Truly, Madly, Deeply. Alvida Fortnight Strategy Guide
Table of Contents
Iron Mace Alvida Smooth-Smooth Fruit
HP
|
1,668
|
Attack
|
999
|
RCV
|
369
|
Type
|
STR Striker
|
Special
|
Reduces any damage received in the next turn by 80%
|
Special
Cooldown
|
15 turns -> 9 Turns
|
Captain
Ability
|
Reduces STR damage received by 50%
|
Our Rating
|
9/10
|
Alvida is one of the best subs in the entire game. Her special
ability starts at a decent enough cooldown (15 turns) and vastly reduces the
amount of damage taken in the next turn. She is widely used in Fortnights
(especially in Striker or Strenth teams), Raid Bosses (many times, like Golden
Pound Usopp, even if she isn’t boosted) and even Training Forests, so she is an
investment you won’t regret.
She is worth max skilling too, keep that in mind.
Gaimon
HP
|
1,303
|
Attack
|
85
|
RCV
|
121
|
Type
|
PSY Shooter
|
Special
|
Changes adjacent orbs into Meat
|
Special
Cooldown
|
18 Turns -> 8 Turns
|
Captain
Ability
|
Reduces damage received from Shooter enemies by 30%
|
Our Rating
|
3,5/10
|
Yeah, he is not especially good. But he has a good enough
health, he is cheap to level up and his skill can be useful if he is paired
with Mr.2 for getting 3 PSY orbs (until you manage to get Garp, that is).
Overall, not a really good unit and definitely not one with a long lasting
appeal, but hey, it may be useful for newcomers.
The other units that can drop in this island are Coby Cabin
Boy and Master of the Near Sea, which are even more useless than
Gaimon. And you get enough Cobys for a lifetime in Sugofest anyway, so who
cares?
Skillbooks:
Tony Tony Chopper
Max CD 15->8
Drops on Every Difficulty
|
|
Roronoa Zoro
Max CD 12->9
Only drops on Rookie
|
|
Roronoa Zoro Three Thousand Worlds
Max CD 15->10
Only drops on Veteran
|
|
Roronoa
Zoro Pound Phoenix
Max
CD 15->10
Only drops on Elite
|
|
Zoro Ashura Ichibugin
Max CD 25->20
Only drops on Expert
|
|
Alvida Smooth-Smooth Fruit
Max CD 15->9
Only drops on Expert
|
If you want to farm Alvida books, get ready for suffering quite
a bit. The droprate in books is horrible, and there is a chance that you will
get some horrible Tony Tony Chopper ones. However, the pain is worth it.
Total Stages: 7
Special Conditions: None
This Fortnight Island isn’t especially complicated. You must
keep in mind that Alvida has 40,000 defense that your team will need to
suprass, so unless you’ve decided to bring a defense reducer in order to reduce
it, you should try to save a matching orb on your hardest hitter in order to
kill her in time.
Stage 1/7:
|
HP
|
ATK
|
Special
|
Fodder unit
(2-3)
|
~7,000
|
~2,000
|
N/A
|
Stage 2/7:
HP
|
ATK
|
Special
|
|
Pirate
Penguin
|
~3,000
|
???
|
N/A
|
Shell
|
~100
|
???
|
N/A
|
Seahorse
|
~3,000
|
???
|
N/A
|
Canoneer
|
~4,000
|
~1,700
|
They have more defense
that normal, but it’s not really high
|
Gaimon
|
~6,000
|
1,002
|
There is a chance you will fight a different setup, with 2 Big
Fodder units that have around 15,000 HP and deal 3,204 damage.
Stage 3/7:
HP
|
ATK
|
Special
|
|
Daimyo
Turtle
|
15
|
850
|
N/A
|
Baby Turtle
|
5
|
654
|
N/A
|
Big INT
Fodder
|
~100
|
6,000
|
There is a chance you will get a stage with 1 Daimyo Turtle and a
Big INT minion instead of this one. The later has a really high defense and
hits like a truck, so focus on killing him. Build your chain multiplier hitting
as many perfects as possible (unless you run a Killer team, obviously) and
leave your hardest hitting units for the last spots of your combo.
Stage 4/7:
HP
|
ATK
|
Special
|
|
Cabaji
|
~120,000
|
~3500
|
N/A
|
Coby hits quite hard, but doesn’t come with any surprises. Kill
him before he kills you, not much more to say.
Stage 5/7:
HP
|
ATK
|
Special
|
|
Fodder unit
(2)
|
~6,000
|
2,000
|
N/A
|
Big INT
Fodder
|
~20,000
|
5,500
|
Has more defense than
normal units
|
Stage 6/7:
HP
|
ATK
|
Special
|
|
Big PSY
Fodder
|
~15,000
|
1,550
|
N/A
|
Big QCK
Fodder
|
~15,000
|
~3,100
|
N/A
|
Crab
|
~100
|
1,400
|
This units have a
quite high defense. Especially the Daimyo Turtle
|
Daimyo
Turtle
|
5
|
~400
|
|
Baby Turtle
|
15
|
850
|
Here you can get a bunch of different units. In the table above
we have the approximated health and attack values of the enemies we faced on
the stage during the different runs we made.
Stage 7/7:
HP
|
ATK
|
Special
|
|
Alvida
|
<15,000
|
4,188
|
- She has 40,000
defense
|
Fodder
(2)
|
<1,000
|
1,115
|
N/A
|
A simple fight, with only 2 possible outcomes. Either you
overcome her defense or you don’t. We recommend using the Crab and the Turtle
in stage 6 to grab one or 2 QCK orbs, so you can kill Alvida as soon as possible.
In any case, bringing a turn delayer could be useful, assuming you need more
than one turn to finish the stage.
Secret Stage:
HP
|
ATK
|
Special
|
|
Master of
the Near Sea
|
~200,000
|
~5,700
|
N/A
|
An easy fight. No preemptive, a few turns to kill him. He hits
hard, but you will probably kill him before he has the chance to attack you.
Below we have 2 sample teams that should be able to defeat the
Fortnight fast and safely. If you think you won’t be able to see any of those,
we recommend you to bring Cabin Boy Helmeppo or any 50% defense reducer
in order to make the battle a bit easier. Some 50% defense reducers quite easy
to find are Plastic Surgery Shot Sanji, Arm Point Chopper or Miss
Goldenweek . An orb booster like Kaku or Petty Officer Coby is
another interesting option, since they will boost the damage of your units with
a matching orb.
Killer Team
Alternatives:
-Captains: 2 Gear 3rd, Rayleigh, Ivankov or a
Mr Prince paired with Gear 3rd, Log Luffy or Rayleigh should work
too, and double Log Luffy would do the trick too.
-Subs: Killer should do the job, since he is one of the
hardest hitting QCK units in the whole game. So just bring whatever you want. If
you are using some of the captains above, bring your hardest hitting units with
you.
Ship Requirements:
Going Merry: Level 6-10
Cooldown Requirements:
Any
Team Summary:
If you have Killer, this team should be able to defeat Alvida
quite easily. With the levels showcased above, you should be able to defeat
Alvida even without matching orbs. So if you have a Killer and you want a fast
clear, this is your best bet.
What Could Go Wrong:
- Taking too much damage.
Free to Play safe team
Alternatives:
- Captains: Ace, Boa, Enel or any other 2x QCK captain.
- Friend: Boa or Enel should work too.
- Subs: If you have any strong QCK unit, bring him to
this battle. It would be wise to bring a orb booster like Coby or preferably
Kaku, as long as you are willing to stall or so ~15 turns that you need to. It
shouldn’t be especially complicated to do so, since the Turtles in stages 3 and
6 don’t hit especially hard.
Ship Requirements:
Cooldown Requirements:
Any
Team Summary:
As you see, a matching orb in Lucci should be able to defeat
Alvida without any buff. So try your best to grab a matching orb on him. The
higher are the levels of your units and the higher are their stats, the better,
really. There is not much more to say.
What Could Go Wrong:
- Not much.
Nice. Great guide once again.
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