Raid Barto

zeeni

reddit wiki

Team 1

Damage Calc

Replacements:

McGuy and Leo can be replaced with any delayers that fit the requirements.

Sandersonia can be replaced with Story Kaku.

Strategy:

Stage 3: Delay with McGuy and stall out the Captain switch. You can either bring one of the Giants below 20% or take a hit.

Stage 4: Delay with Leo and clear in 2 turns.

Barto 1: Use Colo Lucy and Lucy and attack hitting perfects.

Barto 2: Use Sandersonia and clear.

Team 2

Damage Calc

Nakama net

Stage 3 kill the left guy that will turn orbs into block first. Can use Neko’s in this stage if needed.

Stage 4 use the delayer.

Stage 5 use Aokiji and Whitebeard first turn and then Law and maybe Neko second.

Raid Franky

reddit wiki

Damage Calc

Nakama net

Franky:

Stages 1-4

stall according to cool downs, use Kinemon and Kizaru once if your Lucy and Diamante cooldowns are high.
Stage 5

against Franky use your delayer and one Lucy special, wait 2 turns look for orbs then use Lucy special again hit at least 4 perfects for the 2x attack boost

then the following turn use all specials and finish him off

Team 2

Damage Calc

Nakama Net

Stages 1-4 : Stall for specials

Stage 5

  • Turn 1 : TS Nami > Vergo and stall
  • Turn 2 : Stall
  • Turn 3 : Stall
  • Turn 4 : Neko > Law > Aokiji and kill

 

TM Whitebeard

Vs Vista

On Stage 3 your entire team will get paralyzed for 2 turns and get blinded (SFX removed) for 2 turns. Either bring a team that can take a few hits or a paralysis reducer just to be safe.

  • Type: QCK
  • HP: 360,000 (+32,400 per NAV Level)
  • ATK: 3,600 (+164 per NAV Level)
  • Premptive: 10 turn slot binds/seals top & bottom row units. Rewinds specials for the middle and bottom row units for 1 turn.
  • HP < 20%: Raises ATK by 2.5x and prevents all damage for 4 turns.

Vs Jozu

Jozu spawns with 5 high DEF low HP fodders. They each have start at 6 HP and increases as you increase in TM levels.

  • Type: STR
  • HP: 5,000 (+450 per NAV Level)
  • ATK: 10,500 (+474 per NAV Level)
  • Premptive: 5 turn debuff protector & 5 turn DEF-UP (1,000 times regular DEF).
  • DEF-UP 250 -> 250,000 for Jozu & 99,999 -> 99,999,000 for Mobs.

Vs Ace

  • Type: DEX
  • HP: 1,100,000 (+99,000 per NAV Level)
  • ATK: 4,200 (+189 per NAV Level)
  • Premptive: Boosts own ATK and lowers chain multiplier by 50% for 2 turns.
  • Turn 1: Gives entire crew badly matching orbs and locks all orbs for 1 turn.
  • Upon Death: Deals 1.5x his Attack.

This is another of those bosses were fighting in the main map will be better because his HP will greatly increase and as you continue fighting his huge HP will be annoying. Also you have to keep an eye on his death damage because it can and will kill you at higher levels. So make sure that you have a damage reducing unit on your team.

Vs Marco

  • Type: PSY
  • HP: 310,000 (+27,900 per NAV Level)
  • ATK: 7,200 (+324 per NAV Level)
  • Interrupt: Will heal to full each turn.

If it is not obvious you have to beat him in 1 turn. So INT based teams are ideal.

Vs Whitebeard

On Stage 3 upon death the Bazooka guy will put a “Makes Perfects harder to hit” debuff for 99 turns.

Stage 4

Disclaimer the information on Stage 4 Whitebeard is not 100% accurate because the places I used to get this information did not have his stats. So I just looked at TM Whitebeard Level 1 videos to have an idea on what his stats were and went from there. Since each NAV Lvl is just about a 5% increase.

However the Preemptive information is correct. It’s just the HP & ATK stats that are not accurate.

  • Type: INT
  • HP: ~700k (+ ~35,000 per NAV Level)
  • ATK: ~4084 (+ ~205 per NAV Level)
  • Premptive: Special binds/silence both your captains for 3 turns.

Stage 5

Spawns with 3 other mobs that I did not get their HP and ATK values.

  • Type: INT
  • HP: 1,550,000 (+139,500 per NAV Level)
  • ATK: 10,056 (+450 per NAV Level)
  • Premptive: Binds friend captain for 5 turns, 99 turn delay protector, 1 turn 3-hit Perfect barrier.
  • Interrupt: Blows away 2 random units for 3 turns if you use an HP cut.
  • First Attack (Turn 2): Deals 2x his ATK that turn.

Do not bring units that do HP cuts unless you plan on using them in Stage 4 or not plan on using them at all.

Colo Raizo

reddit

damage calc

Lucy / Lucy

Tashigi / TM Mihawk

Vista / Lucy

Stage 1 :

Stage 2:

Stage 3 :Inuarashi,

stall 2, turn 3 keep above 50%

Stage 4 : nekomamushi

stall 5, dex Lucy spec, str Lucy spec,

Stage 5 :Raizo

Tashigi, kill

Revive:

sunny spec, Vista, TM Mihawk, str lucy

 

 

Chaos : Zombie

Stage 1: Stall until you get Sabo special ready.

Stage 2: Use Sabo special, let only one fodder alive (that is not the lapin), stall until you get Sabo special ready again.

Stage 3: Use Magellan. When the poison ticks about 500k damage use Sabo special and attack. It will put him below 50% and the next tick of poison will kill him.

Stage 4: Stall until you get Sabo and Magellan specials. After stalling, use Magellan, and when the poison tick about 500k, use Sabo and attack normally. Same pattern of Stage 3.

Stage 5: Use Franky right after the preemptive attack of Raizo. Stall Sabo, Magellan and Franky special. Use Magellan wait for him to die. After revive use Franky AoE damage then Sabo special. Stall Magellan special again, then use whenever is ready.

 

Neo Akainu

Shooter:

Boa V2 / 6+ Ace

Heracles / FN Giolla

FN Perona / Marguerite

Damage calc

FN Giolla ca be replaced by 6+ Usopp

Turn 1: Use Boa V2 and Marguerite specials, attack normally. (2,129k dmg)

Turn 2: attack again but end on Marguerite.

Turn 3: Use Perona’s special

Turn 4: Use Giolla/6+ Usopp/Hody special

Turn 5: Use Hera’s and Ace’s special then burst.

Striker:

Team 1

Lucy/Lucy

Kanjuro/Kyros

Colo Neko/Vergo

Damage Calc

Team 2

Damage Calc

Hit with Kanjuro Last.

Slasher:

Team 1

TM Mihawk / TM Mihawk

?? / QCK Diamante

SW Shanks/Colo Ain

Damage Calc

Team 2

TM Mihawk, TM Mihawk, Raid Fuji, Psy Zoro, Dex Cavendish, Qck Diamante

I used delay on stage 3. At Akainu, activate block orb eliminating special (cavendish for me) then Zoro (he will cancel the buff but I just want orb) then fuji. Hit him first turn. Activate Mihawk second turn and kill him. He revived activate another mihawk and kill him.

Cavendish was there to get rid of block orb, diamante was there to delay stage 3. I think the team can be f2p by replacing them with characters with the same functions, for example, FN brookand Colo Mcguy to get rid of blk orb and delay

Team 3

Damage calc

Lao G + Invasion Garp

What he does

  • He 10 Million health and deals 19k damage on normal attack.
  • He pre-emptively changes his type from STR to INT and shuffles your orbs.
  • He has a defense reduce debuff protection
  • Every 2 turns he removes all your buffs and debuffs dealt to him and shuffles your orbs. With a chance of getting BLOCK orbs.
  • After defeat he revives for 20% of his HP(around 2 million+ health), cuts your HP by 80%, paralyzes your team for 3 turns and silences special of a QCK unit on your team(if you have one)
  • After he revives he also gives himself Damage immunity buff from all types (STR, DEX, QCK, PSY and INT) for two turns.
  • After he revives he attacks normally for two turns and on the third turn does his big damage of 500,000

Team :

Lucy / Lucy

Diamante / Doffy

Usopp 6+ / Lucy

Damage Calc

Strategy:

1-4: Stall on the turtle and kill everything else in time.

Garp 1: On entering use Colo Lucy, Lucy and hit at least 4 perfects => 4,376k dmg + 2,000k dmg

Garp 2: Doffy & kill him => 4,036k dmg

Garp 3: Use Diamante

Garp 4: Nothing

Garp 5: Use Usopp & farm orbs

Garp 6: Use 2nd Lucy and kill him again