The festive season is on and so is the blog!
This time, the guide will contain information on how to beat one of three Admirals: Kuzan
As usual, this post will contain an unit analysis, as well as a stage by stage overview of the hardest battle with the best teams to defeat him.
Aokiji, Ice Man
     Type: INT
     Classes: Striker, Free Spirit 
     Slots: 3
     HP: 2,465
     ATK: 1,435
     RCV: 251
   Captain Ability: Doubles ATK and HP of Striker characters
   Special (33 -> 18 turns): Boosts ATK of Striker units by 1.75x for 2 turns. Locks all orbs for 2 turns.
Aokiji, the laziest of all three Admirals, proves to be a very powerful unit for Striker teams!
There's not much to say about his captain ability, since it's the typical 2x ATK & HP booster, but for Striker characters. Having that much HP and a decent ATK could be useful in several situations, such as fortnights with calss conditions or battles where you need to tank a few hits.
His true power comes with his special ability. He will not only lock your orbs for 2 turns, but will also boost Striker ATK by 1.75x for 2 turns. This means you can have matching orbs for 2 turns (with orb manipulators) plus a 1.75x boost, which allows you a great burst and damage output. 
If, to all this, you add an orb booster, you have 2 turns of a tremendous freezing capable of defeating anyone that challenges you.
Overall, a very good F2P unit, with a great special, useful captain ability and strong stats, worth to spend a few gems farming some copies!
Stage Walkthrough
Stage 1

Each mob has around 30,000 HP and will deal approximately 7.005 damage each (1 ~ 3 -> 3 turns)
Both penguins have 2,000 HP and will deal 2,502 damage (1~3 -> 3 turns).
If you're going to stall in this stage, use the penguins, and try healing whenever you can, since they attack for low damage
Stage 2

The PSY pistol marines have 30,000 HP and attack for 7,008 damage; while the Bazooka ones have 15,000 HP and will deal 3,990 damage
The turtle has 9 HP and hits for 3,000 damage (3 -> 2 turns)
The lobster has 19 HP and hits for 6,000 damage (1~2 -> 4 turns)
Stage 3
 ´
´This stage may appear with different type mobs. However, you will have your captain preemptively locked and despaired!
They will all attack for 6,114 damage and have low HP but with high DEF
Be careful with this stage; it's recommend having despair and lock sockets at least level 1 (It's better having level 2, for Aokiji)
Stage 4

The make-it-or-break-it stage.
The seahorse has 6 HP and will lock a random unit for 6 turns.
All the other mobs have 5 HP and will lock the type they're weak against for 2 turns.
BOSS STAGE - AOKIJI

HP: 4,000,000 (approximately)
ATK: 9,216 (3 turn interval)
Attack Pattern:
Preemptive - Puts up a debuff protector for 99 turns
Turn 1 - Randomly locks a unit for 2 turns
Turn 3 - Instead of attacking, he will cut your HP by 80%
Turn 4 - Randomly locks a unit for 2 turns
Turn 6 - Attacks for 9,216 damage
Turn 7+ - Repeat pattern for stages 4 to 6
HP < 50% - Buffs own attack and shortens ATK interval. He will now attack each turn for 11,520 damage and lock a random unit for 2 turns
HP < 20% - Deals 100,000 damage and locks a random unit for 13 turns
Team Suggestions
NOTES:
- Despair Resistance level 1 and Bind Resistance level 2 are very recommended!!
- Max ships is necessary to defeat 60 stamina
- Recommended units' level: 70+
***Team guides will contain info for the minimum special requirements. If you have your specials maxed, there's no need to stall that much!!***
- F2P Slasher (w/ 6* Mihawk friend)

Requirements: Doffy 26 turns, Alvida 13 turns, Mihawk maxed, T-bone and Momonga 24 turns. Level 3 Autoheal recommended. Merry Go/Thousand Sunny Maxed
There's nothing Mihawk can't cut, not even ice!
Stage 1: Leave the middle guy alive and take damage twice. Heal whenever you can and you should have stalled 7 to 9 turns here.
Stage 2: Defeat the marines surrounding the turtle and lobster. Before killing the turtle and lobster, make sure Alvida is at least with 2 turn cooldown
Stage 3: You will be locked and despaired. Use Alvida to reduce damage in this turn and try to kill 3 of the mobs. Having done this, you can stall a few more turns by taking damage from them
Stage 4: Attack the elder seahorse with either Alvida or Momonga, with MISS to ensure you won't leave them alive. Do the same for the other mobs. Leave green and red mobs alive, so they lock Alvida and Doffy. IF you have anti lock level 1 you will have them ready for the Aokiji.
BOSS STAGE: Use Mihawk's special and attack normally for the next 3 turns.You will have your HP reduced by 80% on turn 3. Adjust your slots on the next turns and use either Alvida's or T-Bone's special to reduce damage received.
Use Doflamingo and Momonga's specials when you don't have anyone locked. Attack while hitting perfects and you should do around 1.6M. Use INT Hawk's special after the burst and you should have defeated him
Garp PSY Team

Requirements: MAX Skill on everyone. Thousand Sunny/Going Merry MAXed
Grandpa Garp is in the house!
Stage 1: Defeat everyone without taking damage
Stage 2: If you have a meat orb, you can stall once on the turtle. Kill the rest on the first turn. If no meat, defeat them all.
Stage 3: Kill the middle marine on the first turn, and defeat the others on turn two
Stage 4: Kill all the mobs except the PSY one. You'll earn 2 turns here
BOSS STAGE:
Attack him normally for as many turns as you can. Use Nami's and Marco's specials in the meantime. Leave him a bit above 50%. You can activate 1 Garp's special and save the PSY orbs, while healing with the meat ones.
After that, use both Coby's and Usopp's special and attack him without missing perfects (you can use the other Garp's special to have PSY orbs. If you didn't get many PSY orbs, you can restart the app and use his special once again).
Nami should be ready to use after that attack, so use her special and defeat him in the next turn!
Gear 3 Team

Requirements: Mr. 3 max special. Doffy the lower the better. MAX Sunny/Merry. Tesoro can be replaced by any strong PSY hitter (or with good special)
Everybody loves Gear 3!
Stage 1: Defeat them without taking damage
Stage 2: Stall once by getting hit by the lobster
Stage 3: Use Mr. 3's special and defeat the marines within 2 turns
Stage 4: Kill all the marines except the PSY and DEX one. Earn a few turns while having those units locked.
BOSS STAGE: Attack him normally on the first 3 turns until he's a bit above 50%. Remember that if you want to use Tesoro's special, use it before he cuts your HP, since you need your HP to be above 50% (turn 3).
On turn 4 use both Doflamingo's and Usopp's special and defeat him in that turn.
Tesoro Team (Credits to Mauricio Guzman)

Requirements: Everyone MAX skill. Bind level 2 and Despair Resistance level 1 *Note that stalling with Tesoro won't be easy! Autoheal will come in very handy*
Money, money, money... It's time to give Gild Tesoro some use!
Stage 1 - 4: Defeat the mobs taking the least damage possible. Remember that if you have over 50% HP when reaching Aokiji's stage, you can use Tesoro's special
BOSS STAGE:
Attack normally on the first stage. On turn 2 use Tesoro's special to get full PSY orbs as well as Hancock's and Enel's specials.
On turn 3, use Doffy's and Usopp's specials, as well as Tesoro's to ensure you get full PSY orbs. Since Boa's special is still active, you can kill him easily in this turn!
Log Luffy Team (Credits to Mauricio Guzman)

Requirements: Everyone should be within 15 turns cooldown! Bind resistance level 2 and Despair level 1 are needed. Haki and nerves of steel are required!
I. WANT. MEEEAAAAAT.
Stage 1-4: Stall accordingly to ensure you have 3 turns left on your last character while entering Aokiji's stage
BOSS STAGE:
Attack him normally during the first 3 turns, leaving his HP above 50%.
After having your HP cut, use Garp + Mr. 3 combination, Usopp and Doflamingo's specials. Defeat him this turn.
Rayleigh Team

Requirements: MAX skill on everyone except Ray.
They see me Rayin'... they hatin'...
Stage 1 & 2 - Earn a few turns while healing with some meat orbs
Stage 3 - Use Alvida's special to reduce damage taken, Kill them all on turn 2.
Stage 4 - Earn a turn without taking damage, by letting one of the mobs lock you.
BOSS STAGE:
Keep attacking normally until Aokiji is around 50% health. Use Alvida's and Marco's specials in the meantime, to take a few hits while lowering his HP. Start adjusting your slots when getting near to the 50% mark.
After that, use both Doffy's and Usopp's specials and defeat him in this turn
Alternative suggestion (by Nick Tsaganas): If your Marco is not max special, and your Garp is, you can swap him for Garp. However, this is much more risky, and your success rate might be decreased to 85/90%
Strong World Shanks Team

Requirements: Alvida with 10 turns max. The rest must be max special (except Shanks). Bind level 2 is recommended!
Why did everyone pass out?
Stage 1 & 2 - Clear without taking damage
Stage 3 - Invoke Alvida's special to reduce damage and clear it on turn 2
Stage 4 - Earn one turn without getting hit. Marco should be 4 turns to go
BOSS STAGE:
Attack normally for the first 3 turns. Your goal here is to deal about 1 million damage to him.
After Aokiji's HP cut, use Marco's special and adjust your orb board to have 4 PSY orbs total. Use Doflamingo's and Usopp's specials to defeat him this turn.
Fujitora Team (Credits to Mauricio Guzman)

Requirements: Everyone's cooldown must be within 24 turns, while GP Usopp has to be maxed. Shiki can be replaced by Caesar. No sockets needed, but Bind level 1 is useful!
The blind side of Justice!
Stage 1 & 2 - Stall whenever you can, healing if possible. Remember you'll need to use Fuji's special on the boss stage
Stage 3 - Use Usopp's special and stall through the bind/despair, to earn a few turns
Stage 4 - Let a marine lock you so you can earn some extra turns here
BOSS STAGE:
On turn 1 use Fujitora's special. Just let Fuji's meteors do the work, don't attack with anyone for the first 2 turns (attack with GP or anyone else only). On turn 3, the meteor will leave Aokiji under 50%. This is when you'll invoke the other Fuji's special, as well as Coby, Doffy and Shiki/Caesar, to defeat him this turn! *Warning: Without sockets, this is not an easy fight. Sockets will make things much easier*
Whitebeard Team

Requirements: Everyone must have MAX skill.
Time to break the ice!
Stage 1 & 2 - Earn turn while receiving damage, to activate WB captain ability.
*WARNING: If by chance you find all the mobs on stage 1 with 1 turn interval, you have very low chances of surviving!*
Stage 3 - Use Usopp's special and stall while enemies are delayed.
Stage 4 - Leave the the INT or STR mob alive. Earn as many turns as possible here and move forward.
BOSS STAGE:
Use both Whitebeards' and Mihawk's specials on turn 1 and attack.
Defeat him on turn 2 by hitting perfects. (You can use Garp's special here to try and get a PSY orb on him, if your current orbs aren't favourable)
This is it for now. I know that there are many teams that can beat him, either completely new teams or variations from the listed above, but I hope you found this guide helpful.
Feel free to leave your feedback or any suggestion you may have.
Happy holidays and happy farming!
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