Raid Boss Rayleigh | Review and guide

Hello everyone! Raid boss Rayleigh is back on OPTC Global and it's time for a quick review and a guide with some teams to clear it.


OPTC Rayleigh raid boss


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

Sea Stallion

6 HP | 6000 Damage | CD: 1 turn

Mob

79000 HP | 8214 Damage | CD: 1-3 turns

This stage is fairly easy, kill the stallion and the mobs and let Buggy "attack". On the first attack Buggy will only skip a turn and make perfects easy to hit for 99 turns. If you need you can stall a few turns here. After that defeat him and proceed.


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 | 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.

Stage 3 

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)

Small QCK Guy

120 000 HP | 7300 Damage

Turtle

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.

Stage 4

Shanks

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.  


Stage 5 | Boss Stage

Rayleigh 

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)

STR Guy

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)


This is it nakamas, boss stage. Rayleigh will preemptive shuffle all orbs into INT or STR and boosts all enemies DEF x300 for 3 turns. Beside this every 2 turns he will cut your HP by 30% and enrage (2x ATK) for 1 turn. Every turn that he isn't enraged he will shuffle orbs to INT or STR.

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. 

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