Info[]
You are able to access this quest through the Extra Isle. This a special quest where, at the cost of 0 stamina, you can test your crew and obtain the special Ship Coffin Boat.
In this quest you won't obtain any reward from the enemies.
Quest | Boss | Stamina | Battles | Difficulty | Conditions | Notable Captures/Drops |
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Notes[]
- 1 Rainbow Gem is received upon first clear.
- Coffin Boat is granted as a reward upon first clear.
- No character or manual drops.
- Title earned upon completion: Black Sword
Tips on How to Beat Forest of Training: Hawk[]
FAQs[]
Recommended Captains[]
The Forest of Training: Hawk Stage is one of the most challenging Stages in the game. You can't "buy" your way through it with gems -- as there are no continues -- and you want to finish it as the Coffin Boat is a must have for Slasher teams. There are teams that may squeak by, and teams that will clear it without breaking a sweat. A lot comes down to grinding your team to be powerful enough and -- with a bit of luck -- pulling the right characters at Sugofest. We've added F2P team as we find them. The following will be a guide of teams that can definitely clear the Stage and secure Mihawk's famed boat!
- Dark King Rayleigh
- Hawk Eyes Mihawk World's Strongest Swordsman
- Monkey D. Luffy Gear Third
- Monkey D. Luffy Voyage Dream: Pirate King
- Portgas D. Ace Black Clad Division Commander
- Rob Lucci CP9's Strongest
- Sengoku the Buddha
- Sir Crocodile: Logia Ex-Warlord of the Sea
- Note: Tank teams (Vivi and Laboon) will not work on this forest.
Teams that can still win but require finesse or some orb luck
- Donquixote Doflamingo Warlord of the Sea
- Eneru, Lightning Incarnate 200,000,000 Volt Amaru: Will want Moby Dick boat and high-health subs.
- Hawk Eyes Mihawk
Recommended Support Units[]
- Aokiji Ice Man: A very OP unit. No special ups required and he'll lock orbs for 3 rounds to takeout stage 19 and 20 almost singlehandedly. Combine him with an orb manipulator.
- Donquixote Doflamingo Warlord of the Sea
- Hawk Eyes Mihawk: A low cooldown will be an immense help, though we've found a 30 works just fine in a pinch.
- Heracles-un Hero of the Forest: One of the best Orb Manipulators. Combine him with Aokiji for 3 rounds of full orb control. No special ups needed.
- Iron-Mace Alvida Smooth-Smooth Fruit, Ghost Princess Perona, or Kalifa CP9’s Strongest: When going for a no Time Delay strategy, a backup damage reducer will be handy for Mihawk.
- Marco the Phoenix Whitebeard 1st Div. Commander or Marco the Phoenix will be highly recommended to ensure your team can be fully healed up. We'd recommend a minimum of 25 turns for the cooldown.
- Mr. 3 Extra Special Candelabra or Roronoa Zoro Jack the Ripper: Used to help stall alongside Usopp.
- Sergeant Helmeppo: A decent INT slasher, but is really not needed if you can bring level 3 anti-lock sockets.
- Usopp Usopp Golden Pound A time-delay character will help buy your team valuable stall time. This can be for healing reasons as well as for delaying huge enemy attacks. You really can't falter from Usopp to clear this stage. We'd recommend a minimum of 14 cooldown, though the lower the better.
For Chain Multipliers, pick your colors carefully. You'll most likely want a powerful INT or QCK character with orb manipulation or that deals mass damage to multiple enemies. You have STR covered with Luffy as a captain, and PSY covered with Usopp and Marco, and DEX covered with Mihawk. Consider Sir Crocodile Warlord of the Sea.
For Slasher, you'll want a strong STR slasher, DEX, and preferably a strong QCK slasher as well. Usopp should be close to a 10 turn cooldown otherwise you'll need some orb luck.
Enemy numbers and attack patterns[]
Starting from Stage 11, since everything before it is easy. Should you have trouble with earlier stages, you should proceed further in the main story, level up your units and read some guides.
Stage | Boss(es) | Health | Attack | Timer | Notes |
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11 | Ace | 160.220 | 2.124 | Starts at 2, attacks every 2 turns | Deals 99.999 after 12 turns |
12 | Buggy 2 Basic Bazooka 3 Baroque Works |
150.000 much less |
1.380 1.980 2.252 |
Starts at 1, attack every turn Starts at 1, attack every turn Starts at 1, attack every turn |
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13 | Kuro Django |
300.000 120.000 |
1.110 1.488 |
Starts at 1, attacks every turn Starts at 1-3, attacks every 1-3 turns= |
Django turns all your orbs to weak orbs under 20% HP. He can also randomly fail to attack with a "zzz" pop-up. |
14 | Don Krieg Fire Pearl Gin |
160.000 150.000 200.000 |
4.004 2.880 2.202 |
Starts at 3, attacks every 3 turns Starts at 1-3, attacks every 2 turns Starts at 1-3, attacks every 2 turns |
First strike from Don Krieg reduces the amount healed by meat for 6 turns (RCV DOWN) |
15 | Arlong Hachi |
340.000 145.000 |
6.020 1.560 |
Starts at 1, attacks every 2 turns Starts at 1, attacks every turn |
Arlong deals 14.910 if under 20% HP. |
16 | Miss Goldenweek Mr. 3 Mr. 5 Miss Valentine |
190.000 330.000 278.000 292.000 |
1.005 Binds then 3.336 3.150 2.915 |
Starts at 1, attacks every turn Starts at 3, attacks every 3 turns Starts at 1-3. attacks every 3 turns Starts at 1-3, attacks every 3 turns |
Miss Goldenweek's opens with a First Strike, which include regular attack as well as a special that changes all your orbs to weak orbs. She will attack every turn and recast her special (in addition to attacking) every three turns. Mr. 3 locks all characters on the left side for 3 turns when he attacks. He then goes on a 2 turn cooldown and attacks for 3.336 each turn after. Mr. 5 attack strength changes to 8.330 at his 3rd attack or when he is under 20% HP. |
17 | Smoker Tashigi |
780.000 206.000 |
5.405 2.500 |
Starts at 3, attacks every 3 turns Starts at 1, attacks every 2 turns |
First strike from Smoker preemptively locks your captain for 3 turns. If he attacks under 20% HP he also locks the captain again as well as bottom row for 3 turns. |
18 | Rainbow Dragon 5 C'r'a'b's (all colors) |
750.000 45 |
9.000 1.350 |
Starts at 3, attacks every 3 turns Starts at 1, attack every turn |
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19 | Zoro Luffy Sanji Nami Sogeking |
504.000 650.000 455.000 260.000 390.000 |
2.808 Special 32,835 damage Special 5,000 damage Special 16,320 damage Bind, then 1,032 |
Starts at 3, attacks every turn Starts at 4, attacks every two turns after Starts at 3, attacks every turn after. Starts at 2, attacks every turn after Starts at 1, attacks every turn after. |
Deals 19.980 on his 1st attack, then attacks normally. He deals 32.835 every round he attacks. No special health triggers below 20% health. Deals 5.000 damage every round he attacks. No health triggers. Deals 16.320 damage Every round she attacks. No special health triggers. Locks all units for 2 turns when he first attacks. Every round after he hits for 1,032 |
20 | Mihawk | 1.000.000 | 10.000 | Starts at 1, attacks every turn | First strike deals 2.000 damage. Deals 25.000 if under 20% HP. |
Walkthroughs for Forest of Training: Hawk[]
G3 or Log Luffy with no Usopp or Special Ups[]
I'm convinced this is the new Easy Mode team for this forest. Just level up your units, no special ups required, and there's actually safety nets with this team on Stage 19 and 20 which gives most players challenges.
This walkthrough will be with Kalifa but can be done w F2P option of Enel as well. Great for players without MAX Usopp or Doffy and an extremely consistent win team.
Level 3 anti-lock chains makes this team unstoppable. Having less is still workable but puts more strain on auto-heal or a damage reducer need.
Safe Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Video Walkthrough for Forest of Training with G3 or Log Luffy and No Usopp or Special Ups
G3 or Log Luffy with no Doffy[]
Other videos: Double Gear 3rd Luffy, Jozu, Alvida, Mihawk and GP Usopp, Double Gear 3rd Luffy, Sergeant Helmeppo, Alvida, Mihawk and GP Usopp
Safe Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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While this team relies on lucky pulls with Sugofest for the captain, it will easily clear the level, even without all characters being fully maxed out.
Written Walkthrough for G3 or Log Luffy and No Duffy
- 1-10 - Stall until your specials are ready or near ready. Take no damage from any rounds.
- 11: Portgas D. Ace - This character should not pose a problem. Take him out as fast as possible and take no damage.
- 12: Buggy - Attempt to take out all the characters on the first round of attacks. Leave Buggy as the last target. If you did not succeed in killing everyone, you may take a hit from Buggy. Watch for meat orbs to recover.
- 13: Kuro + Django - Django may occasionally do "ZZZ..." which skips his turn but it is a random occurrence so do not count on it. Target Kuro first as he is likely to activate before Django and take him out before taking any damage from him. If you are hit by Django, watch for meat orbs for recovery.
- 14: Don Krieg + Gin + Pearl - This stage is all about high defense. Target Gin first. Finish him off by move 5, then use your sixth move to take out Pearl. if you don't have the strength to beat their defense, you most likely will not make it to round 20 as your characters must hit hard. You can bring a defense reduction characters but be aware the Straw Hats won't have a high defense, but still hit hard on round 19. Use Marco to heal if you take too much damage at this point in the game. Do not stall too long to use this special as 25+ cooldown will need the rounds to heal up before Straw Hats on round 19.
- 15: Arlong + Hachi - Use your Usopp to start this round. Target Arlong first and then take out Hachi without taking any damage. Stall as long as necessary to gain turns back on Usopp's special.
- 16: Baroque Works Agents - Do NOT let Mr. 3 attack. Ms. Goldenweek has low health, so clearing her with final hits to attack Mr. 3 is preferred. Target Mr. 5 next and take him out before he uses his special. You may have taken some damage at this point. Use meat orbs in your first few attacks and stall where possible on Ms. Valentine until your special for Usopp has returned before entering the next round.
- 17: Military: Smoke + Tashigi - Use Usopp immediately. Target Tashigi first as her turns will be lower before she attacks. Take out Smoker next. Stall where possible and manage your meat orbs. Your mass attack or orb booster should be ready at this point.
- 18: Rainbow Dragon + Crabs - Use your character with a mass attack Special to attack all units or your orb booster. For example, a high-level Sir Crocodile Warlord of the Sea will take out all crabs and leave only the dragon. Make sure you have either Usopp's special ready or the combination of Mihawk + both Luffy Voyage Dream's Specials ready before taking out the dragon. It is recommended you have 12,000+ health as well as there will be no more stalling before final stages of Mihawk. You can use Marco here as you will not need him again after this round.
- You enter with next stage if you have two rounds of cooldown left on Usopp or Mihawk if you can perform 360,000 damage to take out Usopp on the first round.
Stage | Strategy | Enemy Info | |||||||
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19 | Straw Hats. Under no circumstances should you allow Sogeking to attack. You should plan accordingly to use your Usopp and Mihawk specials on the opening of this round. In this example screenshot, there was not enough time with a 14 cooldown on Usopp to use it again. However, this is still beatable. After using Mihawk's special you can use both Luffy specials to whittle away the opponents' health. Luffy's special is random damage, but devastating as it will hurt all opposing units. All of the Straw Hats should be at about 30% health or below and can be finished off before their next move. However, make sure you have at least 12,000+ health before moving to the next stage if your Usopp and specials have all been used. |
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20 | Hawk Eyes Mihawk. After braving the first hit, attempt to take Mihawk out as fast a possible. You will want to make sure you have enough health to survive each 10,000 round of damage while still maintaining his health above 20%. Use Usopp if you have his special recharged and wail away. This stage should be easy compared to the Straw Hat stage. |
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Congrats!
You've now collected the Coffin Boat. Be prepared to spend 200+ colas to level it up! Some report even spending 700 cola... however... it's worth it!
Slashers (Double Doffy with PSY Marco)[]
Outside of the Chain Multipliers in the previous section, this island can be rather iffy if you don't have six-star characters. It is definitely passable and we've tested the below walkthroughs several times, but if you get bad orbs at the wrong time, you can just get wrecked. I know it's horrible as you've spent a lot of time to get to stage 19 or 20, but it's just a reality that if you haven't pulled legends like Portgas D. Ace Black Clad Division Commander, it's going to take you a few tries.
I was also hoping I'd find some teams that could have some level 50-60 characters but I found out that even with level 90 characters and some maxed out cooldowns it was still iffy. Most of this is due to the Smoker and Tashigi stage. If you have level 3 anti-lock sockets, most of these issues just go away and you'll find this stage much easier. Below is the most consistent guide I could find of characters without the anti-lock sockets and non-high level QCK characters. Since it only requires your Usopp to be leveled up to 10 round cooldown, the rest of the special cooldowns don't matter. You'll only need the specials once (unless you are unable to beat Arlong on a Usopp clear, then your Marco will need to be around level 25). In the following section after this is a free to play team which was maybe slightly more iffy but can still beat the island.
Slasher Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Video Walkthrough for Forest of Training: Hawk with Slashers
Written Walkthrough for Forest of Training: Hawk with Slashers
- 1-14 - Stall until your specials are ready or near ready. Take as little damage from the rounds as possible without using specials. If you are having any issues, see the Chain Multiplier walkthough which covers these stages, but with a double slasher team you should be dealing out plenty of damage.
- 15: Arlong + Hachi - Since you don't have a QCK slasher with this squad, you could be at the mercy of your orb luck. As a result, use Usopp to delay both characters for 3 rounds. Take Arlong out first and then focus on Hachi. Take no damage and stall as long as necessary to gain turns back on Usopp's special. While it's not recommended, if you are having a hard time clearing this stage without taking hits, use your Mihawk special or friend Doffy if he has a low cooldown. On the next stage you'll have to spend more time stalling if this is the case.
- 16: Baroque Works Agents - Do NOT let Mr. 3 attack. First focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3. Once he's out, it's relatively easy. Start your attack chain with Miss Valentine with your DEX units and then switch in mid attack chain to Mr. 5 to finish your Arlong attacks on Mr. 5. The goal is to take out Mr. 5 by his second turn which should be enough time as he has a 3 turn cooldown between each attack. If you are having issues, you can tank many hits on Miss Valentine to get Usopp's and Mihawk's special up and use Marko to heal back up. You'll want to do that now so it has time to recover for stage 19/20. You'll want Usopp's special ready before proceeding to the next round regardless of which path you take.
- 17: Military: Smoke + Tashigi - Use Usopp immediately. Some teams have had success with bringing Sergeant Helmeppo here to unlock, but I've found Usopp can out-wait if you don't have Level 3 anti-lock sockets and a low level Helmeppo like me. Target Tashigi first as her attack cooldown is lower. Take out Smoker next. Stall where possible and manage your meat orbs.
- 18: Rainbow Dragon + Crabs - Take out the crabs on your first turn. You'll most likely need to take a hit from the dragon before taking him out. Based on your health, you'll have to make a decision as to whether you proceed to the next round with Usopp or not. If you have Marco close, you might proceed and use him to tank a hit from one of the straw hats. Make sure you have a Mihawk + Doffy Special ready before taking out the dragon. It is recommended you have 12,000+ health as well as there will be no more stalling before final stages of Mihawk. You can use Marco here as you will not need him again after this round.
Stage | Strategy | Enemy Info | |||||||
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19 | Straw Hats. Under no circumstances do NOT allow Sogeking to attack. You should plan accordingly to use your Mihawk special special on the opening of this round. Take out Usopp and Nami with regular attacks. This should be completed in 2 turns. Next, you will have to take out Zoro, Luffy, and Sanji in a limited period of time. You'll need to constantly switch who you are attacking with this team due to the 2x attack boost, you'll need to be nimble due to only having a 2x attack bonus. Try and find at least one STR orb and two DEX orbs. Once you have them, activate your Doffy and start with the DEX attacks on Sanji and finish by switching your attack chain to attack Luffy with Arlong. You should be able to finish this just in time with average orb luck. If you have full health, you can tank a hit from Luffy or Zoro, but not both. If you find you don't have the orbs or power to take them out in time, you'll want to make sure you Usopp is ready before proceeding to Mihawk. Additionally, make sure you have at least 2,000 health before moving to the next stage. |
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20 | Hawk Eyes Mihawk. After braving the first hit, your Usopp should be ready at this point. However, due to the 2x attack multiplier, you'll potentially need more than the 4 rounds to take Mihawk out. If you didn't in the previous round, activate your Marco to heal back up to allow you to tank 4 more hits. Once you can take no more, activate Usopp and your other Doffy to match a STR orb on your Arlong. However, if you used your Marco, you'll just need to use your Usopp when needed and look for good orbs. Once you have at least one STR orb and one, preferably two, DEX obs, activate your Doffy and take out the warlord to claim your prize! |
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F2P Slashers (Double Mihawks)[]
See videos of various Double Mihawk F2P teams: Double Mihawk, Arlong, Sergeant Helmeppo, Mr 3, GP Usopp, Double Mihawk, Croc, GP Usopp, HW Zoro, Arlong (split into &feature=youtu.be part 1 and &feature=youtu.be part 2), &feature=share Double Mihawk, Arlong, Escapee Morgan, Mr 3, GP Usopp, Double Mihawk, Arlong, Lucci, Mr.3, GP Usopp
For a free-to-play slasher team, there are a couple of options to play with. If you have a MAX QCK slasher, you can bring along a Mr. 3 Extra Special Candelabra for an extra stall round or Sergeant Helmeppo for unlocking units against Smoker. Preferably your squad will have a level 3 anti-lock socket but play with your Helmeppo and Mr. 3 to find out what's right for your squad.
I did not have a high enough level QCK slasher to clear Arlong in one turn. My solution was to add a second with a useful special for slashers. Below is a two QCK slasher approach which was difficult, but still worked. You'll find an easier time if you have a MAX QCK slasher and use one of the two above units.
Slasher Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Video for Forest of Training: Hawk with F2P Slashers
Written Walkthrough for Forest of Training: Hawk for F2P Slashers
- 1-14 - Stall until your specials are ready or near ready. Take as little damage from the rounds as possible without using specials. If you are having any issues, see the Chain Multiplier walkthough which covers these stages, but with a double slasher team you should be dealing out plenty of damage.
Stage | Strategy | Enemy Info | |||||||
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15 | Arlong + Hachi You can actually take out Arlong on your first turn with no stalling. If you have a matching QCK orb, you can use your fifth attack to take him out and then switch over to Hachi for your STR attack and finish the stage in one go. |
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16 | Baroque Works Agents Do NOT let Mr. 3 attack. First activate your Usopp. Focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3. Once he's out, it's relatively easy. Start your attack chain with Miss Valentine with your DEX units and then switch in mid attack chain to Mr. 5 to finish your Arlong attacks on Mr. 5. The goal is to take out Mr. 5 by his second turn which should be enough time as you have 6 turns with Usopp. |
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17 | Military: Smoke + Tashigi Some teams have had success with bringing Sergeant Helmeppo here to unlock Smoker's preemptive lock. Having level 3 anti-lock sockets is ideal but you can still take out Tashigi before her attack. Depending on your orb luck, you may be able to take Smoker out as well before he attacks. If not, just tank the hit and stall before taking him out. The advantage of tanking a hit is you can get Usopp's special up for the next round and you can look for meat obs in the meantime. This team will have plenty of RCV to recover. |
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18 | Rainbow Dragon + Crabs Activate your Humming Swordsman Brook special to lower defenses and heal if you took a hit on the previous round. Take out the crabs on your first turn. If you don't have Usopp's special up, you'll potentially need to tank a hit from the dragon before taking him out. Based on your health, you'll have to make a decision as to whether you proceed to the next round with Usopp's special charged or not. If you can't take the Straw Hats out in 4 rounds, you'll need either a Mr. 3 or Usopp special ready. If you didn't activate Brook yet, activate him before proceeding to raise your health. |
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19 | Straw Hats. Under no circumstances should you allow Sogeking to attack. You should plan accordingly to use both of your Mihawk specials immediately upon entering this round. You'll have to feel out your damage for how to proceed from here. If you can clear this round with no stalling, you can just go and save Usopp for the next round. If you find that you're relying on Usopp and won't have him ready in tme and only need one more turn, try a team with Mr. 3. His special can be used here just barely clear the Straw Hats in most cases. If not, you'll have to use Usopp special on the opening of this round. Take out Usopp and Nami with regular attacks. This should be completed in 2 turns. Next, you will have to take out Zoro, Luffy, and Sanji in a limited period of time. You'll need to constantly switch who you are attacking. You'll need to be nimble and use your Arlong to attack Zoro, your QCK characters to attack Luffy, and DEX characters to attack Sanji. Sanji and Zoro fall a lot faster than Luffy so it's best to save the Luffy switch for the end. You should be able to finish this just in time with average orb luck or Mr. 3. If you did NOT use your Usopp and need just a bit of an extra push still, you can use Arlong and Lucci specials to help clear out Luffy and Zoro. The reason it's important to consider Usopp's usage is with Mihawk for the next stage, having two QCK units lowers your attacks so you'll have to be careful and use the extra specials there. So, if you used your Usopp make sure you move forward with a minimum of 12,000 health to survive two attacks from Mihawk and the extra damage specials. If this is still not possible, you can tank a hit from Sanji to stall longer and build up Usopp's special. Don't forget you get a free turn with Mihawk's preemptive attack. You'll need only 2,000 health if you can stall on the first round with Mihawk. |
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20 | Hawk Eyes Mihawk. If you have Usopp ready, use him immediately and you should be clear to take him out in the 4 rounds. If your Usopp is not ready, you'll need to take out Mihawk in two turns which can require a bit of orb luck. Use your Arlong and Lucci specials to help chip away at his damage before attacking. |
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Double Rayleigh[]
Videos: Double Rayleigh, Jozu, Alvida, Mihawk and GP Usopp
Double Rayleigh | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Written Walkthrough for Double Rayleigh
- 1-11 - Stall until your specials are ready or near ready. Take no damage from the rounds as possible without using specials.
Stage | Strategy | Enemy Info | |||||||
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12 | Buggy + 5 Grunts Use Rayleigh Special on this one to clear the grunts and then finish off Buggy taking no damage |
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13 | Kuro of a Hundred Plans + One-Two Django Finish off Kuro by using Mihawk last. Django may occasionally do "ZZZ..." which skips his turn but it is a random occurrence so do not count on it. Since he does less damage and activates after Kuro, finish him off second anyway. |
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14 | Gin + Pearl + Don Krieg Attack Gin 1st leaving Mihawk for 5th in the chain which will kill him, and follow up with your strongest character (mine was log luffy) on Pearl also finishing him off. Leaving 2 turns to kill Don Krieg taking no damage. |
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15 | Arlong + Hachi Use your Usopp here and kill Arlong. Stall the remaining turns on Hachi and kill him taking no damage. |
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16 | Baroque Works Agents Do NOT let Mr. 3 attack. Focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3. Once he's out, it's relatively easy. Kill Mr. 5 next and stall on Miss Valentine until you regain Usopp's Special. |
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17 | Military: Smoke + Tashigi Use your Usopp here. Finish off Tashigi before her attack and drill down on Smoker while recovering some HP, finish him off before he attacks as well. |
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18 | Rainbow Dragon + Crabs Use Rayleigh again and all the crabs will be gone. Kill off the dragon before he attacks. |
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19 | Straw Hats. Under no circumstances should you allow Sogeking to attack. Use Mihawk special immediately upon entering this round and then Log Luffy and Rayleigh and it should shave some nice HP off them. On the first turn concentrate your damage on Sogeking he should die on on the 4th of 5th in the chain and kill Nami next in the same turn. On the 2nd turn ignore Sanji and instead go for Zoro and bring him down. 3rd turn bring down Luffy's health, you will need to tank a hit from Sanji. 4th turn finish off Luffy and reserve Mihawk for Sanji and bring both down. |
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20 | Hawk Eyes Mihawk. Use Usopp immediately and you should be clear to take him out in the 4 rounds. I ended up not using Marco but if you don't hit consistent Perfects you may need him |
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Double Enel[]
Using two Enel's isn't too bad. It's really frustrating getting to 19 and 20 as the orb luck can devastate you going against all DEX units like Zoro and Mihawk. Here's a walkthrough with a team I've put together, you're welcome to switch out Zoro for other units that may work better for you! Good alternatives are Hina, Thatch, and Capone.
Strikers (RR Kid required)[]
Videos: Double Captain Kid, Whitebeard, Urouge, Smoker and GP Usopp, &feature=share Double Captain Kid, Smoker, Kaku, Alvida and GP Usopp Video Credits
Kid+Aokiji with Urouge walkthrough:
Strikers aren't the most reliable with the units available at the time of writing. Many rely on Rare Recruit pulls such as Eustass Kid as a lead. However, we do have a team that seems to work quite well. We did it with the Rare Recruit Kid lead, and Mad Monk Urouge as a secondary booster, but we suspect that Prison Croc would work as a substitute for Urouge if needed.
Striker Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Video Walkthrough for Striker Teams
Powerhouse Team (Double Jabra with Urouge and INT Blamenco)[]
Powerhouse teams work just fine for this forest. You'll want them mostly MAX as they aren't as flexible as some Slasher and Rainbow teams.
You'll want to hunt for orbs for Stage 19 burst round. You'll want to Usopp right away and then use one Jabra and a Blueno to take out the Straw Hats. Look for a STR orb for Arlong before proceeding to Mihawk. On Mihawk, use your second Jabra and Urouge and you'll clear the forest!
Legend Lucchi on stage 18 will make the orbs process a breeze for the Straw Hats. Additionally, 3D2Y Sanji helps with two rounds of burst if you pulled him.
Powerhouse Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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F2P STR Team[]
All STR teams work just fine for this forest. You'll want them almost completely MAX as they aren't as flexible as some Slasher and Rainbow teams. This team is more of a gimmick, but it's just to show you when you power up your units, you can clear this forest. Stop complaining!
Below is a very consistent team to do this. It has been accomplished by OPTC Blog with JUST STR units just to show off how powerful STR/Easy this forest can be.
STR Team | |||
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Captain | Subs | Friend | Ship |
Requirements | |||
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Double BB Team[]
Cleared by User:Carefree living Free Spirit, bug him for a better write up. From his comment:
"So what I did was, on stage 19, kill all Strawhats and leave Sanji (here I stall on him coz he will always do fixed damage of 5000) until my remaining HP was around 12,000 (but at that time my GPU special was not yet ready!!!)
Now, on the last stage the remaning cooldown of my GPU special was still 1!!! But with a bit of orb luck I got 4 STR orbs, one on friend captain, my captain, MC, and Alvida, moreover here is what even made me luckier: when I activate MC special, it almost dealt half of Mihawk's HP!!!"
Double WB Team[]
Whitebeard teams are reported as viable for this.
Video 1: Double Whitebeard, Jozu, Alvida, Mihawk and GP Usopp
Video 2: Double WB, Mihawk, Alvida, Jozu, GPU
Double PSY Marco[]
Double PSY Marco has been shown to be able to clear this. See video: Double Marco, Garp, Shanks, Franky and GP Usopp
Double Raid Zephyr[]
Double Raid Zephyr has been shown to be able to clear this. See video: Double Zephyr, Perona, Absalom, Franky and GP Usopp