Notice: Function _load_textdomain_just_in_time was called incorrectly. Translation loading for the twentyseventeen domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/desile/optc/wp-includes/functions.php on line 6114
April 2018 – OPPC

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