As of now, if you want to run Marco as your captain, there is only one team combination that will work against Zephyr. No seriously, we’ve tried everything we can think of. Let us know if you can prove us wrong! In the meantime, make sure that your team is in the EXACT order listed below as Ain and Zephyr will both lock your units in specific slots, which has been accounted for in this team build.
Going Merry – Level 10 |
|
Marco (Lvl. 75) |
Marco (Lvl. 75) |
Garp (Lvl. 75) |
Coby V2 (Lvl. 75) |
Mr.2 Bon Clay (Lvl. 70) |
Impact Dial Usopp (Lvl. 70) |
Cooldown Requirements:
Garp – 14 Turns (1 point from Maxed)
Usopp – 14 Turns
Coby – 14 Turns
Substitutes: N/A
Nope, nada. Every single character here plays a crucial role for this team.
What Could Go Wrong:
- Purple orb on Turns 2-3
- Missed perfect on Turns 1-3
You can minimize the effects of the second, to an extent, by having higher character levels. A Purple orb on Turns 2-3 can definitely ruin your run, but hopefully you can balance it out with a matching orb before the end of Turn 3.
Here are the actions you will want to take in order to charge your specials:
|
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 - |
2 |
Stage 4 – 2 |
KO two
outer Minions - |
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 |
As you can see above, 14 turns is the minimum amount you can successfully stall with a Marco team. There is a good chance that the Turtle stage will give you 5 turns instead of 3, but it is definitely not guaranteed. This is why we list the CD requirement as 14 for this team.
So you’ve got that down and you’ve made it to Zephyr with your specials ready to go. What now?
|
Action |
Damage |
Turn 1 |
Activate
specials: |
2,969,250 |
Turn 2 |
- |
283,548 |
Turn 3 |
- |
283,548 |
Total Damage |
3,536,346 |
Extremely simple. Just remember that you have to finish him off by Turn 3, or else he’s going to OHKO you. Don’t miss your Perfect hits! If you have the resources and you want the fastest clear times possible, then this is your go to team.
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