Zephyr - Whitebeard Teams

Table of Contents

            OHKO Team

            1.2x Merry Team

 

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Whitebeard Teams

 

So you were lucky enough to pull the best unit in the game, huh? Congratulations! You can one shot Zephyr! Well, assuming you have the right characters that is.

 

 

 

OHKO Team

 

Going Merry – Level 10

Whitebeard (Lvl. 60)

Whitebeard (Lvl. 60)

Coby V2 (Lvl. 60)

Garp (Lvl. 60)

Mr. 2 (Lvl. 60)

Usopp V2 (Lvl. 60)

 

HP Requirements: ~12,500

 

If you go by our chart below, then you will need around 12.5k HP in order to survive. The team we list above has 13,208, so this isn’t really that hard of a requirement to meet.

 

Cooldown Requirements:

Garp – 25 Turns

 

Honestly, this can probably be worked around, but we’re going to put it as a requirement anyway. If you meet every requirement except for this one, then sit down and you can probably work out a way to stall for 28 turns.

 

Substitutes: N/A

 

Every character’s special above is used, so unfortunately none of them can be subbed.

 

What Could Go Wrong:

- Mess up the stall in Stages 1-4

 

The hardest part of using this team is correctly executing the stall technique for Stages 1-4. Mess that up, especially on Stage 4, and you’re pretty much done. Otherwise, this team is extremely safe. Just don’t completely whiff on your attack pattern on Turn 1 of the Zephyr fight and you should be fine.

 

 

There are many different ways that you can approach Stages 1-4. We’re going to give you our way below, but as long as your cooldowns are ready by Turn 1 of the Zephyr fight, it doesn’t really matter what approach you use.

 

 

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

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

9

Stage 3 – 1

KO Minions

2

Stage 3 – 2

Damage Ain – Do not KO

1

Stage 3 – 3

Damage Ain – Do not KO

1

Stage 3 – 4

Damage Ain – Do not KO

1

Stage 3 – 5

Damage Ain – Do not KO

1

Stage 3 – 6

KO Ain

1

Stage 4 – 1

KO both Elder Seahorses -
Usopp (miss) > Coby (miss)He

2

Stage 4 – 2

KO two outer Minions
- Eat two Meat Orbs

- Be careful on the last hit; if you mess up and KO the penguin/seahorse this turn, you’ll be in trouble.

1

Stage 4 – 3

KO Penguin – Miss with 1 Unit

1

Stage 4 – 4

KO Seahorse

1

Stage 5

Preemptive

1

Total Turns

 

25

 

Again, be extremely careful on Stage 4-2. If you miscalculate your damage on the last minion and then accidentally attack the penguin/seahorse, you will be a turn behind on your specials. That could be pretty disastrous.

 

And now, the extremely complicated Zephyr stage:

 

Zephyr

Action

Damage

Turn 1

Activate Specials:
Whitebeard > Whitebeard > Garp > Mr. 2 > Coby > Usopp

3,833,997

Total Damage

3,833,997

 

Man, that felt good, huh? Never underestimate the power of Whitebeard.

 

 

 

1.2x Merry Team

 

Going Merry – Levels 6 thru 9

Whitebeard (Lvl. 60)

Whitebeard (Lvl. 60)

Coby V2 (Lvl. 60)

Garp (Lvl. 60)

Mr. 2 (Lvl. 60)

Usopp V2 (Lvl. 60)

 

HP Requirements: ~12,500

 

The pattern for this team is the same as above. As such, we have the same HP requirements.

 

Cooldown Requirements:

Garp – 25 Turns

 

Again, this can probably be worked around. Sit down and put your thinking cap on, and you can probably work out a way to stall for 28 turns.

 

Substitutes: N/A

 

Every character’s special above is used, so unfortunately none of them can be subbed.

 

What Could Go Wrong:

- Mess up the stall in Stages 1-4

 

Just like the OHKO team, the hardest part of using this team is the Stages 1-4 stall. Get past that and it’s clear sailing.

 

 

Again, there are many different ways that you can approach Stages 1-4. We’re going to give you our way below, but as long as your cooldowns are ready by Turn 1 of the Zephyr fight, it doesn’t really matter what approach you use.

 

 

Action

Turns

Stage 1

KO minions w/o taking damage

3

Stage 2

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

9

Stage 3 – 1

KO Minions

2

Stage 3 – 2

Damage Ain – Do not KO

1

Stage 3 – 3

Damage Ain – Do not KO

1

Stage 3 – 4

Damage Ain – Do not KO

1

Stage 3 – 5

Damage Ain – Do not KO

1

Stage 3 – 6

KO Ain

1

Stage 4 – 1

KO both Elder Seahorses -
Usopp (miss) > Coby (miss)He

2

Stage 4 – 2

KO two outer Minions
- Eat two Meat Orbs

- Be careful on the last hit; if you mess up and KO the penguin/seahorse this turn, you’ll be in trouble.

1

Stage 4 – 3

KO Penguin – Miss with 1 Unit

1

Stage 4 – 4

KO Seahorse

1

Stage 5

Preemptive

1

Total Turns

 

25

 

You’re going to have a little less damage than the OHKO team, so make sure that you use your turns efficiently to knock out the various minions in time.

 

And now, the slightly more complicated Zephyr stage:

 

Zephyr

Action

Damage

Turn 1

Activate Specials:
Whitebeard > Whitebeard > Garp > Mr. 2 > Coby > Usopp

3,420,274

Turn 2

-

174,419

Total Damage

3,594,693

 

Takes just a tad more work than the OHKO team, but we still end up with the same basic result: a knocked out Zephyr.

 

 

 

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