Zephyr - Luffy Gear 3 Teams

 

Table of Contents

            The Gear 3 Team

            1.2x Merry Team

 

Return to Zephyr Strategy Guide

 

Gear 3 Teams

 

Unless you just don’t have anyone else, Gear 3 Luffy really isn’t the most optimal captain for this raid boss. He can get the job done, but it’s slightly risky and it also has some pretty substantial cooldown requirements. With all that being said, let’s check it out:

 

 

 

The Gear 3 Team

 

Going Merry – Level 10

Gear 3 Luffy (Lvl. 90)

Gear 3 Luffy (Lvl. 90)

Alvida (Lvl. 50)

Franky (Lvl. 50)

Mirage Nami (Lvl. 50)

GP Usopp (Lvl. 50)

 

Cooldown Requirements:

Alvida – 9 Turns (Maxed)

 

While this team has only one requirement for cooldowns, it’s a pretty big one. Thankfully, the Alvida fortnight will be around for another week or so, so it’s definitely possible to max Alvida’s cooldown out by the time Zephyr shows up. Just start working now!

 

Substitutes:

Franky -> Helmeppo V2 / Equally strong PSY unit

 

At first glance, Helmeppo would seem like the safer choice here. By using him, you don’t have to worry about one of your Gear 3 Captains being locked on Turn 3. The problem is, if Helmeppo gets locked instead, you’re still going to lose because you won’t have enough damage to finish Zephyr off in time. Similarly, the Franky version loses if Mirage Nami is locked, since you won’t be able to block Zephyr’s damage on Turn 6. Franky also finishes a turn earlier, which gives you more leeway for messing up your Perfect hits during your run.

 

What Could Go Wrong:

- Zephyr randomly locks Mirage Nami

 

When running this team, there is basically a ~17% chance that you will automatically lose. If Zephyr locks your Mirage Nami on Turn 3, then it’s simply game over. Kind of sucks, but it’s just a risk you’ll have to accept if you want to run this team.

 

Stage 1 - 4

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

KO Turtles

1

Stage 3

KO Ain and minions in two turns

3

Stage 4

KO EverythingHe

2

Stage 5

Preemptive

1

Total Turns

 

10

 

All we need for this fight is for our Alvida special to be ready on Turn 3 and Mirage Nami on Turn 6. As such, we really don’t have to stall that much during the normal stages. 10 turns will be all we need.

 

Zephyr

Action

Damage

Turn 1

-

348,811

Turn 2

-

134,024

Turn 3

Alvida Special

134,024

Turn 4

-

64,557

Turn 5

-

64,557

Turn 6

Mirage Nami Special

64,557

Turn 7

-

348,811

Turn 8

GP Usopp Special

348,811

Turn 9

-

348,811

Turn 10

-

348,811

Turn 11

-

348,811

Turn 12

Alvida Special

348,811

Turn 13

-

348,811

Turn 14

-

348,811

Turn 15

-

348,811

Total Damage

3,949,829

 

As we mentioned, you can actually finish on Turn 14 if you hit all your Perfects. Even earlier if your Gear 3 Captains don’t get locked on Turn 3.

 

 

 

1.2x Merry Team

 

Going Merry – Level 10

Gear 3 Luffy (Lvl. 90)

Gear 3 Luffy (Lvl. 90)

Alvida (Lvl. 50)

Franky (Lvl. 50)

Mirage Nami (Lvl. 50)

GP Usopp (Lvl. 50)

 

Yes 1.2x damage Merry players, you can use this team to farm Zephyr! Unfortunately, that ability comes at a price:

 

Cooldown Requirements:

Alvida – 9 Turns (Maxed)

Mirage Nami – 9 Turns

 

And that price is extremely heavy cooldown requirements. While it’s feasible that some players will have Alvida’s cooldown maxed at this point, the number of players that have both requirements will be pretty slim. Congratulations if you do though!

 

Note: For this team, having a GP Usopp with a max cooldown special will make this team much safer. It is not required, but it gives you an extra safety net, in case you haven’t done enough damage going into Turn 18.

 

Substitutes:

Franky -> Helmeppo V2 / Equally strong PSY unit

 

What Could Go Wrong:

- Zephyr randomly locks Mirage Nami

 

Just like the 1.5x team, the only real problem you can run into is Zephyr randomly locking Nami on Turn 3. If it happens….oh well, 40 stamina down the crapper.

 

Stage 1 - 4

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

 

The upside to being able to run this team is that all of our cooldowns are extremely low, so we don’t really have to worry about the first four stages. Just rush through as fast as you can.

 

Zephyr

Action

Damage

Turn 1

-

276,435

Turn 2

-

116,115

Turn 3

Alvida Special

116,115

Turn 4

-

49,004

Turn 5

-

49,004

Turn 6

Mirage Nami Special

49,004

Turn 7

-

276,435

Turn 8

GP Usopp Special

276,435

Turn 9

-

276,435

Turn 10

-

276,435

Turn 11

-

276,435

Turn 12

Alvida Special

276,435

Turn 13

-

276,435

Turn 14

-

276,435

Turn 15

Mirage Nami Special

276,435

Turn 16

-

276,435

Turn 17

-

276,435

Turn 18

Optional: GP Usopp Special

276,435

Total Damage

3,954,438

 

Even though we’re down around 80k damage a round from the 1.5x Merry team, we are able to make it all up over the three extra turns we get from Mirage Nami’s extra special. We even have an extra turn to spare again!

 

 

 

 

2 comments:

  1. If you quit the app after zephyr locks a unit, he will re-lock a random unit. You can use this knowledge to manipulate who he locks. Just a tip, but it could end up saving you some gems

    ReplyDelete
    Replies
    1. We are aware of this option, but have chosen to avoid mentioning it for now. It just feels like too much of a gray area to us, and kind of goes against the spirit of the game.

      That being said, we also could have easily deleted your post, but we haven't. We aren't going to vilify people for using this "cheat" if they want. We have just chosen to not actively promote it.

      Delete