Kimono Strawhats Fortnight Strategy Guide
Table of Contents
Monkey D. Luffy Gum-Gum Bazooka: Supremacy
HP |
1,748 |
Attack |
1,250 |
RCV |
192 |
Type |
STR Fighter |
Special |
Reduces Silence duration by 3 turns, deal 15x character’s attack as STR damage to one enemy |
Special Cooldown |
23 turns -> 13 Turns |
Captain Ability |
Boost ATK, HP and RCV of STR characters by 1.5x |
Our Rating |
6.5/10 |
A new version of Luffy that serves more as socket material (once they are released) than as a viable character itself. His stats are actually quite nice, but his skill is quite niche and his captain ability isn’t very useful. The Silence removal special is probably his best asset, but there are other units that fill the same role and potentially do it better.
So... why would you level him up instead of those other options? Thankfully he is rather cheap to max, since he only needs 2 million experience. With his more than decent stats, he can easily slot into a lot of STR teams.
Roronoa Zoro Three Thousand Worlds: The Final Stroke
HP |
2,175 |
Attack |
1,188 |
RCV |
132 |
Type |
DEX Slasher |
Special |
Reduces Bind (lock) duration by 2 turns, deals 10x character’s attack as DEX damage to all enemies |
Special Cooldown |
20 Turns -> 10 Turns |
Captain Ability |
Boost ATK, HP and RCV of DEX characters by 1.5x |
Our Rating |
5.5/10 |
His problem is pretty much the same as Luffy’s, with the difference being that there are many more units that reduce binding than there are that reduce Silence. Similar to Luffy, his captain ability isn’t anything special and there aren’t many cases where you will use him, due to Asura Zoro being a F2P unit and one of the best DEX captains in the game. Our policy is that you should always keep units that have potentially useful specials, even if you can’t think of a use for them now, so definitely don’t be too quick to toss him out.
HP |
1,260 |
Attack |
988 |
RCV |
361 |
Type |
INT Striker |
Special |
Reduces damage received from INT character by a 100%, recovers a random amount of HP |
Special Cooldown |
20 Turns -> 10 Turns |
Captain Ability |
Boost ATK, HP and RCV of INT characters by 1.5x |
Our Rating |
7.5/10 |
An alternative to the original Mirage Tempo Nami. She should be easier to catch than the original version (which is the Nami you get after finishing Arlong Park), which you may have evolved to its 5* form without knowing what you were doing. Furthermore, she adds a random heal to your team that could be greatly needed in some circumstances and she has better stats too. Unfortunately, her special cooldown is slightly higher than the original Mirage Tempo Nami’s, so don’t throw away the original just yet. Still a great unit to keep around though!
Skillbooks:
Trafalgar Law
Max CD 18->10 |
|
Asura Zoro
Max CD 25->20 |
|
Mr. 3
Max CD 13->9 |
|
Miss Goldenweek
Max CD 15->10 |
|
Chessmarimo
Max CD 16->10 |
|
Mr. Prince
Max CD 20->11 |
|
Mirate Tempo Nami: The Heaven
Max CD 20->10 |
This fortnight has some pretty nice Skillbook drops overall, but nothing crazy. Law, Mr. 3, and Mirage Temp Nami are probably the most valuable overall, with the Law book taking the top spot.
Or at least he would, but, the god, Mr. Prince also has a skill book drop as well. Granted, he usually destroys his enemies without even needing his special, but it wouldn’t hurt to have it maxed.
Total Stages: 7
Special Conditions: Any
This Fortnight isn’t really complicated. There aren’t many pre-emptives you need to watch out for, and the different boss specials generally won’t be able to OHKO you. Our scouting team was able to finish the Fortnight without any damage reducer or turn delayer. Bringing those could be useful though, just to avoid unnecessary deaths.
Stage 1/7:
|
HP |
ATK |
Special |
Jeweled Porc |
~5,000 |
1,500 |
N/A |
Baby Turtle |
4 |
??? |
N/A |
Fodder unit |
~5,000 |
??? |
N/A |
Baroque Works Miniboss |
~50,000 |
??? |
N/A |
The Baroque Works stage. The special drop in this stage can be either Igaram (Mr.8) or Mr.9. Both are quite bad, but at least you will be able to fill your character log!
Stage 2/7:
|
HP |
ATK |
Special |
Teen Turtle |
4 |
??? |
N/A |
Fodder unit (2) |
~5,000 |
??? |
N/A |
Mohji / Cabaji |
~50,000 |
??? |
N/A |
The Buggy Pirates counterattack! In this stage you will get either Mohji or Cabaji. Again, both of these suck pretty hard, but you will fill your Character Log!
Stage 3/7:
|
HP |
ATK |
Special |
Jeweled Porc |
~5,000 |
??? |
N/A |
Penguin |
<1000 |
??? |
N/A |
Johnny |
~20,000 |
??? |
N/A |
Yosaku |
~20,000 |
??? |
N/A |
Carne |
~20,000 |
??? |
N/A |
Patty |
~20,000 |
??? |
N/A |
This stage will have either Johnny and Yosaku, or Patty and Carne. It’s a fairly easy one. Johnny is used in one of the Story missions, so make sure you save a copy of him if he drops.
Stage 4/7:
|
HP |
ATK |
Special |
Fodder unit (2) |
~20,000 |
??? |
N/A |
Baby turtle |
4 |
??? |
N/A |
Daimyo Turtle |
9 |
??? |
N/A |
Nezumi |
~15,000 |
??? |
N/A |
Fullbody |
~15,000 |
??? |
N/A |
In this stage a bunch of marines will appear alongside either Nezumi or Fullbody. Nezumi is completely useless, but Fullybody’s evolved form is actually extremely useful for Turtle runs. He’s a rare drop, but he’s definitely worth holding on to if he does drop.
Stage 5/7:
|
HP |
ATK |
Special |
Seahorse |
<1,000 |
??? |
N/A |
Jeweled Porck |
~5,000 |
??? |
N/A |
Hachi |
~80,000 |
??? |
Changes all your orbs to either TND or RCV (oh no!) |
Teen Turtle |
9 |
??? |
N/A |
Fodder |
<1,000
|
??? |
N/A |
The stage where, in Japan at least, you could potentially grab a copy of Mr.2. Sadly, it seems we are getting the updated version, which has Hachi instead. Guess you will have to keep farming Alubarna if you want to grab him. Don’t worry if you can’t kill Hachi on the first turn, as his first attack is a special that does basically nothing.
Stage 6/7:
|
HP |
ATK |
Special |
Zoro |
~500,000 |
7,392 |
At <50%, he deals 7,500 damage and locks your 3 left side units for 3 turns. |
A fairly straightforward fight, but it can prove difficult if you don’t pay attention. He has quite a bit of HP, but he can be delayed and his initial attack cooldown is 2. You should be able to defeat him before he attacks. His < 20% HP special won’t activate until it’s his turn to attack, but definitely don’t let him hit you with it.
Stage 7/7:
|
HP |
ATK |
Special |
Luffy |
~550,000 |
2,418 |
- Increases his damage by 10% every turn.
-At <20%, he will heal himself back to 50%. |
He doesn’t hit hard, but he does attack every turn. If you are planning to use a turn delayer, we would recommend using him on Zoro instead of Luffy unless you are running a Monster Chopper team.
Secret Stage:
|
HP |
ATK |
Special |
Nami |
~200,000 |
1,780 |
Pre-emptively turns all orbs into either INT or Empty |
Every now and then you’ll get a secret stage with Mirage Tempo Nami. She’s extremely easy to beat and thankfully she’s a guaranteed drop if she appears, so just cross your fingers!
Fast Clear F2P team
Alternatives:
-Captains: 2 Blackbeard captains, 2 Gear 3rd or Log Luffy Captains.
-Friend: Same as above.
-Subs: Since Zoro is the strongest boss here (Luffy doesn’t hit as hard), bringing some hard hitting Strength units would be recommended. With Alvida and Usopp, you have some kind of panic button if things go wrong. But you shouldn’t need those two if your units are leveled enough.
Ship Requirements:
Going Merry: Level 6-10
Cooldown Requirements:
The lower Usopp’s and Alvida’s cooldown are, the better, since then you won’t need to stall as much.
Team Summary:
This team should be able to defeat the island in 8-10 turns without any difficulty. Monster Chopper proves himself a deadly captain again. Mihawk is only here for his high health; his non-STR typing means his health won’t get reduced by Monster Chopper’s captain ability. Keep in mind that Zoro is your worst enemy, especially his special, which can be deadly to a low level team like this.
What Could Go Wrong:
- Taking too much damage.
- Not killing Zoro before he attacks.
Free to Play Safe team
Alternatives:
- Captains: A Doffy if you want extra tankiness.
- Friend: Same as above.
- Subs: Pretty much any of these subs are interchangeable. Halloween Zoro and GP. Usopp are there for their specials. Otherwise, as long as you have a strong STR slasher for Zoro, you should be just fine.
Ship Requirements:
Going Merry or Coffin Boat: Level 6-10
Cooldown Requirements:
Any, but it would be helpful having H. Zoro and Usopp at a low CD.
Team Summary:
This team should be safer than the one above. More health, so you can stall more turns. You can use both (or at least your friend) Mihawk’s special and you have 2 turn delays available in case something goes wrong.
What Could Go Wrong:
- Not much.
Fodder: 5,000
Small Turtles: 4
Mohji: 50,000
Johnny: 20,000
Other: 20,000
Evolved STR Marine: 20,000
Fullbody: 15,000
Teen Turtle: 8-9
Unevolved Pig: 5,000
Evolved Hachi: 80,000 aprox.
Kimono Zoro: 500,000 aprox.
Kimono Luffy: 550,000 aprox
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