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!