sexta-feira, 24 de março de 2017

Tyrant Kuma Raid 60 Stamina

Hello all,

I based my team in the one of Zeenigami on this video:

Walkthrough for Kuma 60 Stamina by Zeenigami

What is so interesting in this team is that it's simple, you just need a very weak unit like Int Penguin that has 10 dmg to stall on turn 4 with one or both of the squirel zombies.

My Thatch is still in the basic form around lvl 40 so I had to try something else to beat Kuma.

The team isn't all maxed but...


Unit Level Special CD
Marco the Phoenix Whitebeard 1st Div. Commander 99
Capone Gang Bege 99
Eneru, Lightning Incarnate, 200,000,000 Volt Amaru 99
Gladius, Donquixote Pirates 81
Merry Go MAX None

You don't need to have any special requirements in special cooldown because you can stall with the Yellow and Purple Zombie Squirels.

I recorded my try after the Squirrel stall, I used Capone Special because I was afraid and was correct that Kuma might have remove him and wanted to turn 2 STR orbs into QCK from Marco alied and Enel.

Video of the results of my team

segunda-feira, 30 de janeiro de 2017

Black Beard Raid 40 Stamina

Blackbeard

What you need to know:
When you arrive at him he will lock one of the bottom crewmembers by 25 turns, so if you need some of the bottom units make sure both can do the same.
Below 50% life he will put despair in your captain for 1 turn.
Below 20% life he will put despair in both your captains.


Is sort of easy as you can see from the video:
Video is always best




Bezan Black(Captain Kuro Boat)
Reduces Special charge time by 1 turn at start of quest Boosts QCK characters’ ATK by 1.4x and HP by 1.3x
A great choice even if you use double Enel, but I like to play safe so I decided to use Jozu and Enel.

Diamond Jozu
Captain Power: 2x ATK and 2x HP for QCK units.
To give sustain to the team obviously.

Eneru, Lightning Incarnate, 200,000,000 Volt Amaru
Captain power: Boosts 2,25x ATK and recovers 5x character's RCV in HP at the end of each turn.
Special: Reduces crew's current HP by 90%, deals 20,000 fixed damage to all enemies, boosts ATK of QCK characters by 2x for 1 turn.
To give sustain to the team obviously and for the final burst.

Emporio Ivankov Queen of Kamabakka Queendom
Special: Changes own orb into QCK and every other orb into either RCV, STR, DEX or QCK orbs.
To combo with Capone Bege.

Capone Gang Bege
Special: Changes STR and DEX orbs into QCK orbs
Either with Ivankov or just because you got some lucky orbs it's perfect to make them all QCK orbs.

Kaku Dock One Carpentry Specialist
Special: Amplifies the effect of orbs by 1.5x for 2 turns
Just for the final burst. Either Kaku or Marco

Marco the Phoenix Whitebeard 1st Div. Commander
Special: Recovers 100x character's RCV in HP, amplifies the effect of orbs by 1.5x for 2 turns
Just for the final burst. Either Kaku or Marco

segunda-feira, 16 de janeiro de 2017

Planning Slots

The hard part for every one, what slots to choose. This is what i have figure out from reading blogs and game experience.

Auto-Heal, Bind-Resistance, Despair-Resistance, Slot Rate Boost and for the last one I will say Damage Reduction or Charge Specials.

Whitebeard

The only unit (for now) that should never have Auto-Heal to make it easy for you to control it's captain ability.

4 Slot Units
Auto-Heal, Bind-Resistance, Despair-Resistance, Slot Rate Boost

3 Slot Units

Bind-Resistance, Despair-Resistance, Slot Rate Boost

2 Slot Units

Bind-Resistance, Slot Rate Boost
Now, why Bind and not Despair?
With Despair you can still use specials, so if you have Bind or Despair reduction you can use those specials and release the units.

1 Slot Units

Slot Rate Boost

How to measure slots?
Sum the number you have on each unit of your team and you will know the level for that skill.
And yes it will sum also with friend captain slots.

Why not Map Damage or Poison resistance?
It's easy to counter those 2 if you have Auto-Heal and in maps you don't take Map Damage or Poison you can always use Auto-Heal for stall, or even if you miss those sweet perfects.

Explanation of the slots and their levels.
Map Damage Resistance
Lvl 1 - 10 points, Reduces damage from Map Effects by 50%.
Lvl 2 - 20 points, Makes crew immune to damage from Map Effects.

Poison Resistance
Lvl 1 - 10 points, Reduces damage from poison by 20%.
Lvl 2 - 15 points, Reduces damage from poison by 50%.
Lvl 3 - 20 points, Makes crew immune to damage from poisons.

Chance to Survive
Lvl 1 - 5 points, Tiny chance to survive an attack with 1 HP.
Lvl 2 - 10 points, Small chance to survive an attack with 1 HP.
Lvl 3 - 20 points, Occasionally survive an attack with 1 HP.
If it worked like the mobs we face it would be something to consider, but the chances are so low that it's best to spend those slots in something usefull.

Charge Specials
Lvl 1 - 10 points, Reduces Special charge by 1 turn at quest start.
Lvl 2 - 20 points, Reduces Special charge by 2 turns at quest start.
Don't get me wrong in this one, it's an interesting boost but at max it lowers cooldown by 2.
This skill would be the one i would consider to replace damage reduction.

RCV Boost
Lvl 1 - 5 points, boosts crew's RCV by 100.
Lvl 2 - 8 points, boosts crew's RCV by 200.
Lvl 3 - 12 points, boosts crew's RCV by 300.
Lvl 4 - 16 points, boosts crew's RCV by 500.
Lvl 5 - 24 points, boosts crew's RCV by 1000.

Bind Resistance
Lvl 1 - 10 points, Reduces Bind duration by 1.
Lvl 2 - 15 points, Reduces Bind duration by 2.
Lvl 3 - 20 points, Reduces Bind duration by 3.

Despair
Lvl 1 - 10 points, Reduces Despair duration by 1.
Lvl 2 - 15 points, Reduces Despair duration by 2.
Lvl 3 - 20 points, Reduces Despair duration by 3.

Auto-Heal
Lvl 1 - 5 points, Heals crew by 100 HP at end of turn.
Lvl 2 - 8 points, Heals crew by 200 HP at end of turn.
Lvl 3 - 12 points, Heals crew by 300 HP at end of turn.
Lvl 4 - 16 points, Heals crew by 500 HP at end of turn.
Lvl 5 - 24 points, Heals crew by 1000 HP at end of turn.

Usopp'n 20 Stamina Double Baccarat

Hello all,
here's my sugestion for this easy raid.
Video of the raid on my youtube. Team explain:
I took the strongest INT I have since Baccarat only gives 1,2x atk and the chance to get extra treasure.
Rayleigh you can use in the 5 stage to release the captain lock, but isn't needed, mobs don't give that much damage during all stages.
Fujitora is to quickly kill the boss, but if you want to make a good use of him you need to kill the boss while he's special is active so that it bypass the non defeat buff, it's 4 meteors so you still have time to lower his life untill the point he has 0.
Count Butler thought at first that i would need a little defense but wasn't needed still a good member.
Vista on stage 6 can quicly kill the Psy shooter since he has a lot of defense, use the special and move on.
All you require is to stall enough to have all specials charged by those stages.

Enjoy and let luck play it's role into those rewards!

segunda-feira, 28 de novembro de 2016

Clash!! Tesoro 40 Stamina

Hello all, ok first off I think this Raid being a 40 stamina one was pretty easy to deal with.

My team is a basic INT team, no turn delayers all damage mostly.
Like most raids you have to stall all the way down to the boss and this is already 2nd stage.
Each of these turtles have 8 hits hp, so kill the 2 gangsters and the penguin and stall in the turtles.
In this scenario you should be able to get 5 turns.
This turn don't be scared you can kill all of the ones around Carina(green one) and then stall with her, she doesn't hit too hard and besides the final boss will doom the allied Vista that will cut your hp by half.
As you can see in here I could have spend a bit longer stalling but was my first try and I kinda rushed things. Calina only gives 2670 damage each turn.
In here i like to use one of the Vista's special to insta kill the Elder Sea horse. and then kill the mobs that are going to hurt us sooner.
If you let one of them hit you it's ok they will take 3 turns to atack again, pretty cool no?
First turn of the boss is gloom and turn all orbs into yellow, don't know if he can turn for other colors, in that case will turn to negative orbs.
My advice during the Gloom turns is to hit him with perfects to make the life down process to go faster.

Also my problem was to not had stall enough or this would be so fast with Fujitora special.
Finally we can give him damage!
The thing about Count Butler is that he can reduce damage by 20% for 5 turns and make himself deal more damage by the same amount of time.
In this turn use all specials you can, and use Sunny, it will be game over for Tesoro.
I have done several other runs and the results are the same no fruits with this team unless you are really unlucky with orbs i guess. But if you do it stall i don't know how you can fail...

terça-feira, 2 de agosto de 2016

Wanze's Ramen Kung Gu! Tough

Strange random team maybe?
No, the reason is to have a slasher team as simple as that.
And yeah I placed Arlong for Wanze.
Stall as long as you can in here.
Kill pig and then the others just make sure to not take damage.

Kill the 1st marine to atack and then the other, the young turtle and stall a bit in the adult turtle.

The order I use for stall is the time of atack in case you feel lost.

Another round another stall, and the result should be.
First kill the 1 turn guys.

Second the 2 turn marine and the last is the pig.


In here it's the same order by numbers but share some of the damage to the big buy or it can be trouble since we only have Dex units.
The sample of the shared damage i was giving.

You can stall a few turns here if you want to make Mihawk cooldown lower. and as you can see I recovered with ease.

I so much hate this guy with the buffs.

Use Mihawk Special, it's highly recomended!
And damage him, let Arlong be the last hit so you can use the chain multiplier to give more damage.

This is a comic part, at his hp we only need to use Arlong to kill him.

And as most guys will tell you, if this team works for the 30 stamina you can also use it for the lower levels and without the need to stall.

CLASH!! VICE-ADMIRAL GARP

Hello all, for this raid I like to use this team.

Explanation, they are the strongest Int units I have.

Plus Nicco Robin is here for the special that is, Boosts atk of int characters by 2x for 1 turn.

For a burst is always good to have her and turn the total 4x atack from Vistas into 8x Atk for 1 turn, sounds just great!
As you can check from Sunny 2 turns have passed.

You need to focus in the Elder Sea Horse, why? he will lock your units, don't remember how many, but you don't need to kill him first, if I recall you can kill all the units including the Elder, you can leave him for 3rd position to make sure if you miss perfect to kill him the same.

The focus was obvious, Helmepo, as he's gonna give you some damage and you want to keep your health topped up.

1 turn Helmepo 1 turn Adult Turtle, and it's set.
The guy in the back locks all your 4 bottom units, bummer!
Kill the guy in the back and Coby won't atack that turn, he will power up, so you get an extra turn, kill him next and your units will be free to kick Garp.
In here it's simple, score perfects, wait for Nico Robin special to charge up.

Absorb all the meat you can to make you last longer in case you miss perfects or you break the combo chain.

Garp does around 2,980 dmg and set's a countdown of 3 turns.

When it's "Zero" he will use a special damaging you for 18000.

Cool we have 54k health no? ;)

With this you just need to keep damaging and when you feel ready to use Nicco Robin burst Garp out with perfects and you are set.