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Ambush Young Garp

 

Garp, the Hero of the Navy has arrived to hunt you down. I'm here to walk you through the most difficult content released as of yet on GBL. The difficulty comes in an enemy with a barrier who'll kill you if you don't kill him in stage 1, 2 minibosses and a 10 million HP Garp at the end who'll revive upon death and throw everything he's got at you. This invasion is sure to be restrictive and difficult. But if you manage to beat him you'll get your hands on a fantastic Fighter captain, with a unique special that's sure to be useful in many situations.

Droppable Character:

Name Class Captain Ability Special CD Cost Comments
Garp the Fist, Hero of the Navy Fighter/Free Spirit Boosts ATK of Fighter characters by 2.75x and reduce damage received by 15% Reduces the defense of all enemies by 100% for 1 turn. If the targeted enemy has less than 25% HP, instantly defeats them, otherwise, cuts the current HP of one enemy by 30% 32 -> 15 50 With fantastic stats, a great CA and a unique, flexible special that is useful against enemies with both high and low health it makes him an all around fantastic unit.

 


Stage Description

 

Stage 1

Enemies HP Damage CD Special
Cannoneer Seaman ~150,000 45,000+ 1(1) Preemptively talks. Has 3 hit good barrier for 98 turns
Naginata Major ~75,000 5,540 2(1) <50% HP: Gains 50% damage reduction for 5 turns.
Knuckle Major 120,500 9,685 2(2)
2 Bazooka Majors ~120,000 13,206 2(2) <50% HP: Blinds for 7 turns.

Notes & tips:

  • You MUST kill the Cannoneer on the first turn. Let him attack you and your run is OVER!

  • Don't get the Bazooka Majors or Naginata Major under 50% or your stage 2 and possibly stage 3 will become more difficult than they otherwise would.

  • Stall on the Knuckle Major if you need a few extra turns, since he deals the least damage per turn.

Stage 2

Enemies HP Damage CD Special
Knuckle Major 120,500 9,685 1(2)
Knuckle Ensign 101,880 9,948 1(2) Skips first attack & binds a random unit for 5 turns
Bazooka Ensign 134,200 12,865 1(3) Skips first attack & binds a random unit for 5 turns
Elder Turtle 9 1,792 1-3(2)

Notes & tips:

  • You can gain a few extra turn of stalling by allowing the Bazooka Ensign to bind one of your units.

Stage 3 Miniboss Onigumo

Enemies HP Damage CD Special
Onigumo 441,750 5,352 2(2) See below.
5 Saber Majors 75,100 8,922 1-3(2) Skips first attack & binds a random unit for 4 turns.
Event Action
Pre-emptive Locks Chain Multiplier to 1.5x for 4 turns. Binds a random sub for 5 turns & prevents delay for 98 turns.
On attack Attacks again, effectively dealing 10,704.
<50% HP (on attack) Captain Swap (like raid Shiki) for 3 turns.

Notes & tips:

  • You can get 2 turns of stalling by letting a Saber Major bind a unit. Kill Onigumo and most of the units around him and you can get 2 turns of stalling without taking damage

  • Onigumo doesn't attack twice if he does his captain swap. This might be worthy of note in case you'd want to keep your HP higher for Garp.

Stage 4 Miniboss Momonga

Enemies HP Damage CD Special
Momonga 425,000 8,520 2(2) See below.
3 Rifle Majors 75,300 5,210 1-2(1) Heals for 100,000. After turn 2 Enrages.
Event Action
Pre-emptive Cuts your HP by 30%. Prevents delay for 98 turns.
Turn 4 Enrages attacking for 12,780
<50% HP (interrupt) Binds your ship for 10 turns (like Raid General Franky)

Notes & tips:

  • Do not get Momonga under 50% or you're screwed

Stage 5 Garp

Enemy HP Damage CD Defence
Garp 10,000,000 19,000 1(1) 5,000
Event Action
Pre-emptive Changes type to INT. Randomizes orbs to colored orbs & prevents DEF reduction for 99+ turns.
Turn 2 (repeats every 2 turns) Removes buffs & debuffs. Randomizes orbs (includes block orbs).
Upon death Recovers 20% HP, prevents all damage for 2 turns, paralyzes your crew for 3 turns, special binds QCK characters for 3 turns, cuts HP by 80% & removes buffs & debuffs.
<20% HP Deals 550.000 damage (only once).

Note & tips:

  • It's best to kill him over 2 turns, if you have to stall out his 100% damage reduction, due to his debuff removal. If you can kill him post revive instantly then you won't have to worry about his debuff removal (with either BB captain, or Sugar, v1 Law or Garp himself).

  • His preemptive orb shuffle only gives colored orbs, so Neko teams won't have to worry about food & TND orbs on the first turn.

  • Due to his debuff removal every 2 turns you won't be able to poison him or delay him longer than 2 turns. So 6* Magellan isn't recommended. 6* Usopp & his 3 turn delayer versions will only get 2 turns of delay against Garp.

  • While he does shuffle orbs every 2 turns, this can be reset. This could be useful in case you get Block orbs and have no way of dealing with them.

 


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