LEGEND REVIEW: Strong World: Red-Haired Shanks
Captain Skill: All Heart Units gain ATK based on your current Health; Increase the Occurrence of [PSY] orbs. *this boost goes from 2.75x to 2x
Special: Deal PSY Damage equal to 35x this Character’s ATK; Reduce all enemies’ Defense to 0 for 2 turns
 One of the Four Yonko of the New World. Red-Haired Shanks.
Red-Haired Shanks boosts all Heart Units by a nice 2.75x ATK at 100% health which gradually drops to 2x ATK at 1 Health. As such, this Legend is tagged with a health-restriction and will need help maintaining his Health or suffer a massive ATK cut. Unlike Boa Hancock, Bandai gave Shanks an aggressive “bonus” to his Captain Skill rather than a conservative one. Shanks can increase the appearance of [PSY] orbs which effectively can double your damage fairly easily. This orb boost should not be underestimated since it is quite large. This can cause Shanks to out-damage other 2.75x Captains overall and burst down enemies easier/easily.

*SPOILERS FOR FUTURE CONTENT*
In the future the game has preemptive abilities called sockets which give the characters epic abilities like increased rate of matching orbs and anti-lock, anti-gloom sockets which reduce lock duration by 3 turns all the time etc. These abilities will be farmable whenever there is a same character bonus while powering up a character. This means that abilities for legends like Log Luffy would be easy to farm (because of isle's like Halloween Strawhats Part 1). Similarly there is a young Shanks and young Buggy isle coming soon to global which would mean easier farming for SW Shanks Sockets. This makes this legend amazing as well.
*SPOILER FOR FUTURE CONTENT ENDS*
Unfortunately, Shanks is very focused/homed-in on a single color and is rather inflexible. While Shanks could be used as a PSY Slasher for Slasher teams, you’ll rarely see him in this position as a mainstay. But this does not hamper his Practicality, Shanks teams can clear a wide range of islands (even outside of INT-based islands) without much difficulty. While Shanks will suffer in most Raid Bosses and Training Forests, Shanks is still usable for almost everything else and shouldn’t be looked down on. Shanks isn’t that difficult to use either… with a high rate for [PSY] orbs, a high ATK boost and the ability to use Golden Pound Usopp, there shouldn’t be anything you can’t burst down quickly.
As a Crew-member, Shanks has solid numbers with a fairly lackluster Special. While the 0 Defense may have niche uses, many bosses are employing the “Debuff Blocker” which blocks such a thing. In addition, many of the hardest bosses have fairly negligible defense (which is why Burst Teams have no issue just bursting them) and hasn’t become a big issue. While the King of  Turtle Island, outside of that… Shanks doesn’t contribute much as a sub outside of stats.
Practicality: Medium
Ease of Use: High
Sheer Power: Extremely High
Flexibility: Low

Sugofest is announced once again!! This time it's happening on the
24th December (19:00 PST) to 25th December (18:59 PST)
This Sugofest will feature a new legend: Strong World Shanks and also 3 new log characters. There will also be a  Rate-Up on ALL INT Units currently available. In fact, any you'll pull will be obtained at Level 20!! Meaning you won't have to waste that many turtles!!
This will ALSO work alongside the Rate Up sugofest units mentioned below thus, INT Units among them will have a high chance of being pulled this time.
The Units available are:


Sugofest Units


Legends

Shanks Black Clad Redhead (PSY) 
Monkey D. Luffy Voyage Log Straw Hat Pirates (STR) 
Sengoku (PSY) 
Boa Hancock (QCK) 
Silvers Rayleigh (INT) 
Edward Newgate (STR)

5* Units

Note both the 4-Star AND 5-Star will have their rates boosted
Roronoa Zoro Voyage Log Master Swordsman (QCK) 
Nefertari Vivi Voyage Log Queen of the Pirates (QCK)  
Franky Voyage Log Ship of the Seven Seas (PSY) 
Mad Monk Urouge (PSY) 
Roar of the Sea Scratchmen Apoo (DEX) 
One-Hit Namule (DEX) 
Flower Sword Vista (INT) 
Basil Hawkins the Magician (INT) 
Blamenco the Mallet (STR) 
Captain Kid (STR) 

4* Units

Roronoa Zoro Voyage Log Straw Hat Pirates (QCK)  
Nefertari ViviVoyage Log Princess of Alabasta (QCK) 
Franky Voyage Log Straw Hat Pirates (PSY) 
Mad Monk Urouge (PSY) 
Scratchmen Apoo (DEX) 
Namule (INT) 
Vista (INT) 
Basil Hawkins (INT) 
Blamenco (STR) 
Eustass Kid (STR) 


Christmas Special Units (Also Available in RR)


5* Units

Trafalgar Law Holy Night Nobleman (DEX)
Jewelry Bonney Ravenous Greedy Santa (PSY)

4* Units

Trafalgar Law Holy Night Gentleman (DEX)

Jewelry Bonney Ravenous Spoiled Santa (PSY)



Finally, we just want to wish you all the best of luck with pulling these units (if you decide to pull*). And as usual, good luck and have fun!

*( PLEASE KEEP IN MIND THAT DOFLAMINGO IS RIGHT AROUND THE CORNER ON DECEMBER 31st )
Clash!! Donquixote Doflamingo




Table of Contents
  • Times Held
  • Reward
  • EXP,Beli,Title
  • Tips
  • Stage Overview (Ultimate 60)
  • Team Suggestions (Ultimate 60)
  • Video Walkthrough (Ultimate 60)

Times Held

Appearances Date (PST)
112/31/2015 - 1/1/2016

Doflamingo is the Hardest challenge global has faced as a raid boss. With the first 60 stamina raid version being introduced as "Ultimate" the challenge has never been harder! This sixth raidboss and the efforts people will take in farming him will be well worth it!


Reward:

Donquixote Doflamingo Warlord of the Sea

Attribute
Type
Stars
Cost
Hits
Max. XP
5
50
5
4,000,000
Level
Health
Attack
Recovery
99
2311
1500
255
Captain Ability
Special
Doubles slasher characters' ATK and HP
Freely swap orbs between slots twice, amplifies the effect of orbs by 2x for 1 turn
Evolutions



Materials
1
2






Doflamingo Makes his debut as the sixth raid boss. He is one of the best units in the game with the "Tank" counterpart to Dracule Mihawk for slasher teams. Paired with the Mihawk Ship his HP rises to insane amounts. His Special is undoubtedly the best special in the game. A double orb swap with a 2x orb boost provided instead of a 1.5x orb boost is a really high boost that breaks down bosses in no time. He is a staple for many teams to come in the future and he comes in handy while beating Whitebeard training forest and future training forests as well. The JPN meta hails this unit as one of the elites as well, One can only imagine the impact he is going to have on the Global meta. His special is one to max for sure. Once that is done it opens up a world of possibilities. This unit will litereally make you reorganize your current teams and make his way in just because of his absolutely overpowered special. Just an example would be replacing Bellamy in the current DEX burst teams led by Trafalgar Law. After using the specials in the order Law -> Apoo -> Doflamingo -> Doublefinger the burst that is provided has the capacity to burst down any QCK raid boss (upcoming in the global meta) in just one or 2 turns. But thats not all! He will make way into almost every team (except Sengoku) for the orb boost. a 2 orb switch gets you 3 matching orbs on an average apart from the matching orbs farmed by stalling, gaining an almost perfect matching orb board! By extension he will be a part of the infamous rainbow slasher teams as well as the orb controller. In a nutshell he is the ultimate sub for almost all teams rainbow or not. And he is the much awaited "Tank" counterpart of Dracule Mihawk and so is a MUST HAVE and one must definitely try to max his special.



EXP, Beli, Drop Rate, and Titles


DifficultyEXPBeliDrop Rate Title 
Ultimate (60)10,00096,000100%Nightmare
Master (40)664058,340undeterminedPuppet

Tips:
  • Doflamingo only drops as a 4* unit. 
  • 4* Doflamingo evolves at level 70 and requires 1,066,998 EXP.
  • 5* Doflaingo has 50 cost so don't evolve him until you feel like you can handle it.
  • You can skill up Doflamingo through Same Character Synthesis.
  • Both evolutions have the same Special name so you can use either as skill up material.
  • His max Special level is 15 (14 cooldown).
  • Remember that Doflamingo is unaffected by Debuffs like Turn Delay for the first 4 turns (effectively 3 turns after his pre-emptive attack).
  • Stall effectively to try and get your Specials up by the time you reach Doflamingo. This means hitting a unit with only 1 unit as opposed to all 6 at times (don't be afraid to take hits).


40-Stamina Edition (Master)

StageNotes
00Stage 1/5
Fairly standard mob stage
The Pirate units in the middle will lock all units they are weak to (ex. Speed will lock Technique units) for 2 turns.
The general strategy here is to kill all units in order - based on turn order.
It's advisable not to take a hit.
00Stage 2/5
The Giant Stage
The strategy here is to kill all and reduce the Giant's health to 20% health. This will cause the giant to buff his ATK instead of attacking you.
This will allow you 2-4 turns of stalling without taking any damage.
00Stage 3/5
The Turtle and Crab Stage
Kill all the regular mobs without much issues.
The strategy of this stage depends on your team but generally stalling on the Crab and/or Turtle is the best.
The Turtle has 18 HP and deals 1,010 damage. It attacks on a 2-turn interval.
The Crab has 18HP and deals 1,500 damage. It attacks on a 5 turn interval.
00Stage 4/5
The "Make it or Break it" Stage
The Stage features 5 regular mobs. They have 5 HP each.
They will lock any unit that they are weak to for 2 turns.
The strategy of this stage depends on your team (ex. if you have Hammer Usopp - you may want to consider leaving the Purple Unit alive).
00Stage 5/5
BOSS: Donquixote Doflamingo
Both Doflamingos has 1,300,000 health each.
This means that both Doflamingo has a total of 2,600,000 health.
They will preemptively block all debuffs for 4 turns and cut your current health in half.


Doflamingo's Attack Pattern  (Master)

Turn NumberTop Donquixote DoflamingoBottom Donquixote Doflamingo
PreemptivePut up a Debuff Blocker for 4 turnsCut your current health by 50%
1Buffs DefenseNone
2Attacks for 4,500 damageAttacks for 9,000 damage
3Buffs Attack
Debuff Blocker ends here
None
4Attacks for 5,400 damageAttacks for 10,800 damage
5Seal the middle 2 units for 2 turnsNone
6None - Will open a dialogueAttacks for 10,800 damage
7Shortens Attack intervals of both Doflamingos to 1
Also buffs ATK of all Doflamingos
None
8Attacks for 7,200 damageAttacks for 10,800 damage
9Attacks for 7,200 damage and heals both Doflamingo's health slightly.Attacks for 10,800 damage
10 and onwardAttacks for 7,200 damage and heals both Doflamingo's health slightly.Attacks for 10,800 damage
Under 20% HealthNoneDeals 99,999 damage
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.


60-Stamina Edition (Ultimate)


StageNotes
doffy1Stage 1/5
Fairly standard mob stage
The Pirate units will lock all units that they are weak to (ex. QCK will lock DEX) for 2 turns.
The general strategy here is to kill all units except the Penguin and kill it last.
If you choose to take a hit, the Penguin does 924 damage
doffy2Stage 2/5
The idea is fairly simple here...
Kill all mobs except the Giant.
Leave the Giant on 20% or less Health. This will cause the Giant to activate an ATK buff and NOT attack you.
This will allow you to stall an extra 2 turns.
All units here do in excess of 3,500 or higher - so it is not recommended to stall here.
doffy3Stage 3/5
The strategy of this stage highly depends on your team.
Most teams will kill all except the Turtle/Lobster and stall on them.
The Lobster has 8 Health and deal 1,980 damage. It attacks every 4 turns.
The Turtle has 8 HP and deals 1,280 damage. It attacks every 3 turns.
00Stage 4/5
This is the "Make-it or Break-it" Stage
The Elder Seahorse has 6 HP. If you allow him to attack, he will lock a random unit for 6 turns
Every other unit will have 5 HP. They will lock any units they are weak to for 2 turns.
If they get to attack again - they will deal 6,000 damage on a 2 turn interval.
The strategy for this stage will depend on your team. If you use Usopp (by himself), you can kill all but the Purple Unit and get locked.
00Stage 5/5
BOSS: Donquixote Doflamingo
Both Doflamingos has 2,400,000 Health each.
This is grand total of 4,800,000 Health.
They will preemptively block all debuffs for 4 turns and cut your current Health by 50%.

Doflamingo's Attack Pattern (Ultimate)

Turn NumberTop Donquixote DoflamingoBottom Donquixote Doflamingo
PreemptivePut up a Debuff Blocker for 4 turnsCut your current health by 50%
1Buffs DefenseNone
2Attacks for 6,000 damageAttacks for 12,000 damage
3Buffs Attack
Debuff Blocker ends here
None
4Attacks for 7,200 damageAttacks for 14,400 damage
5Seal the middle 2 units for 2 turnsNone
6None - Will open a dialogueAttacks for 14,400 damage
7Shortens Attack intervals of both Doflamingos to 1
Also buffs ATK of all Doflamingos
None
8Attacks for 7,200 damageAttacks for 14,400 damage
9Attacks for 7,200 damage and heals both Doflamingo's health slightly.Attacks for 14,400 damage
10 and onwardAttacks for 7,200 damage and heals both Doflamingo's health slightly.Attacks for 14,400 damage
Under 20% HealthNoneDeals 99,999 damage
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.

Recommendations / Suggestions for Teams

Team Building Advice

Top-Tier Captains for Doflamingo
The following units are recommended as Captains against Donquixote Doflamingo
f0577 luffyf0447 blackbeardf0261 whitebeardf0217 luffy





These units are all proven to be the best Captains for taking down both 40 and 60-Stamina edition of Donquixote Doflamingo.

Other Captains that can clear Doflamingo
The following units have also proven to defeat Donquixote Doflamingo though require a bit more of planning compared to the ones above.
f0227 mihawkf0249 chopperf0367 rayleigh





The Recommended Crew-members
The following units are recommended for Donquixote Doflamingo as well as reasons why

f0015 usoppAlmost a "must-include" for any team attempting Donquixote Doflamingo. This allows you to have 3 free turns of raining damage over Donquixote Doflamingo.

f0030 alvidaOne of the three Recommended damage reducers. Since Doflamingo cuts your health by 50%, its almost essential to run a powerful damage reducer to take the first attack.

f0253 jozuOne of the three Recommended damage reducers. Jozu (while weak against Doflamingo) has the capability to block all Technique attacks and acts as a 100% damage reduction against Donquixote Doflamingo.

f0392 peronaOne of the three Recommended damage reducers. Since Doflamingo cuts your health by 50%, its almost essential to run a powerful damage reducer to take the first attack.

General Advice
No matter which team you use, you'll use at least 1-2 of the units listed above. It is generally advised that you'll run Golden Pound Usopp with 1 of the three Damage reducers. This will allow you to tank the first attack and then delay Doflamingo.
This will allow you plenty of turns to defeat Donquixote Doflamingo without dragging it too far in.
Team Suggestions feat. (Facebook Blog Group)
(verified by the admins and helpers are credited for their teams)

The following teams below can be used to beat Doflamingo 60 stamina with ease! The step by step guide for each stage is given below. Please refer the Stage Overview for all the stage general information.

But before we get to the teams, Here is a standard stalling guide for most of the teams.

STALLING GUIDE FOR DONQUIXOTE DOFLAMINGO

*credits to Jaqobs Wayn
StallingTurns
Stage 12cd mob2
Stage 22cd gladiator2
gladiator will not attack, when at 20% hp and buff himself instead2
Stage 33cd turtle and 4cd lobster (10hp?)4
(optional)let lobster and/or turtle live and get hit for around 2-4k dmg
Stage 4use gp usoppp, only 1cd mobs3
let the purple mob survive, he will lock your psy units for 2 turns1
attack with 4combo unit1
kill the purple mob1
Stage 5Preemptive1
Total17

MONKEY D. LUFFY GEAR THIRD




Double Gear 3 team (Subs: Jozu, Mihawk, Arlong, GP Usopp)
*credits for this team: Tryhard Thank and Calvin Chen


Note: Max Mihawk/Max Merry is required to successfully beat 60 stamina You have your whole HP bar to play with, so don't fret if the fodder deal damage to you. Doffy shouldn't do any damage to you at all aside from his pre-emptive.

Stage 1: Stall as necessary (-2CD)

Stage 2: Kill fodder, skip Giant. Turn 2 bring Giant's health down to 20% or lower (he buffs himself) for another turn of stalling (-3CD)

Stage 3: Kill fodder, stall on lobster (-4CD)

Stage 4: Target the Seahorse and kill the STR/DEX/QCK/PSY fodder. Keep the INT fodder to stall 2 turns. (-2CD)

Stage 5: Doffy's pre-emptive deals half your HP. Target the top Doffy and attack normally. (-1CD)
 Turn 2 Doffy puts up a debuff. Use Jozu's special and attack normally. (-1CD)
 Turn 3: Attack normally (-1CD)
 Turn 4: Use Usopp's and Mihawk's special
 Turn 5 & onwards; Attack normally

Double Gear 3 team (Subs: Mihawk, Alvida, GP Usopp, Halloween Franky)
*credits to Jaqobs Wayn



First floor 
Stall for 2 turns without being attacked
Second floor giant 
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks

Third floor turtle, lobster 
Stall without being attacked
4th floor Mob lockers and Sea Stallion 
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit

5th floor Doflamingo 
Turn 1: Use Mihawk special , Use Franky special to generate a STR orb and move it to G3 and attack
Turn 2 : Activate Alvida special and attack top doffy and take the 3600 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and attack
Keep attacking naturally.
Defeat doflamingo before he attacks again.

MONSTER CHOPPER


Double Monster Chopper team (Subs: Jozu, Arlong, GP Usopp, Alvida)
*credits to Me and the Blog Group



First floor (two turns)
Stall for 2 turns without being attacked
Second floor giant (6 turns)
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks

Third floor turtle, lobster (8 turns)
Stall without being attacked
4th floor Mob lockers and Sea Stallion (11 turns)
Hit a MISS on the sea stallion by a character with Combo = 6.
Kill all other mobs except the purple mob
Purple Mob will lock Usopp for 2 turns
Kill the purple mob in the next 2 turns

5th floor Doflamingo (12 turns)
Attack the above doflamingo first.
Use Jozu special or Perona special to nullify the first attack by doflamingo.
Use usopp special when the debuff protector runs out.
Keep attacking naturally.
Tank another hit if needed using Alvida special.
Defeat doflamingo before he attacks again.

Double Monster Chopper team (Subs: Mihawk, Perona, GP Usopp, Arlong)
*credits to Jaqobs Wayn



First floor 
Stall for 2 turns without being attacked
Second floor giant 
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks

Third floor turtle, lobster 
Stall without being attacked
4th floor Mob lockers and Sea Stallion 
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit

5th floor Doflamingo 
Turn 1: Use Mihawk special and attack
Turn 2 : Activate Perona special and attack top doffy and take the 1800 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and chopper special to kill the top doflamingo
Keep attacking naturally.
Defeat doflamingo with attacking and using the second chopper special..

DRACULE MIHAWK


Double Mihawk F2P slasher team (Subs: Morgan, Arlong, GP Usopp, Mr 1)
*credits to Jaqobs Wayn



First floor 
Stall for 2 turns without being attacked
Second floor giant 
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks

Third floor turtle, lobster 
Stall without being attacked
4th floor Mob lockers and Sea Stallion 
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit

5th floor Doflamingo 
Turn 1: Use both Mihawk specials and attack normally.
Turn 2 : Activate Mr 1 special and attack top doffy and take the 9000 damage.
Turn 3: Use usopp special and arlong special when the debuff protector runs out and attack top doffy.
Keep attacking naturally.
Defeat doflamingo before he attacks again.

BLACKBEARD


Double Blackbeard team (Subs: Whitebeard, Mihawk, GP Usopp, Monster Chopper)
*credits to xFireflyx98



First floor 
Stall for 2 turns without being attacked
Second floor giant 
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks

Third floor turtle, lobster 
Stall without being attacked
4th floor Mob lockers and Sea Stallion 
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit

5th floor Doflamingo 
Turn 1: Use Mihawk and Whitebeard specials and both blackbeard specials as well (from the pre emptive) Use MC special on the top doflamingo and take out the remaining doffy in one shot.


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