Franky Fortnight Strategy Guide
Table of Contents
Droppable Characters:
Wrecking Yard Franky
HP |
2,453 |
Attack |
1,032 |
RCV |
198 |
Type |
PSY Shooter |
Special |
Manually switch 2 orb slots of your choice. |
Special Cooldown |
14 Turns -> 6 Turns |
Captain Ability |
When HP > 50%, boost PSY characters’ attack by 2.5x and receive 10% less incoming damage. |
Our Rating |
8/10 |
PSY teams have been hurting for decent members for a while now, but, with the release of Garp and now Franky, that is all turning around. Franky has extremely solid stats, with his attack of 1,032 placing him behind only Urouge, Garp, and Marco for PSY characters. His special isn’t game breaking, but it can definitely be useful in certain situations.
While we aren’t generally big fans of Captain Abilities with HP requirements (ie: Marco), staying above 50% HP shouldn’t be hard at all with PSY teams’ generally high RCV, especially when combined with the ability’s 10% damage reduction. In fact, because of the damage reduction, you actually might want to consider using Franky as a captain over Shanks.
Kiwi
HP |
777 |
Attack |
444 |
RCV |
265 |
Type |
PSY Slasher |
Special |
Turn all QCK slots to PSY slots |
Special Cooldown |
14 Turns -> 6 Turns |
Captain Ability |
None |
Our Rating |
2/10 |
Overall, pretty much useless as a unit. She is technically an Orb manipulator, but there is no real method available currently to take advantage of this change, so it really isn’t useful. Unless you just have a multitude of free box space, we wouldn’t suggest keeping this unit.
Note: One of our readers pointed out that Kiwi, Moz, and Franky have an entertaining Tandem attack that people should check out. Maybe at least hold onto them until you can experience something so SUUUPAAAHHHH!
Moz
HP |
777 |
Attack |
444 |
RCV |
265 |
Type |
PSY Slasher |
Special |
Turn all INT slots to PSY slots |
Special Cooldown |
14 Turns -> 6 Turns |
Captain Ability |
None |
Our Rating |
2/10 |
Same comments as her sister, since, other than a slight difference in their special, they are basically identical (hah). Again, unless you just have a multitude of free box space, we wouldn’t suggest keeping her.
Total Stages: 10
Special Conditions: Only INT Characters may be used (Stamina 15 and 30 only)
Stage 1/10:
As always, the majority of these stages are a cake walk for most teams. If needed, stall for as long as possible without taking damage, in order to charge your special skills. Keep in mind that although the Ninja Sword Nun in the middle has a 13 turn cooldown, her HP is too low to take even one hit.
Stage 2/10:
Keep on stalling for those sweet, sweet special timers.
Stage 3/10:
Turtle stage! The turtle will deal 880 damage, so feel free to take a hit in order to charge your specials if needed. Keep in mind that it only has 8 HP though.
Stage 4/10:
ARRRR, Pirate Penguin stage! Continue stalling.
Stage 5/10:
Same story as the first few stages: Just stall as much as possible without taking damage.
Stage 6/10:
Continue to stall as much as possible without taking damage.
Note: The shooter minions with dreadlocks will lock your entire team for 2 turns if you allow them to attack.
Stage 7/10:
Continue to stall without taking damage.
Stage 8/10:
Turtle and Crab stage! Take a hit from the turtle/crab here if you still need some time to stall for your specials. They each do around ~800 damage and they both have 8 HP each.
Stage 9/10:
Franky Appears!
HP |
~200,000 |
Defense |
2,500 |
Preemptive Attack |
4,088 |
Initial Attack Timer |
4 |
Your first encounter with Franky is basically a walk in the park compared to Stage 10, but be wary of his preemptive damage. You have 4 turns before his next move, so use your time wisely by healing up as much as possible. Most teams should have no problem KO’ing him before he can attack again.
Stage 10/10:
Franky Strikes back!
HP |
~300,000 |
Initial Defense |
19,500 |
Preemptive Attack |
1,809 |
Preemptive Special |
Randomly changes each of your orbs to either PSY, Tandem, or Blank |
Initial Attack Timer |
See Below |
Franky has a high defense value that he will buff to even higher levels on the second turn. He also has a relatively complex attack pattern, especially when compared to previous bosses. Thankfully, most teams will be able to burst Franky down in the first couple of turns. For the rest though, we will be breaking down his patterns below.
Turn 1 |
Nothing |
For most teams, especially teams that can deal out burst damage, this is the optimal time to attack. Pop all of your relevant specials, don’t miss your perfects, and you should either knock him out or get him extremely low. Note that, unlike other bosses, Franky won’t deal additional damage when he gets below a certain HP level.
Turn 2 |
Buff defense to 29,250 |
Franky will boost his defense to even higher levels at the beginning of the second turn, and this will last until Turn 4. If you were able to get him low on the prior turn, then this shouldn’t represent much of a problem for you, but other teams may not even be able to scratch him at this point.
Turn 3 |
5,980 Damage and Turns off both Captain Abilities |
If you thought you didn’t do much damage last turn, then be prepared to have your mind blown at the lack of damage this turn. Do not waste any INT orbs this turn! You will just be wasting extra damage that you could be doing the following turn.
Turn 4 |
Nothing – Defense drops back down to 19,500 |
And just like that, we are able to actually do damage again. While you should have used all your specials on Turn 1, now is the time to pop them if you have any left.
Turn 5 |
5,980 Damage and Turns off both Captain Abilities |
While not as bad as Turn 3, due to Franky having lower defense now, you will still basically do no damage here. Save any INT orbs you may have for the next round.
Turn 6 |
Nothing |
Just like Turn 4, do as much damage as possible here. Because on turn 7….
Turn 7 |
5,980 Damage and Turns off both Captain Abilities |
Back to no damage again. Save your INT orbs.
Turn 8 |
Nothing |
Do damage! Some of your cooldowns may be up at this point, so feel free to spam those.
Turn 9 |
5,980 Damage |
You’ll notice that Franky no longer turns off your Captain abilities at this point, so feel free to attack normally from here on out. You’ve taken at least 23,837 damage at this point, so you either have a ton of HP and no Attack, or a ton of HP and you’re horrible at hitting perfects. Either way…keep up the good work!
Franky will now repeat Turns 8 and 9 ad nauseam. Really bored? Comment below with your longest Franky run! With a Vista team and the right team members, you could potentially make it a very long time. Bonus points if you actually end up knocking out Franky in the end as well.
Secret Encounter – Franky with Kiwi and Moz (Stage 10)
If you’re lucky (unlucky?), Kiwi and Moz will sometimes join Franky on the final stage. This secret encounter can definitely shake things up, so be prepared!
Franky |
|
HP |
~300,000 |
Initial Defense |
19,500 |
Preemptive Attack |
1,809 |
Preemptive Special |
Randomly changes each of your orbs to either PSY, Tandem, or Blank |
Initial Attack Timer |
See Stage 10 Description above |
Kiwi and Moz |
|
HP (each) |
~140,000 |
Preemptive Attack |
Increase ATK and DEF for 1 Turn |
Normal Attack (each) |
1,232 |
Initial Attack Timer |
1 |
This encounter is basically the same as the normal Franky Stage 10 fight, but with a couple of key differences. First off, instead of being able to just burst Franky down during the first turn, you must now get through an additional ~280,000 in HP from Kiwi and Moz (maybe; see below). Second, the twins will boost theirs and Franky’s Attack and Defense for the first turn. We are not currently 100% sure how much this will actually increase their damage, but the safe bet is on a 1.5x increase. That means:
Franky Damage |
8,970 |
Kiwi Damage |
1,848 |
Moz Damage |
1,848 |
That being said, your strategy should be the same as before: Try to KO Franky on the first turn. The only reason that you would want to take out Moz and Kiwi first, is if you plan on stalling for multiple turns.
Secret Encounter – Kiwi and Moz (Stage 1 – 8)
HP (each) |
~140,000 |
Preemptive Attack |
2,464 |
Normal Attack (each) |
1,232 |
Initial Attack Timer |
1 |
Kiwi and Moz aren’t exactly the toughest gals, but they can pack a bit of a punch. A total HP count of 280,000 is nothing to scoff at, but most teams should be able to handle them without much effort.
Essential Characters:
In order to complete this fortnight (on 30 stamina), it is essential that you own at least one of the characters above. While the first four are Gatcha only units, you can thankfully also use Buggy/Sir Crocodile and a team of story units (requires Cabin Boy Helmeppo) to clear the island!
Know of another captain that can work with this island? Let us know!
Optimal Characters:
Zephyr
These are characters that will make the best teammates for this event. Half of them are story units, which is great for newer players. All the others are just strong units in general, except for Nico Robin, who should be included in every INT team if available. Her special dramatically increases INT teams’ damage and will make the Franky boss fight a piece of cake.
Okay Characters:
These are characters that work pretty well, but aren’t exactly top of their class. The Rainbow Dragon actually has some really nice stats, considering it’s a story character, and you also don’t have to worry about training it. Brain Point Chopper is only to be used if you don’t have a Brogy and need an Orb manipulator (+ Buggy). Tsuru actually has some really nice stats, and we actually struggled a bit as to whether she should be labeled as just “Okay”, but we ultimately decided we didn’t want to chance people dropping too many resources into her.
The “I Got Nothin’ Else” Characters:
While we only list one, pretty much any INT character can fall into this category. Definitely don’t invest resources into these characters, but also remember that it’s always better to have a full, 6-man team, due to how the damage multiplier works.
The following is a list of teams that have proven effective for this event. While we try to give minimum level requirements where possible, you should most likely shoot for a minimum level of 50 for most of the characters in your team. It’s definitely possible that some teams can complete the event with lower levels, but that will be subjective. 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 Franky’s defense!
Required Team Members:
Nico Robin and/or Cabin Boy Helmeppo
There is really only one requirement for this team and that is for you to have either a Nico Robin or a Cabin Boy Helmeppo. While their specials work in completely different ways, they are also similar in that they allow you to punch through Franky’s high defenses, something that this team sorely needs. Having both of them is even better, as it greatly relaxes the level requirements for your team members. For example:
Going Merry – Level 10 |
|
Towel Nami (Lvl. 50) |
Towel Nami (Lvl. 50) |
Nico Robin (Lvl. 50) |
Mr. 3 (Lvl. 50) |
Don Krieg (Lvl. 50) |
Cabin Boy Helmeppo (Lvl. 30) |
Doesn’t look like much, huh? Run the numbers in the damage calculator though and you’ll find that this team, with both specials active and NO matching orbs, will hit Franky for a whopping 519,438 damage on the first turn. Kind of crazy powerful.
Here’s another team, this time using just Nico Robin’s special:
Going Merry – Level 10 |
|
Towel Nami (Lvl. 50) |
Towel Nami (Lvl. 50) |
Nico Robin (Lvl. 50) |
Mr. 3 (Lvl. 50) |
Don Krieg (Lvl. 50) |
Vista (Lvl. 50) |
Unfortunately, this team can “only” manage 236,623 damage on the first turn. However, add just one matching orb onto any member (extremely easy with Nami’s special) and you will easily be over 300,000 damage.
Of course, not everyone is going to have access to a Nico Robin, but that doesn’t mean you still can’t take Franky down. Let’s see how Cabin Boy Helmeppo fairs:
Going Merry – Level 10 |
|
Towel Nami (Lvl. 50) |
Towel Nami (Lvl. 50) |
Mr. 3 (Lvl. 50) |
Cabin Boy Helmeppo (Lvl. 30) |
Don Krieg (Lvl. 50) |
Vista (Lvl. 50) |
Somewhat surprisingly, this team manages to hit even harder than the Nico Robin team: 284,511 damage. Add a matching orb on anyone but Helmeppo (still close) and you’ll easily reach the 300,000 damage goal.
The biggest problem with this team, and Cabin Boy Helmeppo teams in general, is that Helmeppo’s cooldown takes 25 turns to charge normally and maxes out at 20 turns. While the 20 turns is definitely doable, having a non-maxed Helmeppo will definitely require that you take some extra hits from turtles/crabs, in order to have his special ready in time for Stage 10.
The requirements for the final two/three team members is fairly fluid. As long as you have at least one member with a decent attack stat, you can definitely make this team structure work. Remember, there is no requirement to OHKO Franky, so even weaker characters will be fine, just as long as you can get the job done in around two turns.
Vista teams are extremely safe, due to their insane HP counts, but lag behind a bit in terms of damage. That being said, Vista has a pretty decent set of team options, so instead of trying to list out the viable characters, let’s just jump straight into the teams:
Going Merry – Level 10 |
|
Vista (Lvl. 50) |
Vista (Lvl. 50) |
Brogy (Lvl. 50) |
Nico Robin (Lvl. 50) |
Rainbow Dragon (Lvl. 1) |
Buggy (Lvl. 50) |
There’s not a whole lot of wriggle room when it comes to this team, as each team member fills a very specific purpose. In fact, even the team order that you see above is pretty set in stone, due to how Brogy’s special works. All that being said, if used correctly, this team will put out 432,878 damage on the first turn. Even at Going Merry Level 9, you can still deal 314,846 damage.
Don’t have a Brogy and/or Nico Robin? There’s at least a little room for change there. Brogy can be substituted for Brain Point Chopper, and Nico Robin can be replaced by Cabin Boy Helmeppo. You’ll have a much harder time without Nico Robin if you have Level 9 Going Merry, but it still may be doable with the HP you’ll have from Vista’s captain ability.
Don’t have a Brogy OR a Brain Point Chopper? Well, then try this out:
Going Merry – Level 10 |
|
Vista (Lvl. 70) |
Vista (Lvl. 70) |
Don Krieg (Lvl. 70) |
Mr. 3 (Lvl. 70) |
Rainbow Dragon (Lvl. 1) |
Cabin Boy Helmeppo (Lvl. 50) |
For this team, you will want to use Rainbow Dragon’s special on Turn 1 of Franky’s stage. This will cut his defense in half and allow you to deal 78,753 damage. On the second turn, when he buffs his defense, use Cabin Boy Helmeppo’s special to cut his defense to 0, allowing you to deal 227,019 damage. This gives us a total of 305,772 damage, which is just enough for the knock out. Make sure to use the specials in that order, because reversing them will result in your damage output being reduced.
The slots being filled by Don Krieg and Mr. 3 can be switched out for other characters, but just make sure you run the numbers in the damage calculator to make sure you can still hit 300k. Please also note, without being able to guarantee matching INT orbs like the prior team, the level requirements for this team have jumped up a bit. You can still make this team work with lower level characters, but you will have to survive a few more rounds (not that big of a deal). Similarly, a level 9 Going Merry can also work, but you will also have to survive for a few more rounds, so make sure you watch your HP.
Captain Buggy Teams
I know, right? Who would have expected that Buggy would actually be useful in content this late in the game? The team itself isn’t the best option for clearing Franky, but it’s a great option for newer players, or just players that have horrible luck with the Gatcha. Here’s an example team:
Going Merry – Level 10 |
|
Buggy (Lvl. 50) |
Buggy (Lvl. 50) |
Don Krieg (Lvl. 50) |
Brain Point Chopper (Lvl. 30) |
Cabin Boy Helmeppo (Lvl. 30) |
Rainbow Dragon (Lvl. 1) |
First, make sure that your team is setup in the exact order as above. The strategy here is to activate ONLY Rainbow Dragon’s special on Turn 1, which should give you 42,469 damage. Feel free to use one of your Buggy specials to increase your damage on Turn 1 if you have Meat slots. After Franky boosts his defense on Turn 2, activate Chopper’s special, then Buggy’s special, and finally Helmeppo’s special. This should results in INT orbs on Buggy, Rainbow Dragon, and Don Krieg, which should allow you to hit Franky for 269,303 damage. Easy.
Of course, if you’re super new to the game, then you might not have gotten a Rainbow Dragon to drop yet. We have a solution for you as well!
Going Merry – Level 10 |
|
Buggy (Lvl. 65) |
Buggy (Lvl. 65) |
Don Krieg (Lvl. 65) |
Brain Point Chopper (Lvl. 50) |
Cabin Boy Helmeppo (Lvl. 50) |
Mr. 3 (Lvl. 65) |
Unfortunately, this does require your characters to have higher levels. Again, make sure that your team is setup in the exact order as above. The strategy here is to simply do your normal attack pattern on Turn 1, which should result in 15,470 damage. Feel free to use one of your Buggy specials on Turn 1 if you have some Meat slots. After Franky boosts his defense on Turn 2, activate Chopper’s special, then Buggy’s special, and finally Helmeppo’s special. This should results in INT orbs on Buggy, Mr. 3, and Don Krieg, which should allow you to hit Franky for 294,002 damage.
If you’re a little lucky and have Sir Crocodile available to use, then you can switch out your Buggy captain for him instead. His damage reduction will come in handy in case of secret encounters. Additionally, Don Krieg and Mr. 3 can both be substituted for other strong characters on either team above. Brain Point Chopper could, and should, be substituted for Brogy if you have gotten him to drop.
Rayleigh and X-Drake Teams
We decided to combine both of these teams into one section, simply because neither one should have any trouble clearing this Island. As long as you are able to hit your Perfects, of course. Here are just SOME examples of these teams:
Going Merry – Level 10 |
|
Rayleigh (Lvl. 50) |
Rayleigh (Lvl. 50) |
Don Krieg (Lvl. 50) |
Brain Point Chopper (Lvl. 50) |
Buggy (Lvl. 50) |
Mr. 3 (Lvl. 50) |
Pop Chopper and Buggy’s specials on Turn 1 and proceed to deal 399,730 damage.
Going Merry – Level 10 |
|
X-Drake (Lvl. 50) |
X-Drake (Lvl. 50) |
Don Krieg (Lvl. 50) |
Brain Point Chopper (Lvl. 50) |
Buggy (Lvl. 50) |
Mr. 3 (Lvl. 50) |
A little more involved than Rayleigh, but still not that bad. X-Drake’s captain ability works just like Whitebeard’s, so the biggest thing to watch out for with this team is your HP count. You’ll want to ensure that you’re at less than 30% HP before starting the Franky fight. Assuming you’ve done that, then just use Chopper and Buggy’s specials on Turn 1 and you should deal 296,501. Not quite an OHKO, but you’ll easily be able to knock him out during the following turn.
As we mentioned before, these are just a couple of examples of ways you could build these teams. Pretty much any combination of INT team can be made to work with these characters, so just use the damage calculator and find out what works best for you.
Useful:
Flower Sword Vista (15 Turns > 10 Turns)
While Vista doesn’t exactly have the flashiest of specials, it could prove to be useful against high defense groups in future situations. That being said, we are not aware of any situation where having a low cooldown will prove mandatory, so don’t feel pressured to hold these for a skill-up event.
Shanks (25 Turns > 20 Turns)
We are including this in the useful section, but it honestly barely makes the cut. Shanks’ special is just all around underwhelming, but Shanks’ himself is a pretty good character. As such, definitely try for the skill-up if you own him, but don’t worry about saving them if you’re low on box space.
Exp. Fodder:
Usopp Hammertime (17 Turns > 8 Turns)
Basically useless, since his evolved form provides 2x attack, while this form only gives 1.5x attack. Skill ups from this form will also NOT transfer over to the evolved form. That being said, it should be noted that this version’s special can be maxed out at 8 turns, while the evolved version stops at 12. While we aren’t aware of any situation that requires this, it might come in handy if you’ve somehow managed to pull two copies of this character. Just something to think about.
Tashigi (25 Turns > 18 Turns)
We kind of hate to do this to poor Tashigi, since she is one of our favorite characters, but she has unfortunately been surpassed in usefulness by other characters at this point. Kuro was already arguably a better pick for Slasher teams, but the release of Lucci just sealed the deal. Nonetheless, she still has some use in QCK teams for now, so feel free to lower her cooldown if you’re still actively using her.
Kiwi (14 Turns > 6 Turns)
Remember at the beginning of this article, when we rated Kiwi a 2/10 for usefulness? There you go.
Moz (14 Turns > 6 Turns)
Remember at the beginning of this article, when we rated Moz a 2/10 for usefulness? There you go.
Chu (15 Turns > 8 Turns)
Nope nope nope nope nope nope nope.
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