Doflamingo - Kid Teams

 

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            Kid + Whitebeard Striker Team

 

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Kid + Whitebeard Teams

http://onepiece-treasurecruise.com/wp-content/uploads/f0357.pnghttp://onepiece-treasurecruise.com/wp-content/uploads/f0261.png

 

 

Kid + Whitebeard Striker Team

Min Turns = 26   Max Turns = 29

 

 

 

Alternatives:

 

- Captain: None

- Friend Captain: None.

 

- Kraken: He can be exchanged for Blamenco, or another strong STR character.

 

Note: If you choose just a random STR character, you will lose out on any kind of orb manipulation, but it’s not necessarily needed for this team.

 

Health Requirements (before Doflamingo’s preemptive): 3,931 - 8,700

 

Assuming your team levels match our team’s (it better), then your HP needs to be between these two numbers going into Stage 5. Have too much HP and Whitebeard’s captain ability won’t activate. Have less than 3,931 and you won’t be able to survive the hit on Turn 4.

 

Cooldown Requirements:

If Golden Pound’s special is maxed:

- Whitebeard: 20-21 Turns

- Perona: 20-21 Turns

 

If it isn’t:

- Whitebeard: 17-18 Turns

- Perona: 17-18 Turns.

 

What Could Go Wrong:

- Missing Perfects

- Not killing the top Doflamingo before their second attack.

- Reaching the boss stage under the HP requirement.

 

Team summary:

 

This Whitebeard Striker team should be able to defeat Doflamingo in 9 turns. We think it’s quite a nice setup, an almost F2P one (the only Rare Recruit needed is Kid), and it’s a bit forgiving if you don’t have your Perona’s special maxed. Why? Because you have some nice recovery (over 1,000 in both the Jozu and the Perona setup), Alvida’s powerful special to tank the second attack, and a Friend Captain that shines when he is at low HP. Furthermore, having Kid in your team will give you a decent enough attack multiplier for stages 1-4. Without much more to say, here is the battle rundown:

 

Stages 1-4:

 

Nothing special here. Just make sure that you manage to stall long enough to have your Whitebeard special ready on Turn 1 of the fight. Refer to our walkthrough in order to come up with a good strategy for stalling.

 

Boss Fight:

 

 

Action

Top Dmg

Bot Dmg

Turn 1

Activate Whitebeard Special
- Attack TOP Doflamingo

1,154,147

720,000

Turn 2

Activate Jozu Special

- Attack TOP Doflamingo

418,341

-

Turn 3

- Attack TOP Doflamingo

418,341

-

Turn 4

Activate Alvida Special

- Finish off TOP Doflamingo

418,341

-

Turn 5

- Attack Bottom Doflamingo

-

418,341

Turn 6

Activate GP Usopp Special

-

418,341

Turn 7

-

-

418,341

Turn 8

-

-

418,341

Turn 9

- Finish off BOT Doflamingo

-

418,341

Total Damage

2,407,625

2,811,705

 

By the end of turn 9, Doflamingo should be done. And, if he isn’t, you will die. Thankfully, you should have plenty of extra damage to finish him off, even if you’ve messed up at some point during your run.

 

Note: If you messed up your Combo on Turns 1-3, then feel free to use Kid/Kraken’s special on Turn 4. That should hopefully give you enough extra damage to make up the damage you lost by missing your combo.

 

Now some extra tips.

- In stage 4, you will probably let the INT minion alive in order to stall a bit more. Most people do. The first turn, attack him with a character that does 4 hits. In the second turn, use Kid’s special. If your CD is at at 8 or below, you should be able to use it again at the end of the fight, gaining some nice extra damage.

- You have 2 different specials that can boost your attacks for a turn (Blamenco/Kraken and Kid) while getting Strength orbs. If you use Kraken and your orb luck is terrible, you should be able to reset the app and try again. Use those to boost your damage when needed.

 

1 comment:

  1. Thanks for the great suggestion, didn't see this one on Reddig, looks a viable option for Doffy his return for me. I get the idea, but the article has quite a few mix-ups, so are we running Jozu or Perona in this setup?

    ReplyDelete