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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:
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 Everything |
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.
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!
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
ReplyDeleteWe 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.
DeleteThat 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.