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Chapter | Stamina | Battles | Quest | Boss | Conditions |
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Chapter | Beli | Experience | EXP/Stamina | Rainbow Gem | Title Gained | Conditions |
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Seconds of Courage |
Clear Chapter 30 times
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10x Rainbow Gems |
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Farming notes[]
Surprisingly and sadly, the characters are not as great as you could expect from Marine's elites. Sure, they won't hurt to have, but there is no must-have. Farm for whatever you like, or for collection, but there is nothing to get too excited for, IMHO. Akainu is a good captain and overall all the Admirals are good subs.
How to Beat The Bay - Oris Plaza[]
General strategy note: see the one for Marineford Bay, since it's pretty much the same.
Recommended captains: hard-hitting 2.5x and higher captains. Legends generally work well, unsurprisingly. Sengoku for example can clear all of this.
Chapter 1: enemy is DEX John Giant, with 3 CD. His preemptive hits for <7k life (unless it is % based, in which case it is <50%). GPU, and mow him down.
Chapter 2: 5 grunts, 2 STR with great shields, 3 INT with perfects. GPU and finish them; you may need 5 turns (1 for each) so plan accordingly.
Chapter 3: PSY Aokiji, will hit with a 50% health cut. GPU and burst him. Under 50% will bind a unit for 99 turns and under 20% bind another unit.
Chapter 4: In second to last battle, you'll face PSY Momonga and STR Dalmatian. They each have an upon-death ability you'll have to suffer through: Momonga hits you for 2-3k and locks a unit for 2-3 turns, and Dalmatian shuffles your orb to bad/bombs/weak as well as hitting for 2-3k. Then you face DEX Kizaru, who will preemptively hit you for 3k. On his second turn he will clear buffs/debuffs. If you get his health low enough (20-30%), he will lock one character for 10 turns and boost his attack.
Chapter 5: You'll be facing a Pacifista on each stage, not just the final one: QCK, PSY, STR, DEX and INT}, each surrounded by grunts. The first and last Pacifista will preemptively paralyze friend captain for 5 turns. DEX one heals each turn. STR one enrages itself on the last turn before attacking when on low health. On 2nd turn, the final INT pacifista will turn non-RCV slots to weak.
Chapter 6: The boss is just PSY Coby. He will hit you preemptively for 4956 and start with a 2 turn CD. Burst him before he attacks. Time delay if you need to.
Chapter 7: A totally boring grunt stage. They have a bunch of HP, and will lock their opposite color units instead of attacking. Area damage, time delay, burst... easy.
Chapter 8: In the 6th stage, you face STR Garp who starts with a 1 turn CD. Delay him if you brought a time delayer, as the final boss INT Sengoku will be immune to time delay; he will start with a preemptive immunity, DEF UP and ATK UP (all for 7 turns). His effective DEF will be around 16500, a million HP and 3 CD, which should be enough for a burst.
Chapter 9: This time it's PSY Aokiji round 2. He preemptively cuts your health by 50%, and locks slots on the right side into bad slots for 2 turns. He will attack for 7.5k on 2 CD. He also has a 2-perfects needed shield and 1,223,200 HP. On second turn he will lock a unit for one turn. On third turn he will lock a special for 1 turn. He will alternate locking units with locking specials every other turn until defeated. Under 50% HP he will lock right side for 3 turns. At 20% he will hit for 23,500.
Chapter 10: INT Akainu (1,562,000 HP) preemptively puts a time-delay immunity, 3 turn reduction of damage over a certain amount (10k, meaning you have to wait him out) and each turn will cut your health by 10%. His CD is 1, but the first 2 turns he just speaks. Then he puts up an ATK Up buffs and he attacks for over 6k.
Chapter 11: Akainu next round. This time he has a CD of 3, and will hit like a tank for 13928 if you don't finish him off before. Expect the usual immunity and 10% health cut each turn when dealing with him. When HP is low, he will activate half damage for 4 turns.
Chapter 12: Totally easy and forgettable grunt with no specials, boring-waste-of-time-and-stamina stage. Only difficult if you have INT characters in your team, as Stage 4 PSY grunts will bind INT characters for 3 turns EACH if you do not defeat on the first turn. They have very high defence with about 8-10 HP. Stage 5 is made up of 2 DEX and 2 PSY grunts. The DEX will activate Resiliance when in hp is low.
Chapter 13: Another pacifista stage. Expect a lot of friend paralysis. On the boss stage, you'll find all 5 Pacifista's, but only the INT one will have a Perfect 2-hit shield, and they have about 250k HP each. If you have access characters that deal a lot of area damage, you may be able to clear this stage with specials (I did with Sengoku+TS, mopping up was easy). If you don't have legends, consider Fossa the Blazing Katana or Kaku CP9’s Strongest.
Chapter 14: Akainu + grunts. Pretty much chapter 11 again (Akainu on CD 3 and hitting for 13928). Under 50% buffs Damage Reduction: Half Damage for 4 turns. Once killed Akainu revives to around 320k HP, and on low health he deals 30k worth of damage.
Chapter 15: And a repeat of Chapter 10 (Akainu on CD 1 and hitting for ~5k). Under 50% buffs Damage Reduction: Half Damage for 4 turns. Once killed Akainu revives to around 781k HP.