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Review: You may like how his captain ability works or not, but nobody
would deny that Gear 3rd Luffy has been a beast since the moment
he was released. He has high attack and health, he has one of the best skills
in the game and he can clear most if not every single piece of content
released so far. Training Forests? Check. Clashes? Check. Fortnights? Check. However,
such power can’t be hold without a disadvantage. And Luffy’s is the fact
that, if you miss one of the first 3 Perfects you need to hit in order to
unlock his power, your damage output will be vastly reduced.
For that reason, you may not find Gear 3rd suitable
for some intensive farming, and it’s not a captain that you will use every
day (unless you really like it, of course!). However, he is a wild card that
you can use when your standard Slasher, Striker, or type based team isn’t
enough.
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The Future: Not much changes for Gear 3rd
Luffy. He keeps being a really useful unit and, in some cases, he even is a
better option than Voyage Dream (aka Log) Luffy. There is a new buff some
raid bosses use that makes them immune to damage until a certain number of
hits have been landed. With Gear 3rd Luffy, you won’t lose any
damage due to this shield, since the first three hits (which don’t do any
damage due to said shield) weren’t important to begin with.
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Hidden Powers: Since Gear 3rd Luffy only has 2
sockets, there aren’t many combinations available for you. Our
recommendation, however, is that you priorize Bind (Lock) reduction above
everything else, since a character binded vastly reduces the amount of damage
you can inflict to your foes. The other socket can be filled with Despair
(Silence) reduction, or any other power of your liking.
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Monday, February 15, 2016
Rare Recruit Strawhats - Updated Character Review
Tuesday, January 26, 2016
Original 5 Stars – Updated Character Review
The Original 5 Stars – Updated Character Review
This marks the first of a series of planned articles, where we are planning to talk about the current states of different Rare Recruit exclusives. A lot of these units have been out for a while now and, while they may have initial been great units, things may have changed since their initial release. We will talk about how those units fare in Global and we will try to summarize their current state in Japan in order to analyze their long lasting appeal.
Our first article will discuss the initial batch of 5* Rare Recruit Units that were available at the time the game was originally released. This is a pretty small list, but this should give you at least an idea of what we are trying to accomplish with this series.
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Review: For me personally, this was the coolest unit in the game when it first released. Ace is obviously an awesome character in general, so, combined with the low amount of QCK characters available at the time, he was one of the best pulls you could get.
How does he hold up now though? Kind of so-so really. He’s still the only 2.5x ATK booster Captain for QCK units, but Jozu tends to outshine him as a Captain in a lot of situations. While his HP is nice, his other stats really aren’t much to write home about and his special is pretty lacklustre. While he’s still very useful, he wouldn’t be our first pick if we were rolling a new account. |
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The Future: The future doesn’t really change much for Ace, other than the fact that he will probably see even less use as a Captain. There will still be some instances where his slightly higher ATK boost will come in handy, but he will still tend to be overshadowed by other Captains, such as Jozu and Enel. |
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