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Return to Zephyr Strategy Guide
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.
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 - |
2 |
Stage 4 – 2 |
KO two
outer Minions - 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: |
3,833,997 |
Total Damage |
3,833,997 |
Man, that felt good, huh? Never underestimate the power of Whitebeard.
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 - |
2 |
Stage 4 – 2 |
KO two
outer Minions - 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: |
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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