HP: 3,750 | ATK: 1,252 | RCV: 88
Captain Ability: Shooter class characters’ ATK x 2.5
Special ATK: Boosts shooters ATK by x1.75
You can also get Ain: HP: 908 | ATK: 679 | RCV: 285 | Captain Ability: None | Special ATK: Reduce captain lock by 3
Stages
30 Stamina:
- Fodder
- 1x Purple Crab, 1x Daimyo Turtle
- Ain: pre-emptive – middle 2 characters locked for 3 turns, turn 3 she locks left 3 units for 3 turns, then next turn she heals herself (stall on her to unlock your units, shoe doesn’t have overwhelming HP or ATK)
- 2x fodder, 2x elder seahorses, 1x sea horse, 1x pirate penguin: kill the elder seahorses first as they will lock a random unit for 12 turns. The normal seahorse fills your orbs to RCV so you can use this to heal back from Ain
- Zephyr: HP: 2,000,000 | ATK: 9,905 | ATK patter described below
ATK Pattern:
- Pre-emptive: activates debuff state for 1 turn (no turn delaying, poisoning, etc)
- First turn: bottom row sealed for 2 turns + activates debuff state for 2 turns
- Second turn: does nothing
- Third turn: does nothing
- Fourth turn: deals 16K damage + locks random unit + debuff state for 4 turns
- Fifth turn: does nothing
- Sixth & seventh turn: does nothing
- Eighth turn: hits 16K with 3 turn interval
- Turn X, HP below 20%: hits 18K with 3 turn interval
40 Stamina:
- Fodder
- 3x Daimyo Turtles
- Ain: pre-emptive – middle 2 characters locked for 3 turns, turn 3 she locks left 3 units for 3 turns, then next turn she heals herself (stall on her to unlock your units, shoe doesn’t have overwhelming HP or ATK)
- 2x fodder, 2x elder seahorses, 1x sea horse, 1x pirate penguin: kill the elder seahorses first as they will lock a random unit for 12 turns. The normal seahorse fills your orbs to RCV so you can use this to heal back from Ain
- Zephyr: HP: 3,500,000 | ATK: 16,000 | ATK patter described below
ATK Pattern:
- Pre-emptive: activates debuff state for 1 turn (no turn delaying, poisoning, etc)
- First turn: bottom row sealed for 2 turns + activates debuff state for 2 turns
- Second turn: does nothing
- Third turn: does nothing
- Fourth turn: deals 16K damage + locks random unit + debuff state for 4 turns
- Fifth turn: does nothing
- Sixth & seventh turn: does nothing
- Eighth turn: hits 16K with 3 turn interval
- Turn X, HP below 20%: hits 18K with 3 turn interval
Recommended Crews
These are to clear 40 stamina and all should contain GP Usopp.
*Note: this is a quick reference to the teams, click on the team you want to use to see a much more detailed guide on the requirements of the team and how to use the team.
- Double Mihawk (both max skilled): Alvida, Nami Mirage Tempo, Shanks
- Double G3 with Alvida max special
- Double Garp with Alvida cool down of 12
- Double Garp burst team without Alvida
- Garp and Marco: Mr.2, V2 Usopp, V2 Coby, Nami Mirage Tempo
- Double WB with Garps cooldown lower than 25
Videos
Double G3
Double Garp
Double Rayleigh (30 Stamina)
Credit to /r/OnePieceTC