r/OnePieceTC • u/Dragonquiz • Apr 09 '20
ENG Guide Super Evolution Adventure: Perfect Superhuman guide
Prelude
A legend who knows no defeat, the greatest masterpiece of the Charlotte Family is here to confront enemies with his refined Haki and awakened abilities!
"Which should be first? Your hands? Your feet? Tell me the least important parts in order and I will gouge them off of you!!"
Current status about specific units super evos using their own island and their own skull is questionable at best? Well here are the following units that require their own skull (in id order):
Next regular skull super evos (in id order)
^ Currently JPN only for now
* Apparently glb had the bright idea to make it a glb first id number (5000+) instead of the jpn one, wanted to put it here so people know what id she is really, thanks bandai
Bandai and Unit Stats
Apr. 08 (19:00) - Apr. 15 (18:59) PST
Unit Details
Katakuri - Strongest of the Sweet 3 Generals
Classes: Striker/Powerhouse
Socket Slots: 5
HP: 3,804
ATK: 1,683
RCV: 252
Captain Ability: Boosts ATK of Slasher, Striker, Driven, Cerebral and Powerhouse characters by 1.95x, reduce damage received by 20% and makes STR, PSY, RCV and TND orbs beneficial for all characters. Has a chance to delay all enemies by 1 turn based on damage dealt in previous turn.
Sailor Ability: None
Limit Break Sailor Ability 1: Boosts base ATK, HP and RCV of Slasher, Striker, Driven, Cerebral and Powerhouse characters by 50
Limit Break Sailor Ability 2: Makes PSY orbs beneficial for this character
Special: Adds 100x character's ATK as Additional Typeless Damage for 1 turn, changes BLOCK orbs on Slasher, Striker, Driven, Cerebral and Powerhouse characters into Matching orbs and makes TYPE orbs beneficial for Slasher, Striker, Driven, Cerebral and Powerhouse characters for 2 turns. If during that turn you score 3 PERFECT hits, boosts ATK against delayed enemies by 2x for 1 turn.
Cooldown: 16 turns → 11 turns
[30 Stamina]()
[40 Stamina]()
50 Stamina
Stall on turtles and cd based fodders
Stage 1
Enemies | HP | Damage | CD |
---|---|---|---|
2 Chess King | ? | ~4,772 | 1-4 |
Chess Pawn | ? | ~4,772 | 1-4 |
Teen Turtle | 14 | ? | 1-3 |
Elder Turtle | 14 | ? | 1-3 |
Turn 1:
- Chess King: Changes all slots to EMPTY, changes two random slots to BLOCK (each chess king) and locks the chain at 1.1x for 3 turns
Stage 2
Enemies | HP | Damage | CD |
---|---|---|---|
2 Chess King | ? | ~4,772 | 1-4 |
Chess Pawn | ? | ~4,772 | 1-4 |
Teen Turtle | 14 | ? | 1-3 |
Elder Turtle | 14 | ? | 1-3 |
Turn 1:
- Chess King: Changes all slots to EMPTY, changes two random slots to BLOCK (each chess king) and lowers chain coefficient for 3 turns
Stage 3
Enemies | HP | Damage | CD |
---|---|---|---|
2 Chess King | ? | ~4,772 | 1-4 |
2 Chess Pawn | ? | ~4,772 | 1-4 |
2 Croquembouche Homies | ? | ~2,200 | 1-3 |
Turn 1:
- Chess King: Changes all slots to EMPTY, changes two random slots to BLOCK (each chess king) and lowers chain coefficient for 3 turns
- Chess King: Changes all slots to EMPTY, changes two random slots to BLOCK (each chess king) and locks the chain at 1.1x for 3 turns
Stage 4
Enemies | HP | Damage | CD |
---|---|---|---|
Perospero | 650,000 | 6,000 | 1 |
Preemptive
- Despairs ship for 2 turns
- Changes slots to unfavorable
- Locks slots for 2 turns
Stage 5
Enemies | HP | Damage | CD |
---|---|---|---|
Katakuri | 1.5 MLN | 7,500 | 1 |
Preemptive
- Cuts HP by 50%
- ATK down for 3 turns
- Burn (5000) for 3 turns
- Resilience for 1 turn
- Removes beneficial effects
<50% HP(once):
- Blows away FC for 3 turns
Turn 3 (every three):
- Cuts HP by 50%
- ATK down for 3 turns
- Burn (5000) for 3 turns
Delay special interruption:
- Cancels delay effect
When defeated:
- Revives, talks and leaves
Stage 6
(1)
Enemies | HP | Damage | CD |
---|---|---|---|
Brûlée | 1.2 MLN | 7,700 | 1 |
2 Tree Homies | 250,000 | 6,200 | 2 |
Tree Homie | 250,000 | 6,200 | 2 |
Preemptive
- DEF down and delay immunity for 98 turns
- 6 GOOD hit barrier for 98 turns
- Locks target to Tree Homie for 98 turns
- Brûlée DEF up (2.5 MLN) for 98 turns
- Threshold damage reduction for 2 turns
- Silences specials for 3 turns
Turn 2 (every two):
- Threshold damage reduction for 2 turns
When Homies are defeated:
- Brulee is good to go
When Brulee is defeated:
- Gives a 1.05x ATK and Orb boost for x turns
- Removes cumulative damage special and beneficial effects
(2)
Enemies | HP | Damage | CD |
---|---|---|---|
Flampe | 1.2 MLN | 7,700 | 1 |
2 Chess Rook | 250,000 | 6,200 | 1 |
Chess Rook | 250,000 | 6,200 | 2 |
Preemptive
- DEF down and delay immunity for 98 turns
- 6 GOOD hit barrier for 98 turns
- Locks target to Chess Rook for 98 turns
- Flampe DEF up (2.5 MLN) for 98 turns
- Paralyze crew for 1 turn
- Silences specials for 1 turn
Turn 1 (every turn):
- Paralyze crew for 1 turn
When Chess Rooks are defeated:
- Flampe is good to go
When Flampe is defeated:
- Gives a 1.05x ATK and Orb boost for 3 turns
Stage 7
Enemies | HP | Damage | CD |
---|---|---|---|
Katakuri | 9.98 MLN | 13,000 | 1 |
Preemptive
- Immunity for 99+ turns
- Changes all slots to BOMB/TND
- Cuts HP by 50%
- Rewinds FS/Slasher/Driven type specials by 8 turns
On Attack:
- Deals 75,000 damage
<50% HP:
- Changes all slots to BLOCK
<20% HP:
- Seals crews slot for 30 turns
Damage reduction special interruption:
- Removes cumulative damage special and beneficial effects
12
u/Espadanumber6 Apr 09 '20
Double Bullet Team:
TS Nami
Bobbin
Raid Zoro
TM BM
Stage 1-3: stall as normal for specials.
Stage 4: Perspero will seal your ship for 2 turns and make all orbs unfavourable. Just kill him and clear. You should have 4 QCK type matching orbs from Bullet’s CA.
Stage 5: Katakuri will preemptively cut your HP by half and give burn/ATK down. Use Bobbin and one Bullet Special, then hit greats/perfects up to 10k burn damage (no higher). I had 17k after the HP cut so just manage your HP properly before entering the stage.
Stage 6: Brûlée will have a 6-turn GOOD barrier and put up 99 turn DEF barrier (partial) immunity, and 3-turns of threshold damage.(2 turns after preemptive) she will also special bind your crew for three turns. you’ll be locked to middle row tree homie. Use Nami, Zoro, and your other bullet special, then hit all greats on each homie and brûlée. As long as you have good type matching you should kill the whole stage without issues. Just remember you still have 1-turn of burn at this point so hitting greats is necessary.
Stage 6: TM BM special>hit all perfects (or try too) and clear.
I did 10mil against the final stage even hitting a great, so you should be fine.