Talk:Orlumbus (Coliseum)/@comment-32350744-20180306213435

Hi. Ok ill give it a try aswell. I cleared it consistently against luffy and Rebecca and there MIGHT be a way against sanji too. With one team ofc. U have to change the strat though which ill explain later. Im using:

https://optc-db.github.io/damage/#/transfer/D1588:99:100:100:0,1588:99:100:100:0,1623:99,718:99:66:100:0,1108:99,999:99:100:0:0C13,10BNaND0E0Q0L0G0R0S100H

And right now the anniTS but it should be possible with the normal one as long as u got the units maxed and AH sockets.

Battle 1:

Turn 1-2: Kill every 1 turn grunt, try to save beneficial orbs, and move on. U could try to stall here but as u get dispair and dmg from those girls id recommend doing it next stage.

Battle 2:

Turn 1-3: Kill the grunts clockwise concerning their cooldowns. Turn 4+: Stall as long as u need to get ur specials rdy. U need both sanjis this turn and everyone else in at least 5 more turns (given sanji or luffy appear next fight) NOTE: before u kill the turtles make sure to have as much beneficial orbs as u can and use both captain actions ( int orb on both highly recommended).

Luffy: He preemptively gives the 3 frontrow characters a 1 turn paralysis and sets up immunity which we dont care about at all. Ur captain avoided the paralysis's.

Turn 1: Nuke him as much as u can but DONT kill him. U'll need to use both actions again before u do so. Get him as low as u can.

Turn 2: Luffy will paralyse ur backrow this time but this should be fine now. The Chance is not very high. Use actions again, THEN kill him, and move on.

Rebecca: This is the easiest of the 3 possible fights and should even give u the chance to stall if needed.

Turn 1: Change ur target and focus Rebecca here. Try to kill her in this turn, else u will be able to do so next turn.

Turn 2: Kill Rebecca and/or all grunts except 1. Ull have to do the same as in luffys fight before u do so.

Turn 3: Use both captain actions and kill the last zombie.

Sanji: This is the most difficult fight as u cant do anything against his preemptive, cutting ur hp by 90% and negates healing for 9 turns. U might think thats it. The strat, at least, changes from here. Usually u would use diamantes special for koala. But because we need sanjis actionmoves next fight we are going to use it here. This is still unconfirmed from now since im not sure how koalas 1st turn works for sure. I would assume she randomly blows away one of the noncaptains. Ill set this straight as soon as i know for sure. Back to sanji again.

Turn 1: Nuke him as much as u can. Its the same as in luffys fight here but sadly sanji will use a dmg negating ability as 50% and 20% trigger. Which means we cant kill him in the 2nd turn.

Turn 2: Use diamantes special and give urself the chance to get rid of him after the shield expired.

Turn 3: Use both actions again and kill him. U got diamantes special up which deals 80k aswell. So this should be enough here.

Koala: Koala will preemptively shuffle ur orbs randomly, including block bomb and G slots, and put on a 1 turn paralyse against both captains with a high chance to trigger. Good we dont need to worry about this. Yeah.

Turn 1: Use diamantes special first (if no sanjistage) to prevent her from blowing away a unit in turn 1. If we had a sanji before this will get tricky because it is still possible to win here. She will, however, blow away a unit after this turn. If it is one of the str units its ok for us. If not. The next stage wont be possible. However. After that we use Shishis special, hopefully shuffle orbs into own, and target koala ( grunts will get annihilated by diamantes special no matter what ). Bring her down to at least 40% of her health. Much more wont be possible.

Turn 2: Depending on u delayed her or not u either got 2 more turns to bring her down, or its time to repeat what we did before. Use both captain actions and kill her with mihawks special ( as said before only needed if a str unit was blown away ).

Orlumbus: This guy has many aces in his sleeves. Preemptively he will shuffle all orbs to TND and puts up a delay protection. This is totally fine though. It actually is the winning condition haha. Our sanjis are still up in the Air which is another one.

Turn 1: This is important now. U will have to use the FRIENDCAPTAINS special before anything else. This will trigger orlumbus's interrupt. He will blow away the captain. Always. This is not rnd. But we are in the Air and he hits nothing. Now use everything else (except mihawks special ofc! if u still have it). This will be doable with 5 units aswell in case u had a sanji run and koala blew away a unit. Hit ur perfects and hes done.

Deathaction/Turn 2: He revives with less than 10% of his health and binds everyones slots for 10 turns. Nothing we can do about it. Its a piece of cake though if no sanji stage, again, because we have either mihawks special now, or diamantes end-turn-dmg is still up to help us out. Hit mihawks special or all perfects and this time the poster is urs.

I admit its not easy at all. Keep a cool head and hit ur stuff. Make sure to get orbs before stage 3, and use captain actions before killing the last enemys on stage. Thanks. I hope it helps and wasnt too confusing.