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[Coliseum] Mad Monk Urouge - Unit Analysis and Walkthough

The third and last unit from the first Coliseum batch is Urouge! The Mad Monk comes as the hardest of the three new units and is a Chaos arena exclusive!

This guide will contain an analysis of the unit itself, as well as a stage walkthough (rounds 1 to 4 will only have info on the basses, while round 5 will have a full description)


Mad Monk Urouge, Captain of the Fallen Monk Pirates



Type: STR                                     HP: 2,824
Classes: Fighter, Striker             ATK: 1,324
Slots: 3                                         RCV: 203

Captain Ability: Boosts ATK of all characters by 2.5x if HP is below 30%

Special (19 -> 7 turns): Boosts own attack by a variable factor for 1 turn. (1.5x if HP > 50%, 1.75x if 20% < HP < 50% and by 2x if HP > 20%)


Urouge arrives at the Coliseum as the best unit of the first batch. He has very nice stats and an amazing artwork.

His captain ability is nt that bad, since it's a conditional ATK booster (2,5x if HP below 30%). Even though there are other untis that triples ATK under this condition for other classes, Urouge boosts by 2.5x for all characters.  It can be paired with Whitebeard and you have a very decent team.

On the other hand, he has a very interesting special. He will boost his own ATK depending on how much HP you have left, which is really good. If you can manage your HP below 30% you get a 2x boost with a really low cooldown, which makes him even better.

Overall, a very nice unit, that may find space in your team. Plus, he has 3 sockets slots and can be used to socket PSY Urouge, which is always nice.


Stages Walkthrough

FIRST ROUND - BONNEY


HP: 2,000,000 (approximately)
ATK: 7,380

Preemptive: Converts all orbs to Meat

Every 2 turns: Attacks for 7,380

HP < 20%: Heals back to ~55% and calls 3 backup units






SECOND ROUND - MASHIRA


HP: 2,000,000 (approximately)
ATK: 7,380

Preemptive: Converts all slots into ?? (info to be added)

Turn 3: Deals 12,432 damage

Every 3 turns after turn 3: Attacks normally for 7,380

HP < 20%: Powers up ATK for 999 turns (will deal 15,540 from now on) and heals back to ~55%




THIRD ROUND - MR. 3



HP: 300,000 (each one, approximately)
ATK: 3,336

Preemptive: None

Every turn: Attacks for 3,336

NOTE: They will lock your left column units for 7 turns at some point. I'm not sure when or how, since I'm investigating it yet. It may be when you MISS, but I'm not entirely sure until it gets released



FOURTH ROUND - PERONA



HP: 1,400,000 (approximately)
ATK (without/with buff): 3,336 / 4,012 (to be confirmed, but it's around this value)

Preemptive: Changes all orbs to Bad orbs except for PSY units, silences both captains for 3 turns and reduces RCV for 3 turns

Every turn: Attacks for 3,336

Turn 4+: Boosts ATK and deals 4,012 from now on

HP < 20%: Silences both captains for 3 turns, gives full bad orbs, reduces RCV for 3 turns and STR damage for 9 turns



FINAL ROUND - UROUGE

NOTE: 
Maxed boats are required.
Despair Resistance level 3 will be really useful for Perona's stage, so make sure to have at least level 2 despair sockets


Stage 1




Each mob will lock your QCK units for 3 turns in their attack turn, not dealing damage

You can stall in one if you have Bind resistance sockets.

Stall without taking damage





Stage 2




The turtle has 30 HP and deals 2,550.

You can stall here. Try to heal some HP in the process





Stage 3




Each Skypea warrior will attack normally (there won't be any lock or despair in this turn), so make sure to kill them before attacking.

Stall without taking damage







Stage 4



HP: 1,400,000 
ATK: 3,212

Preemptive: Gives bad orbs to all units except PSY unit. Silences both captains for 3 turns and lowers RCV and STR damage for 3 turns

Each turn: Attacks for 3,212

Turn 4+: Attacks for 3,800 (approximate) damage

HP < 20%: Does the same as the preemptive and skips attack. (You get 1 free turn if you get her under 20%)


Boss Stage - Urouge 



HP: 1,750,000
ATK: 9,120

Every 2 turns: Attacks according the following multiplier

HP > 80% - 9,120 damage

50% < HP < 80% - 13,000 damage (approximately) - 1.5x boost

20% < HP < 50% - 16,000 damage (approximately) - 1.75x boost


HP < 20% - 18,000 damage (approximately) - 2x boost and negates all damage for 3 turns



Recommended Teams 

NOTES: The teams listed are just some that can beat the stage. They may suffer variations from player to player and still work. Your units need to be around level 85/90 to be effective.


Slasher F2P (Coffin Boat)



Requires Doflamingo's and Mihawk's special to be around 20 turns, GP Usopp at level 10 and level 3 recovery socket.

Use GP on Perona and get matching orbs until the despair effect goes off. Tank one hit then use Mr. 3's special and you have to defeat her within those turns.

On Urouge, take the first hit, then use both Hawk's specials. You should now have GP Usopp's special ready, so use him and then burst him with Doflamingo's special

It's recommended to add a strong QCK character to the empty slot. Inazuma is an excellent choice if you need to tank one hit from Urouge, since he reduces damage!





F2P QCK Team (Bezan Black/ Thousand Sunny)



If you don't have beast Lucci you can replace him with fortnight Lucci.

Bezan Black is the preferable ship, but if you don't have it maxed you can go with Thousand Sunny

Requires Usopp to be at 11 turn cooldown.

On Perona's stage, delay with GP Usopp's special, hit her as much as possible. You will be taking lots of damage here, so another healer is recommended to bring back up Marco's ability.
Boa Hancock would be a great filler for that slot.

I'll be honest. I don't guarantee this team works without Boa since it lacks Summer Luffy's two turn damage reduction (which Global doesn't have)

On Urouge's stage use all specials and it will be a one shot kill



Gear 3 Team (Thousand Sunny/ Going Merry)



Usopp and Doflamingo need to have maxed special.
Enel can be replaced by a stronger QCK character, if you have

Use Usopp's special on Perona's stage. While under despair, save some matching orbs.
Hit Perona to above 20% after the effect goes off, tank a hit and kill her in the next turn

On Urouge, attack normally in the first turn. On the second turn, use Lucci's and Doflamingo's specials, to burst him down in that turn.







Rayleigh Team 



Doffy's special is required to be at least 25. Usopp needs to be max specia, while Alvida doesn't need skill ups

On Stage 4, delay Perona with Usopp's special, and adjust slots until the despair goes off.
After it goes off, kill her when Usopp's special is 3 turns to go. Try to get meat orbs if possible.

On the boss stage, attack normally at first. Use Alvida's special to reduce the first Urouge's attack, then delay him with GP's special.
When he gets to 1 turn interval, use Ivankov's and Doffy's special to defeat him. Do not get him under 20% since he will nullify your damage.




Whitebeard Team


You need at least your friend WB to be max special. Doflamingo needs to be with a 25 cooldown at max.

Despair level 2 and Bind level 1 are sockets that are extremely recommended!
Activate WB captain ability in the first turns.

Delay on Perona's stage with Usopp's special. Despair will come in handy here. Attack Perona normally, saving slots to when the DEF buff against STR attacks go off. After the buff ends, kill her in one turn.

Use WB, Ivankov and Doflamingo's specials and one shot Urouge. If you have Enel's special up you use him too to guarantee a one turn kill




This is the end of the last Coliseum unit from the first batch. They will be on for 3 weeks so make sure to use this period to max them! More teams will be added eventually following the release of 5.0.

Thanks for reading, I hope you found it useful and feel free to leave your suggestion or opinion!


Sources: 

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