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Clash!! Monster Chopper!!!




Chopper's experiments with the Rumble Ball brought him back to Extra Island for another clash!
Will you be able to beat him and get him to join your crew? 
We'll be over viewing his character as well as the stages of this battle with the best teams to recruit him.

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Tony Tony Chopper, Post-Rampage (Monster Chopper)


Type: STR                                          HP: 3,660
Classes: Fighter, Powerhouse          ATK: 1,500
Sockets: 2                                           RCV: -900

Captain Ability: Boosts ATK of STR characters by 3x but tremendously reduces HP 

Special Ability (30 -> 15 turns): Deals random STR damage to one enemy (between 2,000 and 200,000)

We're looking at a very interesting raidboss that will see many uses in many different teams. His powerful captain ability can be used to defeat many foes, such as Doflamingo or some fortnights (Khalifa and Wanzee, for example). He's one of the units with the highest ATK in the game and, at the moment, he's one of the two farmable units with 1,500 ATK (the other being Doffy)

His special is also really powerful, since its damage can go up to 200,000 (or, if the enemy's DEX it can go up to 400,000). Against Doflamingo, for example, you can deal up to 800,000 damage just with both Choppers' specials. This is almost a million damage, it's something to be scared of!

However, you must realise that having him in your team will most likely turn your RCV to 0, since in the whole game he's the second unit to have the lowest RCV (first being 5* Moria from story with -999)

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Now, to the guide itself

Stage by Stage Walkthrough (40 stamina edition):


Stage 1



This is a regular mob stage that won't cause you much of a trouble, and you can stall for 3 turns without taking damage

Each one hits for 2,100.







Stage 2



The three pirates in the front row can be of any type and will lock the units they're weak against.

The turtle has 28HP and hits for 1,050, so make sure to stall here for some turns







Stage 3



The penguin will preemptively reduce your RCV for 5 turns (you won't heal almost anything with meat)

You can stall on the penguin if you want. The left mob will hit for 5,500 and the right one for 3,804. It's recommended to kill these two before they attack.

The penguin hits for 780





Stage 4



The "make it or break it" stage.

Both seahorses have 6 HP and each will lock a random unit for 3 turns.

The STR mobs have 5 HP and will hit for 2,000 each.

Kill the seahorses first then focus on the mobs




BOSS STAGE - Monster Chopper



HP: 1,800,000

ATK: 10,073

Attack Pattern

Preemptive - Locks all units except both captains for 1 turn

Turn 1 - Does nothing

Turn 2 - Attacks for 10,073

Turn 3 - Same as preemptive attack

Turn 4+ - Repeats the pattern from turn 1 and 2

Below 20% - Will attack with his special for 9,240

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Team recommendations

NOTES: 
Turn delayers are highly recommended, so bring Golden Pound or Log Usopp. If you have bind sockets, DO NOT delay him in the first turn, since after the supposed lock he will not attack

If you need to take damage from Chopper, try to bring him down below 20% since he will deal less damage (though he will have a 1 turn cooldown from that turn on)

Sockets are not necessary, however, Bind lvl 1 or orb could help. All units should be level 70 or over

Both F2P and P2P teams will be overviewed


Enel F2P




NOTES:

Story mode Lucci can be replaced with fortnight Lucci or any rare recruit unit (such as Thatch, for QCK orb chance)

Diable Jamble Sanji's special can be used to defeat the mobs in stage 4 and save some QCK orbs

When you get to Chopper's stage, use Golden Pound Usopp after the lock goes away, then if you have orbs use Kaku's special. You have 4 turns to defeat him. With Bind lvl 1 you have 5 turns.

Maxed Merry or Thousand Sunny is recommended.





Slasher F2P



NOTES:

The typical slasher team. Requires both Mihawks to be max/near max special.

When you get to the boss stage, use both Hawks' specials. Now Chopper has 882,000 HP.

After the lock goes away, use Golden Pound Usopp and you now have 4 turns to defeat him. You can use Mr. 1's special to boost slasher attack. You can replace Kuro for Thatch or any other strong QCK slasher, and Mr. 1 for Khoza, since he is a better Slasher booster than Mr. 1.

Maxed coffin boat is recommended, though with maxed Sunny/Merry you won't have problems.



Gear 3 (with f2p subs)




NOTES:

A G3 team is also capable of doing the job, as long as you can keep hitting perfects.

The blank spot can be occupied by a qck hitter (Enel, Thatch, Killer), or with a utility unit, such as Alvida (DMG reduction) or Diable Jamble Sanji (stage 4)

Use GP Usopp to delay Monster Chopper and if you have the orbs use Kaku's special.

Maxed Sunny/Merry is recommended. Again, no sockets are need, but Bind lvl 1 would make things easier




Jozu + Ace 




NOTES:

This team is an all around. You can also go double Jozu (super tanky but lacks attack) or double Ace (6,25x ATK but no HP boost). With this you get 5x ATK boost as well as a 2x HP, so it gives you a margin for errors.

Blank space can be filled with a strong QCK unit. Both Lucci and Kaku can also be replaced with QCK hitter/utilities (such as Thatch for orbs). I'd recommend keeping Kaku for orb boost.

GP Usopp to delay Monster Chopper and you have 4 turns to defeat him without taking damage. However, with this team you should have ~30,000 HP to manage.

Maxed Sunny or Merry is recommended


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I hope you enjoyed this guide. More teams will be coming.
See you soon!

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