What's an ideal shooter team even look like without legend Ace and Zephyr?
Ideally? Hybrid captains with INT shooter subs and then your choice of utility unit.
This fortnight's restrictions offer a couple of interesting challenges simply due to the current build for Global. The key thing about Zephyr being the 'free' shooter unit, was he had a 2.5x class boost and also a 1.75x class boost special. Then we lack the orb boosting shooter of SW Franky.
The best free (story/fortnight) units available to us currently are:
- Wyper (2.25x)
- Tsuru (2x)
- Absalom (2x)
Then for rare recruits:
- Oars. Jr (2.75x at 30% HP)
- SW Ace (3x with matching orbs and 2x without, 1.5x HP boost)
- Curiel (2x and 1.5x RCV boost)
You'll more than likely have to run a rainbow team of sorts, to deal with the two mini bosses: Minorhinoceros (STR unit with 400,000 HP, attacks for 6,250) and secret stage Basilisk (DEX unit with 350,000 HP, attacks for 2,100 and 3,140 sub 20%). So here having a STR shooter sub (ie. Blackbeard) is probably the most ideal.
Domino has 790,000 HP and will pre-emptively lock your captain for 3 turns. After which she locks a random unit for 2 turns every 2 turns and the big one, is she locks your entire right side for 99 turns sub 20% HP. She's a PSY unit, so having INT hitters would be good and in particular, Don Krieg for his poison special. As she'll have 5 marines (30 HP) around her, all with a 1 turn counter, who have a very high defense and attack for 3,580. An alternative for fixed damage are shooters Perona and Kuma.
So your options are:
- either have a Lv3 Bind Resistance (somewhat improbable, due to the current Global build)
- bring a 3 turn unlocker (ie. Helmeppo who is a non-shooter) but in this case you'll need to boost down all of her HP (also somewhat improbable due to Global's current build), whilst taking care of the fodder with a special
- or keep it simple, delay with Usopp, fixed damage special for marines and attack accordingly being mindful of the locks
I don't know if there is an actual optimal team for this fortnight, in regards to no-stalling, having the right orb booster, class booster, sockets, etc. All/most teams will have to stall somewhat and it's just a matter of how you approach the boss, as seemingly expect a unit to always potentially be locked.