Clash!! Zephyr!

Tips on How to Beat Clash!! Zephyr!
The last guide had a fixed level for each character, being these level 70. On this guide the setup level has been used depending on the necessities of the team, meaning that if the minimum required level is 40, then 40 is used.
 * Recommended reading regarding the suggested teams from reddit

FAQs

 * See Tips for New OPTC Players and Roadmap

Recommended Captains
Coming soon. Or write it yourself, it's a wiki.

Recommended Support Units
Coming soon. Or write it yourself, it's a wiki.

Highest Output Damage Team
Requirements:
 * The requirement is to beat Zephyr in 3 turns before he attacks us. In the first turn we will be using the COMBO to do the highest output damage possible. For the other two turns, just hit perfect chains.

Assumptions:
 * Perfect Chains
 * Since regular damage is calculated without orbs, Coby's special is only included in the calculation of the first hit.
 * Character Levels should be ~80 for Marcos and Garp, and ~70 for everyone else

Player Cool-Down Requirements:
 * All player cool-downs should be at 18 or lower, with the exception of Garp the Fist who needs to be at 16.

Where to Stall:
 * Stage 1: Kill the mobs (3 turns)
 * Stage 2: Kill the turtles before they hit you (5 turns)
 * Stage 3: Kill the mobs and Ain in 2 turns (2 turns + 1 from preemptive = 3 turns)
 * Stage 4: Kill the elder seahorses in the first turn using 2 units, kill the back mobs in the second turn using other two units, (take damage from penguin and seahorse [1,104 + 1,002 = 2,106 damage] on the third turn kill the penguin recovering with a meat orb, turn four kill the seahorse recovering with the last meat orb. (4 turns)
 * Stage 5: HP should be full. We gain 1 turn from the preemptive, strike with the COMBO HIT in the first turn.

Number of turns: 3 + 5 + 3 + 4 + 1 = 16

The proposed team is the following:

Check out the levels of the characters. In the second and third turn the bottom 2 units are sealed therefore the output damage is lower. With these higher levels, the input damage in the second and third turn is around 300K, which should be enough to clear the stage. Although it is recommended to increase the level of the last three hitting units, since there could be a possible scenario where you could get 2-3 INT orbs and the damage would be reduced, leading to defeat.

The regular damage, "1.5x Merry Dmge no orbs" represents the output damage in turns 2 & 3, when our units are sealed. 

Note:
 * Usopp Impact and Mr. 2 Bombadier Arabesque should be in the bottom row as they will have less damage output and the team will be less affected when locked.

Double Mihawk Team
Requirements:
 * 2 MAX Special

Player Cool-Down Requirements:
 * As we have seen from double Marco teams they can stall up to 18 turns, since we can take damage, we could easily take more. However, this is not needed since the higher CD needed in the team is helmet's which is 17, other than Mihawk that has to be maxed.

Battle Conditions: 

These are the maths:

3,500,000 x 0.49 = 1,715,000

1,715,000 / 15 turns = 115,000 damage per turn

The proposed team will contain: Level 70: Mihawk, Shanks; Level 30: GP, Alvida, Mirage. The units can be a little more lower leveled in reference to the attack, but we have an HP requirement, we have to be able to tank the turn of the 13th turn.

Double Luffy Gear 3 Team
Requirements:
 * Alvida MUST have MAXed Special level

Where should I stall?:
 * Since the maximum CD is 17 from V2-Meppo we can just repeat the double marco strategy above

Battle Conditions: 

Taking into consideration the 20% degree of failure, the proposed team is the following: Sidenote: since there is no specials required or orb booster there is no point in showing damage done by special or orbs 

Maths are easy:

275.000 * 15 turns = 4.125.000

NOTE: this team is also possible for 1.2x Merry users, with two requirements:

Have both G3’s, level 90-maxed, as well as GP Usopp Hit 15 perfect chains

Double Garp F2P Team
This is a team that requires more of a sequence explanation than a table to represent the output damage of each turn, since this damage will vary depending on the meat orbs you eat each turn. Therefore I have assumed damage with 2 greats & 4 perfects, which will be also presented in a table.

There are different sequences you can follow. In the first place I followed Spaceman’s sequence that made me conclude that we needed high orb luck. However, thanks to /u/archevil, I saw a second video that shows us a more efficient sequence without the need of much orb luck.

This is the video in case you want to check out what he does live: https://www.youtube.com/watch?v=dzkGddXjUMA

The team in the video has about 35.5K HP, so I have adjusted the levels of the characters in order to have the exact same HP, however this may not be the most efficient combination for the optimal attack.

Cooldown Assumptions:
 * Nami Mirage Tempo = 15
 * Usopp Golden Pound = 15
 * Iron-Mace Alvida Smooth-Smooth Fruit = 12
 * Garp the Fist = 28

In the video, Mirage Nami = 12 & Alvida = 14, in this case or lower Mirage Nami CD’s, follow the sequence as shown, but substitute Mirage special where it says Alvida & vice versa. If not, since Alvida’s isle grants us with her SB, I have assumed her special is at least = 12.

Where should I stall?

Since Garp's ability is used (as shown below) in turn 18 and with Marco's x2, "where do i stall explanation" we get 18 turns (enough for Alvida's, mirage's CD) we can follow this. However, since Alvida's CD has to be 12 we could just got straight through the last stages in order to lose less time.



As you can see in turns (18) & (19) we are using Garp’s special, I decided that 3 meat orbs is a fair % while using his special, since RCV of the team = 1300 aprox, that is 3,9K = 4K. In the other hand, in turn (28) you can se that 5,1K HP left from turn (20) has been changed to 7.3K, the reason for these is that you will need to farm orbs since you tanked an attack with your HP in turn (14), that is 13 turns to farm 2-3 orbs. The number of orbs you need to farm will depend on the amount of meat orbs you obtain from using Garp’s special, so you may rather use his special before I stated in the sequence, or just farm 5-6 orbs to be in the safe zone.

Sidenote: the turn you use Garp’s special you will be also using V2 Coby’s in order to hit a higher quantity of damage that turn.



Sidenote: damage orbs/ special is calculated hitting 3 greats & 3 perfects, since we are aiming to recover from 3 meat orbs which I assumed before.Also, the special is only applied for those units who have a matching orb.

Sidenote 2: V2 Coby can be substituted by Mihawk, lower CD’s favor the turns needed to kill Zephyr, but higher CD’s will also do.

Earlier stages for this team are pretty straight forward since the maximum CD we need is Mirage, therefore 12 turns in these stages should be more than OK.

Double Garp Burst Team
Tanky team that would burst Garp in 9 turns. The team I propose sits on level 80’s and has a total HP of 44.5K.



That should be it. Remember to recover 3.500 HP using Garp’s special + other orbs.

Use Garp’s meat orbs from turn (10) in order to tank another attack, just take into consideration that you may have to miss turn (9) in order to keep Zephyr above 20% HP and make possible the tanking of the last hit.

This is the table for the proposed team: </Center>

Maths are the following:

3.5KK - 242K - 242K - 242K - 242K - 242K - 242K - 242K - 400K - 242K - 242K - 1.450K = - 522.000

Therefore, we just need to focus on farming a couple of orbs to be able to take the hit from turn (11).

Garp and Marco Team

 * For those of you who do not have a Marco, you can play this demanding team. It is demanding since it requires maxed team.

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The maths are the following:

3.500.000 - 1.92KK - 320K - 320K - 100K - 320K - 320K - 320K = -120K

The MUST requirement is to hit perfect chains.

Double Whitebeard Team
Requirements:
 * You must have a team HP OVER 14,541 OR be super lucky with the meat orbs
 * Garp's CD MUST be 25 or lower

Where Should I Stall if my HP is lower?
 * If your HP is lower than 14,541 you CAN win with a team of 13,162 using the Merry Lvl. 6 if you have a RCV of 1,404


 * Stage 1: Kill the mobs without being hit + leave the INT mob (count on 3), stall on the INT mob for another 3 turns (count on 6), he will hit you again stall 2-3 turns. Your HP should be 13.162 - (5.500 * 2 ) = 2.162, so WB Bonus is activated.
 * Stage 2: you should have farmed 1 meat orb from earlier stages. If not you still have some turns here. Stall on turtles for 9 turns, however, you need to have farmed the meat orb before the turtle hits you for the third time: 2.162 + 1.404 = 3.566 - 1.180 * 3 = 26 HP left. (Count on 8 (is enough) + 9 = 17)
 * Stage 3: 1 turn from the pre-emptive, kill the mob with CD first, then in the second turn kill the rest (count is on 17 + 3 = 20)
 * Stage 4: 1 turn kill the 2 elder seahorse + 1 mob (you ate 1.404 * 3 = 4.212 + 26 = 4.235 - no WB bonus) (Count on 21). 2 turn kill the mob using just 1 meat orb (so either hit perfect or miss), your HP = 4.235 + 1.404 = 5.639. Then you would get hit by seahorse & penguin (1.104 + 1.002 = 2.106). Your HP would be = 5.639 - 2.106 = 3.533 (WB bonus activated) (Count on 22). Kill the penguin in the next turn (Count on 23). Kill the seahorse in the last turn. (Count on 24).
 * Stage 5: 0 turn: Pre-emptive (Count is on 25). 1 turn: use WB's specials + final BLOW

Where Should I Stall if my HP is within range?
 * same as above without the need for farming a meat orb

1.2x MERRY TEAM
 * Although the ideal scenario would be to finish the stage with the first hit, I will include the lowest possible levels to clear the stage within the 3 first turns.

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Team Builder Helper
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