Wednesday, February 10, 2016

Kuro's Master Plan Fortnight Strategy Guide

Kuro’s Master Plan Fortnight Strategy Guide

Table of Contents

Droppable Characters:



HP
2,074
Attack
1,057
RCV
282
Type
QCK Slasher
Special
Deals 5x character ATK as QCK damage to all enemies.
Special Cooldown
15 turns -> 8 Turns
Captain Ability
Boosts ATK of QCK characters by 1.5x
Our Rating
5,5/10

He really isn't a bad character but he isn’t a really useful unit either. He can’t fill any role in a normal QCK type team, since neither his special nor his captain skill are useful. As a QCK Slasher, he might be a better alternative, but Lucci hits harder, Brook heals and Halloween Zoro has a nice turn delay. Plus any of those needs as much experience as Kuro to max level, since his 3* version needs to be leveled up all the way to 70 before evolving into the version shown above.

In general, he is a decent unit that you might want to have for collection purposes, but not one you will level up as a long term investment. Keep that in mind.





As opposed to what we normally do, the image above shows the unevolved version of Django and we will have two different tables in order to review his PSY and DEX forms, since both are kind of decent.

HP
1,155
Attack
555
RCV
228
Type
DEX Slasher
Special
Turns Meat orbs to DEX
Special Cooldown
13 Turns -> 7 Turns
Captain Ability
Reduces damage received by 10%
Our Rating
3/10

The DEX version of Django was the first one to appear in the Global version and the worst of the two. As a captain, he isn’t useful. As a sub, his stats are quite bad and his special leaves a bit to be desired. DEX is one of the types with the most reliable orb manipulation for F2P players (you can get a full board of DEX orbs using Kalifa and the DEX Armed Fighter Unit or Zeff), so there really isn’t much room for this version of Django. Sorry buddy! You will have to join the Marines if you want to be of use…

HP
930
Attack
665
RCV
230
Type
PSY Slasher
Special
Turns INT orbs to PSY
Special Cooldown
13 Turns -> 7 Turns
Captain Ability
Reduces damage received by 10%
Our Rating
5/10

His second evolution is quite a bit better than the first one, even if his stats in this version aren’t anything special either. There are quite a few Fortnights where orbs are turned to PSY preemptively, the last example being Candy-chan, and if you have Sengoku, he becomes (along Cindry) your MVP when it comes to orb manipulation. His cooldown is quite low too, so if you are only going to get one copy of Django, this is the version he should be evolved.

Furthermore, there is a chance you will get Butchie and Siam, but neither of those two are even worth reviewing. Keep a copy of each just in case a mission needs them, but don’t expect to ever use them in a team.




Max CD 15->10

Max CD 15->10

Max CD 15->10

Max CD 20->10

To be honest, the only real reason to run this Fortnight at all is the GP Usopp skill books that can drop here. They are very rare, but they are definitely worth it if you still need to max your GP Usopp’s skill. That being said, if you don’t mind waiting, the Supersonic Duck Squad Fortnight would be the best place to farm them, since you will receive a lot more experience for each run.


Note: GP Usopp only drops on the Elite 15 Stamina stage. If you run 30 Stamina, you will only have the chance of dropping Sogeking skill books.

Double Note: Does anyone else find it weird that they included Sogeking skill book drops in this fortnight? I mean, they totally are different people. Right guys? Right?


Level Overview:

Total Stages: 7
Special Conditions: Any

This island is fairly easy, like most of the early fortnights. As such, a wide variety of teams should be able to clear the Fortnight. However, we don’t recommend using a double Ashura Zoro team if your levels are low, since Buchie has quite a bit of health and DEX damage paired with a 4x ATK bonus would make the fight quite slow. As such, we would recommend people to use Class based teams instead, like Slashers, Strikers or Fighters.


Stage 1/7:



HP
ATK
Special
Black Cat Pirates (3)
~18,000
1,070
N/A
Black Cat Canonneer (2)
~25,000
2,320
N/A


Stage 2/7:



HP
ATK
Special
Big Pirate Fodder (3)
~25,000
~1,100
N/A
Fodder unit (2)
~7,000
~1,000
N/A


Stage 3/7:



HP
ATK
Special
Black Cat Pirates (3)
30
375
N/A
Black Cat Canonneer (2)
~32
8,500
N/A
Daimyo Turtle (3)
5
2,000
N/A


Stage 4/7:



HP
ATK
Special
Butchie (4)
~200,000
5,004
N/A
Siam
~70,000
2,004
N/A

The stage isn’t mechanically complicated. Siam has a low cooldown between attacks, doesn’t hit much and has low health, so it’s ideal to kill him first. Butchie, hits harder has high health and he has a cooldown between attacks of 4. He is the “wall” that DEX teams confront and the reason why a class based team like Slashers is recommended. However, if you manage to defeat this man, the rest of the island shouldn’t be much of a problem. It wouldn’t be a bad idea to use a damage reducer like Alvida or Perona before Butchies attack, but we would recommend saving Golden Pound for the fight against Kuro.

Stage 5/7:



HP
ATK
Special
Fodder Unit
~7,000
~1,000
N/A
Big Fodder Unit
25,000
~1,100
N/A


Stage 6/7:



HP
ATK
Special
High Armor Big Fodder (2)
<20
~1,120
- These enemies have low health but high armor
Big Fodder Unit
~70,000
~1,100
N/A
Black Cat Pirate
~25,000
~1,100
N/A
Daimyo Turtle
~7,000
~1,000
N/A

You can get a different version with a crab as well.

Stage 7/7:



HP
ATK
Special
Kuro
~600,000
~1,800
-He starts with a 1-3 cooldown and attacks every turn.
- His attack doesn’t change when his health is under 20%

The fight against Kuro isn’t especially difficult. His attack animation doesn’t change when you bring him to 20%. He doesn’t hit especially hard, so killing him shouldn’t be a problem if you’ve brought along a tanky team (that uses double Ashura Ichibugin Zoro or Doflamingo, for example). If you haven’t brought one of them, we recommend using Golden Pound Usopp in your first turn and using a 3 turns damage reducer like Guard Point Chopper or Smoker if they are part of your team and you weren’t able to kill Kuro before the turn delay wears off.


Secret Stage:



HP
ATK
Special
Django
???
???
N/A

While we don't have the complete information for this fight, it shouldn't give you much trouble


Team Compositions:

F2P Slasher team


Alternatives:

-Captains: Mihawk, Doflamingo, Arlong or any other 2x ATK captain.
-Friend: Same as above. If your levels aren’t that high, we would recommend a Doflamingo friend. High Health bonus should be helpful.
-Subs: Bring 2 strong DEX subs (like Law, a Ashura Zoro or Mihawk…) and a QCK type one (like Lucci, Brook or Halloween Zoro) for Butchie.

Ship Requirements: Any
Going Merry: Level 6-10
Coffin Ship: 6-10

One of those 2 are recommended.

Cooldown Requirements:
Any.

Team Summary:
This team adapts quite well to both new and experienced players. The former can pair with Doflamingo for a safe run. The veterans can use 2 Mihawks with the Coffin Ship for a faster run with some room to breath due to their ship bonus. Adding a QCK sub to your team should avoid wasting too much time on Butchie (or not defeating him at all), so be sure to add one of the subs listed to your team.

What Could Go Wrong:
- Taking too much damage, especially from the enemies that hit especially hard.
- You can’t kill Kuro before he kills you (although it shouldn’t be a big problem, especially if you choose a 2x ATK and HP captain).


Striker Team.

Alternatives:

- Captains: Kid, Urogue, or a 2x ATK captain like The Kraken.
- Friend: Same as above, but Kid should work best.
- Subs: We would recommend bringing at least 2 DEX subs (we brought Pauli and Smoker, the best 2 F2P alternatives) and a QCK one (Crocodile has good stats and a special that should be useful on the last stage.

Ship Requirements:

We recommend having the Going Merry at level 6-10

Cooldown Requirements:

Any

Team Summary:

Another option for those tired of Slasher teams. This might not seem as ideal as the Slasher one due to Kid having a type disadvantadge against Kuro. However, you should have an easier time in stages 1-6 and Butchie than the previous one due to having at least one unit of each basic type. Once you’ve reached the boss stage, unleash Usopp in turn 1, and use Smoker’s special on turn 4 if Kuro isn’t already done.

What Could Go Wrong:
- Not hitting your perfects, especially on Butchie stage. Keep in mind that Striker teams don’t have as much health as Slasher or DEX type ones.

1 comment:

  1. Hi! I'm Raúl, or RalchAC for some people. Sorry for the delay with this Fortnight, but we thought it was a better idea to priorize the Hime Turtle Guide. Sorry for the trouble, and we really hope that this guide is useful to you all.

    Good luck with your farming!

    ReplyDelete