Talk:Mouth Gate ~ Hogback’s Mansion/@comment-107.144.143.163-20181227013703/@comment-107.144.143.163-20190106231433

Ship: Dreadnaught Sabre (max)

Chp 8: One should have a post-turn healer of 2200+. Whenever the creature goes towards 20% in HP with poison, it's time to burst with GPU and fire off specials.

Chp 9: One should have a post-turn healer of 2200+. Otherwise, Alvida or Smoker is there if one doesn't feel secure in their HP, because two Zombie General could hit as much as 10.4K damages.

Ch 10: Post-turn healing of 2200 isn't enough. One should need high combo characters, go through barrier specials, poison Kumacy, and burst hitting with matching orbs below 30% HP.

Chp 11: With a post-turn healer of 4500+, the team should tank anything Moria, 2 hits from zombies, and Nightmare damage in one turn. It ate up nearly 2/3 HP of the team, but their long CD made it possible for the team to heal near completely.

This is where Dreadnaught helps the team out tremendiously while the person concentrates on Mora; if a zombie is close to attack, one should target it first with Mora being second.

Characters to use: Characters with post-turn hits like Big Mom (LB) or Magellan with a multi-colored team (yes, sacrifice hit strength for post hits).

Friend Captain: Princess Shirahoshi - 1473

Captain: Big Mom - 2109

3) Anyone with specials that go through barriers with over 200K damages

4) Anyone with the ability to mass poison (Don Kreig or Croc).

5) GPU

6) Anyone with mass hit specials of +50K damages

Once Mora goes to 1 CD. One should hit him with GPU and fire off the rest of the specials. If one was able to stall with matching orbs from lollygagging - how? Post-turn hits from Big Mom/Magellan, Dreadnaught, and poison. This is the reason why I never worried about resummoned zombies.

If one is good enough, Mora is pushed out within the GPU's stall limit of 2.5 or 3 turns or less.