Wednesday, February 3, 2016

Afro Luffy Strategy Guide

Brother Soul! Afro Luffy Strategy Guide!

Table of Contents

            Droppable Characters

Skill books

            Level Overview

            Team Composition

 

Droppable Characters:

 

 

 

Monkey D. Luffy Davy Back Fight - Combat

 

HP

1,978

Attack

1,170

RCV

220

Type

STR Fighter

Special

Changes BLOCK orbs into STR, deals 20x character’s ATK in STR damage to one enemy

Special Cooldown

25 Turns -> 14 Turns

Captain Ability

Boosts ATK of STR and Fighter characters by 1.5x, reduces cooldown of all specials by 1 turn at the start of the fight

Our Rating

6/10

 

Look, we’re not going to lie, Afro Luffy really isn’t all that great. His stats are pretty average, his Special ability is pretty niche, and his Captain Ability is not all that great. But guys, come on, it’s Luffy with an Afro and boxing gloves.

 

COME ON!

 


Usopp Davy Back Fight - Second

 

HP

1,361

Attack

354

RCV

310

Type

DEX Shooter

Special

Boosts ATK of Fighter characters by 2x for 1 turn, binds himself for 15 turns

Special Cooldown

30 Turns -> 15 Turns

Captain Ability

Boosts ATK of Fighter characters by 2.5x if HP is above 99% at the start of the turn

Our Rating

4/10

 

The funny thing about this Usopp is that, if you just looked at the first part of his Special, you would think he would be really useful. Unfortunately, after boosting your ATK, he then proceeds to lock himself for 15 turns. Fighter teams aren’t all that great anyway, so it’s pretty unlikely that this guy will see much use. Well, other than unlocking Sockets for your other Usopps.

 

Tony Tony Chopper Davy Back Fight - Mask

 

HP

1,176

Attack

483

RCV

280

Type

PSY Fighter

Special

Reduce Silence duration by 2 turns, recovers 10x character’s RCV in HP

Special Cooldown

20 Turns -> 15 Turns

Captain Ability

Boosts RCV of all characters by 1.2x

Our Rating

4/10

 

We have a soft spot for Chopper, especially when he’s looking all cute and fuzzy, but this guy just really isn’t all that useful. That being said, any kind of Silence removal Special has the potential to be okay, and having a potential recovery of 2,800 HP with it definitely doesn’t hurt. It’s doubtful that he’ll ever see much use though.

 


Skill books:

 

Jinbei, Warlord of the Sea

Max CD 11->6

 

Portgas D. Ace Flame Mirror

Max CD 25->20

 

Bepo the Martial Artist

 

Max CD 20->10

 

Bellamy the Hyena

 

Max CD 14->9

 

 

The usefulness of the skill books for this fortnight is pretty low overall. Jinbei is definitely the overall winner, since a guaranteed matching orb every 6 turns is definitely nice. Bellamy used to be a pretty good pickup, but then he got completely overshadowed by Doffy.                                  

 

 

Level Overview:

 

Total Stages: 7

Special Conditions: N/A

 

This fortnight is fairly easy. The only thing you need to be careful for is the last stage. Make sure you have enough health or a delayer to wait out the invincibility spell. The secret stage is Davy Chopper.

 

Stage 1/7:

 

 

 

HP

ATK

Special

Fodder unit (5)

~5,500

2790

N/A

Pig

~3,000

???

N/A

 

One thing to note about this Stage, and most of the ones that follow, is that all of the minions have very low attack timers. For the most part, they will all have an attack timer of 1. While this isn’t a big deal for most teams, it can actually give Gear 3 teams a bit of trouble, since you may not always be able to KO all of the minions in one turn. High leveled teams still shouldn’t have much trouble, but it’s definitely something to keep in mind.

 

 

Stage 2/7:

 

 

 

HP

ATK

Special

Marine fodder unit (2)

~4,500

???

N/A

Evolved marine fodder unit (2)

~6,000

???

N/A

Baby Turtle

5

882

N/A

Penguin

<1,000

???

N/A

Baby Sea Horse

<400

???

N/A

 

You will always get 3 marine units and randomly get 2 of the other units.

 

 

Stage 3/7:

 

 

 

 

HP

ATK

Special

Baby Turtle

5

882

N/A

Fodder unit (5)

~5,500

2,790

N/A

 

 

Stage 4/7:

 

 

 

 

HP

ATK

Special

Usopp

~45,000

1,500

N/A

Fodder unit (5)

6,000

3,500

N/A

 

While it may look a bit intimidating, this stage is really quite easy.

 

 

Stage 5/7:

 

 

 

HP

ATK

Special

Pig

~3,000

???

N/A

BW fodder unit

~1,500

???

N/A

Fodder unit

<100

???

High defense

Teen Turtle

13

1,220

N/A

 

 

Stage 6/7:

 

 

 

HP

ATK

Special

Fodder unit (2)

~1,500

???

N/A

Giant (3)

~10,000

3,880

N/A

Teen Turtle

13

1,220

N/A

 

 

Stage 7/7:

 

 

 

HP

ATK

Special

Usopp

100,000

1,320

-Preemptively heals your crew by 1,000 health

 

-On turn 4, he will buff Luffy’s damage to 4,668 per turn

 

Afro Luffy

723,100

3,892

-Preemptively gains invincibility buff at the start

 

-Under 20%, he will deal 15,000 damage


At the start of the turn, Usopp will heal your crew by 1,000 HP and Luffy will gain a buff that prevents him from death for 3 Turns. This does not mean he’s immune to damage, but it does mean that you cannot take him below 1 HP until the buff disappears. This is where poison damage can help; although he will receive 0 damage at 1 HP, he will still receive damage from poison, resulting in a KO. Since most teams won’t be bringing Poison though, just make sure that you don’t get him under 20% until his buff wears off, since you’ll be smacked with a 15,000 damage attack otherwise.

 

 

Secret Stage:

 

 

 

HP

ATK

Special

Chopper

~25,000

???

-Heals you for 4,555 health

 

-If you ignore the fodder, he will heal them for full health

Fodder unit (5)

~11,000

???

N/A

 

Chopper works similarly to Hina in her fortnight; if you ignore the fodder he will heal them to full health just as Hina would lock your character if you don’t attack her. Instead of attacking, he will heal your units for 4,555 health, although this value may be percentage based instead. We’ll do some more testing and let you know.

 

 

Team compositions:

 

Fast Clear team

 

 

 

Alternatives:

 

- Captains: Sengoku, Rayleigh, or Log Luffy

- Friend: Sengoku, Rayleigh, or Log Luffy

- Subs: Any subs can replace Lucci and Hina, though if you use Log Luffy or Rayleigh then you can use any QCK unit with over a cost of 20. Crocodile and Kaku can be replaced with a unit that can delay.

 

- You should be able to defeat him even if you don’t have the Merry Maxed.

 

Cooldown Requirements:

- Kaku and Crocodile should have max special level

 

Team Summary:

This team should only have to stall 2 or more turns depending on which captain you decide to bring.  With Sengoku, you would only need to stall 2 turn. Crocodile’s special should be able to kill Luffy during his invincibility buff. Kaku’s special is not required but can help immensely if you have matching orbs.

 

What Could Go Wrong:

- Not enough health when fighting Afro Luffy

- Not enough damage to kill Luffy

 

 

Free to Play team

 

 

Alternatives:

 

- Captains: Any 2.5x captains

- Friend: Any 2.5x captains, G3 Luffy, Sengoku, Log Luffy or Rayleigh

- Subs: Any strong matching units to the captain. You can choose to either use someone with poison or someone with delay

 

- You should be able to defeat him even if you don’t have the Merry Maxed.

 

Cooldown Requirements:

- The lower the cooldown of Halloween Zoro the better, but it shouldn’t be required.

 

Team Summary:

This team should be able to clear this fortnight with ease, but it is considerably slower than the team above. Just make sure that you don’t take Luffy below 20% before his Buff runs out and you should be just fine. Zoro’s special should only be needed in emergencies.

 

What Could Go Wrong:

- Taking Luffy below 20% before his Buff wears off

- Not enough health when reaching Luffy

No comments:

Post a Comment