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While it is technically possible to defeat Zephyr with a Laboon team, it is not an easy task by any means. The problem isn’t Zephyr, but instead the prior four stages, primarily Ain’s stage. Which is why it is finally time for Lion’s Song Zoro to shine! If you have the character (and the patience), then defeating Zephyr should be a piece of cake.
The Team
Going Merry – ANY |
|
Lion Song Zoro (Lvl. 50) |
Vivi (Lvl. 72) |
Alvida (Lvl. 30) |
Mihawk (Lvl. 50) |
Mirage Nami (Lvl. 30) |
GP Usopp (Lvl. 30) |
Level Requirements:
Vivi – Level 72
There is only one character that has a real level requirement, and that is Vivi. As you will see below, you will need a Vivi that has an RCV over 400 in order for this team to work. It just so happens that a Level 72 Vivi has 401 RCV, so that’s that. The rest of your team can be as low leveled as you want it to be, assuming you can still clear the first four stages. Just keep in mind, the lower your team’s level, the longer it’s going to take to clear Zephyr.
Cooldown Requirements: N/A
While there are no hard cooldown requirements, a lower cooldown on your Mihawk will save your sanity. His special is what makes this team tolerable and a lower cooldown will considerably cut the time required to make a successful run.
Substitutes:
Alvida -> Gaimon/Dorry/Broggy/Johnny (15 turn cooldowns)
Mihawk -> Anything
You should almost definitely own a Smooth Skin Alvida at this point. As such, I don’t really feel like typing more about this, so I’ll keep this short: Switch Alvida for one of the options. Cooldown must be 15 turns. Eat all 3 meat orbs on special use. Got it? Good.
Mihawk is completely optional. You can run a Coby in this spot if you want to. You’ll still be able to win….eventually. Mihawk is just there because of how much time his special will save us. While it will have diminishing returns over the course of the battle, it’s still extremely useful.
What Could Go Wrong:
- You die on Stage 1-4
- You mess up the specials order
- Zephyr randomly locks one of your Captains
The first part really shouldn’t be all that much of a concern, unless you just have extremely low character levels. The second WCGW isn’t hard to avoid, but it can easily happen. We are talking 125+ turns here. It’s going to be extremely easy to get distracted, so make sure you pay attention! Finally, the last one is basically unavoidable. There’s a 34% chance that one of your Captains will be randomly locked. If that happens….you lose. Thankfully, you’re probably (hopefully) only using this team to clear Zephyr once. As such, a couple of failed runs isn’t going to be the end of the world.
|
Action |
Turns |
Stage 1 |
KO minions w/o taking damage |
1 |
Stage 2 |
KO Turtles w/o taking damage |
1 |
Stage 3 |
KO Ain and minions in 2 turns |
2 |
Stage 4 |
KO Everything |
2 |
Stage 5 |
Preemptive |
1 |
Total Turns |
|
7 |
We don’t have to worry about special cooldowns with this team, so there’s no need to try to stretch out our turns in Stages 1-4. All you really have to concentrate on here is staying safe! Be especially careful to not get one of your Captains locked on Stages 3 or 4. It’s not hard to do, but just make sure you pay attention.
Assuming you make it past those first four stages, here’s what you get to look forward to:
|
Action |
Damage |
Turn 1 |
- |
12,678 |
Turn 2 |
- |
7,092 |
Turn 3 |
- |
7,092 |
Turn 4 |
- |
8,049 |
Turn 5 |
- |
8,049 |
Turn 6 |
- |
8,049 |
Turn 7 |
- |
12,678 |
Turn 8 |
- |
12,678 |
Damage so Far |
76,365 |
Yup, it’s going to be a long road ahead. Hopefully you’re packing a Mihawk as well, so just make sure to use his and Zoro’s special whenever they’re up. You do NOT have to use Nami/Usopp/Alvida specials at this point.
With the team above, assuming your Mihawk and Zoro have no skill ups, you should get Zephyr to <20% HP around Turn 82 (ugh). It is now time to use the damage mitigation specials. We’re going to reset our turn counter to Turn 1 in the chart below, representing the first time Zephyr uses his special attack.
|
Action |
Damage from Zephyr |
Turn 1 |
- |
7,200 |
Turn 2 |
- |
0 |
Turn 3 |
- |
0 |
Turn 4 |
Mirage Nami Special |
0 |
Turn 5 |
- |
0 |
Turn 6 |
- |
0 |
Turn 7 |
Alvida Special |
1,440 |
Turn 9 |
- |
0 |
Turn 10 |
- |
0 |
Turn 11 |
- |
7,200 |
Turn 12 |
GP Usopp Special |
0 |
Turn 13 |
- |
0 |
Turn 14 |
- |
0 |
Turn 15 |
- |
0 |
Turn 16 |
- |
0 |
Turn 17 |
- |
7,200 |
Turn 18 |
- |
0 |
Turn 19 |
- |
0 |
Turn 20 |
Mirage Nami Special |
0 |
Repeat Until Zephyr is Dead |
See what we’ve got going on here? Exactly 15 turns between each special use. That’s why we don’t have any cooldown requirements for this team (gasp)!
All in all, this is going to take forever, but at least you’ll get a Zephyr! Just don’t forget to pay attention! How bad would it feel to fail because you lost your concentration on Turn 120?
Is there a replacement for Mirage Nami?
ReplyDeleteYes, Mirage Nami can be replaced with a food generator (ie: Broggy, Dorry, Gaimon, Brain Point Chopper). The only requirement is that they must have a 15 turn cooldown on their specials.
DeleteSorry, this was supposed to have been mentioned in the guide, but was apparently left out. We will try to update the guide to mention this when we get a chance.
Ty for the guide :D
ReplyDelete