LEGEND REVIEW: Strong World Shanks
LEGEND REVIEW: Strong World: Red-Haired Shanks
Captain Skill: All Heart Units gain ATK based on your current Health; Increase the Occurrence of [PSY] orbs. *this boost goes from 2.75x to 2x
Special: Deal PSY Damage equal to 35x this Character’s ATK; Reduce all enemies’ Defense to 0 for 2 turns
One of the Four Yonko of the New World. Red-Haired Shanks.
Red-Haired Shanks boosts all Heart Units by a nice 2.75x ATK at 100% health which gradually drops to 2x ATK at 1 Health. As such, this Legend is tagged with a health-restriction and will need help maintaining his Health or suffer a massive ATK cut. Unlike Boa Hancock, Bandai gave Shanks an aggressive “bonus” to his Captain Skill rather than a conservative one. Shanks can increase the appearance of [PSY] orbs which effectively can double your damage fairly easily. This orb boost should not be underestimated since it is quite large. This can cause Shanks to out-damage other 2.75x Captains overall and burst down enemies easier/easily.
*SPOILERS FOR FUTURE CONTENT*
In the future the game has preemptive abilities called sockets which give the characters epic abilities like increased rate of matching orbs and anti-lock, anti-gloom sockets which reduce lock duration by 3 turns all the time etc. These abilities will be farmable whenever there is a same character bonus while powering up a character. This means that abilities for legends like Log Luffy would be easy to farm (because of isle's like Halloween Strawhats Part 1). Similarly there is a young Shanks and young Buggy isle coming soon to global which would mean easier farming for SW Shanks Sockets. This makes this legend amazing as well.
*SPOILER FOR FUTURE CONTENT ENDS*
*SPOILERS FOR FUTURE CONTENT*
In the future the game has preemptive abilities called sockets which give the characters epic abilities like increased rate of matching orbs and anti-lock, anti-gloom sockets which reduce lock duration by 3 turns all the time etc. These abilities will be farmable whenever there is a same character bonus while powering up a character. This means that abilities for legends like Log Luffy would be easy to farm (because of isle's like Halloween Strawhats Part 1). Similarly there is a young Shanks and young Buggy isle coming soon to global which would mean easier farming for SW Shanks Sockets. This makes this legend amazing as well.
*SPOILER FOR FUTURE CONTENT ENDS*
Unfortunately, Shanks is very focused/homed-in on a single color and is rather inflexible. While Shanks could be used as a PSY Slasher for Slasher teams, you’ll rarely see him in this position as a mainstay. But this does not hamper his Practicality, Shanks teams can clear a wide range of islands (even outside of INT-based islands) without much difficulty. While Shanks will suffer in most Raid Bosses and Training Forests, Shanks is still usable for almost everything else and shouldn’t be looked down on. Shanks isn’t that difficult to use either… with a high rate for [PSY] orbs, a high ATK boost and the ability to use Golden Pound Usopp, there shouldn’t be anything you can’t burst down quickly.
As a Crew-member, Shanks has solid numbers with a fairly lackluster Special. While the 0 Defense may have niche uses, many bosses are employing the “Debuff Blocker” which blocks such a thing. In addition, many of the hardest bosses have fairly negligible defense (which is why Burst Teams have no issue just bursting them) and hasn’t become a big issue. While the King of Turtle Island, outside of that… Shanks doesn’t contribute much as a sub outside of stats.
Practicality: Medium
Ease of Use: High
Sheer Power: Extremely High
Flexibility: Low
Christmas Sugofest Special
Sugofest is announced once again!! This time it's happening on the
24th December (19:00 PST) to 25th December (18:59 PST)
This Sugofest will feature a new legend: Strong World Shanks and also 3 new log characters. There will also be a Rate-Up on ALL INT Units currently available. In fact, any you'll pull will be obtained at Level 20!! Meaning you won't have to waste that many turtles!!
This will ALSO work alongside the Rate Up sugofest units mentioned below thus, INT Units among them will have a high chance of being pulled this time.
The Units available are:
Sugofest Units
Legends
Shanks Black Clad Redhead (PSY)
Monkey D. Luffy Voyage Log Straw Hat Pirates (STR)
Sengoku (PSY)
Boa Hancock (QCK)
Silvers Rayleigh (INT)
Edward Newgate (STR)
Monkey D. Luffy Voyage Log Straw Hat Pirates (STR)
Sengoku (PSY)
Boa Hancock (QCK)
Silvers Rayleigh (INT)
Edward Newgate (STR)
5* Units
Note both the 4-Star AND 5-Star will have their rates boosted
Roronoa Zoro Voyage Log Master Swordsman (QCK)
Nefertari Vivi Voyage Log Queen of the Pirates (QCK)
Franky Voyage Log Ship of the Seven Seas (PSY)
Mad Monk Urouge (PSY)
Roar of the Sea Scratchmen Apoo (DEX)
One-Hit Namule (DEX)
Flower Sword Vista (INT)
Basil Hawkins the Magician (INT)
Blamenco the Mallet (STR)
Captain Kid (STR)
Nefertari Vivi Voyage Log Queen of the Pirates (QCK)
Franky Voyage Log Ship of the Seven Seas (PSY)
Mad Monk Urouge (PSY)
Roar of the Sea Scratchmen Apoo (DEX)
One-Hit Namule (DEX)
Flower Sword Vista (INT)
Basil Hawkins the Magician (INT)
Blamenco the Mallet (STR)
Captain Kid (STR)
4* Units
Roronoa Zoro Voyage Log Straw Hat Pirates (QCK)
Nefertari ViviVoyage Log Princess of Alabasta (QCK)
Franky Voyage Log Straw Hat Pirates (PSY)
Mad Monk Urouge (PSY)
Scratchmen Apoo (DEX)
Namule (INT)
Vista (INT)
Basil Hawkins (INT)
Blamenco (STR)
Eustass Kid (STR)
Trafalgar Law Holy Night Gentleman (DEX)
Jewelry Bonney Ravenous Spoiled Santa (PSY)
Nefertari ViviVoyage Log Princess of Alabasta (QCK)
Franky Voyage Log Straw Hat Pirates (PSY)
Mad Monk Urouge (PSY)
Scratchmen Apoo (DEX)
Namule (INT)
Vista (INT)
Basil Hawkins (INT)
Blamenco (STR)
Eustass Kid (STR)
Christmas Special Units (Also Available in RR)
5* Units
Trafalgar Law Holy Night Nobleman (DEX)
Jewelry Bonney Ravenous Greedy Santa (PSY)
Jewelry Bonney Ravenous Greedy Santa (PSY)
4* Units
Jewelry Bonney Ravenous Spoiled Santa (PSY)
Finally, we just want to wish you all the best of luck with pulling these units (if you decide to pull*). And as usual, good luck and have fun!
*( PLEASE KEEP IN MIND THAT DOFLAMINGO IS RIGHT AROUND THE CORNER ON DECEMBER 31st )
*( PLEASE KEEP IN MIND THAT DOFLAMINGO IS RIGHT AROUND THE CORNER ON DECEMBER 31st )
Clash!! Donquixote Doflamingo! THE ULTIMATE WALKTHROUGH GUIDE
Table of Contents
- Times Held
- Reward
- EXP,Beli,Title
- Tips
- Stage Overview (Ultimate 60)
- Team Suggestions (Ultimate 60)
- Video Walkthrough (Ultimate 60)
Times Held
Appearances | Date (PST) |
1 | 12/31/2015 - 1/1/2016 |
Doflamingo is the Hardest challenge global has faced as a raid boss. With the first 60 stamina raid version being introduced as "Ultimate" the challenge has never been harder! This sixth raidboss and the efforts people will take in farming him will be well worth it!
Reward:
Donquixote Doflamingo Warlord of the Sea
Attribute | Type | Stars | Cost | Hits | Max. XP |
---|---|---|---|---|---|
5 | 50 | 5 | 4,000,000 |
Level | Health | Attack | Recovery |
---|---|---|---|
99 | 2311 | 1500 | 255 |
Captain Ability | Special |
---|---|
Doubles slasher characters' ATK and HP | Freely swap orbs between slots twice, amplifies the effect of orbs by 2x for 1 turn |
EXP, Beli, Drop Rate, and Titles
Difficulty | EXP | Beli | Drop Rate | Title |
Ultimate (60) | 10,000 | 96,000 | 100% | Nightmare |
Master (40) | 6640 | 58,340 | undetermined | Puppet |
Tips:
- Doflamingo only drops as a 4* unit.
- 4* Doflamingo evolves at level 70 and requires 1,066,998 EXP.
- 5* Doflaingo has 50 cost so don't evolve him until you feel like you can handle it.
- You can skill up Doflamingo through Same Character Synthesis.
- Both evolutions have the same Special name so you can use either as skill up material.
- His max Special level is 15 (14 cooldown).
- Remember that Doflamingo is unaffected by Debuffs like Turn Delay for the first 4 turns (effectively 3 turns after his pre-emptive attack).
- Stall effectively to try and get your Specials up by the time you reach Doflamingo. This means hitting a unit with only 1 unit as opposed to all 6 at times (don't be afraid to take hits).
40-Stamina Edition (Master)
Doflamingo's Attack Pattern (Master)
Turn Number | Top Donquixote Doflamingo | Bottom Donquixote Doflamingo |
Preemptive | Put up a Debuff Blocker for 4 turns | Cut your current health by 50% |
1 | Buffs Defense | None |
2 | Attacks for 4,500 damage | Attacks for 9,000 damage |
3 | Buffs Attack Debuff Blocker ends here | None |
4 | Attacks for 5,400 damage | Attacks for 10,800 damage |
5 | Seal the middle 2 units for 2 turns | None |
6 | None - Will open a dialogue | Attacks for 10,800 damage |
7 | Shortens Attack intervals of both Doflamingos to 1 Also buffs ATK of all Doflamingos | None |
8 | Attacks for 7,200 damage | Attacks for 10,800 damage |
9 | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 10,800 damage |
10 and onward | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 10,800 damage |
Under 20% Health | None | Deals 99,999 damage |
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.
60-Stamina Edition (Ultimate)
Doflamingo's Attack Pattern (Ultimate)
Turn Number | Top Donquixote Doflamingo | Bottom Donquixote Doflamingo |
Preemptive | Put up a Debuff Blocker for 4 turns | Cut your current health by 50% |
1 | Buffs Defense | None |
2 | Attacks for 6,000 damage | Attacks for 12,000 damage |
3 | Buffs Attack Debuff Blocker ends here | None |
4 | Attacks for 7,200 damage | Attacks for 14,400 damage |
5 | Seal the middle 2 units for 2 turns | None |
6 | None - Will open a dialogue | Attacks for 14,400 damage |
7 | Shortens Attack intervals of both Doflamingos to 1 Also buffs ATK of all Doflamingos | None |
8 | Attacks for 7,200 damage | Attacks for 14,400 damage |
9 | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 14,400 damage |
10 and onward | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 14,400 damage |
Under 20% Health | None | Deals 99,999 damage |
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.
Recommendations / Suggestions for Teams
Team Building Advice
Top-Tier Captains for Doflamingo
The following units are recommended as Captains against Donquixote Doflamingo
These units are all proven to be the best Captains for taking down both 40 and 60-Stamina edition of Donquixote Doflamingo.
Other Captains that can clear Doflamingo
The following units have also proven to defeat Donquixote Doflamingo though require a bit more of planning compared to the ones above.
The Recommended Crew-members
The following units are recommended for Donquixote Doflamingo as well as reasons why
General Advice
No matter which team you use, you'll use at least 1-2 of the units listed above. It is generally advised that you'll run Golden Pound Usopp with 1 of the three Damage reducers. This will allow you to tank the first attack and then delay Doflamingo.
This will allow you plenty of turns to defeat Donquixote Doflamingo without dragging it too far in.
Team Suggestions feat. (Facebook Blog Group)
(verified by the admins and helpers are credited for their teams)
(verified by the admins and helpers are credited for their teams)
But before we get to the teams, Here is a standard stalling guide for most of the teams.
STALLING GUIDE FOR DONQUIXOTE DOFLAMINGO
*credits to Jaqobs Wayn
Stalling | Turns | |
Stage 1 | 2cd mob | 2 |
Stage 2 | 2cd gladiator | 2 |
gladiator will not attack, when at 20% hp and buff himself instead | 2 | |
Stage 3 | 3cd turtle and 4cd lobster (10hp?) | 4 |
(optional) | let lobster and/or turtle live and get hit for around 2-4k dmg | |
Stage 4 | use gp usoppp, only 1cd mobs | 3 |
let the purple mob survive, he will lock your psy units for 2 turns | 1 | |
attack with 4combo unit | 1 | |
kill the purple mob | 1 | |
Stage 5 | Preemptive | 1 |
Total | 17 |
MONKEY D. LUFFY GEAR THIRD
Double Gear 3 team (Subs: Jozu, Mihawk, Arlong, GP Usopp)
*credits for this team: Tryhard Thank and Calvin Chen
Note: Max Mihawk/Max Merry is required to successfully beat 60 stamina You have your whole HP bar to play with, so don't fret if the fodder deal damage to you. Doffy shouldn't do any damage to you at all aside from his pre-emptive.
Stage 1: Stall as necessary (-2CD)
Stage 2: Kill fodder, skip Giant. Turn 2 bring Giant's health down to 20% or lower (he buffs himself) for another turn of stalling (-3CD)
Stage 3: Kill fodder, stall on lobster (-4CD)
Stage 4: Target the Seahorse and kill the STR/DEX/QCK/PSY fodder. Keep the INT fodder to stall 2 turns. (-2CD)
Stage 5: Doffy's pre-emptive deals half your HP. Target the top Doffy and attack normally. (-1CD)
Double Gear 3 team (Subs: Mihawk, Alvida, GP Usopp, Halloween Franky)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk special , Use Franky special to generate a STR orb and move it to G3 and attack
Turn 2 : Activate Alvida special and attack top doffy and take the 3600 damage.
Turn 3: Attack narurally.
Turn 2 : Activate Alvida special and attack top doffy and take the 3600 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and attack
Keep attacking naturally.
Defeat doflamingo before he attacks again.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
MONSTER CHOPPER
Double Monster Chopper team (Subs: Jozu, Arlong, GP Usopp, Alvida)
*credits to Me and the Blog Group
First floor (two turns)
Stall for 2 turns without being attacked
Second floor giant (6 turns)
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster (8 turns)
Stall without being attacked
4th floor Mob lockers and Sea Stallion (11 turns)
Hit a MISS on the sea stallion by a character with Combo = 6.
Kill all other mobs except the purple mob
Purple Mob will lock Usopp for 2 turns
Kill the purple mob in the next 2 turns
5th floor Doflamingo (12 turns)
Attack the above doflamingo first.
Use Jozu special or Perona special to nullify the first attack by doflamingo.
Use usopp special when the debuff protector runs out.
Keep attacking naturally.
Tank another hit if needed using Alvida special.
Defeat doflamingo before he attacks again.
Use Jozu special or Perona special to nullify the first attack by doflamingo.
Use usopp special when the debuff protector runs out.
Keep attacking naturally.
Tank another hit if needed using Alvida special.
Defeat doflamingo before he attacks again.
Double Monster Chopper team (Subs: Mihawk, Perona, GP Usopp, Arlong)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk special and attack
Turn 2 : Activate Perona special and attack top doffy and take the 1800 damage.
Turn 3: Attack narurally.
Turn 2 : Activate Perona special and attack top doffy and take the 1800 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and chopper special to kill the top doflamingo
Keep attacking naturally.
Defeat doflamingo with attacking and using the second chopper special..
Keep attacking naturally.
Defeat doflamingo with attacking and using the second chopper special..
DRACULE MIHAWK
Double Mihawk F2P slasher team (Subs: Morgan, Arlong, GP Usopp, Mr 1)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use both Mihawk specials and attack normally.
Turn 2 : Activate Mr 1 special and attack top doffy and take the 9000 damage.
Turn 3: Use usopp special and arlong special when the debuff protector runs out and attack top doffy.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
Double Blackbeard team (Subs: Whitebeard, Mihawk, GP Usopp, Monster Chopper)
Turn 2 : Activate Mr 1 special and attack top doffy and take the 9000 damage.
Turn 3: Use usopp special and arlong special when the debuff protector runs out and attack top doffy.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
BLACKBEARD
Double Blackbeard team (Subs: Whitebeard, Mihawk, GP Usopp, Monster Chopper)
*credits to xFireflyx98
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk and Whitebeard specials and both blackbeard specials as well (from the pre emptive) Use MC special on the top doflamingo and take out the remaining doffy in one shot.
NOTE: More guides to be updated soon
Video Walkthrough
The Global only video is coming soon. For now you can refer to the video for references and to the team wise guide
We wish you the best of luck and hope this helped you in your quest to obtain the terror of Dressrosa and hope that you can max his special soon.
If anything needs to be changed or added, feel free to let us know in the comments below!