sounds fall under this category.
Good value: <-30dB
Noticeable difference: 1dB
:
-33.4 dB
Self-Noise
What it is: The amount of noise created by the active electronics of the headphones (if applicable), measured from 300Hz-20KHz. Applies mostly to wireless and noise-cancelling headphones.
When it matters: If too loud, it could become distracting when listening to quiet material like podcasts and audiobooks.
Good value: <16dB
Noticeable difference: 1dB
:
20.87 dB

The isolation performance is sub-par. These over-ear headphones don't have active noise cancellation (ANC), and therefore do not provide any isolation in the bass range. This means they will let in all the low rumbling noise of airplane and bus engines. In the mid-range, important for blocking out speech, they isolate by about 9dB, which is about average. In the treble range, occupied by sharp sounds like S and Ts the achieved 33dB of isolation, which is quite good.

6.4 Leakage
What it is: The amount of sound bleeding out of the headphones.
When it matters: When the listener doesn't want people around them (in office, recording studio, etc.) to hear what is being listened to.
Score components:
Skullcandy Crusher Wireless Leakage
Leakage Audio
What it is: The simulated sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal. This recording is created using an EQ and is not an actual recording.
When it matters: When you don't want people hear what you are listening to.
:
Overall Leakage @ 1ft
What it is: The amount of sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal.
When it matters: When you don't want people hear what you are listening to.
Good value: <35dB
Noticeable difference: 1dB
:
43.02 dB

The leakage performance is average-at-best. The significant portion of their leakage is spread across the mid and treble ranges, between 400Hz and 4KHz. This is a relatively broad range which results in the leakage being fuller sounding than that of in-ears and earbuds. With the music at 100dB SPL, the leakage averages at 43dB SPL and peaks at around 57dB SPL at 1 foot away, which is just below the noise floor of most offices.

6.4

Microphone

What it is: The microphone section shows the quality of speech capture and transmission by the mic, as well as how well the microphone under test handles noisy environments.
When it matters: For your speech to be transmitted to and understood properly by the listener, the microphone needs to have a good recording quality. If the environment the microphone is being used in is noisy, a microphone with a good noise handling performance would be needed as well.
Score components:
Integrated
What it is: The microphone integrated in the ear cup or ear bud of a wireless headphone.
When it matters: For calls, gaming and voice over IP software or for any other use of the microphone.
Good value: Yes
:
Yes
In-line
What it is: The microphone inside the in-line remote of audio cables for wired and wireless headsets.
When it matters: In-line microphone are usually better than integrated mics. If you need better recording quality and noise handling for calls, gaming and voice over IP software then use the audio cable of your wired or wireless headphone if it has an inline microphone.
Good value: Yes
:
No
Boom
What it is: A typically better microphone, that's also adjustable and extends so that the mic is closer to your mouth.
When it matters: Much better recording quality and noise handling than in-line or integrated mics. Primarily used for gaming and voice over IP software.
Good value: Yes
:
No
Detachable Boom
What it is: A boom mic that is detachable from the headset.
When it matters: If you want to use your headphone outdoors without the bulk and hassle of the Boom mic.
:
N/A

The Skullcandy Crusher Wireless have an average-at-best microphone. In quiet environments, speech recorded or transmitted with this mic sounds relatively thin, and noticeably muffled and lacking in detail. In noisy situations, it will do a decent job in separating speech from background noise in moderately loud environments like a busy street. But it will struggle in louder places like a subway station.

6.4 Recording Quality
What it is: Microphone recording quality shows how natural, neutral, extended and intelligible speech would be with the device under test, in a quiet environment.
When it matters: A microphone with a good recording quality ensures that the person listening to you would hear a full, clear, and easily understandable speech. Therefore, it is important whenever a good quality of speech transmission and intelligibility is needed.
Score components:
Skullcandy Crusher Wireless Microphone Frequency Response
Recorded Speech
What it is: Actual audio recording of the headphone's microphone, recorded while placed on the dummy head, with speech being played back through the dummy head's mouth simulator.
When it matters: When a clean, full, and intelligible speech transmission is required.
:
LFE
What it is: Low-frequency extension shows how deep the bass response of the microphone is, and therefore, how deep and full your voice would sound to the listener. It is the lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: LFE is not a big factor in speech intelligibility and even speech recorded with a mic that has an LFE of 500Hz could still be easily understood. Therefore, it is mostly important if you are concerned with how deep and full your voice would be heard.
Good value: <150Hz
Noticeable difference: 30Hz
:
265.23 Hz
FR Std. Dev.
What it is: Frequency Response Standard Deviation shows how accurately and balanced sound is captured by the microphone at each frequency. FR Std. Dev. is calculated between LFE and HFE, and the rest of the spectrum is ignored.
When it matters: A good frequency response is desired when a natural and neutral speech quality is desired. As opposed to HFE which is more a metric for speech intelligibility, frequency response could be considered as a metric for a natural and neutral sound.
Good value: >3.5dB
Noticeable difference: 0.5dB
:
3.74 dB
HFE
What it is: High-frequency extension is the highest frequency at which the frequency response reaches -3dB of the target response. It shows how extended the treble response of the microphone is.
When it matters: HFE is one the most important factors in speech intelligibility. The higher the HFE, the brighter, more open, and more extended the speech quality will be which makes it a lot easier to understand by the listener.
Good value: >8KHz
Noticeable difference: 1KHz
:
3417.19 Hz
Weighted THD
What it is: The unwanted frequencies (harmonics) produced alongside the intended frequencies, which cause deformation of an output signal compared to its input.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Good value: <1.5
Noticeable difference: 1.0
:
3.777
Gain
What it is: Shows how much louder the microphone can go above our reference loudness level. The gain value is reported relative to our reference level, which is 94dB at a distance of 5cm from the mouth.
When it matters: A microphone with a high gain is important when the input signal (speech) is very quiet. For example when whispering, or talking on the phone in a library.
Good value: >18dB
Noticeable difference: 3dB
:
36.81 dB

The microphone has a mediocre recording quality. The LFE (low-frequency extension) of 265Hz results in a recorded/transmitted speech that is relatively thin. The HFE (high-frequency extension) of 3.8KHz indicates a speech that's noticeably muffled and lacks detail. Also, the response between the LFE and HFE points is rather uneven. However, speech will still be relatively intelligible since speech comprehensibility is mostly dependent on the 500Hz-4KHz range.

6.5 Noise Handling
What it is: How well the microphone is able to separate speech from background noise, so that the transmission would include more voice and less noise.
When it matters: When a clean and intelligible speech transmission is desired in a noisy situation like talking on the phone on a busy street or on the bus.
Score components:
Skullcandy Crusher Wireless SpNR
Speech + Pink Noise :
Speech + Subway Noise :
SpNR
What it is: Speech to Noise Ratio is the difference in level between speech and background noise as heard by the listener
When it matters: If the microphone is going to be used in a noisy environment, it is important for it to be able to separate the speech from background noise, so the voice would be easily audible and understandable.
Good value: >24dB
Noticeable difference: 3dB
:
16.94 dB

The noise handling of the integrated microphone of the Skullcandy Crusher Wireless is average. In our SpNR test, it achieved a speech-to-noise ratio of 17dB. This means they are best suited for quiet and moderately loud environments but may struggle to fully separate speech from ambient noise in louder places.

7.5

Active Features

What it is: Headphones with active components that require a battery. This includes noise cancelling and wireless headphones that actively reduce noise or transmit audio via a wireless connection.
When it matters: How suitable the power and wireless specifications of an active headphone will be, depending on your listening habits. The range and/or discharge time of the active headphone you select will be important if you're often on the move or have long uninterrupted listening sessions.
Score components:

The Skullcandy Crusher Wireless have a great battery life but no app for added customization options. They have about 36 hours of continuous playback when the bass slider is set on the lowest setting and only took about 2.4 hours for a full charge. This means you will rarely be out of battery and in the worst case scenario you can use them passively or plug them in for 10 minutes and get over 2 hours of playtime thanks to their quick charge feature. Unfortunately, they do not automatically switch off when inactive which would have made their battery performance even better. They also lack a good companion app, which would have made them more customizable for different listeners.

8.4 Battery
What it is: The power source of your headphones. All headphones with active features have a battery that will deplete over time.
When it matters: To continue using the active features of your headphones. Some models lose features or switch off completely when the battery is drained, which limits what you can do with them until the next charge.
Battery Type
What it is: The type of battery that the headphones use. Usually AAA or embedded, Li-ion rechargeable batteries.
When it matters: When your headphones run out of power. Rechargeable batteries usually charge via the headphones Micro-USB port whereas AAA batteries have to be replaced or charged with an external device.
:
Rechargable
Battery Life
What it is: The amount of time it takes for a headphones' battery to be completely drained. Battery life will vary depending on the active features used and volume level.
When it matters: For active headphones that connect wirelessly, have noise cancellation or other audio-enhancing features, that cease to work once the battery is dead.
Good value: >10hrs
Noticeable difference: 0.5hrs
:
36.1 hrs
Charge Time
What it is: The amount of time your active headphones have to be connected to a power source to charge from 0 to a 100%. However, charging time will vary depending on your power source.
When it matters: To be able to use the active features of your headphones. Especially, wireless ones that completely switch off and need to be recharged when the battery is dead.
Good value: 2h or less
Noticeable difference: 0.25h
:
2.4 hrs
Power Saving Feature
What it is: A feature that turns off the headphones, after a set time, when they're not in use.
When it matters: To prolong battery life when the headphones are not being used, or if you forget to manually turn off your headphones.
:
Standby mode
Audio while charging
What it is: Some active headphones remain usable while charging. They continue to stream audio and do not disable other active features.
When it matters: This makes sure that your headphones's battery are not being drained when your relatively close to a power source. However, this means wireless headphones will need a wired connection to the power source during the charging process.
:
Yes
Passive Playback
What it is: Active headphones that still work when all their active features are turned off or out of power.
When it matters: If you run out of power and do not have spare AA/AAA batteries or access to a power source to recharge your headphones.
:
Yes

They have a great battery life and a fast charge time. They have about 36 hours of continuous playtime on average and charged completely within 2.4 hours. They should easily last you throughout the day and the fast charge time means even if you forget to charge them overnight you can always get a couple hours of playtime from a quick 10-minute charge. Unfortunately, they do not automatically switch off when inactive which would have been ideal.

0 App Support
What it is: The additional app provided to enhance your listening experience. They typically deliver a set of practical features that give you more control over the sound, noise cancelling and effects that the headphones produce.
When it matters: An app with a lot of features allows you to customize your listening experience to suit your taste and preferences. For example, additions like an equalizer can give you more bass or treble and room effects can simulate a bigger Soundstage in closed back headphones.
Score components: Subjectively assigned
App Name : N/A
iOS : N/A
Android : N/A
Mac OS : N/A
Windows : N/A
Equalizer
What it is: Parametric, graphic or preset sound profiles that slightly alter the frequency response.
When it matters: If you want to tailor, your listening experience. Depending on what you're listening to you may want more or less bass for some tracks or more mid-range for vocals-heavy audio.
:
N/A
ANC control
What it is: Control over the Active noise canceling technology. This could be either a simple on/off button, and adjustable slider or even adaptive self-regulating noise cancellation.
When it matters: If you're in an environment where you need to monitor your surroundings or completely isolate yourself from ambient noise.
:
N/A
Mic Control : N/A
Room effects
What it is: Room effects that enhance the audio quality to make it more immersive.
When it matters: If you want to further tweak your listening experience. Adding room effects, can simulate a more spacious Soundstage or deliver a surround sound-like feel.
:
N/A
Playback control
What it is: An in-app player that gives you access to play/stop, track skipping or volume controls directly with the app.
When it matters: It's a shortcut that allows you to control your audio without leaving the application.
:
N/A
Button Mapping : N/A
Surround Sound : N/A

These headphones do not come with an app or software for added customization options.

6.3

Connectivity

What it is: The inputs and outputs of wired and wireless headphones, as well as their latency performance and range.
When it matters: To know how compatible your Bluetooth device, console or PC will be with your wired or wireless headset.
Score components:
  • 10% Bluetooth
  • 33% Wired
  • 10% Base/Dock
  • 22% Wireless Range
  • 25% Latency

The Skullcandy Crusher Wireless, like the Hesh 3 are Bluetooth headphones that do not support simultaneous multi-device pairing or NFC. On the upside, they come with a regular audio cable that has a compatible in-line mic for consoles or PCs. They also have a good wireless range that makes them suitable enough for most use cases and their latency performance is fairly good for a Bluetooth headset without any low latency codecs. Unfortunately, it will still be a bit too much latency for them to be the best option for watching movies or for gaming since latency is quite important for those use cases.

6.0 Bluetooth
What it is: Bluetooth support for wireless headphones.
When it matters: To connect wirelessly to Bluetooth sources like your phone, tablet, console, PC and TV.
Score components:
  • 80% Multi-Device Pairing
  • 20% NFC
  • <1% PS4 Compatible
  • <1% Xbox One Compatible
Bluetooth Version : 4.0
Multi-Device Pairing
What it is: A Bluetooth profile that allows some headphones to be simultaneously connected to multiple Bluetooth sources, and have full call and media support on both/all devices they are connected to.
When it matters: To quickly switch between your Bluetooth sources. For example, switching from your phone to your home or work PC and still have call and media support on both devices.
Good value: 2 devices.
:
No
NFC
What it is: Near Field Communication technology that allows you to quickly, pair your headphones with your Bluetooth and NFC-enabled device.
When it matters: This makes pairing with an NFC-enabled device a lot easier than the typical and often tedious hold-to-pair procedure that most wireless headphones have.
Good value: Yes
:
No
PS4 Compatible
What it is: Bluetooth compatibility with the PlayStation 4.
When it matters: To connect your headphones wirelessly with your PS4.
Good value: Audio + Microphone
:
No
Xbox One Compatible
What it is: Bluetooth compatibility with the Xbox One.
When it matters: To connect your headphones wirelessly with your Xbox one.
Good value: Audio + Microphone
:
No

These headphones connect via Bluetooth but do not have multi-device pairing or NFC support.

9.1 Wired
What it is: The type and compatibility of audio cables for wired and wireless headphones.
When it matters: For all devices with a regular audio jack (line-out) and also compatibility of the in-line remote/boom microphone with consoles and Personal computers.
Score components:
  • 13% Analog
  • 9% USB
  • 26% PS4 Compatible
  • 26% Xbox One Compatible
  • 26% PC Compatible
Cable Tested : Not OS specific
Analog
What it is: A regular 1/8" TRS audio jack or a 1/4 or 1/16 TRS with a 1/8 TRS adapter.
When it matters: For all devices with a line out.
Good value: Yes
:
Yes
USB
What it is: A USB or USB adapter to connect to your devices for audio and microphone.
When it matters: A digital USB adapter usually offers a slight advantages over a regular audio jack, like a DAC, and amplifier module or software support and compatibility with PCs. However it may not be as compatible with consoles.
Good value: Yes
:
No
PS4 Compatible
What it is: PS4 compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PS4
Good value: Audio + Microphone
:
Audio + Microphone
Xbox One Compatible
What it is: Xbox One compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your Xbox One
Good value: Audio + Microphone
:
Audio + Microphone
PC Compatible
What it is: PC compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PC.
Good value: Audio + Microphone
:
Audio + Microphone

The Skullcandy Crusher Wireless come with a regular 1/8" TRRS audio cable with an in-line remote and microphone. This means you will be able to use them with your Xbox One and PS4 controllers but may need a headset adapter for PCs.

0 Base/Dock
What it is: The base station, dock or dongle transmitter of wireless headphones that receive data/audio via a proprietary frequency range.
When it matters: Knowing the inputs and outputs of the base/dock/dongle as well as its compatibility with consoles and Personal Computers. Also whether the base supports dock charging to easily recharge the headphones without any cables.
Score components:
  • 5% Optical Input
  • 22% Line In
  • 5% Line Out
  • 22% USB Input
  • 4% RCA Input
  • 9% PS4 Compatible
  • 9% Xbox One Compatible
  • 9% PC Compatible
  • 2% Power Supply
  • 13% Dock Charging
Wireless Type
What it is: The type of wireless connection used by the base station/dock to communicate with the headphones.
When it matters: For latency and range. For example Radio frequency has low latency but mediocre range when obstructed and proprietary docks have their own 2.x GHz or 5 GHz frequency which varies in performance.
:
N/A
Optical Input
What it is: Optical input for audio.
When it matters: Optical can carry a bit more data at faster speeds than typical wired connection which allows for more high quality, lossless audio.
Good value: Yes
:
N/A
Line In
What it is: The regular wired input via a 1/8" TRS audio jack.
When it matters: For any device that has a line out for audio transmission.
Good value: Yes
:
N/A
Line Out
What it is: A regular 1/8TRS audio jack output.
When it matters: If you need to share the audio source with other devices. A line out lets you connect other headphones or speakers to the dock/base station.
Good value: Yes
:
N/A
USB Input
What it is: A digital USB input instead of a typical 1/8 TRS line-in.
When it matters: A USB connection can provide both an audio input and power to the Dock or Base station.
:
N/A
RCA Input
What it is: Audio input using via an RCA connectors.
When it matters: Provides better stereo audio to the dock/base that's then transmitted to the headphones.
Good value: Yes
:
N/A
PS4 Compatible
What it is: Dock/Base station compatibility with the PlayStation 4.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
What it is: Dock/Base station compatibility with the Xbox One.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
:
N/A
PC Compatible
What it is: Dock/Base station compatibility with your Personal Computer.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Power Supply
What it is: The connector type of the power source.
When it matters: The accessibility of the power source. For example a power supply with USB/USB-C connects to multiple devices, PC , PS4, Xbox One or even with your regular phone charger whereas a A/C adapter is less common.
Good value: USB/USB-C
:
N/A
Dock Charging
What it is: Charging the headphones via the dock/base station instead of a charging cable.
When it matters: It makes charging your headphones easier and gives you a sport to store your headphones when they are not in use.
Good value: Yes
:
N/A

These headphones do not have a base/dock. If you want a versatile headset with a base that you can also use wired, check out the SteelSeries Arctis 7.

8.3 Wireless Range
What it is: Headphones that offer a cable-free listening experience over a wireless network, typically via Bluetooth or radio frequency.
When it matters: If you don't want to be limited by the length of an audio cable. This means having the freedom to move around in your home or office with a much greater range than an audio cable could provide, especially, if the Bluetooth source is heavy or difficult to carry.
Score components:
Obstructed Range
What it is: The range that the wireless headphones can reach before dropping any audio when the Bluetooth source was placed in another room.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in an indoor environment. Although, the obstructed wireless range will slightly depend on your home or office layout.
Good value: >35ft
Noticeable difference: 5ft
:
39 ft
Line of Sight Range
What it is: The range that the wireless headphones can reach before dropping any audio when in direct line of sight of the Bluetooth device.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in a large and open environment.
Good value: 170ft or more
Noticeable difference: 10ft
:
175 ft

The Skullcandy Crusher Wireless have a great wireless range. They reached up to 39ft when the Bluetooth source was obstructed and up to 175ft in direct line of sight. It's shorter than the Hesh 3 range but should be good enough for most use cases especially if you keep your phone or Bluetooth source on you.

3.7 Latency
What it is: How long it takes for audio to play through your headphones once the audio signal has been sent from a source.
When it matters: When gaming or watching movies. High latency means you will hear the audio much later than the images you see on screen.
Score components:
Default Latency
What it is: The Base RF latency or the default sub-band coding (SBC) of most Bluetooth headphones.
When it matters: When watching videos a high latency can cause sync issues between the images you see and the audio you hear.
Good value: 50ms or less
Noticeable difference: 15ms
:
162 ms
aptX Latency
What it is: An audio coding algorithm (Codec) that improves bit rate efficiency. It reduces latency and improves sound quality over Bluetooth.
When it matters: For better sound quality if your often streaming music over Bluetooth. Also it slightly improves latency when watching videos with wireless headphones.
Good value: 50ms or less
Noticeable difference: 15ms
:
N/A
aptX(LL) Latency
What it is: Low latency variation of aptX that significantly reduces sync issues between video and sound when using Bluetooth headphones.
When it matters: When watching videos or gaming latency is a lot more noticeable than just listening to music.
Good value: 50ms or less
Noticeable difference: 5ms
:
N/A

The Skullcandy Crusher Wireless have about 162ms of latency which is not ideal for watching a lot of video content. It's a bit better than most average Bluetooth headphones with no low latency codecs, but if you want to watch a lot of video content it's best to use them wired with the provided 1/8" TRS audio cable.

In the box

Skullcandy Crusher Wireless In the box Picture

  • Skullcandy Crusher Wireless Headphones
  • Carrying pouch
  • Audio cable
  • USB cable
  • Manuals

Compared to other Headphones

Skullcandy Crusher Wireless Compare Picture

The Skullcandy Crusher Wireless a are decent mixed usage over-ear headset with a unique bass slider feature that was introduced by the original, wired Skullcandy Crusher. They have a good build quality, easy to use controls and an excellent battery life. They also deliver a decent but overly bass-heavy audio reproduction that you can further enhance with the bass slider. This makes the entire headphone vibrate with each low-end thump and rumble, which is not recommended for more critical listeners but may be appreciated by some dedicated fans of really heavy bass (they're one of the best bass headphones that we've tested so far). The Crushers Wireless are a decent option for most use cases but their lack of a good app and an actual EQ means they won't be as customizable as some of the headphones compared below.

Skullcandy Hesh 3

The Skullcandy Hesh 3 have similar performance to the Crusher wireless in most aspects. The Hesh 3.0 have a greater wireless range, a slightly better-balanced sound, a lighter more comfortable design. They also tend to block a bit more noise passively although not by much. On the other hand, the Crusher Wireless have a much better build quality than the Hesh 3.0. They also have a longer battery life and an adjustable bass slider that makes them slightly more customizable.

Skullcandy Venue

The Crusher Wireless and Venue perform very similarly. While the Venue are more comfortable and have a more exciting sound, the Crusher Wireless are better-built headphones and have a great 36-hour battery life. The Crusher also have a slider that lets you control the amount of bass you get, up to a ridiculous amount. On the other hand, the Venue can be paired with 2 devices simultaneously and have an ANC feature to isolate ambient noise.

Skullcandy Hesh 2

The Skullcandy Crusher Wireless are a much better headset than the Skullcandy Hesh 2. The Crusher Wireless are better built and look more premium. They also have a longer battery life a, better wireless range, a better default sound that you can further enhance with the bass slider and they're also a bit more comfortable despite being a little tight on some heads.  The Hesh 2, on the other hand, have a unique design that comes in a bunch of color schemes to match your taste and preferences. They're also considerably cheaper but overall the Crusher Wireless are the superior headset in almost every category.

Skullcandy Crusher

The Skullcrusher Wireless are a better headphone than the Skullcandy Crusher thanks to their wireless design that you can also use wired, unlike the originals. The wired Crushers have a more lightweight design and a better-balanced bass when not using the bass slider. They're also a bit more comfortable than the wireless variant since they're not as tight on the head. On the other hand, the wireless Crushers have a better range, a more durable build quality,  easier to use controls and can be used wired and wireless which makes them a lot more versatile. They also have a better default sound.

Beats Studio Wireless

The Beats Studio3 Wireless are a slightly better headset than the Skullcandy Crushers.  The Beats have a sleeker more comfortable design that most will prefer over the Skullcandy. The Beats are also noise canceling headphones that are a bit more suitable for commuting, and they leak a lot less so you can use them in quieter environments too. Lastly, they have a more balanced sound and a longer wireless range than the Skullcandy. On the other hand, the Crusher wireless have an adjustable sound even without EQ. They also have a longer battery life and a slightly better latency performance with non-iOS devices.

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Conclusion

6.5Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
Average mixed-usage headphones. The Crusher Wireless have a great battery life and a decent but overly bass-heavy sound. They also have a better build quality than all the other Skullcandy headphones we've tested so far, and they're fairly easy to use. Unfortunately, they're quite tight on larger heads and do not block enough noise for very noisy environments like those involved in commute and travel. They also have a bit too much latency, like most Bluetooth headsets, to be suitable for watching a lot of video content and gaming.
6.9Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
Decent for critical listening. The Crushers Wireless have a bass-heavy sound profile that may sound exciting for some but slightly drowns the instruments and vocals in the mid and treble range. However, unlike Hesh 3, they also come with a bass slider that lets you adjust the level of low-end thump and rumble. At the max setting, it gives them a ridiculous amount of bass that rattles and shakes the headphones and makes them practically unusable even for fans of really bass-heavy music. They won't be the ideal choice for more critical listeners, and they do not have the soundstage of open back over-ears, but if you're a fan of bass, then you might want to check the Crushers out just to know your limit.
6.5Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
Average for commuting. They're easy-to-use and decently portable. They also have a long battery life for road trips and flights, but unfortunately, they do not block a lot of noise so they won't be ideal if you have a very noisy commute.
6.9Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
Decent for sports. They're relatively lightweight and tight enough to stay on your head when jogging. Their good wireless range also makes them suitable for most activities. However, they get fairly warm due to their poor breathability, and they're still somewhat cumbersome over-ears so they won't be the ideal choice for more intense workout routines.
6.5Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
Average for office use. The Skullcandy Crusher Wireless do not block a lot of noise so you will hear what's going on around you and they leak quite a bit at high volumes so you may distract your colleagues in quieter conditions. On the upside, they're easy-to-use and have an all-day battery life.
5.7TV
Score components:
Below-average for home theater use. They have a decent sound that packs a lot of bass which is may be a good option for action movies. They also have a good wireless range and a long battery life. Unfortunately, they have a bit too much latency for watching movies and a lot of video content. They also come with an audio cable which can alleviate some of the latency issues, but it's fairly short and won't be suitable for most home theater setups unless you have an extension cord.
5.5Gaming
Score components:
Sub-par for gaming. The Skullcandy Crusher Wireless have a bit too much latency, an average-at-best mic, and no customization options. They're also a bit tight on the head which might not be ideal for longer gaming sessions.

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