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Rayleigh Teams
You ready to Kamehama Zephyr’s ugly face? Let’s get it on!
The Rayleigh Team
Going Merry – Level 10 |
|
Rayleigh (Lvl. 70) |
Rayleigh (Lvl. 70) |
Alvida (Lvl. 50) |
Garp (Lvl. 70) |
Mirage Nami (Lvl. 50) |
GP Usopp (Lvl. 50) |
Cooldown Requirements: N/A
While there aren’t any cooldown requirements for this team, it would help out a lot if you had an Alvida or Mirage Nami with a special cooldown of at least 9 Turns. Again, this isn’t a requirement, but it does act as a really nice safety net if something goes wrong.
Substitutes:
Garp -> Franky / Equally strong PSY unit
The only real wriggle room we have in this team is the Garp spot. Garp is obviously the best choice, thanks to his high Attack, but other strong PSY characters can work as well. If you decide to use another character with a slightly lower Attack stat, then make sure you run the numbers in the Damage Calculator first.
What Could Go Wrong:
- Zephyr randomly locks the Rayleigh that still has his special
Rayleigh teams are pretty handy against bosses that use Bind, since Rayleigh comes with a built in Bind reducing special. Unfortunately, due to the fact that Zephyr is packing two Binds, there is a slight chance (~17%) that our run could be screwed up by a random lock on Turn 3. Thankfully, there are a couple of ways that we can get rid of this risk:
1) Increase Rayleigh/Rayleigh/Garp levels to 85
2) Have a 9 Turn cooldown on either Alvida or Mirage Nami’s specials
If you can meet either one of those requirements, then congratulations, your runs will be very safe! This is because both options give us more damage, which results in us not having to use a Rayleigh special on Turn 2 to unlock our bottom two units. As such, if one of our Rayleigh’s get locked on Turn 3, we can simply use the other’s special to unlock him.
Now, after all that, here’s the order you should take for this stage:
|
Action |
Turns |
Stage 1 |
KO minions w/o taking damage |
3 |
Stage 2 |
Stall for a full 9 turns – Miss one Rayleigh 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 - |
2 |
Stage 4 – 2 |
KO two
outer Minions - 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 |
The reason we have to stall so long is so that we can ensure our Rayleigh specials are up on Turn 2. If you fulfill either of the requirements we talk about above though, then you can cut the amount of turns you need to stall by 2 (20 turns).
Zephyr |
Action |
Damage |
Turn 1 |
- |
307,453 |
Turn 2 |
Rayleigh Special |
330,353 |
Turn 3 |
Alvida Special |
307,453 |
Turn 4 |
Rayleigh Special |
330,353 |
Turn 5 |
- |
307,453 |
Turn 6 |
Mirage Nami Special |
307,453 |
Turn 7 |
- |
307,453 |
Turn 8 |
GP Usopp Special |
307,453 |
Turn 9 |
- |
307,453 |
Turn 10 |
- |
307,453 |
Turn 11 |
- |
307,453 |
Turn 12 |
- |
307,453 |
Total Damage |
3,735,236 |
Assuming you’ve hit all your Perfects, then you should finish with plenty of damage to spare. If you fulfill requirement #1 above, then simply don’t use Rayleigh’s special on Turn 2. That will completely eliminate the main risk this team runs.
Now, if you only fulfill requirement #2 above, then your pattern will be a bit different :
Zephyr |
Action |
Damage |
Turn 1 |
- |
307,453 |
Turn 2 |
- |
138,850 |
Turn 3 |
Alvida Special |
138,850 |
Turn 4 |
Rayleigh Special |
330,353 |
Turn 5 |
- |
307,453 |
Turn 6 |
Mirage Nami Special |
307,453 |
Turn 7 |
- |
307,453 |
Turn 8 |
GP Usopp Special |
307,453 |
Turn 9 |
- |
307,453 |
Turn 10 |
- |
307,453 |
Turn 11 |
- |
307,453 |
Turn 12 |
Alvida Special |
307,453 |
Turn 13 |
- |
307,453 |
Turn 14 |
- |
307,453 |
Total Damage |
3,990,036 |
If your Mirage Nami is the one with a 9 Turn cooldown, then switch her and Alvida’s positions above. Otherwise, not much different from the other method above. Just don’t use Rayleigh’s special on Turn 2 and use either Alvida/Mirage Nami’s special again on Turn 12.
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