Saturday, February 20, 2016

Kimono Fortnight Guide

Kimono Strawhats Fortnight Strategy Guide

 

Table of Contents

            Droppable Characters

Skillbooks

            Level Overview

            Team Composition

 

Droppable Characters:

 

 

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.

 

 

Nami Mirage Tempo: The Heaven

 

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:

 

http://onepiece-treasurecruise.com/wp-content/uploads/f0308.png

Trafalgar Law

 

Max CD 18->10

http://onepiece-treasurecruise.com/wp-content/uploads/f0008.png

Asura Zoro

 

Max CD 25->20

http://onepiece-treasurecruise.com/wp-content/uploads/f0204.png

Mr. 3

 

Max CD 13->9

http://onepiece-treasurecruise.com/wp-content/uploads/f0206.png

Miss Goldenweek

 

Max CD 15->10

http://onepiece-treasurecruise.com/wp-content/uploads/f0332.png

Chessmarimo

 

Max CD 16->10

http://onepiece-treasurecruise.com/wp-content/uploads/f0225.png

Mr. Prince

 

Max CD 20->11

http://onepiece-treasurecruise.com/wp-content/uploads/f0422.png

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.

 

 

Level Overview:

 

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:

 

Screenshot_2016-01-06-19-27-38.png

 

 

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:

 

Screenshot_2016-01-06-19-27-57.png

 

 

 

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:

 

Screenshot_2016-01-06-20-05-43 (8).png

 

 

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:

 

Screenshot_2016-01-06-19-28-27.png

 

 

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:

 

Screenshot_2016-01-06-19-28-51.png

 

 

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:

 

Screenshot_2016-01-06-20-06-52 (8).png

 

 

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:

                                               

Screenshot_2016-01-06-20-11-34 (8).png

 

 

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!

 

 

 

Team Compositions:

 

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

 

No comments:

Post a Comment