r/OnePieceTC 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):

  1. CP 9 & Spandam^

Next regular skull super evos (in id order)

  1. v1 Lucy/Sabo^
  2. Robin*
  3. Marco^

^ 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

  • DB

 


[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

 

Links

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u/RyzeNKing World's Strongest Enemy of the Gods Apr 09 '20 edited Apr 09 '20

Bullet Team I used for 50 sta (credit to Flamevious)

6+ Bullet/6+ Bullet

ShanksBeckman/ShiraMan

TM BM/Magellan 6+ (no Hanna sup needed)

Ship: Up to you, I used the reg Merry Go.

Guide:

Stall on stages 1 and 2 but kill the reg dudes to avoid bad things.

Stage 3: Use one bullet special and clear the room.

Stage 4: Just kill attacking with Bullet last.

Stage 5: Use second bullet special and ShiraMan special to heal and remove Atk down and burn completely. Kill.

Stage 6: Either Flambe or Brulee, swap ShiraMan to get rainbow orbs, attack with only Magellan. If u get Flambe, then once you swap you will be able to activate Magellan special and swap Shanksman for the paralysis removal and let the poison kill her. If Brulee, you have to tank one hit but be sure to swap ShiraMan before u do to reduce the special bind, then swap again to use Magellan special, lastly let the poison do the rest. Heal if possible with meat orbs.

Stage 7: Use TM Big Mom special and then kill hitting with both Bullets last. I don't know if you need the critical hit on Bullet for the max DMG but I'd recommend it just in case. The rainbow orbs should be enough dmg.

2

u/Sammy_Snake Promising Rookie Apr 10 '20

Very easy with this team.

Thanks for posting and thanks Flamevious.