r/OnePieceTC Sep 30 '20

MEGATHREAD [ENG][JPN] September 29, 2020 - October 06, 2020 Weekly Questions & Advice Megathread

This megathread is to house your questions regarding teambuilding or just questions in general about the game.

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u/QuantumFLX Promising Rookie Oct 01 '20

I'm still kinda still new to the game at least I don't have a good understanding of the game mechanics. I wanted some advice on how I can build some good teams with the units that I have, what should I be pursuing, what should I be saving for and all that. Thank you all!

[Pirate Box]

(http://imgur.com/gallery/tsYPmIt)

1

u/AlpacaDX Oct 02 '20

Honestly I would just level up your Kaido so you can farm manual for the characters you have for the 100% skill up next week. He clears everything so quickly and you can use a friend Jack or exp booster character so you constantly have stamina refilled. For the team building there isn't one team that can clear all content. You have to build different teams for each content forest,kizuna, garp...etc. For info on the content just go on youtube people upload of stuff or you can just trial and error your way through, first time is free anyways.

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u/QuantumFLX Promising Rookie Oct 02 '20

Yeah for sure I didnt know Kaido was that strong. Is there anytime that you recommend I build for just general use, to use outside of those events that require specific events

1

u/AlpacaDX Oct 02 '20

Not really. If they have over 1.5m hp and are not quick then you should probably have a specific team for that event.

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u/GoldFishPony The Next Strawhat Legend Oct 02 '20

As the other comment said kaido works really well for doing nothing farming, so farming skillbooks right now would be a good move before 100% returns because that could take a very long time to return.

For a team to use outside of that I might recommend something like

Bullet | bullet

6th chopper | v1 kata

V2 snakeman | v2 shanks

This one can have some major subbing, like snakeman could be the captain and then put like a color affinity booster or something in the empty slot where snakeman was (not really bullet, he’s a great captain but not as good of a sub). With this you have bullet for his captain (but not any boosts which is why snakeman also works), chopper for added damage and whatever other things, snakeman for orbs (and super type if subs can do that?), kata for matching orbs, shanks for chain and attack and matching. So kata could be subbed out or put a delayer in the empty spot if you use the snakeman team. Also for bullet you can use sobamask instead of shanks for a slightly higher attack boost and matching but there won’t be a chain boost.

Another idea for a cerebral team:

Sabo/koala | Sabo/koala

Vivi Becca | onami

V1 kata | inu/neko

This one is a simpler thought and all, should be easy to use. Sabo/koala for captain and attack boost, vivi Becca for color affinity (and defensive effect removal), onami for conditional and conditional attack boost, kata for almost guaranteed matching, and inu/Neko for orb boost (use their special the stage before the boss and get 2 perfects for the orb boost). This should be a good strong burst for most stuff.

Also tiny note, if you want the text to be the link, no spaces/returns between the brackets and parentheses.

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u/QuantumFLX Promising Rookie Oct 02 '20

When you talk about Kaido, do you mean the DEX one? What makes him so good? And for the Bullet team could I change shanks with Rebecca/Vivi?

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u/GoldFishPony The Next Strawhat Legend Oct 02 '20

Yeah that kaido. He’s fantastic for no effort farming, as captain he immediately activated his special which will hit for ~1 mil every turn (depending on cc, level, limit break, and support) along with his captain and a friend kaido hitting for another hit of a bit less damage, so kaido is almost a free 3 million damage each turn. He does make it much harder to stall for specials though so don’t expect him to work well for anything you need to stall for. He does half that damage to str and double it to qck just FYI, like for ambush cavendish he alone will beat the whole stage for you. He just makes for fast and low effort farming of stuff like skillbooks and all.

I personally wouldn’t because they boost completely different things and they wouldn’t boost bullet at all as they boost color affinity for striker and cerebral which would only boost themselves and kata, and for bullet teams generally you want to boost bullet as much as possible and the rest of your crew is extra. Shanks would provide an attack boost, chain boost, and matching orbs which vivi Becca does not do any of. Also with vivi Becca if you want them boosted on the crew you’d need to swap to Rebecca and not swap them again because bullet doesn’t boost dex units.

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u/QuantumFLX Promising Rookie Oct 02 '20

ahhhh okay okay I see thank you. For V1 Katakuri, should I super evolve him or leave him as STR? also can you explain the other mechanics of the game like unlocked powers, special levels, support effects, potential abilities, and limit breaks? thank you so much for your help

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u/QuantumFLX Promising Rookie Oct 02 '20

also would any composition of units that I have could clear 11 star kaido?

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u/GoldFishPony The Next Strawhat Legend Oct 03 '20

For v1 kata his + is a sidegrade which means it changes how the unit works and/or who they boost so ideally you’d have a copy of both. Because that’s not always possible it can be hard to determine for sure, + is going to be used on int teams and all but pretty much always as captain (because his special isn’t nearly as good without the delay from his captain) but non+ can be used as a good sub generally. For the team I gave absolutely keep him str but if you want to use him in other teams then that’s a bit harder to determine. Now know that character unlock islands are generally hard and people won’t go replay the stage to create a new team for them (because it would cost gems for no real profit for those who farmed it earlier) so before unlocking those stages make sure to find a team online that can beat it and that you can accurately create, otherwise you risk not beating the islands and wasting gems.

Wow it’s been a long time since I’ve seen the term unlocked powers, we call them sockets here. Basically a unit has up to 5 slots (most units nowadays have 5 after limit break but older ones might stop at 3 or 4), in each slot can fit a socket. You can feed dupes of a unit or tomes (as given by the daily chopperman mission) to give sockets to your units. It goes up to level 5 for each type of socket, some gain their abilities at 5, others need up to 24 to max it. Because each unit can have up to 5 lv 5 sockets, the entire crew’s total adds up to the actual ability activation. You can check which are active by looking at edit crew, and hit view on the thing next to active powers in the lower right. It’ll say what level they are and all. For these anti-bind (lv 3), anti-despair (lv 3), and lv 5 autoheal are basically taken for granted in all teams so make sure to boost those all the way. The other recommended ones are damage reduction, countdown reduction (or special reduction), or in some cases orb chance rate up. The short form of these are AH for autoheal, bind, despair (I assume those 2 are self-explanatory), DR for damage resistance, CDR for countdown reduction, and orbs for matching orb chance. There are very rare occasions where you’ll use the others, rcv up can be useful for units relying on eating meat a lot like Enel or warco. Map damage resistance and poison resistance are only ever recommended for extremely hard things, like garp challenge Doflamingo 2 (one of the hardest things in the game) teams basically all have poison resist lv 3 because you get poisoned at one point and if you remove the poison they will just reapply it, so using sockets makes it so the poison does 0 damage instead. Map damage is almost never relevant because the large majority of map damage does a \% of your health so it can’t kill you (even at 1 hp enemy \% damage can’t kill you, but your \% damage can kill enemies with 1 hp), as far as I know Enel is the only enemy that really ever has deadly map damage. Resilience is useless unless you really want to gamble because it’s a 1\%, 2\%, or 3\% chance of preventing your death one time in a stage if I recall the rates according to level properly.

Special levels is luckily much less complicated than sockets. It just determines how many turns until you can use a unit’s special. Most modern units have a max from lv 5-7, some event units have it max at lv 1 because the unit has no reasonable way to max special. You level special level by feeding a unit dupes of that unit’s evolution tree (so an unevolved version of the unit also works) or a skillbook for that unit. You can tell if a special has a chance to be levels because the things you’re feeding will have a yellowish tint when choosing things to feed to the unit. Special level up is not guaranteed, the general rate is estimated to be like 17-20\%, so it’s not guaranteed at all. Somewhat often we have special lv up x2 which boosts those rates and these are the times we recommend you feed for special (so you’ll want to hold on to dupes or skillbooks most of the time unless there’s an event relating to special leveling a specific unit). In some days we have an extremely rare 100\% special up so every dupe or skillbook will level the special of a unit (unless they’re maxed) so try to get as many skillbooks as you can at the moment in the daily manual islands, tomorrow is Saturday so all of them will be available). We’ve also had x3, x4, and x5 special rate up though those aren’t common (and x5 has functioned as basically a 100\% chance, some people said they’ve failed level ups so I assume it’s somewhere around like 99\% or something).

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u/GoldFishPony The Next Strawhat Legend Oct 03 '20

I’m on mobile so I can’t respond to myself but this is part 2

Supports are bonus in a way. So units might have a support ability, most of them are stat boosts to the supported unit, though some have more unique effects. If a support validly works for a unit it stays true through the full stage no matter what, so even if a support only boosts Luffy, you can still equip them to Luffy/law and the support effect stays even when law is out. Supports support a specific list of units. There are very few that support all units (story Luffy, snakeman, story vivi), some support classes (v1 lucci, v1 doffy, v1 mihawk), some support colors (komurasaki, v1 Blackbeard, v1 whitebeard), and other support specific characters (v1 sanji, v1 Ray, carrot). Stat boosts constantly apply, but some have activation requirements. Some respond to an enemy debuffing you like v1 Ray will remove despair/bind/paralysis when they are applied to your crew (only occurs once), some activate when the supported unit uses a special (some require the special to deal damage like colo opera, not all require that though like psy rr Jinbe). The support character’s cost applies to your total crew cost though so you’re probably not able to have a full legend crew with full legend support for a while. Support abilities level up with dupes (guaranteed) or support items which are “proof of friendship”s, you get them mostly from kizuna nowadays but sometimes they’re event rewards and if EX colos ever return, those tend to give lots of support items. There are three types, the worst is guessed to have around 10\% success, middle about 30\%, and the best is a guarantee. There are no events to boost support rates (this is also true of tablet rates which are in the next part), we only have super success for general unit exp and special lv up.

Potential abilities are part of limit break so luckily those can be grouped together. Limit break is something you can give to most fully evolved units. The unit needs to be max level and then you can limit break them. To limit break you need to spend potions, and various crystal things (just called lb materials because that’s easy, I would say describing them by size is easiest rather than their official names or whatever shape they are). You get these materials from treasure map which is a game mode where you fight 6 bosses, travel between the fights, get points and stuff. There’s more to it than that but I’m gonna skip it because we have a couple weeks until the next one and if you’re new you’ll be in East blue which means you only need to make 1 team which is very nice. So to limit break you need to feed potions to units which gives an amount of points depending on the potion, most units max at 200,000 or 2 million, whichever it is, though some need more to max. Once you’ve fed potions (you can also use the units on treasure map teams to beat stuff and that also counts towards the potion point total), you can feed the shards and whatever to unlock lb abilities. Most of them will be stat boosts, some of them are socket slots, some are sailor abilities (kinda like captain abilities but always way weaker and they don’t work when the unit is captain), some are special cooldown reduction (generally only 1), and some are potential abilities (I call them lb abilities which I think most people do here). I might have missed a thing in that previous sentence but no idea what. Lb abilities are some abilities that might boost you a little bit or help out in some way. Once you unlock them with lb they’ll be lv 1, they can go up to lv 5, dupes are guaranteed lv up and tablets are a chance. There are I think 13 different lb abilities which means like 13 different tablets. Tablets are estimated to have super low rates, like somewhere around 10-15\%. Units will have 2-3 lb abilities. Because dupes are guaranteed it might be recommended for f2p units to not feed your last 8 dupes (I don’t know of any f2p units with 3 potential abilities, maybe there’re some on japan) until you’ve fully limit broken the unit just to max them. When a unit’s lb abilities are maxed out, the unit gets a rainbow border that we call rainbowing a unit. There is also lb+ which requires keys to do. 3 types of keys, you get tm unit and legend keys from treasure map (if I said tm somewhere which I did right before this and probably did before that I mean treasure map), and you get silver (rr) keys from garp challenges. Using a key allows you to extend limit break for units, most of lb+ is going to be stats but sometimes specials get a bit shorter and rrs might get a 3rd lb ability. Key lb is super expensive for lb materials so I wouldn’t bother until you have tons of them and all units you use lb’ed. For tm units it just needs lb materials from the type(s) the unit(s) is but for legends and rrs it requires lb materials from all types. Also lbing is super beli expensive, you’ll want to stock up on money for it so if you have her, use a double psy rr Viola team to beat the beli cave x2 stamina a few times to get that money, use boosted ships or sexy foxy if you can (the foxy should not be a high priority ship though, there’s better things from the rayshop). Now back to the potential abilities as I just kinda skipped over them, there’re actually like 15 or 16 kinds even though I know I said 13 before, I forgot a couple were added later. 5 of them are color damage resistance, it’s not going to be a lot and most of these are most of the time pointless (they can be useful in rare occasions), critical hit and enrage are ones that increase your damage but it’s by a minuscule amount so most of the time these won’t matter, the only time I’ve seen it matter is super high hp kizuna. The ones that matter more often are resisting ones, like slot bind resist, anti anti heal bind, anti ship bind, and anti fear (also called sailor despair, it’s like despair except for sailor abilities). Those last 2 I think are currently exclusive to lb+ on rrs though I’m not totally sure and they’re the later arriving ones I forgot. There’s also the special ones, one that allows a unit to use their special 2 times in a row and one that allows the unit to use their special at the start of the stage, these ones are sometimes important to using the unit to their fullest. The last couple are barrier penetration and pinch healing, barrier penetration is mostly only on shooters but it allows the unit to ignore barriers that enemies might have, though it can be an issue because sometimes barriers need 5 perfects but if 1 unit has barrier penetration then that means their hit won’t count towards getting rid of the barrier. Teams generally account for that nowadays though so it shouldn’t be a major issue. Pinch healing will heal you by like 3x the unit’s rcv when you hit a perfect with that unit when hp is less than 50\% (this is a generic example which I think is most common), this will be mostly only relevant in hard stuff but still very useful.

I don’t make teams for new stuff, I only team build for generic damage so you’ll have to look on the megathread, YouTube, or nakama network to see if you can do it, you can also read the guide (if there is one) to see what stages do what and how to counter that.

So hopefully I covered all of them pretty well, best of luck.