Zephyr - Garp Teams

 

Table of Contents

            Marco Heal Team

            No Marco - No Cooldown Team

            No Marco - Low Cooldown Team

            Urouge Burst Team

 

Return to Zephyr Strategy Guide

 

Garp Teams

 

Whereas Marco’s team is the high risk, speed clearing choice, Garp teams are the polar opposite. They don’t hit nearly as hard, but they can take quite a few punches and keep on ticking. Garp also has a lot more options when it comes to teammates, as you will see.

 

Note: Unless otherwise noted, our damage calculations always assume that one of your Garp captains is locked on Zephyr’s Turn 3. This is a worst case scenario, but it doesn’t hurt to be conservative in cases like these.

 

 

Marco Heal Team

 

Going Merry – Level 10

Garp (Lvl. 80)

Garp  (Lvl. 80)

Mirage Nami (Lvl. 50)

Marco (Lvl. 80)

GP Usopp (Lvl. 50)

Coby V2 (Lvl. 80)

 

Cooldown Requirements: N/A

 

If you want an extremely safe team that has no cooldown requirements, then look no further. Literally the only downside to this team is that it requires you to have pulled a Marco from the Gatcha.

 

Optional Cooldowns:

GP Usopp – 13 Turns

 

This one is completely optional, but, by having a GP Usopp with at least a 13 Turn special cooldown, you are able to use his special again on Turn 21. This will make the fight MUCH safer, since you’ll get a 3 turn reprieve to rack up any damage you missed during the previous turns.

 

Substitutes:

Coby V2 -> Shanks/Franky/Urouge

Mirage Nami -> Alvida

 

This team will work exactly the same with an Alvida sub, so don’t worry if you accidentally evolved your Nami back in your noob days. The only difference is a slightly higher HP requirement going into Zephyr’s stage, but that’s incredibly easy to meet.

 

What Could Go Wrong:

Almost nothing really. Seriously, this team is extremely safe! Don’t mess up the special timing though!

 

Stage 1 - 4

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

KO Turtles – Take 6 Turns

6

Stage 3

KO Ain and minions in 2 turns

3

Stage 4 - 1

KO both Elder Seahorses -
Use Usopp and AlvidaHe

2

Stage 4 – 2

KO all remaining units
+ Heal to full health

1

Stage 5

Preemptive

1

Total Turns

 

16

 

Only thing to keep in mind going into the Zephyr fight is that you really need to have at least > 32,000 HP (Mirage Nami) or > 35,200 HP (Alvida). It’s pretty easy to just heal to full, so that’s why we suggest you do so. Just don’t stress out if you don’t quite make it.

 

Zephyr

Action

Damage

Turn 1

-

198,123

Turn 2

-

126,491

Turn 3

Mirage Nami/Alvida Special

126,491

Turn 4

-

61,752

Turn 5

-

61,752

Turn 6

-

61,752

Turn 7

-

198,123

Turn 8

GP Usopp Special

198,123

Turn 9

-

198,123

Turn 10

-

198,123

Turn 11

-

198,123

Turn 12

-

198,123

Turn 13

-

198,123

Turn 14

-

198,123

Turn 15

Marco Special

198,123

Turn 16

-

198,123

Turn 17

-

198,123

Turn 18

Mirage Nami/Alvida Special

198,123

Turn 19

-

198,123

 Turn 20

-

198,123

Turn 21

Activate Garp/Coby V2 specials for a final burst of damage

Optional: Activate GP Usopp’s special for 3 extra turns

198,123+

Turn 22

-

198,123

Turn 23

-

198,123

Turn 24

-

198,123

Total Damage

4,170,929+

 

As we mentioned earlier, you’ll only be able to use GP Usopp’s special again on Turn 21 if his Special is at least 13 Turns. You should still have enough damage to finish on Turn 21 though, unless you just really messed up some of your Perfects.

 

 

No Marco – No Cooldown Team

 

Going Merry – Level 10

Garp (Lvl. 80)

Garp  (Lvl. 80)

Mirage Nami (Lvl. 50)

Coby V2 (Lvl. 80)

GP Usopp (Lvl. 50)

Alvida (Lvl. 50)

 

Cooldown Requirements: N/A

 

Unfortunately, not everyone has a Marco, but we can work around that. Not only that, but, yes, you read that right: Still no cooldown requirements. While this team may not be the quickest (to put it mildly), its requirements are rather forgiving and it is fairly safe as well, assuming you follow the instructions.

 

Substitutes:

Coby V2 -> Marco/Shanks/Franky/Urouge

 

Coby V2 is by no means a requirement. We have plenty of time here, so we have no need to burst Zephyr down. As long as the replacement PSY member has a decent ATK stat, they will work just fine.

 

What Could Go Wrong:

- Zephyr randomly locks Mirage Nami

- Turn 18

 

While there’s only a 17% chance of it happening, Zephyr randomly locking Mirage Nami is game over for this team. Thankfully, this weakness can be remedied by having a lower cooldown for Alvida or Mirage Nami. That requires a different attack pattern though, so check that out below. Otherwise, turn 18 is the make it or break it portion of this run. If you mess up and allow Zephyr to get under 20% HP, then you most likely won’t survive his attack. This is especially important for teams that have higher leveled characters. Make it past there though, and it’s smooth sailing!

 

Stage 1 - 4

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

KO Turtles w/o taking damage

3-5

Stage 3

KO Ain and minions in 2 turns

3

Stage 4 - 1

KO both Elder Seahorses -
Use Usopp and AlvidaHe

2

Stage 4 – 2

KO all remaining units
+ Heal to full health

1

Stage 5

Preemptive

1

Total Turns

 

13 – 15

 

Very simple and straight forward. Just make sure that you go into the Zephyr fight with full HP and no units locked down.

 

Zephyr

Action

Damage

Turn 1

-

168,838

Turn 2

-

116,115

Turn 3

Mirage Nami Special

116,115

Turn 4

-

49,004

Turn 5

-

49,004

Turn 6

Alvida Special

49,004

Turn 7

-

168,838

Turn 8

GP Usopp Special

168,838

Turn 9

-

168,838

Turn 10

-

168,838

Turn 11

-

168,838

Turn 12

-

168,838

Turn 13

Garp Special

- Use at least 2 Meat Orbs

131,641

Turn 14

-

168,838

Turn 15

-

168,838

Turn 16

-

168,838

Turn 17

Ensure Zephyr isn’t close to 20%

168,838

Turn 18

Alvida Special

- Ensure Zephyr isn’t below 20%

168,838

Turn 19

-

168,838

 Turn 20

-

168,838

Turn 21

Mirage Nami Special

168,838

Turn 22

-

168,838

Turn 23

-

168,838

Turn 24

Garp + Coby Specials

GP Usopp Special – If Needed

234,677+

Total Damage

3,615,806

 

Yes, it’s extremely lengthy, but it’s also extremely safe. Just make sure you hit your specials on the correct turns and you won’t have any problems. The damage calculation for Turn 24 only assumes that you will get a matching orb on your Usopp. Anything else is simply a bonus. You can also extend this to 27 Turns if you feel like your damage is low, thanks to GP Usopp’s special being back up on Turn 24.

 

Don’t want to deal with the 17% chance of failure of the above team? Then you better get to lowering your Alvida or Mirage Nami’s special!

 

 

 

No Marco - Low Cooldown Team

 

Going Merry – Level 10

Garp (Lvl. 80)

Garp  (Lvl. 80)

Mirage Nami (Lvl. 50)

Coby V2 (Lvl. 80)

GP Usopp (Lvl. 50)

Alvida (Lvl. 50)

 

Cooldown Requirements:

Alvida – 12 Turns

OR

Mirage Nami – 12 Turns

 

You only have to have one of these at 12 turns, so it’s really not that bad. This will be Alvida for most people, since her island will be making an appearance before Zephyr’s event. Again though, either one works just as well.

 

Note: For this team, we also recommend that your GP Usopp have a cooldown of at least 14 (1 level up). It is not required, but it gives you an extra safety net, in case you didn’t do enough damage going into Turn 24.

 

Substitutes:

Coby V2 -> Marco/Shanks/Franky/Urouge

 

What Could Go Wrong:

Almost nothing really. Seriously, this team is extremely safe. Just make sure to hit your Perfects.

 

Stage 1 - 4

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

KO Turtles w/o taking damage

3-5

Stage 3

KO Ain and minions in 2 turns

3

Stage 4 - 1

KO both Elder Seahorses -
Use Usopp and AlvidaHe

2

Stage 4 – 2

KO all remaining units
+ Heal to full health

1

Stage 5

Preemptive

1

Total Turns

 

13 – 15

 

Exact same as the version above. If you’re using Alvida, you HAVE to be at full health going into the final fight, so be careful.

 

IMPORTANT NOTE: The chart below assumes that Alvida is your 12 turn C/D unit. If Mirage Nami is your 12 C/D unit, then see the other chart below.

 

Zephyr

Action

Damage

Turn 1

-

168,838

Turn 2

-

116,115

Turn 3

Mirage Nami Special

116,115

Turn 4

-

49,004

Turn 5

-

49,004

Turn 6

-

49,004

Turn 7

-

168,838

Turn 8

-

168,838

Turn 9

Alvida Special

168,838

Turn 10

GP Usopp Special

168,838

Turn 11

-

168,838

Turn 12

-

168,838

Turn 13

Garp Special

Use all Meat Orbs (up to 5 total)
Coby Special if 3+ Matching

168,838+

Turn 14

Garp Special

Use all Meat Orbs (up to 5 total)

Coby Special if 3+ Matching

168,838+

Turn 15

-

168,838

Turn 16

-

168,838

Turn 17

-

168,838

Turn 18

Alvida Special

- Ensure Zephyr isn’t below 20%

168,838

Turn 19

-

168,838

 Turn 20

-

168,838

Turn 21

Mirage Nami Special

168,838

Turn 22

-

168,838

Turn 23

-

168,838

Turn 24

GP Usopp Special – If Needed

168,838

Total Damage

3,587,164

 

We have to be at > 7,200 HP before the end of Turn 21, which is why there is so much craziness on Turns 13 and 14. You HAVE to use 5 Meat Orbs in order to survive. If you somehow don’t manage to get 5 orbs during Turn 13 and 14, just make sure that you use any Meat Orbs between Turns 15 and 21.

 

 

The chart below assumes that Mirage Nami is your 12 turn C/D unit. If Alvida is your 12 C/D unit, then see other chart above.

 

Zephyr

Action

Damage

Turn 1

-

168,838

Turn 2

-

116,115

Turn 3

Alvida Special

116,115

Turn 4

-

49,004

Turn 5

-

49,004

Turn 6

-

49,004

Turn 7

-

168,838

Turn 8

-

168,838

Turn 9

Mirage Nami Special

168,838

Turn 10

GP Usopp Special

168,838

Turn 11

-

168,838

Turn 12

-

168,838

Turn 13

Garp Special

Use all Meat Orbs (up to 2 total)
Coby Special if 3+ Matching

168,838+

Turn 14

Garp Special

Use all Meat Orbs (up to 2 total)

Coby Special if 3+ Matching

168,838+

Turn 15

-

168,838

Turn 16

-

168,838

Turn 17

-

168,838

Turn 18

Mirage Nami Special

- Ensure Zephyr isn’t below 20%

168,838

Turn 19

-

168,838

 Turn 20

-

168,838

Turn 21

Alvida Special

168,838

Turn 22

-

168,838

Turn 23

-

168,838

Turn 24

GP Usopp Special – If Needed

168,838

Total Damage

3,587,164

 

While there is a good chance that Zephyr will only do 16,000 damage on Turn 18, using both Garp specials on Turn 13 and 14 means that we don’t even have to worry about it. Just do as much damage as you possibly can afterwards.

 

 

 

 

Urouge Burst Team

 

Going Merry – Level 10

Garp (Lvl. 80)

Garp  (Lvl. 85)

Urouge (Lvl. 80)

Coby V2 (Lvl. 80)

Usopp V2 (Lvl. 70)

Mr. 2 (Lvl. 70)

Credit:/u/wagner_46's guide at

https://www.reddit.com/r/OnePieceTC/wiki/raidboss_zephyr

 

 

Of course, maybe 24+ turns is just way too long for you. Well, you impatient little goob, try this team on for size.

 

Cooldown Requirements:

Garp – 22 Turns and 25 Turns

 

In order for this team to work, at least one of your Garps has to have a special with a 22 turn cooldown. The other Garp won’t be activated until later, so its requirements are a bit lower. They are both extremely important for this team though, so there’s no getting either one.

 

Substitutes: N/A

 

Unfortunately, Urouge is pretty much the only PSY unit strong enough to pull this off at this point. A maxed level team with someone else might be able to pull it off, but make sure you check the calculator first.

 

What Could Go Wrong:

- Missed Perfects

- Zephyr locks either Garp at the end of Turn 3

- Not receiving Meat Orbs

 

Unless you are extremely comfortable with hitting Perfects with this team, then you really need to have higher character levels than what we have listed above. This is going to be an extremely long fight and the team above barely wins, even with doing everything perfectly. This team also suffers from Zephyr locking Garp, as you won’t have enough damage to finish him in time. You MAY be able to luck out and get extremely good Garp specials, so definitely play it out, but don’t hold your breath. Finally, there is a very small chance that you won’t receive the Meat Orbs that you need to survive Zephyr’s last attack. We try to minimize this risk though, so it’s extremely unlikely to happen.

 

 

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

KO Turtles w/o taking damage

3-5

Stage 3

KO Ain and minions in 2 turns

3

Stage 4 - 1

KO both Elder Seahorses -
Use Usopp on 1st and both Garps on the 2ndHe

2

Stage 4 – 2

KO two outer Minions -
Use one Meat orb to heal first
Save at least one Meat orb

1

Stage 4 – 3

KO Penguin and Seahorse -

Use last Meat orb to heal to full

1

Stage 5

Preemptive

1

Total Turns

 

14 - 16

 

Pretty much the exact same as the Marco strategy. If you don’t quite meet the requirements for Garp’s special, then you can change this up a bit and try to stall on the Ain stage more. The biggest thing to keep in mind here is that you HAVE to be full health by the time the Zephyr fight happens. Remember to refer to Zephyr’s Attack Pattern to understand what actions he will be taking each turn.

 

 

Action

Damage

Turn 1

-

223,763

Turn 2

-

134,715

Turn 3

-

134,715

Turn 4

Look for Meat Orbs

157,495

Turn 5

Look for Meat Orbs

157,495

Turn 6

Look for Meat Orbs

157,495

Turn 7

Look for Meat Orbs

223,763

Turn 8

Look for Meat Orbs

223,763

Damage to this Point

1,413,204

 

Alright, let’s take a break and discuss things. Let me explain the “Look for Meat Orbs” part first. This team’s HP is ~45k. What this means is that we will be dead by the end of Turn 9, assuming that we do not recover. To counteract this, we will be using our first Garp special on Turn 9, in order to hopefully heal at least 3 times. With a RCV of 1,461, healing 3 times allows us to heal 4,383 HP, which is just enough to allow us to survive the Turn 9 attack. The problem is, luck will sometimes not be on our side, which means that we could possibly only get 1-2 Meat orbs with Garp’s special. That’s why we say to start looking for Meat orbs, starting on Turn 4. If you can eat 1-2 before Turn 9, you will greatly improve your chances of survival. That being said, ONLY eat 3 Meat Orbs, and preferably only use them on lower ATK characters. We can’t afford to lose any more damage from not hitting Perfects.

 

 

Action

Damage

Turn 9

Activate Garp Special, eat Meat (see above), and hit perfects

212,870

Turn 10

-

223,763

Turn 11

-

223,763

Turn 12

Activate Specials:

Garp > Mr. 2 > Coby > Usopp V2

1,444,120

Total Damage

3,517,720

 

As you can see, we barely make it. We will definitely be knocked out at the end of Turn 12, so it’s do or die. Hopefully you would be luckier than we estimated in some spots, but it wouldn’t hurt to pad your character levels a little in order to make sure you can do it.

 

 

 

3 comments:

  1. What do you think of this team? (Double Garp, V2 Coby, Franky, Gp Usopp. Mihawk)
    It requires 48k Hp but it's very good
    https://www.youtube.com/watch?v=_k9oX14Dmxw

    ReplyDelete
    Replies
    1. It looks great! If we get some extra time, we'll add it as an option as well.

      Delete
  2. This comment has been removed by the author.

    ReplyDelete