Since I don't have as much time as I used to have, this will be the first guide - Coliseum Hawkins - and I can't guarantee there will be others of this colo batch. Later, if I have time, Wyper's guide will also be released
Moving on to the point, this guide will contain an unit analysis as well as a stage by stage walkthrough with the best teams to beat him
For the first 4 rounds, only the final battle will be shown. For the boss round (5th), all stages will be overviewed
Basil Hawkins the Magician, Captain of the Hawkins Pirates
Type: DEX HP: 2,239
Classes: Cerebral, Striker ATK: 1,278
Slots: 3 RCV: 347
Captain Ability: Doubles Cerebral and Striker characters' ATK and deals 5x the damage received in the previous turn in DEX damage to all enemies at the end of each turn
Special (24 -> 12 turns): Changes top row orbs into STR, middle row orbs into DEX and bottom row orbs into QCK
Hawkins arrives as a very interesting unit that surpasses its Rare Recruit version. With a decent captain ability and an even better special, he is definitely worth to farm
As a captain, he is not the best unit, but if you don't have any better Striker/Cerebral captain, he will do the job. He also deals 5* damage received at the end of the turn which may come in handy in some situations. Despite all this, every 2.5x captain is preferable
The interesting part of this unit is its specials. Hawkins can guarantee STR, DEX and QCK orbs in the top, middle and bottom row, respectively. This is an excellent orb control, that can guarantee you matching orbs depending the team you bring. For example, in a double G3/LL lead with Hawkins in the middle, you can guarantee 3 matching orbs. If you add other units that match his special pattern, it will be even better
Overall, a great unit, mostly as a sub than as a captain. His stats are pretty good and he is a great unit to have maxed
ROUNDS
FIRST ROUND - PORCHE

HP: 320,000
ATK: 2,916 (every turn)
Preemptive - Silences STR, DEX and QCK specials for 5 turns, and receives only 70% of the damage dealt for 50 turns
Every turn - Attacks for 2,916
Every 2 turns - Randomly changes orbs into BOTHER or TND
Useful Units

SECOND ROUND - DON KRIEG

HP: 700,000
ATK: 15,000 (4 turn interval)
Preemptive - Poisons you for 4,500 damage every turn and puts up a 8-hit combo barrier for 98 turns
Every 4 turns - Deals 15,000 damage
Useful Units

THIRD ROUND - LUFFY

HP: 2,600,000
ATK: 4,500
Preemptive - Puts up a delay protector for 998 turns
Turns 1 and 2 - Deals 4,500 damage
Turn 3 - Deals 15,000 damage and turn interval goes to 3 turns
Turn 6+ - Deals 4,500 damage
Useful Units

FOURTH ROUND - MR. PRINCE

HP: 2,350,000
ATK: 8,400
Preemptive - Locks lower left unit for 99 turns
Turn 1- Locks a unit for 1 turn
Every 2 turns - Attacks for 8,400
HP < 50% < 20% - Locks a unit for 3 turns
HP < 20% - Deals 11,000 damage and locks an unit for 5 turns
NOTE: It is very important to have anti-lock level 2 or 3 in this fight, otherwise it may be really tricky
Useful Units

BOSS ROUND
Stage 1

As typical, stall without taking damage
Stage 2

Again, there's no need to take damage.
Just stall according the mobs' attack interval
Stage 3

This is the stalling stage. The mobs in the front will lock units they're weak against for 3 turns
The turtle has 18 HP and will deal 2,210 damage
Stage 4

HP: 1,000,000 (approximately)
ATK: 8,400 (2 turn interval)
Preemptive - Locks lower left unit for 99 turns
Turn 1- Locks a unit for 1 turn
Every 2 turns - Attacks for 8,400
HP < 50% < 20% - Locks a unit for 3 turns
HP < 20% - Deals 11,000 damage and locks an unit for 5 turns
BOSS STAGE - HAWKINS
HP: 2,200,000 (approximately)
ATK: 13,912 (3 turn interval)
Preemptive - Puts up a counter debuff. He will deal you back 1/100 the damage you dealt him, every 2 turns**
Every 3 turns - Attacks for 13,912
(*)- Hawkins counters 1/100 of the damage every 2 turns, which means he will deal it in the begining of the 3rd turn. You CAN'T avoid this damage with specials
Recommended Teams
NOTES:
- MAX ship is crucial, whether it's Coffin Boat, Thousand Sunny or Going Merry
- Bind resistance level 2 or 3 is very important against Mr. Prince, because of his lock pattern, though with level 1 it is also possible
- Both F2P and P2P teams will be overviewed
Mihawk F2P (Coffin Boat)
Specials must be at a 22 turn cooldown or lower.
It's recommended to have Crocodile in that position, since he will get locked for 99 turns and he is the least important unit for the final battle
Be careful against Mr. Prince, since when he gets under 20% he will lock for 5 turns, making it impossible to unlock with sockets. Make sure to kill him before he gets below 20%
Against Hawkins, just use both Hawks', Doflamingo's and Mr.1's specials and it's an easy kill if you have a STR orb on Arlong and any other matching orb. Otherwise you have to kill him in the next turn (before he counters)
F2P Shooter (Thousand Sunny/ Ace's Boat)
Specials need to be at a 22 cooldown or less.
I never thought I would be making a Zephyr team, but it's here and it's fully F2P-friendly
Defeat Mr, Prince without getting him under 20% so he doesn't lock you
When you get to Hawkins, invoke Mihawk's, Zephyr's and Heracles' specials. Swap orbs so you can get matching orb on Heracles'n, Ace, Blackbeard and Zephyr, and you can easily kill him in 2 turns
Log Luffy
An easy LL team. You need Hawk and Doffy's specials to be at least 22 turn cooldown.
Defeat Mr. Prince before he gets below 20% HP.
Versus Hawkins, use Hawk and Doflamingo's specials and it's a very easy fight. If needed, you can use Jozu's special to negate one hit from Hawkins.
Jozu can be replaced with Alvida, Perona, Corazon, Señor Pink, etc.
6* Crocodile (Moby Dick)

Since you start with only 50% HP because of Moby Dick, you already have a boost.
Stall accordingly until stage 4, you'll need Robin's special here. Since Heracles'n will get locked in stage 4, use his specials to get a matching orbs so Robin locks them on the next stage
Use Robin's and Kuma's special against Mr. Prince. If you have Crocodile's special ready, use one here o make it a one turn kill
In the last stage, if you haven't used Kuma's special, use it here, as well as Crocodile's. If you have already used Kuma, don't worry, it's fine too. You have 2 turns to defeat Hawkins which shouldn't be a problem
Whitebeard (any ship, Moby Dick preferable)

As usual, Shirohige can do the job. Manage to get your heath below 30% in the first stages.
Against Mr. Prince, use GP Usopp special to have some margin to defeat Sanji. Don't forget to kill him before he gets below 30% otherwise the battle will be tricky. At the same time, try to save some STR orbs for both Whitebeards in the last stage
The empty slot can be fit with anyone, preferably with a well socketed unit since it will get locked for the rest of the battle in stage 4
Against Hawkins, use Doflamingo's and both Whitebeards' specials and it's a one turn kill if you have STR orbs on Whitebeard
Sengoku

This team requires a different stalling process.
On stage 3, kill the mobs with the lowest cooldown, but leave the one with the highest attack interval alive.
Use GP Usopp's special (needs to be maxed) here to earn a few extra turns. Your lower left unit should be someone with good sockets and above 20 cost to stall on the mob you left alive.
When the mob gets to 1 attack interval, defeat him. Take some hits on the turtle to stall a few more.
Against Hawkins, use Usopp's special to delay him. Attack normally until he gets to the 1 turn attack interval (you will take some damage from the counter, but not that much. Try to heal whenever you can anyways).
When he's on 2 turns attack interval, use Smoker's special to reduce some damage from the counter. Use on Sengoku's special on this turn, then the other Goku's special on the turn Hawkins has 1 attack interval. You will defeat him easily!
Sources: Gamewith






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