Stage 3 has 2 Turtles. Each has 10hp. Small deals 500 damage and big 1000. If you attack and miss with a 4 hit unit like Arlong you can get 6 turns in that stage.
Stage 6 is good for stalling too. And sometimes you get a stage with Pirate Penguin and a few high defense low health mobs.
Plus you know that Morgan deals <6k damage. That's 4 turns wit Ussop turn delay.
I've been able to stall with a team with 8 k health. Your slasher tram team is like mine so you should have 11-13 k I think. Totally doable to stall. You just need to play a bit with your health.
But there are too many things that could go wrong, while with G3 it's only a matter of getting two round of perfects with Morgan and that's it.
But my point was: doesn't it seem that all in all we only have basically two viable teams (G3/Whitebeard whatever and Mihawk/Arlong slashers) and a lot of useless combinations we would use just in case there's some color-unbalanced event (ie. I bring Kuro with me just in case of a blue orb for Morgan, but I could actually do better with any other unit I guess)?
Like, I could have a very powerful green team, with great orbs changers (Zeff and Django), but I haven't used it anymore after the Kuro event. It's kinda sad or something. Like I'd like this game to be more various or challenging, and instead all we get is infinite farming with G3.
Oh well, maybe I'm just a little burned out.