How To Defeat God Enel
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How To Defeat God Enel
“God” Enel has arrived!!! He’s a very powerful Speed unit that may be enough to propel Speed Teams to a top-tier team – as well as help create a new team that can beat Whitebeard’s island (crosses fingers).
[size=18]Rewards[/size]
“God” Enel – Raijin
Classification: Speed Impact
Health: 2,524
Attack: 1,470
Recovery: 234
Captain Skill: 2.25x ATK to Speed units, Heal 5 x the Recovery of this Character at the end of every turn,
Special (32 Turns to 17 Turns MAX): Drastically reduce your current health (reduce it by 90%); deal 20,000 fixed damage and for 1 turn increase the ATK of all Speed units by 2x.
A extremely powerful addition to the Speed Teams. Enel can be paired with the likes of Rebecca and/or Killer for a heavy Nuke team.
Any 2x ATK booster is always welcome and the Speed Attribute needed it the most. While definitely not the top dog for Speed Captain, it is an alternative that synergizes with the “Berserker” theme that Speed has. Overall a solid unit that should not be missed.
[size=18]Island[/size]
There are 3 Versions of the island – Expert, Master and Ultimate. All 3 revolve around the same principle/idea and vary extremely slightly.
There will be Lightning Bolts that will rain down upon the stage every 3 turns, they will deal damage to BOTH you and your enemy (unless they are immune to lightning damage).
These Lightning Bolts deal:
- 30-Stamina Lightning Bolts deal: 1000 damage
- 40-Stamina Lightning Bolts deal: 1320 damage
- 60-Stamina Lightning Bolts deal: 1800 damage
These damages are FIXED and will not be affected by any damage-negation/reduction you have (or in some cases – the enemies have).
[size=10]Picture[/size] | [size=10]Notes[/size] |
[size=10] (30-Stamina Edition of the Island) (40-Stamina Edition of the Island) (60-Stamina Edition of the Island)[/size] | [size=10]Stage 1/5 “Angel Stage” Like all Raid Bosses – we suggest you stall on this Stage without taking damage. Keeping Turn Count on Lightning Bolts may be able to help. [/size] |
[size=10] (30/40 Stamina Edition of the Island) –No Image of 60-Stamina – [/size] | [size=10]Stage 2/5 “Turtle Stage” If you timed well, you should be able to get a few turns of stalling done here. But generally, this is a relatively straightforward stage. Don’t bother purposely stalling here by taking damage and hitting it with 1 unit like normal. This is because the Lightning bolts will come and finish them off anyway. The 60 Stamina version has a Blue Lobster replacing one of the turtles. [/size] |
[size=10] (30-Stamina Edition of the Island) (40-Stamina Edition of the Island) (60-Stamina Edition of the Island)[/size] | [size=10]Stage 3/5 “Priest Stage” or “Goat Stage” These goats will generally pre-emptively lock your Heart units for 1 Turn and put up a Defence buff against Heart/Knowledge attacks. The suggestion here is to attack the goat priest that JUST used his ability. This is because every goat will use a “lock”/”defence buff” and go on a 2-Turn interval. Just ensure, that multiple goats do not do their locks at the same time… and Sengoku (or other Heart Leads) are not advised. Possible, but not advised. A special note is that the Knowledge or Purple Goats have locked Technique units. So be cautious of that. [/size] |
[size=10] (30 Stamina Edition of the Island) -No Image for 40 Stamina Edition- (60-Stamina Edition of the Island)[/size] | [size=10]Stage 4/5 “The Make-It or Break-It” Stage The stage where units will lock you if you do not kill them. These units all have high amount of defence but low HP. Which also means you will need characters with high combo numbers to kill them. Or… if you turn-count properly, abuse the fixed damage lightning to kill them. Either way – The Seahorses will lock a unit for 6-turns, while the other 3 units will lock all units that they are weak to (i.e Blue Goat Priest will lock Technique units) for 2 turns. As a note, the seahorse in 60-Stamina has 20 HP. Which will usually cause you to use above 2 units to kill. So the suggest game plan is to use the Lightning!!![/size] |
[size=10] (30/40 Stamina Edition of the Island) (60-Stamina Edition of the Island)[/size] | [size=10]Stage 5/5 BOSS: “God” Enel – Raijin Here he comes!! His attack pattern is the same regardless of which stamina you do. He will pre-emptively put up a “Debuff Protector” and a Defence buff for a few turns. Following this, he will have a pre-emptive move every 3 turns which will reshuffle your orbs as well as clear any debuffs afflicting him (including Turn Delays). At 50% health, Enel will start spamming his Special with his normal attack. This means he will allow him to attack twice in 1 turn. His special will do 50% of your current health. [/size] |
[size=10]Stamina[/size] | [size=10]Health[/size] | [size=10]Attack[/size] | [size=10]Notes[/size] |
[size=10]30[/size] | [size=10]1,750,000[/size] | [size=10]3,036[/size] | [size=10]He will attack every turn When 50% Health, will use Special Move dealing 50% of your current health with his normal attack When 20% Health, will use Special dealing 15,656 damage[/size] |
[size=10]40[/size] | [size=10]2,600,000[/size] | [size=10]4,698[/size] | [size=10]He will attack every turn When 50% Health, will use Special Move dealing 50% of your current health with his normal attack When 20% Health, will use Special dealing 35,656 damage[/size] |
[size=10]60[/size] | [size=10]4,000,000[/size] | [size=10]6,335[/size] | [size=10]He will attack every turn When 50% Health, will use Special Move dealing 50% of your current health with his normal attack When 20% Health, will use Special dealing 95,656 damage[/size] |
[size=10]Turn[/size] | [size=10]What Enel does…[/size] |
[size=10]Pre-emptive Skill[/size] | [size=10]Puts up a Debuff Blocker/Defence Buff for… – 2 Turns if 30 Stamina – 3 Turns if 40 or 60 Stamina [/size] |
[size=10]1[/size] | [size=10]Attacks and then Randomizes all orbs, clears all debuffs (including Turn Delays)[/size] |
[size=10]2[/size] | [size=10]Attacks normally[/size] |
[size=10]3[/size] | [size=10]Attacks normally[/size] |
[size=10]4[/size] | Attacks and then Randomizes all orbs, clears all debuffs (including Turn Delays) (For Turn 5 and onwards repeat 2 – 4) |
[size=10]When 50% Health…[/size] | [size=10]Starts to use his Special Move every turn which deals 50% of your current health then Attacks normally[/size] |
[size=10]When 20% Health…[/size] | [size=10]Starts to use his Special move which deals – 15,656 damage if 30 Stamina – 35,656 damage if 40 Stamina – 95,656 damage if 60 Stamina[/size] |
While the general strategy is the same, be aware that the damage for 60 stamina is MUCH higher and you will not be able to stall as long as I do.
Tips & Tricks
- Using Golden Pound Hammer Usopp at the right time is critical to winning this Raid Battle. Use it just after Enel clears all his debuffs
- Try and stay JUST above the 50% damage mark when Enel clears debuffs for the most effective Usopp Hammer and for the secured clear with minimal damage
- Saving any specials like Mihawk for his 50% damage mark will be extremely helpful/beneficial to ensuring you clear without taking too much damage.
[size=18]Recommended Teams:[/size]
Whitebeard Teams
Pre-Conditions: It is recommended to have a recovery socket or a weather elimination socket
Pre-Conditions: It is recommended to have a recovery socket or a weather elimination socket
Those who are lucky to have a whitebeard can easily clear the dungeon with the given sockets. Even without the sockets it is possible the clear it but with some difficulty. Apart from that like always the dungeon is a cake walk for Whitebeard teams.
Credit to GameWith/ IRA @ Torekuru 1.6 set
Technique Slasher Team – 60 Stamina
Pre-Conditions: Doflamingo/Mihawk and Mr. 1 Special must be within 17-Turns
You could make some slight adjustments to the team – i.e Koza instead of Mr. 1. Generally with double Mihawks and a strong Doflamingo, you could kill Enel quite easily. The Doflamingo lead is for the additional tankiness to survive the first 50% of Enel’s onslaught.
Credit to GameWith. sasuke
Rayleigh Team – 40 Stamina
Pre-Conditions: All Specials within 15 – 17 Turns
Rayeligh teams have been proven to do it – some adjustments can be made like Marco’s addition. And if Rayleigh teams can do it, by extension Gear 3/Log Luffy shouldn’t have too much problems against good old Enel either.
Credit to GameWith/ tea # Torekuru
Technique Burst Team – 30 Stamina
Pre-Conditions: All Specials within 15-17 Turns
If you want something a little faster than Ashura Zoro – you could try the Technique Burst Team. Note the lack of Hammer Usopp is because 875,000 damage is easier to crack in a shot or two.
Heart King’s Team
Sengoku Team – 30 Stamina
Pre-Conditions: Smoker Special within 19 Turns
Just for fun, a throw-in for Sengoku users. That Mr. 2 can be subbed out for other Technique units if wanted/needed.
With that, we hope that Enel is a breeze for you and your teams. And you’ll get this Electrifying Boss!!!~
Kylo Ren- Posts : 57
Join date : 2015-09-01
Age : 28
Location : Japan
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