How To Defeat Aokiji
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How To Defeat Aokiji
Welcome to the one of the Hardest One Piece: Treasure Cruise Dungeon!! Admiral Aokiji!! As one of the three greatest “military might” of the Marines – its fitting that Aokiji can only be taken on by the best!
[size=18]Why should I bother?
[/size]
Asides from being one of the “coolest” characters in One Piece – Aokiji is the newest staples for Impact Teams.
Aokiji (Admiral)
Classification: Knowledge Impact
Health: 2,465
Attack: 1,435
Recovery: 251
Captain Skill: Impact Units gain 2x Health and Attack
Special Skill (Initial Cooldown: 33 -> 18):
For 2 Turns, lock all orbs and increase the ATK of all Impact Units by 1.75x
This makes Kuzan – an “upgraded” version of Zephyr for Impact Teams. The 2 turns of 1.75x ATK is considered fairly powerful for constant high damage and synergizes well with the Orb boosting via Kaku (also runs for 2 turns).
On top of this – Kuzan is an Orb Locker, one of the rarer skills in the game. With this, you can control your orbs using Carue (and maybe a Eustace Kid lead) to have a whole team of matching orb that will be locked.
Overall – Kuzan will be a powerful addition to the Impact Teams and will definitely see play in the near future.
NOTE: Vivi Teams (A.K.A Laboon and/or Tank Zoro/SW Sanji Teams) are NOT recommended
Stage | Notes |
Stage 1/5 Regular Mobs but with high-er than usual Armour.You can stall 1-3 turns here depending on how good you are at the targeting system. | |
Stage 2/5 This Stage will make you work a little bit… You WILL need to Manual Target to finish this stage properly.You can stall quite a few turns here dependant on the team(s) you use. They all have a fair bit of Armour. | |
Stage 3/5 NOTE: Your Captain will get BOTH pre-emptively Silenced and Locked.This stage will cut your power in half (essentially) be prepared to take at least a hit from these guys – due to their decent defence. They deal 4,110 damage each. | |
Stage 4/5 As usual with all Raid Bosses. These are the crazy-high defence mobs that will lock the units they are weak to.Seahorse HP: 6 Mob HP: 5 | |
Stage 5/5 BOSS: Admiral Aokiji 40-Stamina Health: 2,500,000 Attack: 7,128 Special Damage: 20,000 60-Stamina Health: 4,000,000 Attack: 9,216 Special Damage: 100,000 |
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Turn Number | What Happens |
Pre-emptive (Turn 0) | Puts up a Debuff Protector for 999 Turns (Thus Turn Delay, Poison, Defence Breakers etc. does NOT work) |
Turn 1 | Lock a random unit (Bottom 4) for 2 Turns |
Turn 2 | Nothing |
Turn 3 | Uses Pheasant Beak – It will deal 80% of your current health |
All Turns After | Repeat Turn 1 -3 Instead of Pheasant Beak – will attack normally |
HP Reaches 50% | Aokiji Attack Turn is reduced from 3 -> 1 Aokiji gains an ATK Buff that will increase his damage slightly He will lock a unit for 2 turns. He will continue to lock a random unit for 2 Turns every 3 turns. |
HP Reaches 20% | Spams Special move which will deal either 20,000 or 100,000 (depending on Stamina) It will also lock 1 RANDOM Unit (Captains included) for 13 turns/ |
The big question – What Team? Well as Aokiji is a Knowledge Boss – the Heart Teams are what is recommended
Marco-Burst Team
ONLY 40-Stamina
Garp’s Cooldown must be as low as possible
As usual – the infamous Heart Team Burst is here!! The only thing you really need is… Food Orbs as the Silence Stage may cause you problems. However, if you know how to save your [Meat] Orbs, you should be fine for the most part.
Strong World Shanks Team (Various)
Any Stage
All Cooldowns as low as possible – Alvida MAX
Submitted by GameWith, the Strong World Shanks team that can clear Aokiji! Alvida is used in case Marco is sealed (or vice-versa). Attack normally until Aokiji has 50% health, then burst him down using Doflamingo/Impact Dial Usopp.
Whitebeard Team (Various)
Any Stage
Cooldowns must ALL be MAX
[size=18]Overall Strategy
After *coughing* spending waay too many gems for energy refills – here are some tips for the Aokiji Dungeon[/size]
- If you utilize Marco, your life will be much much easier (whether as a sub or a Captain), as Aokiji CANNOT kill on his first attack (The Pheasant Beak). As such, tank as many hits (without dying) to get your specials up if need be. You can “essentially” stall for 5 Turns against Aokiji as a result/ Use your Marco Special AFTER Pheasant Beak or after his first “actual” attack if you can survive it
- The 50% Health Principle – Due to Aokiji instantly locking units when hitting 50% health as well as dropping the attack interval – it is important that you save your special burst for Aokiji when he hits the 50% Mark. He will have just above one million Health at this point – so Impact Dial Usopp/Coby/Garp/mr. 2 should be able to burst him down fairly easily (if not tank another hit or 2)
- Use your burst effectively – Only use your 2-Turn Orb boosters (Coby/Kaku) when your unit is 1 turn away from unlocking. This allows the first turn to do less damage however will ensure a better chance that the second turn (when you have all 6 units available) will KO Aokiji so that he won’t spam Pheasant Beak for the OHKO
Please understand that this dungeon is by no means a cake-walk. While it may look easy on paper (and easy to fruit), if you lack Heart Units… you will suffer.
That being said – Best of Luck with Hunting Aokiji!!~
Kylo Ren- Posts : 57
Join date : 2015-09-01
Age : 28
Location : Japan
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