Clash!! Aokiji

FAQs

 * See How to Build a Team

Recommended Captains
At the time of its release on global, this became the undisputed most difficult raid boss in the game. This will surely evolve, and many report success with various teams, but unless you have 90+ units with low cooldowns (under 20), you can most likely forget beating Aokiji without gems.

You'll want level 2 anti-lock and level 1 anti-despair sockets for your team. While a lot of times these are nice-to-haves and you can Usopp GP your way out of things, these are absolute game changers for an Aokiji battle where EVERY turn matters!


 * Monkey D. Luffy Voyage Dream: Pirate King
 * Squard: Makes sense as you'll pretty much have low health the first 5 rounds against Aokiji.
 * Garp the Fist: Only bring Garp as a friend captain if you don't have level 1 anti-despair.

Recommended Support Units

 * You will need to focus on units that boost attack for a burst round as Aokiji is immune to all effects (time delay, defense reduction, etc). You will need to deal 2 million in damage in one round. Under 50%, he immediately triggers haste and attack boost. Under 20%, he immediately triggers... well you just die honestly.


 * Burst squad
 * Garp the Fist: Foundation of burst round to give you orbs and food.
 * Mr. 2 Bon Clay Bombardier Arabesque or Rakuyo: You will have to choose between these two. Mr. 2 does a full orb round when combined with Garp, however he himself hits for far less. He also has the ability of having farmable units so bring him for sockets is another bonus. If either of these are not enough, you can play the riskier Rakuyo who will gaurantee at least himself and the captain having  if your Garp special was unlucky.
 * Usopp Impact: He is now farmable is you did not know, but in Water Seven you can pick this character up. It's hard building sockets as both Usopp GP and Impact will want them, but when you team starts to MAX out, it's a good idea to put bind and despair reduction on him.
 * Petty Officer Coby or Squard: Boost your orbs for that 2+ million damage!!


 * Marco the Phoenix: Preferably maxed special as 19-22 turns is roughly where you'll need him if you want to heal after Aokiji's pheasant break. He's not required, but useful for those teams that are falling just short of beating Aokiji.
 * Damage absorbers:
 * Ghost Princess Perona
 * Nami Mirage Tempo or Nami Mirage Tempo: The Heavens to negate Aokiji's attack for one round.


 * Swapping Units: You will need to play with your power team based on your specials and levels. The following units can help with stalling on earlier stages or can be added in for specials for use on Aokiji, but it all depends on your cooldowns and level if you have enough unit points to bring them.
 * Hawk Eyes Mihawk World's Strongest Swordsman: His special is why you bring him, used right before his burst round. He's best for Chain Multipliers like Rayleigh or Luffy as captain.
 * Donquixote Doflamingo Warlord of the Sea: His double orb damage can't be beat. Use him for the burst round.