Little Miss Candy Fortnight Strategy Guide
Table of Contents
Caroline
HP |
1,890 |
Attack |
915 |
RCV |
300 |
Type |
INT Fighter |
Special |
Amplifies the effect of orbs by 1.25x for 3 turns |
Special Cooldown |
21 turns -> 11 Turns |
Captain Ability |
Boost Attack by 2x after a chain of Good (or Better) PSY > INT > INT Attacks. |
Our Rating |
4/10 |
Yeah, she isn’t really that useful. The key piece for a current INT Burst team is Robin, who boosts INT character’s attack by 2x for 1 turn. While having an orb boosting special that last 3 turns is nice, you would probably be better off bringing the highest orb boost you have available, be it Doflamingo if you have leveled his skill or Coby / Kaku if you haven’t. Her captain ability is nothing to write home about either: works like a safer (but much weaker) version of Ivankov and we can’t think of a single real situation where you would use her as a captain. Or even as a sub, really. Unless you want to go nuts and make a Newkama team. Which, why wouldn’t you?
Elizabeth
HP |
1,485 |
Attack |
700 |
RCV |
198 |
Type |
DEX Fighter |
Special |
Reduces Bind and Silence duration by 1 turn |
Special Cooldown |
16 Turns -> 6 Turns |
Captain Ability |
Bosst ATK by 2x after a chain of Good (or Better) QCK > STR > DEX attacks. |
Our Rating |
3,5/10 |
She does some interesting stuff, but she suffers from the same fate as Caroline. Everything she does can be done by another unit and that unit will probably do it better. On the bright side, her special is low enough from the very beginning, so if you are going to fight a battle where you know the enemy both blinds and silences, you may want to use her. However, her awful stats, the fact that she’s part of a class that is not that powerful (Fighters), and her bad captain ability makes us think you won’t ever use her. Unless you want to make a Newkama team. AGAIN, why wouldn’t you?
Sanji Candy
HP |
1,802 |
Attack |
951 |
RCV |
357 |
Type |
QCK Fighter |
Special |
Randomly changes Meat, DEX and STR Slots into either STR or QCK |
Special Cooldown |
12 Turns -> 8 Turns |
Captain Ability |
Bosst ATK by 2.25x after a chain of Good (or Better) INT > PSY > QCK attacks |
Our Rating |
5/10 |
The Newkama Kingdom’s newest citizen works as the Secret Encounter in this Fortnight. Sanji never was a top tier unit in this game (Mr. Prince is a different story) and this unit isn’t the one that is going to change that. Her (his?) special is actually decent if you pair him with Ivankov, but, sadly, you will need to bring a third unit to have full orb manipulation, which stops this combination from being completely viable. Her stats are decent enough and she might be used in some QCK times once the CP9 version of Kaku launches (since he turns orb into DEX or QCK). Her captain ability is similar to the other newkamas and, like in the other cases, really isn’t all that great. There really aren’t many situations where you will use her instead of other units, but this version of Sanji is the best unit you can grab in the Newkama Fortnight.
Skillbooks:
Nico Robin
Max CD 17->12 |
|
Roar of the Sea Scratchmen Apoo
Max CD 20->12 |
|
Gear 3rd Luffy
Max CD 25->20 |
|
Chef Sanji
Max CD 23->15 |
|
Evolved PSY Giant
Max CD 25->12 |
|
Evolved INT Giant Max CD 25->12 |
The big prizes here are obviously the Nico Robin and Apoo skill books. Gear 3rd is nice, assuming you’re lucky enough to have pulled him, but having his special maxed is generally not a requirement.
Total Stages: 7
Special Conditions: Environmental damage at the end of every turn.
The Newkama island isn’t that complicated. The environmental damage is quite low and would only affect teams that are using an HP requirement captain, like Marco the Phoenix, instead of a normal captain. As long as you have an evolved Garp and some decent leveled PSY units, you shouldn’t have any problems. Keep in mind that there isn’t any type or class restriction, so a Slasher team can be brought too.
Stage 1/7:
|
HP |
ATK |
Special |
Jeweled Porc |
~2,000 |
~1,100 |
N/A |
Fodder unit |
~8,000 |
~1,400 |
N/A |
INT Giant |
~30,000 |
2,586 |
??? |
Stage 2/7:
|
HP |
ATK |
Special |
Baby Turtle |
9 |
~450 |
N/A |
Fodder unit (2) |
~6,000 |
~1,200 |
N/A |
Evolved Marine |
~25,000 |
~1,500 |
N/A |
There is a good chance you will get Elizabeth on any of the next few stages. Go to the Random Stage to learn more about her.
Stage 3/7:
|
HP |
ATK |
Special |
Seahorse |
<1,000 |
??? |
N/A |
Penguin |
<1,000 |
??? |
N/A |
Fodder unit (3) |
~8,000 |
890 |
N/A |
Stage 4/7:
|
HP |
ATK |
Special |
Fodder unit (1) |
~8,000 |
~1,400 |
N/A |
Daimyo turtle |
17 |
720 |
N/A |
Canoneer |
~14,000 |
2,175 |
N/A |
Stage 5/7:
|
HP |
ATK |
Special |
Baby Turtle |
9 |
~450 |
N/A |
Jeweled Pig |
~2,000 |
~1,100 |
N/A |
Big Fodder Unit (3) |
<50 |
2,185 |
- They have high armor, but low health. |
Stage 6/7:
|
HP |
ATK |
Special |
Fodder unit |
~8,000 |
1,035 |
N/A |
Crab |
15 |
735 |
N/A |
Daimyo Turtle |
17 |
720 |
N/A |
INT Giant |
~80,000 |
3,304 |
N/A |
Stage 7/7:
|
HP |
ATK |
Special |
Caroline |
~550,000 |
3,510 |
- Her preemptive strike turns all orbs to Meat or Empty and makes her immune to debuffs for 3 Turns.
- After Turn 1, turns all orbs to DEX, STR, or QCK.
- When her HP falls under 20%, she will gloom both Captains for 1 turn and deal 1 damage.
- If under 20% HP when time for her to attack, she will heal to ~80% HP and skip her attack that turn. Only does this once.
|
Fodder unit (3) |
~15,000 |
~2,000 |
N/A |
Not much to say here. Just turn and burn for the most part. The only thing you have to watch out for is making sure you don’t let her live at under 20% HP, as the Gloom debuff could be run ending for certain teams.
Alternative Stage 2/7 or 5/7:
|
HP |
ATK |
Special |
Elizabeth |
~175,000 |
1,204 |
- Her preemptive strikes turns all orbs to weak ones. |
For what we’ve seen, Elizabeth has a 50/50 chance of appearing in stage 2 or 5. For that reason, we decided to describe the normal stages and move the battle against her to the lower part of the walkthrough. Either way, worry not. She doesn’t hit hard, so it shouldn’t be a problem if you don’t have any cooldown ready for her.
Secret Stage:
The image is from NeoGAF user Tidd. Thanks!
|
HP |
ATK |
Special |
Sanji Candy |
~180,000* |
??? |
- She glooms both you and your Friend’s Captain for 1 turn. |
*Thanks to NeoGAF user Adawg for giving us the Health value. Not JUST the team cheerleader!
Garp - Safe Team
Alternatives:
-Captains: You can change one Garp for Redheaded Shanks, Shanks Blackclad Emperor, Boa or 6* Marco if you want to deal a bit more damage while having some extra health.
-Friend: Same as above.
-Subs: Golden Pound Usopp isn’t the greatest, since you won’t be able to use Debuffs against Caroline for the first few turns, but it’s not bad to have as a backup. You could bring him for some early stages, but we don’t think it’s necessary (unless you don’t have any other PSY unit to fill that void). In general we think that as long as you bring appropriate subs for the team you are running, you are good to go. We chose Lying Wolf Usopp since he is F2P and gives a similar boost to the Impact version.
Ship Requirements:
Going Merry: Level 6-10
Cooldown Requirements:
Any, but a Garp with a low cooldown will make your life easier on the last stage.
Team Summary:
The goal of this team is to safely complete the island. The attack bonus isn’t really big, but most enemies don’t have much Health in stages 1-6, the ones that have over 50,000 HP are weak to your PSY attacks and Elizabeth isn’t a tough enemy. The island should be really, really easy unless you get Sanji Candy, which silences both captains as her preemptive. In any case, secret stages have been quite rare lately and PSY teams have good recovery (Caroline even gives you some Meat orbs) so you should be able to survive even in those rare cases.
What Could Go Wrong:
- Triggering Caroline silence debuff and not being able to kill her before she kills you.
- Not much, really. With 40k health, you should be able to finish the stage without worries.
- You get Sanji Candy in the first few stages. This honestly isn’t that big of a deal, but it does make things a bit harder.
Fast Clear Team.
Alternatives:
- Captains: You can exchange Redhead Shanks for Shanks Black Clad Emperor, Boa or 6* Marco. Garp can be an option if you want more HP.
- Friend: Same as above. However, if your Garp has a high CD, bringing him as a friend captain would be a nice idea for having a Full Board of PSY orbs in the turn you unleash your whole power.
- Subs: You can change Impact Usopp for Enel or Lying Wolf Usopp.
Ship Requirements:
Going Merry: Levels 6-10
Cooldown Requirements:
Any, but you should have your Garp skill under 20 if you want to be able to burst Caroline down in one turn.
Team Summary:
A faster alternative to the team above. You should be able to defeat Caroline in one turn using this combination with a full board of PSY orbs and both Coby’s and Usopp’s specials activated. Since you are going to wreck the boss fight in one turn, why bringing a Golden Pound Usopp to the fight? The team above deals over 1,5 million damage in one turn, and they aren’t even max leveled. Just stall as much as you need, eat some food orbs to keep your Health high, tank Turtles or Penguin hits (if any) and you should beat the Fortnight in no time.
What Could Go Wrong:
- Your Health isn’t that high, so keep in mind that when you are stalling.
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