Zephyr - Rayleigh Teams

 

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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 -
Usopp (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

 

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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