Talk:Oh, Impermanence! Hawkins & Urouge/@comment-10336-20180618093037

Reddit guide: https://fj.reddit.com/r/OnePieceTC/wiki/fortnight/hawkinsurouge

The trick here is that if you use a special for making orbs matching (also known as 'beneficial orb enabler', that's what G4/TS/Boa v2/Ray v2 and few other units do), it counts as the same one Hawkins is using, EVEN through his a debuff, making orbs badly matching. The game still treats them as one and the same. So, use it on 6th stage before clearing, and Hawkins will not give you the badly matching ones. So you can OTK him without worrying about bad orbs :D

According to what I see at github, the other characters that would work here (2+ turns of beneficial orb enabling) are: G4, Leg Ray v2, TS Luffy, RR Onigumo, RR Blenheim, Limited RR Young Doffy, and Summer Baby 5 (the only F2P here). Plus a few Japan-only units I haven't bothered listing.

You can of course use legend captains for easy OTK, but most of us will try to get the 'extra' EXP. Here's the Neptune team I made for speed farming:


 * 2x Neptune (FD), Colo/Neo Kinemon, Raid/Neo Sabo, FN Gilly (20th Anni Franky would be better, but I don't have him), TS Luffy. Use Kinemon as often as possible to speed charging specials. No need to stall for specials, but one Neptune is useful to OTK Urouge. Then use TS Luffy to finish the turtle on stage 6, and other specials to OTK Hawkins on the 1st turn.