Zephyr - Mihawk Teams

 

Table of Contents

            Mihawk Stall Team

            Mihawk Stall Team V2

 

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Mihawk Teams

 

Haven’t invested a lot of resources into your PSY team yet? Not all hope is lost! The following Mihawk team is actually extremely forgiving, other than requiring a bit of cooldown reduction for both of your Mihawk captains. We are going to list two options below, but the team members are the same for both. The only difference is special cooldowns, which, as you’ll see, make a world of difference in your strategy.

 

Note: Unless otherwise noted, our damage calculations always assume that one of your Mihawk 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.

 

 

Mihawk Stall Team

 

Going Merry – Lvl 10

HP: 11,621

Mihawk  (Lvl. 70)

Mihawk  (Lvl. 70)

Mirage Nami (Lvl. 50)

Shanks  (Lvl. 70)

GP Usopp (Lvl. 50)

Alvida  (Lvl. 50)

 

Cooldown Requirements:

Mihawk – 22 Turns (both Captains)

Mirage Nami – 9 Turns

 

If you look at the Stage 1-4 action chart below, you will see that we have done everything we can to squeeze out as many turns as possible for our Mihawk cooldowns. Thankfully, if you have a Mihawk with a lower cooldown, you won’t have to do nearly as much work.

 

Substitutes:

Shanks -> Vivi or Dorry

 

Shanks is the preferred option here, but we realize that not everyone is going to have a Shanks available. If that’s you, then you have the option of running either Vivi or Dorry instead. Because of their lower Attack stats though, your required levels are going to be increased as well. Your Vivi and Mihawk’s both need to be at least Level 80 for the team to work, and it’s still very close (requires a perfect run). It is doable though! As always double check the damage calculator.

 

What Could Go Wrong:

- Zephyr randomly locks Alvida on Turn 3

- Missed Perfects

- Lower than 3,200 HP going into Zephyr fight

 

Unfortunately, just like some of the other viable teams, Mihawk suffers from a ~17% chance of Zephyr randomly locking one of our damage reducers on Turn 3. If this happens, your run is basically over, since you won’t have enough HP to survive until Turn 15. It’s all up the RNG gods, so may the odds be ever in your favor!

 

 

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

Stall for a full 9 turns – Miss one Mihawk attack each turn

9

Stage 3 – 1

KO Minions

2

Stage 3 – 2

Damage Ain – Do not KO

1

Stage 3 – 3

KO Ain

1

Stage 4 – 1

KO both Elder Seahorses -
Nami (miss) > Alvida (miss)He

2

Stage 4 – 2

KO two outer Minions
- Eat one Meat Orb

- Save one Meat Orb

1

Stage 4 – 3

KO Penguin – Miss with 1 Unit

1

Stage 4 – 4

KO Seahorse – Eat final Meat Orb

1

Stage 5

Preemptive

1

Total Turns

 

22

 

Let me better explain what is happening on Stage 4: Going into the Zephyr fight, we have to have > 3,200 HP. In order to maximize our turn count, we will be taking damage that would normally leave us below the 3,200 HP threshold. In order to get around that barrier, we need to eat at least 2 Meat Orbs on Stage 4. Follow our instructions exactly and you won’t have any problems.

 

Note: If you have lower cooldowns on your Mihawks, then the process above will be much simpler. In order to save time, KO Ain in 2 turns instead of 3. You will have more HP going into Stage 4, which means you won’t have to worry about eating any Meat orbs. Use the table above to shave turns off based on your Mihawk special cooldown.

 

If you did everything correctly, then you should start the Zephyr fight with > 3,200 HP and both of your Mihawk specials ready to go.

 

Zephyr

Action

Damage

Turn 1

Activate both Mihawk Specials
- Attack normally

1,943,084

Turn 2

-

111,059

Turn 3

Mirage Nami Special

111,059

Turn 4

-

41,647

Turn 5

-

41,647

Turn 6

Alvida Special

41,647

Turn 7

-

158,084

Turn 8

GP Usopp Special

158,084

Turn 9

-

158,084

Turn 10

-

158,084

Turn 11

-

158,084

Turn 12

Mirage Nami Special

158,084

Turn 13

-

158,084

Turn 14

-

158,084

Turn 15

-

158,084

Total Damage

3,712,899

 

Again, just follow our instructions above and you shouldn’t have any trouble.

 

But what if you don’t have a 9 Turn special level Mirage Nami? Then:

 

 

 

Mihawk Stall Team V2

 

Going Merry – Lvl 10

HP: 11,621

Mihawk  (Lvl. 70)

Mihawk  (Lvl. 70)

Alvida  (Lvl. 50)

Shanks  (Lvl. 70)

Mirage Nami  (Lvl. 50)

GP Usopp  (Lvl. 50)

 

Cooldown Requirements:

Mihawk – 19 Turns (both Captains)

Alvida – Max Cooldown

 

Because the HP requirements are a little stricter with Alvida’s special, we had to change up our strategy a bit for the first four stages. Unfortunately, this means that our Mihawk cooldown requirements were increased as well.

 

Substitutes:

Shanks -> Vivi or Dorry

 

Same as the team above. If you opt for Vivi or Dorry, then make sure you have higher character levels than what we list.

 

What Could Go Wrong:

- Zephyr randomly locks Mirage Nami on Turn 3

- Missed Perfects

- Lower than 10,400 HP going into Zephyr fight

 

Same thing as the first team, but this time it’s Mirage Nami that we have to worry about. Nothing you can do to stop it though, so just hope it doesn’t happen.

 

 

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

Stall for a full 9 turns – Miss one Mihawk attack each turn

9

Stage 3

KO Ain and minions in 2 turns

3

Stage 4 – 1

KO Penguin –
Mihawk (1 hit)

 

KO 2 Elder Seahorses –

Mihawk (1 hit) > Nami (miss) > Alvida (miss)He

2

Stage 4 – 2

KO Remaining
- Use 1 Meat Orb

1

Stage 5

Preemptive

1

Total Turns

 

19

 

Let me better explain what is happening on Stage 4-1: Going into the Zephyr fight, we have to have > 10,400 HP. In order to maximize our turn count, we will be taking damage that would normally leave us below the 10,400 HP threshold. In order to get around that barrier, we need to eat at least 3 Meat Orbs on Stage 4. We do this by immediately tapping out of both of our Mihawk combos, resulting in 1 point of damage each. The first will KO the Pirate Penguin and the second will damage the Elder. The third hit, Mirage Nami, we allow to fully complete and miss, which will deal the remaining 5 HP in damage we need on the first Elder Seahorse. We do the same thing with Alvida, except she can OHKO an Elder with her 6 hit combo. The biggest thing to keep in mind is that you MUST kill both Elder Seahorses by the end of the first turn. Then simply use one of your two remaining Meat Orbs to heal to above 10,400, before KO’ing the remaining minions.

 

If you did everything correctly, then you should start the Zephyr fight with > 10,400 HP and both of your Mihawk specials ready to go.

 

Zephyr

Action

Damage

Turn 1

Activate both Mihawk Specials
- Attack normally

1,943,084

Turn 2

-

111,464

Turn 3

Alvida Special

111,464

Turn 4

-

41,647

Turn 5

-

41,647

Turn 6

Mirage Nami Special

41,647

Turn 7

-

158,084

Turn 8

GP Usopp Special

158,084

Turn 9

-

158,084

Turn 10

-

158,084

Turn 11

-

158,084

Turn 12

Alvida Special

158,084

Turn 13

-

158,084

Turn 14

-

158,084

Turn 15

-

158,084

Total Damage

3,713,709

 

If you’re nerdy like us and you’re wondering why the damage is slightly different in this build, it’s because the team is arranged differently, which results in different units being locked on the third turn.

 

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