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[Coliseum] Basil Hawkins - Unit Analysis and Walkthrough

A new Coliseum batch is announced, this time with three new units: Basil Hawkins, Wyper and Mr. 7 & Ms. Father's Day

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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