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Adventure
  ➥ East Blue  ➥ Fushia Village  ➥ Alvida's Hideout  ➥ Shells Town  ➥ Orange Town  ➥ Syrup Village  ➥ Baratie  ➥ Arlong Park  ➥ Loguetown
  ➥ Grand Line Entry Zone  ➥ Twin Cape  ➥ Whiskey Peak  ➥ Little Garden  ➥ Drum Island
  ➥ Kingdom of Alabasta  ➥ Nanohana ► Rainbase  ➥ Alubarna
  ➥ Grand Line Entrance to Skypiea  ➥ Jaya
  ➥ Skypiea  ➥ Angel Island ~ Upper Yard  ➥ Upper Yard ~ Ark Maxim
  ➥ Grand Line, Vicinity of Water 7  ➥ Long Ring Long Land  ➥ Water Seven  ➥ Enies Lobby Front Gate  ➥ Tower of Law ~ Gates of Justice
  ➥ Thriller Bark  ➥ Mouth Gate ~ Hogback’s Mansion  ➥ Moria's Mast Mansion
  ➥ Grand Line Halfway Point  ➥ Sabaody Archipelago
  ➥ Grand Line Calm Belt  ➥ Amazon Lily  ➥ Impel Down
  ➥ Grand Line Marineford  ➥ Marineford Bay  ➥ The Bay - Oris Plaza
  ➥ Location of the Straw Hat Pirates  ➥ 3D2Y
  ➥ Grand Line Entrance to the New World  ➥ Sabaody Archipelago Redux
  ➥ Fish-Man Island  ➥ Deep-Sea Aphotic Zone to Ryugu Palace  ➥ Execution Platform of the King To Ark of Noah
  ➥ Punk Hazard  ➥ Burning Island to Research Lab Entrance>  ➥ Land of Ice to Lab R-1
  ➥ Dressrosa  ➥ Port Town Acacia To Coliseum>  ➥ Coliseum Lodging to Officer's Tower  ➥ The Former Royal Plateau to the Royal Palace's Top Floor  ➥ The Royal Palace's Top Floor to Central Town
  ➥ Zou  ➥ Mokomo Dukedom
  ➥ Whole Cake Island ➥ Chocolat Town to the Seducing Woods
  ➥ <|--

-->Extra Isle  ➥ Forests of Training  ➥ Limited Time Events (Daily Events, Fortnights, Clashes, others)  ➥ Jeweled Porc Sanctuary

Water7
Water7
Chapter Stamina Battles Quest Boss Conditions
1
14
7
Battle in the City of Water
N/A
2
14
7
The Stolen Cases
N/A
3
14
7
Attack! Franky Family
N/A
4
14
7
The Life of a Ship
N/A
5
14
7
Dismantler Franky Appears
N/A
6
15
7
Friendship Strained
N/A
7
15
7
A Fight with a Friend
N/A
8
15
7
The Enemy of My Friend
N/A
9
15
7
Sudden Attack
N/A
10
16
7
Falsely Accused
N/A
11
16
7
Break-in! Galley-La Company
N/A
12
16
7
The Harsh Truth
N/A
13
16
7
Thank You
N/A
14
16
7
Disparate Strategies
N/A
15
17
10
Cipher Pol No. 9
N/A

Other Notable Drops
Chapter 10
F0317

Chapter Beli Experience EXP/Stamina Rainbow Gem Title Gained Conditions
1
13026
1062
75.86
N/A
N/A
N/A
2
13211
1064
76
N/A
N/A
N/A
3
13206
1065
76.07
1
Coo-Coo
Clear Chapter
4
12956
1067
76.21
N/A
How Dare You
Clear Chapter
5
12922
1069
76.36
N/A
N/A
N/A
6
13298
1182
78.8
N/A
N/A
N/A
7
13601
1183
78.87
1
Duel
Clear Chapter
8
12917
1183
78.87
N/A
Mask
Clear Chapter
9
13436
1185
79
N/A
N/A
N/A
10
13446
1327
82.94
1
N/A
N/A
11
14024
1328
83
N/A
N/A
N/A
12
13267
1330
83.13
N/A
Secret Base
Clear Chapter
13
13815
1331
83.19
N/A
N/A
N/A
14
13235
1331
83.19
N/A
Undercover Group
Clear Chapter
15
14881
1482
87.18
1
Blueprint
Six Powers
Clear Chapter
Clear Chapter 50 times

Rewards
Conditions
Icon evilfruit
5x Rainbow Gems
Clear all chapters in Water Seven



Farming notes[]

There are definitely some interesting things here. Usopp Usopp Hammer is a good PSY unit (and a GPU socket), through he is also obtainable through RR. Paulie, Kalifa, Kaku, Rob Lucci and Franky are are all solid F2P characters, with Kaku being considered a top tier support units, but they are all available through varuous Extra Isle events so you may want to wait for them to appear there. Kaku Cipher Pol No. 9 and Rob Lucci Cipher Pol No. 9 will also be available at Enies Lobby, part 2, but they are good (particularly Lucci) and you'll want to acquire them here or there. Finally, Tilestone is not available anywhere else and he fills one very specialized role - Hime (Princess) turtle killer (see Turtles guide for more on that). He is useful every few months, but when the time comes you will want him (unless you have a bunch of other RR fill-ins).

How to beat Water Seven[]

The difficulty ramps up here, even for regular battles. You'll face a new set of grunts, and they each have a trick. Out of those, the most dangerous are the girls who will cast despair on you on their activation, so target them first. The fat shooter guys will get a high ATK punch if they are <20% on health, so kill them or tank their regular hits. Other guys are simply slightly annoying.

  • Chapter 1

Zambai - 400,000 HP does 3,440 damage whenever he attacks and has 1,000 defense.

  • Chapter 2

Just grunts, no boss. Nothing too bad.

  • Chapter 3

The Franky Family Demolisher Trio Demolisher Axeman, Demolisher Spearman and Demolisher Gunner, each with 300,000 HP will preemptively hit you for 2,082 damage. Axeman attacks for 4,220 every 3 turns. Spearman, for 2081 every 2 turns. And the Gunner, 5,590 every 4 turns. And they all have 1,000 DEF.

  • Chapter 4

Zambai is back. He has a bit less HP 380,000 but brought Axeman and Spearman with him, both with about as much health as before. They all have the same attack pattern as before.

  • Chapter 5

Zambai is still here. Nothing is really changed, but instead of Axeman there is the Gunner.

  • Chapter 6

Zambai comes back for the third round, and this time he brought the entire trio of Demolishers with him. Zambai has 375,000 HP and the Demolishers, 265,000, through their damage is decreased by about ~10% or so.

  • Chapter 7

Usopp Usopp Hammer - 770,000 HP will preemptively change all your orbs to weak orbs, put up a debuff blocker (immunity) and blind you (blank your SFXes) for 5 turns. Then he will go through a bunch of mini specials. First turn, 2,125 damage. Second: halve your health and change your orbs to STR. Third: 1,928 damage and change orbs to TND or weak. If <20% health, he will hit for 10,000 damage.

  • Chapter 8

Franky Franky Family - 550,000 HP, 3980 damage every 2 turns, and 5,000 DEF. He will preemptively despair your captain for 1 turn and change all your orbs to STR. On turn 1 he will lock your captain for 2 turns. If you have trouble dealing with such a high def unit, consider bringing Cabin Boy Helmeppo (or another def reducing unit).

  • Chapter 9

Paulie will bind your captain for 2 turns and deal 4,450 damage every two turns. He also has 915,000 HP.

  • Chapter 10

How about five bosses? You will face them all individually except the final stage where you face Tilestone, Lucci and Kaku. Lulu does nothing special. Kalifa will first strike you and randomize you orbs to TND or STR, then she hits for 5,790 damage. Tilestone - 562,600 HP, hits first for 8,664 then powers down to only half of that (so 4,332 from that point on). Kaku - 485,000 HP, ~3300 ATK on 2 CD, and Rob Lucci - 533,500 HP, 5088 on 4 CD, so in other words they don't hit hard. At <50%? (not sure, but above 20%) Lucci will lock a random unit for 4 turns and hit for 6,267. Kaku has no trigger at 20-50%, what if anything he has fir <20% is not reported yet.

  • Chapter 11

Just grunts, no boss. Nothing too bad.

  • Chapter 12

Franky - 300,000 HP and 10,000 DEF! will deal 5,188 damage when he attacks (every 2 turns). He will also buff his defense after this first attack. Again, if you have trouble with his def, bring Helmeppo.

  • Chapter 13

Just grunts, no boss. Nothing too bad.

  • Chapter 14

Just grunts, no boss. Nothing too bad.

  • Chapter 15

See also Unatratnag's FAQ: How to beat W7 Ch15

Kaku Cipher Pol No. 9 - 640,000 HP and Rob Lucci Cipher Pol No. 9 - 840,000 HP will face you together on the final stage. They will preemptively buff their defense by a fair amount and put up a debuff protector (immunity) for several turns. Kaku’s first attack (when the defense buff ends) will be to put up a 100% damage reducer for a while and buff their attack. Lucci’s first move will be to cut your health by 70% using his special. Kaku attacks for 3510 every 2 turns, and Lucci, for 7220 every 5 turns.

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