How To Defeat Herclalesn
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How To Defeat Herclalesn
Heracles’N
Classification: Heart Shooter
Health: 3,188
Attack: 1,010
Recovery: 300
Captain Skill: All Shooters gain 1.5x to all stats; Heal a small amount of health at the end of each turn
Special (24 turns -> 11 turns): Change your orbs to this exact formation
[Knowledge] [Force]
[Heart] [Technique]
[Meat] [Speed]
then switch the position of any orb 3 times.
Your initial thoughts could be that this unit isn’t very good/useful. However, Heracles finds great use within Strong World: Ace teams and on Rainbow teams such as Gear Third and Rayleigh. His special can ensure (if you set it up correctly) that your units will have matching orbs. This can then take full advantage of orb-boosters and orb-lockers.
This makes Heracles a very powerful unit in the right hands.
[size=18]Island
Conditions: None
Pictures by GameWith[/size]
Island | Notes |
Stage 1/5 Nothing much to say here. You should be able to clear this easily without taking any damage – while stalling for turns. | |
Stage 2/5 These dinosaurs are fairly tanky but nothing too difficult. The dinosaurs do vary (you may encounter a Blue Dinosaur). All in all, you should be able to clear without taking any damage – while stalling for turns. | |
Stage 3/5 The Stage of Stalling All units on this Stage has 10 HP The Lobster will hit for a hard 4,500 damage while the Turtles will hit for a softer 3,000 damage. You should be able to get some good stalling here depending on your units/health. | |
Stage 4/5 The Stage of Locking The Elder Seahorse will lock a unit for 7 turns The Regular Seahorse will lock a unit for 1 turn The Crab won’t lock. All your character’s orbs will turn to [Meat] upon entering this stage. The Elder Seahorse has 7 HP The Regular Seahorse has 10 HP and hits for 2,752 damage The Crab has 20 HP and hits for 4,590 damage There are a variety of ways to get through this stage. The idea is to kill the Elder Seahorse first and foremost… as 7 turns is a huge lock. Regardless of your decision – these units are fairly tanky and will take more than 1 turn to kill for the most part. | |
Stage 5/5 Heracles and his Jungle Friends!! Details below. |
30-Stamina
Name of Unit | Health | Attack | Notes |
Heracles’n | 1,000,000 | 4,024 | Attacks on a 2 turn interval. Will preemptively reduce occurrence of [Knowledge] and [Meat] orbs for 3 turns His Special will lock 3 units for 7 turns (Ouch!); Heracles will use this when his health hits 20% or lower |
Beasts of the Forest
25,000
2,724
Attacks on a 1 turn interval (attacks every turn!)
Dugong
20,000
3,004
Attacks on a 2 turn interval
Turn Number | What Heracles’n does |
Preemptive | Reduce the occurrence of [Knowledge] and [Meat] Orbs and then randomize your orbs. |
1 | Will Berserk all units (Buff their attack by 1.2x and reduce any turn delays to 0) |
2 | Deal 4,828 damage (attacking normally with Berserk) |
3 | Reduce the occurrence of [Force]/[Technique] and [Speed] orbs for 3 turns |
4 | Attacks as normal |
From here on in | Berserk himself every 2 turns |
When 20% health or below | Locks 3 units for 7 turns and heals a small amount of health |
Name of Unit | Health | Attack | Notes |
Heracles’n | 1,680,000 | 6,228 | Attacks on a 2 turn interval. Will preemptively reduce occurrence of [Knowledge] and [Meat] orbs for 3 turns His Special will lock 3 units for 7 turns (Ouch!); Heracles will use this when his health hits 20% or lower |
Will heal a small amount of health every few turns
Beasts of the Forest
48,200
3,030
Attacks on a 1 turn interval (attacks every turn!)
Dugong
44,000
4,160
Attacks on a 2 turn interval
Turn Number | What Heracles’n does |
Preemptive | Reduce the occurrence of [Knowledge] and [Meat] Orbs and then randomize your orbs. |
1 | Will Berserk all units (Buff their attack by 1.2x and reduce any turn delays to 0) |
2 | Deal 7,476 damage (attacking normally with Berserk) |
3 | Heal a small amount of health |
4 | Attacks as normal |
From here on in | Berserk himself every 2 turns and heal himself a small amount of health. He will attack based on his attack interval. |
When 20% health or below | Locks 3 units for 7 turns and heals a decent amount of health |
Rayleigh Burst Team (with Golden Pound Usopp)
Prerequisites: None
Probably the first team that any of you would’ve thought of. And of course… it works! Rayleigh Burst with Nico Robin will do crazy damage that could scare Garp into his hidey-hole. This is a fairly powerful team that will probably take the crown for best team for this Raid Boss.
Mihawk Burst Team (with Golden Pound Usopp)
Prerequisite: Mihawk Skill MAX
Well here’s a team that also shouldn’t surprise you. With a special that could cut down any enemy (or enemies in this case) in half, Mihawk teams are still standing as strong as ever. There isn’t much explanation required for this team. Just go forth and cut your enemies down!!
Tank Zoro Team
Prerequisite: None
Here’s one that may surprise you! Vivi is back!!~ While each unit has their place for important reason, there are certain substitutes you can make for them.
Allow me to explain what their uses are…
- Mihawk’s Special + Sengoku’s Special should be able to guarantee clearing all the mobs thus allowing the strategy to work. This should occur three-times in this Raid Boss – once on the Dinosaurs, once to clear the mobs with Heracles and once more during the final 20% of Heracles health.
- Using Hammer Usopp, Mihawk, Sengoku and Zoro – you should be able to burst down the last 20% of Heracles without too much trouble.
Sengoku Team
Prerequisite: None
Because I’m such a Sengoku fanboy – I’ll add a Sengoku team in as well. There are obviously replacements you can do such as Rainbow Dragon for Mr. 3. But this team is just going to burst their way through with Nico Robin and the nice 9x ATK boost.
With that – we wish you luck with Heracles’n and hope you all get him!!
Kylo Ren- Posts : 57
Join date : 2015-09-01
Age : 28
Location : Japan
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