@@Subconsi just logged back in a few days ago and did a few multis. I feel like this game is so hard to get back into after being out for over a year. So many new debuffs and mechanics it's crazy...
@@Subconsi yeah I think so too, it helps that I stopped playing soon after Yamato/Ace legend came out and still got like over 15 new legends after that from the two sugos I logged in for and pulled. I didn't have this kind of luck when I played religiously, daily lol.
Bonney is used as friend cap, you will need to find friends that put her on. As for law/kid, I uploaded a different video without using them, maybe go check it out
There’s a new debuff that greatly (70%) reduces ATK, if the unit has STR, DEX, QCK, INT, Wano, Meat and TND. The game wants us to use PSY orbs on Shanks, but because of Bonney super type, which shuffles all orbs into meat (the one affected by the new debuff) it’s hard to keep PSY on Shanks, (not to mention, we also need another TND for STND on other crew) The way I find to bypass it is to use Rainbow orb, which is not affected by debuff, and can’t be shuffled by Bonney.
@@Subconsi ohh alright. thanks for the explanation! I was tryin to fit in a burn reduce support. Because you delay the enemy and he doesnt do anything on the second turn which stops you from attacking again, you could actually get a second attack with almost all buffs in. But you simply die to the burn if you hit too many perfects...
Yeah the boss doesn’t do anything on delayed turn but I am not sure if building a team to attack in 2 turns will generate more damage than on huge blow in one turn 🤔 maybe it works hmmm
I tried it. Couldnt find a way around the new debuff you mentioned while adding a burn reduce support. But that debuff only lasts for 1 turn. So on the second attack you dont have to worry about it. With your team you only lose the additive chain buff on the second turn. And with my characters (lvl 4 tandem law/kid and lvl 110 lvl 3 rush Shanks) i did ~80bil first turn and ~160bil second turn. Worked pretty well. But did around the same dmg as with rainbow orb and 1 turn nuke.
There are 2 types of strategies: 1st type: Build a team full with affinity advantage units and access Rush on first tap and take advantage of the color affinity of the full crew to generate great damage output. 2nd type (I used this type of strategy for all 3 teams in this video) : Build a team with one unit with big Rush final blow (V1 & V2 G5, 10th Anni Shanks and Ace) and affinity advantage. The rest of the crew doesn’t need to have affinity or even get captain multiplier, they are used simply to remove debuff and create synergy to achieve maximum offense boosts, then leave the damage output to the final Rush attacker. Hope this explains well
For Kid/Law support, you can use PSY Otama support to remove one turn ATK down and the other you will reply on Sunny lv12 ship As for Doffy support, unfortunately I can’t think of any
Because I want Momo special to accumulate Last Hit % boost and it requires 4 slashers on the team + that 4th unit needs to be Luffy for Ace Rush to work, so Luffy/Zoro was perfect choice