STR | Slasher, Cerebral
HP: 2510
ATK: 1351
RCV: 353
Slots: 3
Captain Ability: Boosts ATK of Slasher and Cerebral by 2.5x, recovers 2x character´s RCV at the end of each turn
Special: Randomize all non matching orbs, boosts ATK of all characters by 1.75x for 1 turn
(30 -» 16 turns)
Quick review: Very solid captain, good amount of damage output, boosts 2 different classes and provides a respectful 706 HP recovery per turn. The special is very good, allows you to look for matching orbs and, most important, makes Young Rayleigh the best overall booster with 1.75x for everyone. Definitely a character to max out.
Early notes:
- This is one of the hardest raid bosses at the moment, if you are an early player you probably won't be able to clear the dungeon.
- Not all the teams mentioned below are F2P, non the less i will try to put at least one F2P team in each guide.
Guide
Stage 1
Buggy
7000 HP | 6990 Damage | CD: 2 turns
7000 HP | 6990 Damage | CD: 2 turns
Sea Stallion
6 HP | 6000 Damage | CD: 1 turn
Mob
79000 HP | 8214 Damage | CD: 1-3 turns
Stage 2
DEX Mob
72000 HP | 5429 Damage | CD: 1-3 turns (1st attack, no damage but locks QCK for 5 turns)
STR Mob
72000 HP | 7200 Damage | CD: 2 turns (preemptive despairs both captains for 3 turns) (1st attack, no damage but locks DEX for 5 turns)
PSY mob
72000 HP | 7200 Damage | CD: 2 turns (preemptive despairs both captains for 3 turns) (1st attack, no damage but locks DEX for 5 turns)
PSY mob
72000 HP | 5500 Damage | CD: 1-3 turns (1st attack, no damage but locks INT for 5 turns)
Crab: 8 HP | 3000 Damage | CD: 1-3 turns
Lobster: 10 HP | 4000 Damage | CD: 3-5 turns
Simple stage and good for stalling. Use this stage for more or less 5-6 turns of stalling without losing to much HP.
Big QCK Guy
312 000 HP | 15000 Damage | CD: 1-3 turns (1st attack: binds STR specials for 5 turns but doesn't inflict damage)
312 000 HP | 15000 Damage | CD: 1-3 turns (1st attack: binds STR specials for 5 turns but doesn't inflict damage)
Small QCK Guy
120 000 HP | 7300 Damage
120 000 HP | 7300 Damage
Turtle
5 HP | 2000 Damage
5 HP | 2000 Damage
Take down the small blue guys in the back, let the big blue guy bind your STR special and stall ( if you don't have a STR unit be careful because he hits for 15 000 HP). Use the turtle for another turn of stalling/healing.
Shanks
720 000 HP | 8600 Damage | CD: 1 turn
STR Mob
720 000 HP | 8600 Damage | CD: 1 turn
STR Mob
75 000 HP | 6400 Damage | CD: 1 turn
This is where things begin to get tough. Shanks preemptive will increase 2x ATK and 100x DEF of all enemies. You need to get careful with your HP and don't allow many hits, my advice is to use a delayer or use some specials to get rid of Shanks and the mobs asap.
Rayleigh
3,4 Million HP | 12 000 Damage | CD: 1 turn | DEF: 300 000
3,4 Million HP | 12 000 Damage | CD: 1 turn | DEF: 300 000
- Special feature: If you use a delayer he will clear all buffs and remove his own delay
PSY Guy
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks INT units for 5 turns)
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks INT units for 5 turns)
STR Guy
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks DEX units for 5 turns)
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks DEX units for 5 turns)
QCK Guy
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks STR units for 5 turns)
120 000 HP | 5500 Damage | CD: 1 turn (1st hit, locks STR units for 5 turns)
This stage is really hard and tricky. Although he can't be delayed it's not a bad idea use one because gives you more turns to handle the mobs (tip: if you wanna use a delayer use it before any other special, other way you will lose your positive buffs). The safest way is to bring a defense reducer and a delayer, take down Rayleigh in one turn and deal with the mobs afterward. Another way is to take care of the mobs first, stall out the shield and then take down Rayleigh.
Teams
F2P | Cavendish (friend captain) + Luffy 5*+
Credit: OryonTM
Boat: Sunny Go v1
Requirements: All specials + Auto heal (500-1000)
Stage 1 and 2: stall
Stage 3: stall and gather orbs
Stage 4: Use Cavendish special and sunny go special. Take down 2 or 3 red guys and Shanks in first turn, finish the job in the second turn
Stage 5: Use the remaining specials. First take down Rayleigh and deal with the mobs on the second turn
TS Luffy with Sabo 6+ (sub)
Boat: Kuja Pirate or Sunny Go
Requirements: All specials + Auto heal (500-1000)
Stage 1 and 2: stall
Stage 3: stall and gather orbs
Stage 4: Use Sabo and 1 TS Luffy specials and defeat all the mobs and Shanks in one turn
Stage 5: Use Mihawk special, the TS Luffy, Shanks and Kanjuro specials. Take down Rayleigh on the first turn and the mob guys on the second turn.
Tip: The Sunny Go v1 special could be used in stage 4 or 5 to take down easily the mobs.
Double Akainu 6*
Boat: Sunny Go v1
Requirements: All specials + Auto heal (500-1000)
Stage 1 and 2: stall
Stage 3: stall and save orbs
Stage 4: use 1 Akainu special and take down Shanks in first turn
Stage 5: Use Chopper, Kid, Kuma and Zephyr special and win in the first turn. If you can't take down the mobs with characters specials use Sunny Go special and you are good to go.
Boat: Sunny Go v1
Requirements: All specials + Auto heal (500-1000)
Stage 1 and 2: stall
Stage 3: stall and save orbs
Stage 4: use 1 Akainu special and take down Shanks in first turn
Stage 5: Use Chopper, Kid, Kuma and Zephyr special and win in the first turn. If you can't take down the mobs with characters specials use Sunny Go special and you are good to go.
No comments:
Post a Comment