Talk:Clash!! Kizaru/@comment-26986247-20180202141422

It has been a while. I thought I might contribute a bit.

Well, here is my best approach to 60 stamina Kizaru. It is quite a flexible team and I manage to clear the raid with full health (yes, 50k++ HP).

Requirement: Around cooldown of 20 for any of the crew. Level 2 anti-despair. Able to do great or perfect when SFX is hidden (Bragging rights: I can do full perfect with BGM, sound effect all off, well, most of the time).

With at least level 2 anti-despair, I could guarantee 99% safe run (the remaining 1% being somebody called your phone when you are attacking, or your phone became irresponsive). If you had a lot of effort in this game, I believe level 2 anti-despair is easy. 5 on Colo'emon, 5 on Doffy, 5 on friend Zoro (yes, I am a filthy casual who can't even maxed Zoro's socket).

Stall whenever possible, if necessary. If you have maxed special Colo'emon, you could speed up around 2 to 3 turns.

Against Kizaru, turn 1: Colo'emon to reduce special charge time, and some matching orbs if you are higher than 70%. Use one Zoro and Doffy. Swap around the slots so both Zoro and Doffy have the matching slot. Note that Blenheim likes orb. If your HP is not over 70%, then Law and Blenheim special is needed.

Kizaru is now down and revived.

If you did not use Law and Blenheim, use them now. Then second Zoro. You should be able to clear him.

If you did use Law and Blenheim, tank one hit while keeping the orb on Blenheim, and scavenging for matching orbs. After threshold damage reduction wore off, anti-despair saves you from the disgrace, and you will need to clear him with great or perfect (at least 2 perfects, I think) without the SFX.

Cheers.