Doflamingo Strategy Guide
60 Stamina
Table of Contents
Doflamingo
HP |
2,311 |
Attack |
1,500 |
RCV |
255 |
Type |
DEX Slasher |
Special |
Amplify orb effects by 2x for 1 turn. Freely switch orbs between slots twice. |
Special Cooldown |
28 Turns -> 14 Turns |
Captain Ability |
Boost ATK and HP of Slasher units by 2x |
Our Rating |
9.9/10 |
Doffy (Doflamingo) is one of the best, if not the best, free units in the game. He’s tied with Monster Chopper for the highest attack in the game, has very decent HP, and has a Captain Ability that, especially when combined with Mihawk’s Ship, makes Slasher teams extremely tanky. All of that makes Doffy a strong addition to Slasher teams, but his real strength is found in his special, which amplifies ALL characters’ orb effects by 2x. This means that you’re going to see him splashed into lots of different teams, now and in the future.
If you’ve got some extra gems and also have a team that can actually beat him, you really should consider farming Doffy in order to max out his special. Not since Mihawk have we had a raid boss whose special was so important to have maxed.
Total Stages: 5
Special Conditions: N/A
Due to the low stage count for raid bosses and the need to charge up Character specials, we will be taking a little more in-depth walk through each of these stages.
Stage 1/5:
|
HP |
ATK |
Special |
Timer |
Big Minion (PSY or QCK) |
20,000 |
6,500 |
Seals all types it is weak to for 2 turns. |
1-2 > 2 |
Regular Minions |
12,500 |
3,500 |
N/A |
1-2 > 1 |
Penguin |
1 |
924 |
N/A |
1-2 > 2 |
Depending on your team composition and what type of “Big Minion” you get, you may be able to stall an extra couple of turns on this stage. However, if your team doesn’t have one of the types that the Big Minion will lock, then you’re going to be taking a 6,500 damage hit instead. The penguin would be nice to stall out on, and it’s definitely still an option if your team really needs the turns, but it can only survive one attack.
Stage 2/5:
|
HP |
ATK |
Special |
Timer |
Giant Minion |
150,000 |
7,000 |
If HP < 20%, then he will raise his attack. |
2 > 2 |
Pirate Minion |
20,000 |
3,500 |
N/A |
1-2 > ? |
Navy Minion |
50,000 |
6,500 |
N/A |
1-2 > ? |
“Big” Minion |
20,000 |
7,000 |
Seals all types it is weak to for 2 turns. |
1-2 > ? |
To clarify our description of the Giant Minion’s special: As long as you’re able to get the giant to <20% HP before he attacks, he will raise his attack instead of actually damaging you and then reset his attack timer to a 2. What this means for us is 4 free turns, which is definitely appreciated. Just make sure you don’t take a hit from the empowered Giant though. Also, you’ll know when you’ve gotten him below 20% HP, because he will fall to the ground.
Stage 3/5:
|
HP |
ATK |
Special |
Timer |
Lobster |
8 |
1,980 |
N/A |
2-4 > 4 |
Turtle |
8 |
1,280 |
N/A |
1-3 > 3 |
Other Minions |
20,000 |
3,500 |
N/A |
1-2 > ? |
Unfortunately, unlike on the 40 stamina version of this raid, the Turtle and Lobsters’ HP have both been cut down to 8 HP. While this does negatively impact our ability to stall on this stage, it’s not really all that bad. As long as you’re willing to take an attack or two, you can still get 4-5 turns from just this stage alone.
Stage 4/5:
|
HP |
ATK |
Special |
Timer |
Elder Seahorse |
6 |
??? |
Lock random unit 6 turns |
1 > ? |
Big Minions |
5 |
6,000 |
Seals all types it is weak to for 2 turns. |
1 > 2 |
As always, the Elder Seahorse should be your first priority on this level. Since you’ll most likely want to stall for turns as long as possible, make sure to leave at least one of the “Big Minions” alive at the end of the first turn. Preferably this would be a color that will lock only 1-2 of your characters. His attack timer will then revert back to a 2, which is basically just a free set of turns, assuming you aren’t running a mono-color team.
Stage 5/10:
Two Doflamingos???
|
Top |
Bottom |
HP |
2,400,000 |
2,400,000 |
Initial Defense |
700 |
|
Preemptive Special |
Can’t be debuffed for 4 turns |
|
Normal Attack |
6,000 |
12,000 |
Attack < 20% HP |
6,000 |
99,999 |
Attack order:
|
Top |
Bottom |
Turn 0 |
Debuff protection until end of Turn 3 |
N/A |
Turn 1 |
Raises defense of both clones to 600 until end of Turn 5 |
N/A |
Turn 2 |
6,000 Dmg |
12,000 Dmg |
Turn 3 |
Raises attack of both clones |
N/A |
Turn 4 |
7,200 Dmg |
12,000 (unbuffed) 14,400 (buffed) |
Turn 5 |
Seals your middle two units for 2 turns |
N/A |
Turn 6 |
N/A |
12,000 (unbuffed) 14,400 (buffed) |
Turn 7 |
Shortens attack pattern of both clones to 1 turn |
N/A |
Turn 8 |
7,200 Dmg + Heals both clones by a little |
12,000 (unbuffed) 14,400 (buffed) |
Turn 9 |
7,200 Dmg + Heals both clones by a little |
0 (unbuffed) 14,400 (buffed) |
Turn 9 Repeats |
Pretty crazy looking, huh? While it may look complex at first, it’s really not all that bad in practice. As you can see, the Top clone is the brains and the Bottom clone is the muscle. If you kill the Top unit first though, he won’t be able to buff the bottom unit’s attack and attack timer. So, let’s say you kill the Top clone on Turn 3. Since he hasn’t activated his attack buff yet, the Bottom clone will only do 12,000 damage on Turn 4. Easy stuff, huh?
Most teams will want to take out the Top clone first, simply because of the different buffs that it brings to the table. While the Bottom clone hits hard, that’s also pretty much all it does, so it’s easier to deal with in general.
Of course, the Bottom clone does have one particularly nasty trick up its sleeve: a 99,999 damage attack when under 20% HP. As such, you better make sure you can burst him down!
Below you will find various guides designed to show how to properly stall for specials during Stages 1-4. This is make or break for a lot of teams, so it’s definitely something that you should figure out early on.
Note: As always, we try to be very conservative when writing our guides. What this means is that, if a minion has a possible attack timer of 1-3, then we always assume that the timer will be 1. As such, it is entirely possible to be able to stall for longer than what our guides show below, assuming you get favorable RNG during your run. We don’t like dealing with luck though, so our guides show only runs that are guaranteed to work 100% of the time, regardless of RNG.
Here’s the thing though: You can probably comfortably add 1-2 Turns to each of the runs below. The chances of you getting horrible luck throughout your entire run are extremely low, so don’t get discouraged if the guides below seem to imply your team won’t work. Just be prepared to occasionally lose a run if your luck does go horribly wrong.
“No Damage” Run – 12 Turns |
||
Stage 1 |
Damage |
|
Turn 1 |
KO Everything with 1 Turn timer (unless everything has 1 Turn, in which case leave Penguin alive) |
924 |
Turn 2 |
KO remaining minions with 1 turn timer |
0 |
Stage 2 |
|
|
Turn 3 |
KO all non-Giant Minions |
0 |
Turn 4 |
Take Giant Minion to < 20% HP, but do not KO |
0 |
Turn 5 |
Use weakest character to miss a hit |
0 |
Turn 6 |
KO Giant Minion |
0 |
Stage 3 |
|
|
Turn 7 |
KO all minions with a 1 turn timer |
0 |
Turn 8 |
KO Lobster (if at 1 Turn) |
0 |
Stage 4 |
|
|
Turn 9 |
Target Elder Seahorse, and then KO everything but INT Minion |
0 |
Turn 10 |
Miss hit on Minion (use 4 combo) |
0 |
Turn 11 |
KO INT Minion |
0 |
Stage 5 |
|
|
Turn 12 |
Doffy Preemptive Special |
0 |
Total Damage Taken |
924 |
Requirements:
A single PSY character for the lock on Turn 11. GP Usopp is the obvious choice for the majority of teams, but Marco can work as well.
Alright, look, we are being very conservative here, but we already told that we would be. The reason “No Damage” is in quotes is because there’s a slight chance that every minion on this stage will start with a 1 Turn attack timer. If that happens, then you will have to take one hit from the Pirate Penguin for 924 damage. Also, we assume that you’ll only have 2 Turns to stall on Stage 3, but the chances are very high that you’ll have at least 3 Turns to stall.
“No Damage” Run (GP Usopp) – 15 Turns |
||
Stage 1 |
Damage |
|
Turn 1 |
KO Everything with 1 Turn timer |
924 |
Turn 2 |
KO remaining minions with 1 turn timer |
0 |
Stage 2 |
|
|
Turn 3 |
KO all non-Giant Minions |
0 |
Turn 4 |
Take Giant Minion to < 20% HP, but do not KO |
0 |
Turn 5 |
Use weakest character to miss a hit |
0 |
Turn 6 |
KO Giant Minion |
0 |
Stage 3 |
|
|
Turn 7 |
KO all minions with a 1 turn timer |
0 |
Turn 8 |
KO Lobster |
0 |
Stage 4 |
|
|
Turn 9 |
Activate GP Usopp Special Kill Elder and 1 Minion |
0 |
Turn 10 |
Kill 1 Minion |
0 |
Turn 11 |
Kill 1 Minion |
0 |
Turn 12 |
Kill 1 Minion (INT Minion should be left alive and at full health) |
0 |
Turn 13 |
Miss hit on Minion (use 4 combo) |
0 |
Turn 14 |
KO INT Minion |
0 |
Stage 5 |
|
|
Turn 15 |
Doffy Preemptive Special |
0 |
Total Damage Taken |
0 |
Requirements:
GP Usopp with a Max level Special.
If you’re lucky enough to have maxed out your GP Usopp’s special, then you can manage an extra 3 turns on your No Damage Run. This is especially nice for teams that plan on using Mihawk/Whitebeard specials, since they will be ready as soon as the Doffy fight begins.
The reason a Max special is required is that there are exactly 10 turns between when we first use the special and when it will be required for the actual Doffy fight. Do NOT attempt this run if your GP Usopp’s special is not maxed!
“But OPS, another site said that I could stall for 17 Turns without taking damage!” The other site is wrong. Or, more precisely, they are assuming that you will always get a 4 Turn attack timer on the Lobster in Stage 3, but that’s simply not the case 100% of the time. Don’t get us wrong, it could definitely happen (and likely will), but it’s not going to happen every time you make the run.
Here’s the thing: Don’t get discouraged by looking at our charts. There are NUMEROUS different ways to approach this run. If you use our Stages 1-4 guides above, then you should be able to easily come up with a plan that works for your specific team. It really all comes down to how much damage and risk you are willing to take. Some teams have a ton of extra HP, so they can easily take a few more hits during Stages 1-4. Other teams can’t. Figure out what works best for your team!
The following is a list of teams that have proven effective for this event. We give “minimum” level requirements for each team, but it’s possible that some teams can complete the event with lower levels. As always, before trying out any team and wasting your stamina, we recommend that you test out your team’s damage output using the following damage calculator: http://optc.github.io/damage/#/
Don’t forget to adjust the calculator for Doflamingo’s defense (200 unbuffed/600 buffed)!
Note: We try to be as conservative as possible when running our damage calculations. As such, we assume that you will never receive matching orbs (unless through specials) and that, if a special gives random orbs, it will give them to your weakest characters. It would be almost impossible to control for every single variable, especially in the longer fights, but we try to do our best. The last thing we want is for you to waste your hard earned Stamina/Gems because we were overly optimistic.
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No Monster Chopper breakdown? I thought he was very effective.
ReplyDeleteHe's extremely effective. We are working on getting the Monster Chopper team guide up now. It was just kind of low on our priorities, since there are some great guides out there already.
DeleteWhat a great guide. Good job on providing min level requirements and also options to use alternative (mr prince guide was a first and enjoyable to read the least). PS: Luffy guide is missing though...
ReplyDeleteAlways a very good guide,thank you!
ReplyDelete