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Chapter | Stamina | Battles | Quest | Boss | Conditions |
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Chapter | Beli | Experience | EXP/Stamina | Rainbow Gem | Title Gained | Conditions |
---|---|---|---|---|---|---|
But I Still Love You |
Clear Chapter 30 times
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5x Rainbow Gems |
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Farming notes[]
A very good place, surprisingly, to farm for Moria - easier than in Thriller Bark. INT Hina, PSY Smoker and QCK Dracule Mihawk and DEX Kizaru are all ok, though nothing is a must-have.
How to Beat Marineford Bay[]
First, see discussion on who gets stat-boosted at [1]. Short version: Whitebeard and his commanders - often. Luffy and some (? not Croc, for example?) Impel Down escapees - from the middle of story, chapter? Marine side (Sengoku, etc.) - NOPE. Each adventure may give you hints on who is powered up, but it's not certain they are exhaustive. If you can confirm who is powered up, do post. Anyway, you can totally clear the stages with non-boosted characters, so don't worry too much about getting a boost.
More crucially, note that you have usually 20 turns before auto-loss (occasionally, a few more), so you can't stall too much (no Eneru-style infinite stalling). The battles are generally short, 5 stages for the most part, some will have 7 stages. Most will have one stage with a lobster, which deals about 3-4k and attacks every 4 turns, and on which you can stall a good 8 or so turns, or a similar crab stage (attacks for 1.5k or so on CD 3, be careful not to hit him with a strong opposite color unit or it may just explode...). Basically don't expect to use any specials which are 20+.
Recommended captains: hard-hitting 2.5x and higher captains. Legends generally work well, unsurprisingly. Sengoku for example can clear all of this.
Chapter 1: Grunts.
Chapter 2: INT Bastille (CD 3, ATK 9400, HP 420,000) and some grunts.
Chapter 3: Grunts
Chapter 4: Grunts
Chapter 5: STR Yamakaji (CD 3, ATK 10,200, HP 377,700) and some grunts.
Chapter 6: You will run into STR Fullbody and PSY Django on your way, they are not tough. <20% Django will enrage himself. Fullbody will attack for 6k. INT Hina (428,200 HP) is accompanied by two grunts, each with 2-perfect shields, but she has no shield of her own. She will lock a bottom right unit for 99 turns, end every 2 turns she will cast a <3 lock on a random unit (I am not sure for how long, since I was running anti-bind 3 which was sufficient), and she attacks for 4090 every turn.
Chapter 7: Grunts
Chapter 8: INT Moria (550,000 HP) is not as tough here are he was at his own isle. He starts with a 40-hit shield and 5 turns delay. Bah. Take out his grunts (TS works well), he heals to full (not that you are likely to have dealt any damage to him), his shield timer and CD go down to 1... GPU, burst, clear. If you let him attack he hits for at least 6324.
Chapter 9: PSY Smoker (610,000 HP) will preemptively cast a ~6 turn immunity and damage reduction on himself (please verify and comment). He has a CD=3. Under 50% he will lock one unit, and under 20% will attempt to lock the entire crew (I am not sure for how long, since I was running anti-bind 3 which was sufficient). If you let him attack he hits hard (for at lest 11,920).
Chapter 10: QCK Mihawk preemptively attacks for 66%, give or take a little. Shuffles orbs to STR, INT, PSY and EMPTY. Has 1,380,000 HP.
Chapter 11: Grunts. 6 marine navy HQ, 3 major navy HQ and 3 ensign navy HQ. INT Knuckle Major (175211 HP) attacks for 6977 every 2 turn. PSY Saber major (106786 HP) attacks for 6315 every 2 turn. STR Bazooka major (174024 HP) attacks for 8941 every 3 turn. All major navy have 2-hits combo shield (99 turn). INT Bazooka ensign (166133 HP) attacks for 8627 every 3 turn. DEX Saber ensign (88988 HP) attacks for 4728 every 2 turn. STR Knuckle ensign (138427 HP) attacks for 7517 every 2 turn. All ensign navy have Perfect (INT), Great (DEX), and Good (STR) barrier for 99 turn.
Chapter 12: DEX Kizaru has CD 1, 4112 ATK, and 1,510,000 HP. Under 50% he will lock bottom left unit for 10 turn. Under 20% he will attacks for 30.000.
Notes:
- Characters affected by boost receive an increase in HP/ATK/RCV by 1.2x and a 5 turn special cooldown reduction.
- Characters boosted throughout include:
(Any Versions)
Whitebeard
Oars Jr.
Marco
Blamenco
Curiel
Izo
DeCalvan Brothers
Whitey Bay
Speed Jil
Jozu
Doma
Squard
Rakuyo
Namule
Vista
Haruta
Possibly Ace (please confirm)
Any other whitebeard pirates I may have missed excluding Thatch since he was already dead.
- Characters boosted from Ch.5 onward:
Luffy
Jinbe
Ivankov
- Characters boosted later on or for specific chapters:
Buggy
Hancock
- Characters that escaped from Impel Down but aren't boosted:
Crocodile
Mr.1
Mr.3
Inazuma (However they do get boosted in The Bay - Oris Plaza)