r/OnePieceTC • u/CubeoHS • Mar 18 '20
ENG Guide Congratulations, you just pulled (6+) Legend Bullet! Now what?
Douglas Bullet, Demon’s Heir/Douglas Bullet, The Monster that Lost its Purpose
I was lucky enough to snag him on Anni, so it’s Bullet time! I’m treating his 6★ and 6+ the same, since they basically are.
Information (all for 6+):
- Database Link
- Class: Fighter/Driven
- HP: 4,978 ( 5,953 w/ max LB and CC)
- ATK: 1,809 ( 2,219 w/ max LB and CC)
- RCV: 0 ( 100 w/ max LB)
- Combo: 4
- Cooldown: 22 turns → 17 turns (20 turns → 15 turns w/ LB)
Captain Ability:
- Boosts ATK of STR, QCK and INT characters by 4x, their HP by 1.2x, boosts own ATK by 4.75x and makes STR, QCK and INT orbs beneficial for STR, QCK and INT characters. This character's own normal attacks count as Type Effective against all Types.
Special:
- Cuts the current HP of all enemies by 20% that will ignore damage negating abilities and barriers and deals 2x the damage dealt by this character with normal attacks to all enemies at the end of each turn for 2 turns.
- “This character” refers to the Bullet that activated the special.
Sailor Ability:
- Boosts this character's damage against QCK characters by 2x
Limit Break:
- Sailor Ability 2: Boosts own base ATK by 300 if this character is the last in the chain to attack
- Potential Ability 1: Reduce No Healing Duration (By 5 turns when maxed)
- Potential Ability 2: Reduce Slot Bind Duration (By 7 turns when maxed)
- Potential Ability 3: Critical Hit (90% chance for a 12% boost when maxed)
Support: Supports STR, QCK and INT characters
- At max lvl: Adds 9% of this character's base ATK, HP and RCV to the supported character's base ATK, HP and RCV.
Pros
- Disgusting levels of damage (4x ATK for crew and 4.75x for himself)
- Type Effectiveness against all colors, meaning Color Affinity is always another damage boost for him (and gets around ATK/Orb interrupts)
- Three beneficial orbs
- Boosts 3 colors, instead of classes
- HP Boost built in
- Special essentially means he deals triple damage (normal attack and then 2x that at end of turn), can easily clear fodder on boss stages, and lasts 2 turns
- Excellent support ability
Cons
- No built-in boosts to ATK, Orbs, etc.
- NAO nullifies his special completely
Sockets and CC
ATK/HP CCs, since his RCV is literally zero. As for sockets, the standard AH/Bind/Desp/CD/DR is fine here, since the matching orbs from his CA alleviate most orb issues.
Ships
- Hoe: I’m running out of things to write here. Use it whenever you can since it’s the best EXP boost.
- Moby Dick: This is the “serious” ship for Bullet, giving 1.4x HP.
- Blackbeard’s Ship: Also a strong option. Bullet provides the Fighter, but you’ll need to fill the rest of the requirements with the crew.
- Sun Pirates Ship/Donquixote Ship: For strictly Driven or Fighter crews.
- Coated Thousand Sunny: If you need the 50% DR from the ship special.
- Flying Dutchman: If you need the DEF DOWN for a conditional or something. For EXP just use the Hoe.
- Nostra Castello/Piece of Spadille: You could use these, technically, but they add a lot of extra restrictions.
- Queen Mama Chanter: Prevents you from using INT units but has a slightly higher ATK boost after 3 PERFECTS, plus a boost in chance for matching orbs.
Friend Captains
- Douglas Bullet, The Monster that Lost its Purpose: Double Bullet is what you’ll use a lot of the time, since there aren’t a lot of super good FCs in my opinion. But there'll still be a ton of damage coming out of the crew either way, and you’ll have two characters with universal affinity.
- Monkey D. Luffy, Gear 4- Snakeman: Probably your go-to FC if you do use one. Provides a 2 stage orb boost, chain boost, and an extra beneficial orb in his CA. You already know about him.
- Jack, Eleph-Eleph Fruit: Ancient Model User: Not really a “serious content” FC, but frankly Bullet’s allowed to get away with a Jack FC a lot of the time. Plus his special can extend Bullet’s EOT to 3 turns, letting you carry it between stages.
- Franky, The Modified Man Living his Manly Dream: Another good FC, even if he comes with some class restriction. The General is excellent for Fighters like Bullet, and he also has blow-away protection, an ATK boost, and 2 beneficial orbs.
- Sakazuki, Decisive Deadly Battle: While his CA ability is somewhat overshadowed by Bullet’s special, his special will guarantee a full board of orbs and a 2.25x orb boost for STR and INT characters.
- Ace, Trickster Flame Wolf: Happy Halloween (JPN): Only boosts Fighters and Shooters, but his special gives them a 2.5x ATK boost in addition to 10 turns of Bind reduction. Furthermore, any crew with him as Captain effectively becomes immune to Special Rewind and Special Bind, and he makes PSY beneficial.
- O-Soba Mask (JPN): Excellent FC for Bullet, providing beneficial TND orbs and up to a 2.5x ATK boost in addition to his incredible Captain Action that allows him to avoid most debuffs.
Subs (separated by color)
STR:
- Snakeman: Discussed above as a Friend Captain.
- Legend Katakuri v1: Mostly fully matching orbs and a 1.75x Delay conditional.
- Raid Rayleigh: 1.75x ATK Boost.
- TM Akainu & Fujitora: Provides matching orbs with their special, and 1.5x slot boost/7% HP cut on switch that can help get past Resilience.
- Stampede Chopper: Has an EOT heal for 12x his RCV, and 5 turn reductions for Paralysis, Despair, Lock Chain and Reduce Chain Growth.
- Reverie Coby: Like Chopper, has an EOT Heal and 5 turns of Paralysis and Despair reduction. But, if you’re above 50% HP, he makes you immune to DEX and QCK damage for 1 turn.
- RR Zeff: 1.75x Affinity booster that can be used multiple times. Only for Fighters, but that can work to your advantage to only boost Bullet against, for example, a QCK enemy.
- Log Ace: CutsHP, but removes Poison, 4 turns of Bind, Special Bind, and Paralysis, heals for 7k at the end of the turn and changes EMPTY, BLOCK, and BOMB to matching.
- v2 RR Marco: Reduces Bind, ATK DOWN, and Decrease Chain Growth for 5 turns in addition to a 90% damage reduction and .75x Chain Boost if you’re using 3 STR characters.
- TM Law: 2 turns of Bind and Despair, Special Acceleration, matching orbs, and a chain boost.
- Invasion Garp: Executes enemies below 25%, useful on occasion.
- LRR Bonney: 10 turn reductions to Bind and Paralysis, a big heal and she changes BLOCK and BOMB to RCV, which she makes beneficial as a sailor.
- Stampede Lucci: Has a very flexible special, allowing you to choose a 2x Affinity boost or 5 turns of Bind and %DR reduction in addition to fully matching orbs including BLOCK.
- Colo Enel: Makes his own orb matching, reduces ATK DOWN, Chain Lock, and Paralysis for 5 turns, and boosts the chain by .7.
- RR Marigold: Changes DEX/QCK slots and provides a 1.75x DEF DOWN conditional on top of 60% damage reduction. Bring Sandersonia support to make her self-fulfilling.
- v2 RR Trebol: Reduces DEF UP, %DR and Threshold DR by 4 turns, with an ATK boost and special acceleration also available for fully Driven teams.
- Leo: 4 turns of Bind and DEF UP.
- RR Dice: 1.75x ATK boost, HP cut and barrier reduction.
- TM Big Mom: Provides a 3x orb boost, 1.25x ATK and Affinity boosts, and a board of G orbs by herself; stack a Bullet special on top and that’s pretty much all you need.
- RR Smoothie: Double Special gets you a 10k heal, Poison removal, 4 turns of Bind/Paralysis/Burn/Despar and six matching orbs.
- Wano Usopp (JPN): Removes 5 turns of DEF UP, %DR, and Threshold DR in addition to CD reduction and a 2 turn delay.
- Arlong & Crew (JPN): Their special gives 2 turns of CD reduction and a 2x ATK boost at minimum, upgrading to 2.5x if at 30% HP or lower.
QCK:
- Boundman: 2x ATK Boost and beneficial orbs.
- v3 Kuzan (GLB/KR): 2.25x Orb Boost and 1.75x Affinity Boost for STR DEX and QCK.
- 6+ Franky: Discussed above as a Friend Captain.
- v1 Doflamingo: While you won't see his 6+ get used on Bullet teams due to not wanting only Drivens, the 6* is a strong option for a 2x orb boost and 3 matching orbs.
- Legend Cracker: Under Bullet, changes EMPTY, BOMB, RCV, G, and BLOCK slots along with his own orb, adds 1.1x to the chain, and boosts Color Affinity for Free Spirit, Cerebral, Powerhouse and Driven by 1.75x for 2 turns.
- Kizuna Zoro & Sanji: Only Sanji is boosted, but this is the highest ATK boost in the game: 2.75x for Slashers and Fighters if at full HP and 2x for 2 turns if not.
- TM G4: 1.75x Affinity booster.
- Raid Zoro: Removes 5 turns of DEF UP, %DR, and Threshold DR, and gives 1.75x or 2x affinity to your Driven characters.
- Armor Sanji: Threshold DR above 6k, full board of matching QCK orbs, and an orb boost for QCK and STR characters.
- TM Smoker: Boosts orbs for Driven and Fighter and boosts chain by .7.
- LRR Vivi: Changes orbs to RCV, which she makes beneficial, and locks chain for 3 turns if you hit 2 perfects.
- Colo Jinbe: Boosts the chain for 2 turns, reduces damage above 3k, and completely removes enemy Threshold DR.
- Stampede Brook: Excellent Bullet sub, boosting STR QCK and INT ATK by 1.5x and 2x in the lext turn if you hit 4 perfects.
- v2 RR Diamante: 2 turn delay, some minor orb manipulation and 3 turns of %DR and DEF UP.
- v2 RR Hajrudin: 4 turns of Bind, Paralysis, and Reduce Chain Growth reduction in addition to -1 CD and a 1.75x conditional against delayed enemies.
- Colo Magellan: Self-fulfilling 1.75x Poison/Venom conditional. Also reduces enemy %DR, Threshold DR, and drops DEF to 0 for 2 turns.
- WCI Pedro: Boost ATK and Orbs by 1.75x if the enemy has some type of Immunity.
- RR Pudding: Orb manipulation, a 5k heal, 80% DR and 4 turns of Bind, Despair, Paralysis and Increase Damage Taken
- RR Bobbin: 5 turns of Threshold DR, %DR, DEF UP, enemy EOT Heal, and ATK DOWN in addition to some matching orbs.
- TM Jack: Has a nuke of up to 2 million, and reduces 2 turns of DEF UP, %DR, and Damage Nullification.
- RR Daifuku: With double special, reduces 4 turns of % DR, EOT Heal, DEF UP, and Resilience.
- O-Soba Mask (JPN): Discussed above as a Friend Captain.
- Legend O-Nami (JPN): 2x self-fulfilling DEF DOWN conditional that goes through DEF DOWN immunity for 2 turns, as long as your HP is full.
- TM O-Robi (JPN): Reduces 3 turns of Paralysis, Bind, Special Bind, Threshold DR, and %DR. Furthermore, if above 50% HP, you’ll be immune to STR and PSY damage for 1 turn.
- 6+ Marco (JPN 6+): Your go-to for a big heal, and he has an orb boost too.
- Usopp & Chopper (GLB): If the enemy is delayed, they give a 1.75x boost for both Orbs and ATK (1.5x to both and a 1 turn delay otherwise).
INT:
- 6+ Jinbe: Matching orbs for Fighters plus 5 turn reductions of %DR and DEF UP.
- 6+ Judge: Reduces damage for 2 turns and doubles ATK for Fighter, Driven, and Powerhouse.
- V2 Shanks: 2.25x boost and +.9 to chain if you have 4 of 1 type. Will usually be STR on Bullet teams.
- v2 Akainu: Discussed above as a Friend Captain.
- v2 Big Mom: Provides a lot of damage with her 3.5x Chain Lock and base ATK boost, in addition to powering herself up with her swap ability.
- TS Nami: 5 turn reductions on Paralysis and Special Bind, plus a 2 turn delay.
- WCI Chobro: Decreases enemy DEF by 80%, removes 5 turns of Threshold DR and Enrage, and makes PSY and DEX beneficial while adding .6 to the chain.
- Stampede Robin: Another of Bullet’s best subs, she boosts STR QCK and INT color affinity for 3 turns and locks orbs.
- TM Whitebeard: 2x Orb Boost if the enemy has delay/debuff protection, and the highest AOE through barriers in the game.
- Raid Lucci: Self-fulfilling 1.75x delay conditional if there is only one enemy onstage.
- RR Ain: With Double Special, she reduces 4 turns of Bind, Despair, DEF UP, %DR, gives 70% DR and heals.
- v2 Raid Doflamingo: Locks slots and can extend your ATK and Orb boosts between stages.
- Blitz Aokiji: Provides a heal, 5 turn removal of Threshold DR, %DR, and DEF UP, plus 1.75x affinity for STR and INT as long as you have 4 STR or INT characters.
- RR Perona: Provides 90% DR for 1 turn and reduces Threshold DR and %DR by 2 turns.
- Colo Burgess: Variable turn 1.75x ATK boost for fighters.
- RR Pekoms: Completely removes DEF UP from the enemy.
- Wedding Pudding: Changes G, BLOCK, and Badly Matching to Matching, locks the chain at 2.5x, and reduces Bind and Special Bind by 3 turns.
- RR Brannew: Reduces 4 turns of Threshold DR and %DR and makes PSY, RCV, and TND matching for your STR and INT characters.
- Stampede Sanji: While now expensive to get, he is an excellent sub if you have him, boosting STR, QCK and INT ATK and Orbs by 1.75x for 2 turns.
- Kizuna Magellan (JPN): Self-fulfilled 1.3x Poison conditional that also auto-applies to future stages.
- 6+ Katakuri (JPN 6+): Provides Tap Damage, makes type slots beneficial and changes BLOCK to matching for Slasher, Striker, Driven, Cerebral and Powerhouse, and boosts damage vs. Delayed enemies by 2x if you hit 3 perfects.
- Halloween Ace (JPN): Discussed above as a Friend Captain.
- RR O-Tama (JPN): Removes 7 turns of Burn, Paralysis, Chain Lock and Reduce Chain Growth in addition to a heal.
- Legend Pudding (JPN): You can’t store Bullet’s EOT, but you can store any of the other useful buffs for him to use in the future. Also changes orbs and reduces CD.
Conclusion:
He’s good. Who woulda thought? He’s capable of clearing nearly all content, is easily top 3 on Global, and remains a strong option even on the Japan server. Pulling him basically means you’re good for the next couple months of content. Even with more and more annoying debuffs coming on JP, such as the affinity canceling, I don’t think he’ll run into many issues in the future.
Video examples of Bullet clearing content: (All video credit to their creators)
- Vs. All Forests
- Vs. Assorted Colos
- Vs. 0 Stamina Wano Law
- Vs. Colo Magellan
- Vs. Colo Hody
- Vs. Colo Kyoshiro
- Vs. Colo Komurasaki
- Vs. Garp Challenge v4
- Vs. Garp Challenge v5
- Vs. Garp Challenge EX: Shanks
Post anything I forgot below.
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Upvotes
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u/th3_m0le Promising Rookie Mar 19 '20
Why is everybody forgettig the good old merry go as ship? For longer farm sessions every source of easier perfects is welcome and that ship has no restrictions like the other easier perfect ships