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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.