Thursday, January 21, 2016

Alvida Fortnight Strategy Guide

Truly, Madly, Deeply. Alvida Fortnight Strategy Guide
Table of Contents
Droppable Characters:
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.
Level Overview:
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.

Team Compositions:

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:
Going Merry: Level 6-10

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.

1 comment: