Hello everyone! It's time for the guy with the most awesome painting skills in OPTC. Kanjuro is back at the Colosseum and below you can find a quick review and a guide to defeat this samurai.
PSY | Striker, Free Spirit
HP: 2414
ATK: 1253
RCV: 330
Slots: 5
Cap. Ability: Boosts ATK of Free Spirit and Striker units by 2.25x and reduces damage by 10%
Special: For Striker and Free Spirit units changes STR, DEX, QCK, PSY and INT orbs into matching orbs and changes TND, RCV, Bomb, Empty and G orbs into badly matching orbs (27 -» 15 turns)
Quick review: This samurai is a very well rounded unit and a must have for free spirit and striker teams. The stats aren't overwhelming but they are nicely balanced and he has 5 slots for sockets which is pretty damn good. The captain ability is average, but can be useful to pair Kanjuro with a TS Luffy friend captain giving you a constant damage reduction of 23.5%. The special, in my opinion the best part, is great and allows you (in certain conditions) to have a full board of matching orbs for free spirit and striker units. It's used a lot, for example, in stages where your orbs got shuffled or turned into bad matching orbs. Summarizing, you need to get Kanjuro and fully max him out, he's worth the trouble.
Advice: In order to successfully farm this colosseum unit you need to have a poison remover in your crew. Any of this units can get the job done, but some of them will make the dungeon a lot easier. Bellow you have a list of poison removers available. Good luck to you and thanks for reading!
Free to Play | Kingdew, Shiryu, Kung Fu Dugong, Dugong Apprentice and Hannyabal
Rare Recruit | Sanji, Kalifa, Mansherry, Chopper, Crocus and Ivankov
Stage 1
3 PSY Ghosts
HP: ~ 65.000 | Damage: 3336 | CD: 1 turns, on attack will poison entire crew for 1 turn and despair both captains by 5 turns
1 PSY Elder Turtle
HP: 18 | Damage: 3344 | CD: 4 turns
1 PSY Teen Turtle
HP: 9 | Damage: 2985 | CD: 3 turns
HP: ~ 65.000 | Damage: 3336 | CD: 1 turns, on attack will poison entire crew for 1 turn and despair both captains by 5 turns
1 PSY Elder Turtle
HP: 18 | Damage: 3344 | CD: 4 turns
1 PSY Teen Turtle
HP: 9 | Damage: 2985 | CD: 3 turns
Stage 2
3 PSY Mob guys
HP: ~ 35.000 | Damage: 10044 | CD: 3 turns
1 PSY Giant
HP: ~ 50.000 | Damage: 6844 | CD: 2 turns
HP: ~ 50.000 | Damage: 6844 | CD: 2 turns
Stage 3 (3 variations - Jabra, Magellan or Momonga)
Jabra
HP: 195.000 | Damage: 4952 | CD: 1 turn
HP: 195.000 | Damage: 4952 | CD: 1 turn
Under 50% increases damage to 15560
Entering 2nd turn will put a 20 hit barrier
Entering 3rd turn will put a 1 perfect hit barrier
(Will always follow this pattern)
Preemptive:
- Increased Defense Shield for 2 turns
- Debuff protection for 2 turns
- Puts a 1 perfect hit barrier
Magellan
HP: 660.000 | Damage: 9335 | CD: 3 turns
Under 20% will apply again the preemptive effects
After 3rd turn will boost his own attack by 1.5x and will delay the specials for 1 turn (during 99 turns)
Preemptive:
- Paralyzes entire crew for 1 turn
- Poisons all crew for 23 turns (damage: 4200)
Under 20% will apply again the preemptive effects
After 3rd turn will boost his own attack by 1.5x and will delay the specials for 1 turn (during 99 turns)
Preemptive:
- Paralyzes entire crew for 1 turn
- Poisons all crew for 23 turns (damage: 4200)
2 STR Officer
HP: ~ 60.000 | Damage: 3210 | CD: 1 turn
HP: ~ 60.000 | Damage: 3210 | CD: 1 turn
1 QCK Officer
HP: ~ 60.000 | Damage: 4050 | CD: 1 turn
1 PSY and 1 INT
HP: ~ 60.000 | Damage: 4050 | CD: 1 turn
1 PSY and 1 INT
HP: ~ 65.000 | Damage: 7860 | CD: 1 turn
Momonga
HP: 500.000 | Damage: 7901 | CD: 2 turns
Under 20% will increase damage to 22050
Orb shuffle every turn, unless they are RCV or TND
Preemptive:
- Cuts your HP by 30%
- Debuff protection for 4 turns
- Shuffles all orbs, unless they are RCV or TND
2 PSY Marines
HP: 150.000 | Damage: 7009 | CD: 2 turns
1 DEX Marine
HP: 23.000 | Damage: 4441 | CD: 2 turns
Under 20% will increase damage to 22050
Orb shuffle every turn, unless they are RCV or TND
Preemptive:
- Cuts your HP by 30%
- Debuff protection for 4 turns
- Shuffles all orbs, unless they are RCV or TND
2 PSY Marines
HP: 150.000 | Damage: 7009 | CD: 2 turns
1 DEX Marine
HP: 23.000 | Damage: 4441 | CD: 2 turns
Stage 4
Moria
HP: 2.660.000 | Damage: 19996 | CD: 3 turns
Will cut your HP by 10% every 2 turns
Will revive upon defeat with 530.000 HP and will deal 22855 damage
Preemptive:
- Puts a 5 hit barrier for 6 turns
Stage 5 | Boss Stage
Kanjuro
HP: 2.220.000 | Damage: 5584 | CD: 1 turn
Preemptive:
- Puts a 2-hit orb color barrier
- This barrier will appear every turn
- The color change follows this pattern:
PSY -» DEX -» QCK -» STR -» INT
Practical explanation: on the first turn Kanjuro will put up a barrier with the orb PSY, meaning that before you deal any damage you need to hit him with 2 units that have PSY orbs. On the next turn he will change the type of this barrier to DEX, meaning that you need to hit him with 2 units that have DEX orbs before dealing any damage. This feature will follow the pattern you see above.
HP: 2.220.000 | Damage: 5584 | CD: 1 turn
Preemptive:
- Puts a 2-hit orb color barrier
- This barrier will appear every turn
- The color change follows this pattern:
PSY -» DEX -» QCK -» STR -» INT
Practical explanation: on the first turn Kanjuro will put up a barrier with the orb PSY, meaning that before you deal any damage you need to hit him with 2 units that have PSY orbs. On the next turn he will change the type of this barrier to DEX, meaning that you need to hit him with 2 units that have DEX orbs before dealing any damage. This feature will follow the pattern you see above.
TEAMS
Note: I didn't manage to build a safe and consistent F2P team so for that reason you will not find one here.
Double Akainu
Boat: Sunny Go Coated
Requirements: All specials + Auto heal (level 5) + 100 attack cc on Akainu (not mandatory but always helpful)
Stage 1 -» Take down the ghosts before they attack. Then stall on the turtles.
Stage 2 -» Stall but don't let the mob guys attack. If you need you can take a hit from the giant and stall a few more turns.
Stage 3 -»
Jabra - Use Ivankov's special to stall out the shield and while you're stalling gather STR orbs. After his shield disappear use one Akainu's special and clear the stage.
Magellan - On the first turn use Ivankov's special to get you rid of the poison. On the second turn use Akainu's special to take down the guys surrounding Magellan and on the next turn (second turn of Akainu's boost) clear the stage.
Momonga - If you're low on HP you can use Ivankov's special, otherwise you can keep him. As soon as you enter the room use Akainu's special, attack him and move on. If you're predicting that you can't take him down because of bad matching orbs be carefull to not put him bellow 20% health.
Stage 4 -»
Moria - As soon as you enter the stage use Usopp's special and attack Moria. When you feel that he's almost finished activate Sanji's special and bring his health to 0. After he revives keep attack him but wait until the last turn to defeat him, that way Usopp's special it will be ready to next stage.
Stage 5 -»
Kanjuro - Use Usopp's special again and gather STR orbs until the changes the barrier to STR. Use Akainu's and Kuma's special and it's done. Celebrate with a victory drawing.
Boat: Sunny Go Coated or Aokiji's Bike
Requirements: All specials + Auto heal (level 5) + Damage reduction (level 2) + 100 attack cc on both captains (not mandatory but always helpful)
Stage 1 -» Take down the ghosts before they attack. Then stall on the turtles.
Stage 2 -» Stall but don't let the mob guys attack. If you need you can take a hit from the giant and stall a few more turns.
Stage 3 -»
Jabra - Stall out the shield and while you're stalling try to heal a little bit (in case you need) and also save some matching orbs. After his shield disappear defeat him right away.
Magellan - On the first turn use Hannyabal's special to get you rid of the poison and try to take down some of the guys in the back. On the second turn clear the rest of the mob and attack Magellan. Defeat him on the third turn.
Momonga - On the first turn get rid of the mob and attack Momonga with what's left. Second turn take him down. Becareful, if you feel that you can't defeat him it's better to take a hit than get him below 20% health.
Stage 4 -»
Moria - Attack normally during the first turn. On the second turn activate Aokiji's special and keep attacking him. On the third turn use Nekomamushi's special and bring his HP down. After revival attack normally.
Important note: If you are using Aokiji's Bike you need to have 22855 HP to take the Moria's hit and if you are using Sunny Go Coated you need to activate his special and have 11428 HP.
Stage 5 -»
Kanjuro - Use the specials from Basil, Killer and Law and win it. Congratulations!
Fujitora Team with GP Usopp and Ivankov
Boat: Doflamingo's Ship
Requirements: All specials + Autoheal (level 4 or 5)
Stage 1 -» Take down the ghosts before they attack. Then stall on the turtles.
Stage 2 -» Stall but don't let the mob guys attack. If you need you can take a hit from the giant and stall a few more turns.
Stage 3 -»
Jabra - Stall out the shield and in the process try to get matching orbs. When the shield is out attack him and on to the next stage. If you can't take him down in one turn (try to don't get him below 50% health) go ahead and gather some more orbs and then defeat him.
Magellan - Use Ivankov's special to make the poison disappear and to tank the first hit, here you can try to take down some of the guys in the back. After that attack normally until the stage is clear. If you feel that there's no way to do it because of the orbs use Doflamingo's special.
Momonga - Attack normally until the stage is clear. First the mob then the mini-boss.
Stage 4 -»
Moria - Use Usopp's special and Fujitora's special. Attack normally until the effect from the HP cutting special is gone. After that use the other Fuji's special and keep going until is HP is at 0. You will need 22855 HP to tank the hit from Moria's revival. After he revives attack him until is gone and make sure that Usopp's special is ready for stage 5.
Stage 5 -»
Kanjuro - Use Usopp's special, gather INT orbs until he switches the barrier for INT and burst him. If you find yourself with the right orbs to attack before he the INT barrier you can do it, just make sure that you have enough damage to defeat him in one turn. And it's done, not the fastest team but it can do it in a consistent basis.
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