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One Piece Treasure Cruise |OT4| Permanent Skill-Up any day now...

bjork

Member
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header image by Kyou

So the old thread was over 20k, and I figured the OP is good enough to be recycled and updated with help from you fine thread friends, but here we go so the old one can get closed:

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  • Name: One Piece Treasure Cruise.
  • Developer: Bandai Namco Games
  • Available in: App Store / Google Play
  • Free with IAP.

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One Piece Treasure Cruise is one of those Gacha-based RPGs that have become so common after the success of Puzzles and Dragons. This game has the usual structure of these kind of games, so you must be thinking, what makes this game so awesome?

The answer is that is you collect One Piece characters (which is great by itself) either by doing Event Islands, grinding, or by spending your Premium Currency on a virtual vending machine. What sets it apart from similar games (such as Puzzle & Dragons) is a focus on traditional animation during gameplay, from characters to stage backgrounds to special attacks. The production value of the art and animation is much higher than most other mobile games.

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  1. Presentation
  2. Index
  3. Frequently Asked Questions
  4. Story farming: Who, where and why
  5. Raid Boss Guides and Videos
  6. Useful Links
  7. Tier List
  8. Wall of Shame
  9. Special Thanks

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Question: Is this game pulling any F2P trappings to make me sell my house, car, wife and dog in order to be able to do everything?

Answer: Not really. The game is really fair for F2P players. You get a gem everyday, one every few stages in story mode, and one when you finish a new event island for the first time. And they love to give gems when there is stuff like typos or minor bugs, even if they don't affect gameplay in any way. And you get 5 (or 10) gems after you finish a new story island.

The Premium Currency can be spent in various ways. On a virtual slot machine called ”Rare Recruit" (and named Gacha by players), by increasing storage size by 5 and by refilling your stamina bar. This will be expanded upon later.

Finally, the game doesn't have Pop-ups or messages with special deals in order to encourage you to spend money.

Q: Is the game fair? Would I be able to beat everything being a F2P player?

A: Yeah, but there is a bit of preparation and theorycrafting when it comes to building a team. If you don't want it, thankfully, there are awesome resources with guides available. The Slasher class is basically made in order to allow F2P players to do most content. They have some of the best captains in the game with Mihawk and Doflamingo and others with great stats like Arlong, Crocodile or Lucci, and some good utility ones like Mr.1, Mr.3, Halloween Zoro or Brook. Slashers are balanced in order to allow you to clear most (if not all) content in the game if you use the right crew members.

The game is divided by Types and Classes. Types are ”colours" and are key to the rock-paper-scissors mechanic. Classes vary depending on the weapon and fighting style used and aren't restricted to a single colour.

Q: And what about characters other than Slashers? And what if I want to pull X or Y character?

A: Then things become a bit tricky. There are some teams that work really well without relying on the Gacha, like Slashers, DEX (Green) or PSY (Yellow) teams, some that don't rely much on the game gambling mechanics, like Striker or QCK (Blue) teams, and others that rely quite a bit on them, like INT (Purple), STR (Red) or Shooters. Things will change as the game progresses, and you'll get many interesting units in the long term if you keep playing.

If you want to pull a certain character, you're probably going to have a bad time. Your pulls on the Gacha are totally random. You could get the character on your first pull or you could spend a lot of money and still not get it. Still, the F2P selection is quite large, has a lot of fan favorites and their sprites are as good as the premium ones.

Q: Is there some limitation to the amount of time I can play this game?

A: Yes, there is a stamina bar. It's half a curse and half a blessing, since the game is a bit grinding and unlimited plays will burn people out quite quickly in the long term.

At first it's like it doesn't exist. You'll level up so fast that you won't have to stop playing, since leveling up restores your stamina to max. As you play and it gets harder to level up you'll have to stop playing for a while. Most players play a bit in the morning and again in the evening. The current recovery rate is 1 stamina point every 5 minutes and there are 2 ways of restoring stamina. Either by spending 1 Rainbow Gem (Premium Currency) or by getting Meat in the Snail Jackpot (you can use it 5 times a day, the game sends a Tweet and you get the chance of obtaining different random rewards like boosters, stamina, beli or gems)

Q: Soooo I haven't run away yet. You've said the game is quite generous when it comes to premium currency. How can I use them?

A: First of all, there is the Gacha. A pull costs 5 gems, and you can get from crap to awesome units. You can't pull the characters from event islands and some of the farmable story characters aren't available either.

Then there is a stamina refill I already talked about earlier. If you're bored, you may want to use it in order to play more, but, in general, they're used during special 24 hours Event Islands called Raids. There you fight powerful raid bosses and, if you defeat them on the highest difficulty, you get a guaranteed drop. F2P spend most of their gems stamina refilling during those events, since raid bosses usually have really good skills and you want to lower them by feeding them copies of themselves.

And finally there are box space increases. You get 5 extra slots for a gem. Just upgrade your box at your own pace.

Q: You talked about 24 hour events. Can you explain it a bit more? How do they work?

A: They're the high end content this game has to offer and they give you some of the strongest characters in the game, but they only show up for 24 hours when Namco decides it. You usually get a new boss once a month and old ones on a more irregular schedule. These characters can be acquired by defeating them, but this requires careful planning and the right set of crew members.

While these 24-hour exclusives are powerful crew members to begin with, their true potential is unlocked by acquiring copies and combining them, which can lower the time required to activate their special ability.

For example, Mihawk, One Piece universe's strongest swordsman, is a powerful 24-hour unit that boosts all Slasher-class characters attack strength 2.5 times. His special ability damages all enemies for 30% of their current hit points, but takes far too long to activate initially. By combining Mihawk with additional Mihawk drops, this activation time can be reduced, turning him into one of the best characters in the game.

Q: Ok. I'm sold. How do I start playing?

A: There is a day once a month when a special Gacha event called ”Sugofest" triggers. In this 24 hour period you may grab an especially powerful unit called ”Legend" (so far
there is Whitebeard, Rayleigh, Boa and Sengoku), and there will be a higher chance that you'll get certain units (they vary each month). Having one (or more) will drastically speed up your in-game progress. When you start playing, you're given 2 free Premium pulls.

Q: And what if my results are bad? Can I re-roll? How?

Yes, you can. As said above, when starting a new game, you are given two free Rare Recruits. By joining the game during Sugofest, you have the best chance for these two free characters to be of the highest quality.

But sometimes luck is not on your side, so you can re-roll by deleting the entire app (or just your save data) and starting fresh. The truly savvy can manipulate the save data to reroll as quickly as possible, although the method is a bit shady. If you want to learn how to do this, there might be some GAF members willing to teach you, or even do some Sugofest re-rolls for you, if you ask nicely.

Q: Which units should I aim for while re-rolling?

A: Short answer: Whitebeard, Rayleigh, Gear 3rd Luffy, and Sengoku are great starts..
Long answer: Give a look at the Tier List in the second post.

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In general, there are 3 ways to get new characters in this game: using Rare Recruit, doing Special Islands or farming a certain mission in Story mode. Every single character you fight in the story can be obtainable, but it will probably require time, pacience and loads of stamina. For that reason, a list below will summarize which units you should farm and which are your biggest priority.
1. Crocodile:
Farming Spots: Nanohana Rainbase Ch. 15 / Alubarna Ch. 10 and 15.
Why? He probably is the best Intelligence Slasher in the game, and you will use Slashers a lot of time during the game. He has 2 Evolutions, a 4* and a 5* one. Choose the later. He has incredible stats and a quite useful special.

2. Mr.1, the Human Sword:
Farming Spot: Alubarna Ch. 8.
Why? He is cheap, has good stats and it's easy to level up. He is one of the few STR Slashers in the game and has a good utility special which reduces damage taken and boosts your party ATK for the next turn. A nice utility unit that you will use for a long time.

3. Kami Eneru (PSY Type)
Farming Spot: Upper Yard - Ark Maxim Ch. 5, 7 and 12.
Why? He has decent stats (high ATK and nice RCV, but low HP) and a really useful skill. He is the alternative for Impact and Wolf Liar Usopp, and the type booster you'll bring in your team in those moments when you want Golden Pound Usopp in your team.

4. Miss Doublefinger:
Farming Spots: Alubarna Ch. 9
Why? She is the DEX Class Booster. She is easy to level up (like most BW units), have decent stats and fills a niche. She can be replaced with Halloween Luffy, so if you have him at a usable CD, she shouldn't be a priority.

5. Mr.2 Bon Clay
Farming Spots: Alubarna Ch. 3 and 4 / Kimono Strawhats / Rare Recruit.
Why? He is Garp's partner in crime, the best orb manipulation combo for PSY type. However, he is available in a Fortnight (that hasn't been released yet in Global) and is available in the Gacha Pool. Keep that in mind.

6. Mr.3
Farming Spots: Little Garden Ch. 11 and 15 / Nanohana Rainbase Ch. 14. / Rare Recruit.
Why? He is a turn delayer for Slasher and Intellligence teams, which is quite useful. Keep in mind that he is in the Gacha Pool, so you may get him anyway.

7. Ohm
Farming Spots: Upper Yard - Ark Maxim Ch. 1 and 10.
Why? He is a interesting STR lead (2.5x if HP is below 50%), has a good special, nice stats (outside recovery) and it's easy to level up. He isn't a must have, but is an interesting unit to bring to Doflamingo's raid.

8. Cheff Zeff.
Farming Spots: Baratie Ch. 3
Why? He has bad stats, but a powerful captain skill (2.5x ATK to Fighters) and a decent special, which can be used along Kalifa for full DEX orbs. If you don't have Izo... you could try farming him, but if you want him as your captain... don't use him. You'll get Mihawk soon enough, and in the meanwhile there are decent Slasher alternatives like Arlong, Mr.1 and Slasher Crocodile.

9. Dorry (PSY) and Broggy (INT)
Farming Spots: Little Garden Ch 7 (Dorry) / Little Garden Ch 6 (Broggy)

They are decent enough, but there are better (or at least easier to get) alternatives to them. Farm them if you have nothing else to do with your stamina, but don't farm them otherwise.

This guide doesn't include units that can be farmed in Fortnights (well, outside Mr.2, but we don't know when the Kimono Strawhats will launch in Global). The antagonists of the East Blue islands have their own Fortnights, and Laboon is a rare encounter in the Kraken Fortnight Island.

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Mihawk (released):

Monster Chopper (released):

Garp (released):

Zephyr (MIA):

Ivankov (released):

Donquixote Doflamingo (upcoming):

Useful Links:


1.- Guides

  • One Piece Strategy site: In-deep site that focuses on raid bosses, the hardest content in the game.
  • One Piece Treasure Cruise Blog: A more jack-of-all-trades site. You can follow the game news here and they usually review new batches of units. It has guides for both Raid Bosses and Fortnight Islands, but they aren't as deep as the previously linked site.
  • One Piece TC Blog - Japan version: Same as above. A jack-of-all-trades sites, with a lot of useful information, even though it's not being updated anymore. In the Event Archives you can see what content awaits Global players. Don't pay attention to the release order. Bamco has been trolling us for months.
  • One Piece Underdog Gaming Section: Yeah, they're fairly new, and I'm not sure which is their focus so far, but I'll link them anyway. It seems they have a solid roster, which includes some former OPTC blog writers.
  • OPTC subReddit: A community of players hosted in this site. The top bar has a ”Guides" section that covers different event islands and much more.
  • Gamewith Japanese: Really useful Google translated source of information in you want to see which teams can beat a certain boss.
2.- Youtube Channels

  • Takashi's One Piece Channel (JP)
  • Zeenigami (English)
3.- Other useful sites

  • Github Database: My favorite database. It's updated quite fast, it doesn't have many mistakes and it's quite light. It's mobile version could be a bit more optimized for tiny screens. A lot of nice filters and you can mark which units are on your Pokedex... I mean, Voyage Log.
  • Github Damage Calculator: From the creators of the awesome character database we have this jewel. This way you can predict exactly how much damage your units can deal for a turn. An invaluable tool once you want to start trying to build your teams by yourself instead of blindly trusting guides.
  • Turtle Time Calculator: This is your best friend. There is a special Turtle island that appears on Mondays in two 30 minutes periods. Knowing when they're appearing so you can do a few runs and level your units a bit would be really important.

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1.- Tier 0 (aka Independent Frigging Awesome Captains)

This are the best captains in the game. They can boost every single unit you may have, regardless of colour or class. For people re-rolling, these guys should be your top priority

Whitebeard:

  • Captain Ability: Boost attack of all characters by 3x if HP is under 30%
  • Skill: Cuts the current HP of each enemy by 30%
The Strongest Man in the One Piece world honors his name in this game. His captain ability is really strong, giving a 9x boost to every character regardless of its color or class if you choose another Whitebeard as friend captain. The HP requirement is there, but it's a minor annoyance considering you won't really need many turns to beat your opponent. Especially because with 2 Whitebeard specials, your enemy's HP bar will be at 49% before you start attacking

Gear 3rd: Luffy

  • Captain Ability: Boost ATK by 3.5x after hitting 3 Perfects in a row.
  • Skill: Deals 15x character's ATK in STR damage to all enemies.
Here is another awesome option, which some people may even tell you is the best. Why? First, because you can pull him outside the 24 hour monthly period called Sugofest. Second, he is cheaper than the Legends, so you'll be able to unleash his full potential sooner than with the other units. And, finally, because you'll have zero problems looking for Gear 3rd Luffy friends, since everybody besides me has him.

The biggest problem you may have with him at first is that Luffy can be a bit stressful for new players, since missing one of those first 3 Perfects will seriously reduce the amount of damage you'll be able to do in the current turn.

Gear 3rd teams rely on the last 3 units in order to go all out when it comes to damage, so it's recommended to bring some utility units, like damage reducers. He can clear most of the content in the game, outside a few islands that lock units for a long time like Blackbeard's.

Monkey D. Luffy Voyage Dream: Strawhat Pirates (Log Luffy)

  • Boost ATK by 4x after a chain of Good > Great > Perfect
  • Deals random typeless damage to all enemies. Changes own orb to Strength
The new and upgraded version of Gear 3rd Luffy. As the captain above, Log Luffy teams are usually made of 3 heavy hitters, while the remaining spots are used for support units. The main difference between the two, is the fact that Log Luffy can heal himself without sacrifying any damage. While in theory the Good > Great > Perfect requirement would translate into a lose of raw damage due to the lower chain multiplier, the increase in the damage boost counters it. On top of that, the average Gear 3rd Luffy skill is changed for a much better one, that gives you self orb manipulation and a decent amount of damage. A beast that outclasses Gear 3rd Luffy and which many consider the best captain available.

Rayleigh:

  • Captain Ability: Boost chain multiplier by 4x.
  • Skill: Deals 20x character's ATK as INT damage and reduces bind duration by 5 turns.
Some players call Rayleigh the ”forgiving" version of Gear 3rd Luffy. Instead of forcing you to hit three consecutive perfects, Rayleigh increases the overall combo damage bonus provided when landing a Great or a Perfect. With dual Rayleigh Captains, each Great adds a 1.6x damage multiplier instead of the stock 0.1x, while Perfects provide a whopping 4.8x bonus multiplier. His Special also comes in handy in certain situations, such as when fighting bosses that lock up random crew members.

As with Luffy and Whitebeard, he can clear most any content in the game. And, like Luffy, the units at the end of the combo are the ones dealing most of the damage, which leaves some room in the team for weaker units with useful special abilities.

Sengoku the Buddha:

  • Captain Ability: Reduces cooldown of all specials by 2 turns at the start of the fight and boosts ATK of characters that cost 20 or less and units called Sengoku the Buddha by 3x.
  • Skill: Deals random PSY damage to all enemies and boosts ATK of all characters by 1.5x for 1 turn.

An incredible captain for newcomers and F2P players in general. Sengoku boosts his own attack by 3x (only the evolved version) and most of the free units the game offers to its players. He doesn't have a Health requirement (like Whitebeard does) and his skill, which bosts the attack of every unit (regardless of type and class) by 1.5x for one turn should make him both an useful captain and sub. At this point, you may be thinking that it looks to cool to be cool, so which is the drawback?

The main problem is that Sengoku doesn't boost the attack of any Raid Boss (be it evolved or unevolved), other Legends and most Rare Recruits are only boosted in their base form. That could lock him out of some of the most complicated content as a captain, but it isn't a problem most of the time, and no matter how bad your luck is, you will always have a big pool of characters to make your teams (characters from Story Mode, Fortnights and the free Strawhats are boosted: a really solid package all around) and you will be able to reliably kill most if not every raid boss released.
 

bjork

Member
Also stealing post 2, again, any edits/updated stuff would be great to have

2.- Tier 0,5 (aka Must Have subs that you should not keep if you re-roll)

This spot is for absolutely awesome units that are available via Rare Recruit, as well as by other means, such as Story completion and farming. You should probably avoid them when re-rolling, but they should be in your Character Box as soon as possible.

Golden Pound Usopp:
  • Skill: Delays all enemies for 3 turns.

This is your story Usopp. The one you get you get after finishing Syrup Village. The Golden Pound version is the evolution that requires a crab. Level your story Usopp to level 20, evolve him into this form and, for god’s sake, DON’T EVOLVE HIM to Sogeking. Why? Easy. Golden Pound has one of the most powerful specials in the game. And, while Sogeking shares the same effect with him, his cooldown is 5 turns higher and the difference in the stats is not worth it.

Mirage Tempo Nami:
  • Skill: Reduces damage received from INT characters by 100% for one turn.

She is not as good as Golden Pound Usopp. She is only useful due to her special, and she is the evolution path that needs a crab, like Golden Pound, but she will only be used against INT raid bosses. Her special completely negates INT damage for one turn, making her a key unit in many teams that can beat Zephyr and Aokiji 24 hours islands . Once you’ve evolved her into Mirage Tempo Nami, DON’T EVOLVE HER to the last form. You’ll thank me later.

Alvida:
  • Skill: Reduces the damage received in the next turn by 80%.

Alvida can be found in a 14 days Event Island, and she can be farmed too in Alvida’s Hideout and Loguetown story islands. She is a really powerful damage reducer, and her initial cooldown is quite usable (15 turns). She is necessary (or at least recommended) in many hard islands and her stats are good enough to make her useful in a variety of teams, like STR (Red) and Striker teams.

Perona:
  • Skill: Reduces damage received in the next turn by 90%.
She is harder to grab than Alvida, since she can only be found in a 14 day Event Island. Her CD needs to be reduced before she can be used, since her cooldown starts at 23 turns. But if you don’t count units that negate a colour specific ATK, she is the most powerful damage reducer in the game, so she deserves a spot here. She can usually be swapped with Alvida.

3.- Tier 1:

This spot is reserved for the strongest captains this game has for each Class and Type. This game has 4 types of captain: The 2.5x ATK boosting ones, the 2x ATK and HP boosting ones, the 3x ATK boosting if HP is full ones, and the 3x ATK boosting if HP is under 30% ones. The two first types are the most used, so I’ve chosen the one I thought was the best among the two due to his stats, captain ability and skill.

Mihawk:
  • Captain Ability: Boosts Slashers attack by 2.5x
  • Skill: Reduce the current HP of all enemies by 30%.

Mihawk is probably the best F2P captain in the whole game. He was the first Raid boss to appear in the game, so his attack pattern isn’t complicated and he is quite easy to beat with the current selection of characters.

His captain ability isn’t higher than other captains ranked lower, but his skill is what really sets him apart from other characters. At max level, his CD is 17 turns, so with a bit of management, you can have it ready by the time you arrive at the boss wave. If you have 2 Mihawks in your team (yours and a friend captain) the enemy’s HP will be reduced to 49% before you even ATK. The fact that there are so many F2P-friendly subs for this leader makes him even better. He has really high stats (over 3000 HP and 1300 ATK), a class specific ship that boosts Slashers’ ATK and HP, and you’ll always find a friend in your list that is using a max skilled one.

Donquixote Doflamingo Warlord of the Sea

  • Captain Ability:Boost ATK and HP of Slashers by 2x
  • Special: Boosts the effectiveness of orbs by 2x for 1 turn. Let's you freely swap slots twice

For many, the best unit for F2P players. For others, the second one after Mihawk. However, everybody will agree about how good he is. His captain ability compliments Mihawk quite well, and paired with the Coffin Ship, allows Slasher teams to really have high health. However, the reason why the King of Dressrossa really shines is his special. He gives the most powerful orb boost in the game (although only last one turns) and even allows you to move orbs twice. This makes him a staple for many teams that don't have reliable orb manipulation combos and for those teams whose class/type boost only lasts one turn (INT teams that use Nico Robin, PSY teams that use Impact Usopp...), so, like Golden Pound, he is used quite often even when he doesn't have his monstruous attack boosted.

Boa:
  • Captain Ability: Boost ATK of QCK and PSY characters by 2.75x and Recovery by 1.5x if HP is above 70% at the start of the turn.
  • Skill: Recovers 15x character’s recovery in HP, delays all enemies attack for 1 turn.

You may find it a bit strange that she is under Mihawk in terms of usefulness. The reason? She boosts types instead of classes, which restricts her uses. And the HP requirement reduces her potential a bit, even if her captain ability and skill is designed to make it easier to stay above the 70% mark. Even then, she is a really valuable captain, that will shine once the QCK class gets some units that make it easier to build what OPTC players call “Burst Teams”, teams that aim to defeat their foes in a few turns using various skills in the same turn. As a sub she has great stats and a powerful skill that should find a place in your teams, but she can’t be rated as high as the more flexible captains above.

Marco: Whitebeard's 1st Division Commander:

  • Captain Ability: Boosts ATK of PSY and QCK characters by 2.75x and reduces damage taken by 30% while HP is over 70%.
  • Heals 100x the character's recovery and boosts the effectiveness of orbs by 1.5x for 2 turns.

The 6* version of Marco has finally come to the Global version of Treasure Cruise! His captain ability is quite similar to Boa's, but he exchanges the extra recovery for a damage reduction. As captains, they are almost interchangeable (and it wouldn't be a bad idea bringing the Legend you don't have as your friend captain for having the best of both worlds). As a sub, he works quite nicely in teams with high HP and his orb boost is always welcome. Unless you are using 2 Blackbeards as captains. In that case, PSY Marco should work better, since those teams usually have over 80,000 HP and Marco heals 50,000 points at best. A versatile captain that can be used in both QCK and PSY teams is most situations.

Shanks Black Clad Emperor

  • Boosts ATK of PSY units by a variable factor (2.75x at max HP, 2x at 1 point)
  • Deals 35x character's ATK as PSY damage and reduces all enemies defense by 100% for 2 turns.

He is, without doubts, the best PSY captain available in the game. He gives quite a big boost to PSY teams, and while your health needs to be high in order to get the most out of him it shouldn't be a problem, since PSY units have always been considered as the "kings of recovery". The boosted chance of getting PSY orbs makes the deal even better, since teams running Shanks both as a captain and friend captains will guarantee you a bunch of PSY orbs every turn. His biggest weakness, however, is his skill, which limits his usefulness as a sub.

Eustass Kid:
  • Captain Ability: Boost ATK of Striker characters by 2.5x
  • Skill: Turns his own orb to STR and deals 9x attack in STR damage to all enemies.

Striker teams are in a decent spot right now, but they aren’t as powerful as Slashers. There are many powerful farmable subs for this class, but their best leads will be locked behind the Gacha until the arrival of Aokiji. So far, the best Striker captain is Eustass Kid, which many consider the antithesis of Luffy. He gives the standard 2.5x ATK boost, and has a skill that, while decent, isn’t as powerful as Mihawk’s. As a sub, he is really good. He has really high HP and ATK and his skill gives him a powerful boost for a turn. Plus you can combine him with a friend Whitebeard, which should be quite helpful for some early raid bosses.

Law
  • Captain Ability: Boost ATK of DEX characters by 2.5x.
  • Skill: Randomly changes all orbs other than DEX into DEX, Tandem or Meat.

Another captain that gives a 2.5x ATK boost, and the leader of one of the best mono-colour teams in the game. He is a really powerful unit on his own, but he truly shines when he is paired with Apoo, another RR only unit. With him, you’ll get a full board of DEX orbs, which effectively duplicates the damage done in the next turn. His max CD is quite low, 10 turns, but don’t worry if you don’t manage to pull Apoo. DEX has a combination for F2P characters that work as well as them.

Jozu
  • Captain Ability: Boosts ATK and HP of QCK characters by 2x
  • Skill: Reduces damage received from DEX units by 100% for 1 turn.
As a lead, he can defeat the two STR raidbosses released so far, Blackbeard and Monster Chopper, so he ain’t that bad, right? And, on top of that, he has an invaluable special. He negates DEX damage. And why is this so important, you may ask? The reason is that so far, the 2 most powerful farmable units (Mihawk and Doflamingo) are DEX characters. People want him for Doflamingo especially, since his boss fight is quite hard. That doesn’t mean having him is the only way to defeat the infamous King of Dressrosa, as he can be swapped with Perona or even Alvida.

Eneru the Lightning Human, 200 Million Volt Thunder God:

  • Boosts ATK of QCK units by 2.25x, heals 5x the character's RCV at the end of the turn.
  • Reduces crew HP by 90%, deal 20,000 fixed damage to all enemies, boost ATK of QCK characters by 2x for 1 turn.

Another really useful QCK unit to have, both as a sub and as a captain. He gives a slightly better ATK boost than Jozu, and instead of the HP boosts, it heals at the end of every turn. And, it's a Raid Boss! So most players will use him as their go to captain in most situations. His special skill, which boosts ATK of QCK units for 1 turn, should be unvaluable in QCK teams.

Happiness Punch (aka Towel) Nami
  • Captain Ability: Boost ATK of INT characters by 2.5x
  • Skill: Changes PSY orbs to INT orbs.
INT teams were one of the first ones to get a really powerful “Burst” setup, thanks to this character and Baroque Works sub-leader Nico Robin. However, one of the issues you’ll find when building an INT team, is that many of their best units are hidden behind Rare Recruit or not available at all. Is she worth having? Yeah. But PSY raid bosses haven’t been especially complicated so far, so she isn’t a unit you should dream for… well, unless you want to see the towel drop…

Asura Zoro:
  • Captain Ability: Boost ATK and HP of DEX characters by 2x
  • Skill: Deals 15x attack in DEX damage to all enemies.
DEX teams are the only ones where both captains have a review. The reason is quite simple. He is the last evolution of the free Zoro you obtain after clearing Morgan’s base story island, and even in the much more advanced Japanese version, he is still widely used. It’s not a unit you should aim for when you’re re-rolling, since you’ll be getting him for free, but it’s a unit you’ll be using for a long time.

Garp :
  • Captain Ability: Boost ATK and HP of PSY characters by 2x
  • Skill: Changes all orbs to PSY or Meat.
PSY teams are in an awesome position (in my humble opinion) due to this Hero of the Marines and his partner in crime, Mr. 2. Garp turns all your team orbs to PSY or Meat, and everybody’s favorite okama turns Meat orbs to PSY. Both are farmable and both are important units to have. Add to that the fact that Impact Usopp, which gives 2x ATK to PSY units for 1 turn and is farmable in Water 7 story island, and Petty Officer Coby and you have a really solid team without spending a single dollar.

Jinbei:
  • Captain Ability: Boost ATK of Fighter characters by 2.5x
  • Skill: Changes own orb to QCK, deals 13x attack in QCK damage to one enemy.

Fighter teams are not in a strong position, even in Japan. So don’t expect many people on your friendlist to have a Jinbei. Still, he is a cool character, he has a good special (quite similar to Kid’s, really), and you can pair him with a Gear 3rd Luffy as your friend captain. As a sub, he is in an interesting position, since QCK teams (so far) lack reliable orb manipulation so being able to get a matching orb is always welcome. He has decent HP, but is held back by a mediocre attack stat.

Monster Chopper:
  • Captain Ability: Boosts ATK of STR units by 3x. Reduces STR units HP by 60% (9x ATK and -84% HP if you use 2 of them) .
  • Skill: Deals large STR damage to one enemy.

He is the go to STR captain for many users. He gives a powerful boost, he has high stats and he can clear any DEX raidboss released so far in Japan, including Doflamingo. Monster Chopper teams usually have 3/4 STR heavy hitters and 2/3 support units. He can be used as a Gear 3rd of sorts (only the last few units deal real damage), but he is not as stressing as him. His skill is good, but it’s not necessary to skill max him like other bosses. And, as a sub, he still has monstrous stats. He can be farmed in his own 24h special island.

Blackbeard:
  • Captain Ability: Boosts ATK of STR units by 2.5x and HP by 2.25x. Attacks to your team deal twice as much damage.
  • Skil: Inflicts 10x the amount of damage taken in the last turn as typeless damage to all enemies.
Another gimmicky STR captain, and another awesome unit. He isn’t especially valuable as a sub, but, as a captain, he is incredible. The strategy is easy. Upgrade your Marine Ship to max (for a 1.5x HP bonus), set him as your captain and set as subs the STR units with the highest HP you can find (Monster Chopper, Wapol and Kid, for example). Choose another Blackbeard as a friend captain, try to not get damaged in the stages up to the boss, let him hit you and then use both Blackbeards’ skills. If he isn’t dead by then, he will be quite soon. He has his own special 24h event, but building a team capable of farming him isn’t easy. But once he is skill maxed, he can clear many islands.

4.- Tier 1.5:

This place goes for captains that, while good, aren’t as reliable as the ones above due to the need to meet certain conditions. In general, I’m going to talk about 2 types:

Captains that boost 3x ATK to their type (colour) while HP is full.
  • Units with this skill: Marco, Thatch, Moria, Apoo.

These guys can be useful, and sometimes they might be the fastest route to clear a raid boss (Marco can defeat Zephyr in 3 turns with the right subs), but they aren’t as reliable as other captains. So most of the time you’ll just use them for Turtle Times, since they give the biggest boost available. Outside that… they won’t see much play.

As subs, they’re useful. Especially Marco, since he restores your whole HP bar. But that’s something I’ll talk about in Tier 2.

Captains that provide a 3x ATK boost to their type while HP is under 30%.
  • Units with this skill: X-Drake
I’d say they can be better than the units described above, since they can be paired with Whitebeard for a huge boost and the HP cutting special. I’ve seen teams with these leads beat hard raid bosses like Aokiji, but they’re units you won’t use as captains very often.

5.- Tier 2:

This part will follow the same structure as the Tier 1.5 one, since we’re going to talk about different useful skill types that will make your fights easier. All in all, I think this are the most important specials in the game:

Damage Nullifiers:
  • Units with this skill: Jozu, Streaming Wolf Swords Zoro (STR), Mirage Tempo Nami, Aisa (PSY)
I’ve already talked about Jozu and Nami here. They’re niche but useful, since they negate upcoming damage. Aisa can be farmed, and SWS is a Gacha-only unit.

Fixed Percentage damage reducers:
  • Units with this skill: Alvida, Perona, Smoker, Guard Point Chopper, Mr.1, Doctor Hogback Absalom…
They reduce upcoming damage for a fixed amount of turns, which is interesting. Out of this list, I’d say the most interesting ones are Alvida and Perona, followed by Smoker (since he has powerful stats along the 3 turns boost) and Mr.1 (since he brings a bit of utility to the mostly brainless Slasher teams). They are used in various raid bosses strategies, so keep them in your box!

Orb manipulators:
  • Some cool tag teams: Apoo+Law, Kraken+Blamenco, CP9 Kaku+Capone, Towel Nami+Cindry, Garp+Mr.2.
In general, there are two kind of orb manipulators. The ones that change all orbs to their own colour or one or two other types (Law changes orbs to DEX, Meat or Tandem, Kraken to STR or QCK) and the ones that change 1 or 2 types to a single colour (Apoo turns Meat and Tandem to DEX, Capone turns DEX and STR to QCK). Effective orb manipulation relies in 2 different units. 3 people tag teams don’t usually work, since there are other utility units you want to bring with your orb manipulators (like orb and class boosters), and they may not fit in your team if you use them.

Boosters:

This game have different time of skills to boost your attack for a limited amount of turns. There are 3 different types, and while you can’t stack two bonuses of the same type, you can stack one of each kind. Those are: class/type boost, orb boost, and situational boosts.

Type/Class boosts:
  • Units with this skill: Sengoku (ALL), Fossa (STR), Miss Doublefinger (DEX), Pell (QCK), Impact Usopp, Wolf Usopp and Enel (PSY), Nico Robin (INT), Namule (Fighter), Mr.1 and Kohza (Slasher), Urogue (Striker).
This boosts are the easiest to use. As long as your characters belongs to the mentioned class type, it works. There are different multipliers that go from 1.25x to 2x, being the highest boosting units Impact Usopp and Nico Robin. In the future there would be units that have this same effect but with a drawback (like QCK Enel and Strong World Luffy), which reduce your HP when they give you the mentioned boost.

Orb boosts:
  • Units with this skill: Petty Officer Coby (PSY), Kaku (QCK), Doflamingo and Bellamy (DEX).
Here things get a bit more complicated. In order to get this boost to work, you need to have a matching orb in your units. The so-called “Burst Teams” usually rely in having 2 units for orb manipulation, 1 for orb boosting and 1 for type boosting. In general, this units work better with type based teams, since it’s easier to get matching orbs with them. But they are useful in any team possible.

Situational boosts:

This kind of boost doesn’t exist in the Global version of the game as far as I know, but it should arrive in a few week once Impel Down fortnight Event Islands come. They work when the unit you’re attacking suffers a certain debuff (reduces defense / delayed) and the boosts are usually smaller than the already mentioned (1.2x or 1.3x at max).

Orb lockers:
  • Units with this skill: Black Cage Hina, Pauli Dock One Foreman.
Those units’ specials are ideally used when you’ve got matched orbs with some of your units. They lock orbs for one turn, which means that you’ll keep them for an extra turn after your attack.

Turn delayers:
  • Units with this skill: Golden Pound Usopp, Sogeking, Record of Voyage Usopp, Mr.3, Halloween Zoro, Boa Hancock, Braham.
This are one of the best skills in the game. They give you 1-3 extra turns, which is a lot of damage.

Healers:
  • Units with this skill: Marco, Brook, Halloween Brook, Boa, Halloween Nami, Tsuru, Halloween Sanji.

This units recover some HP. There are two kind of healing skills: the ones that heal a fix amount of damage and the ones that heal X times their own recovery. And then there is Marco, which restores your whole HP bar. He is called a Phoenix for a reason, I guess.

Health Cutters:
  • Units with this skill: Mihawk, Whitebeard, Onigumo, Hawkins, Record of Voyage Sanji

They reduce the enemy HP by a fixed percentage. The most widely used are Whitebeard and Mihawk, since bringing 2 of them in your team (which is quite usual since they’re really good captains) can reduce the enemy HP by a 51% before attacking. The rest units available in Global have a 10% damage cut, so they won’t play a big role most of the time.

Defense reducers:
  • Units with this skill: Helmeppo, Hawkins, Arm Point Chopper, Record of Voyage Chopper, Perona, Brook.
Every enemy has a defense stat, a number you must surpass in order to do more than 1 damage per hit. In general, there are three ways to defeat the heavily armored enemies in One Piece Treasure Cruise: using brute force, fixed damage skills, or reducing his defense.

suITRiT.png


  • Qzmn: For helping when helping my writting this wall of text.
  • Lucypirates: For those amazing headers that make the OT look amazing.
  • Cloggerdude: For his proofreading, since I'm not a native speaker.
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
*subscribed*

Good work bjork - we already had a quality OP, why invent the wheel new. New players still have to go for Golden Pound, Alvida, Mihawk. Doffy etc. first

Last Day of Legend Doffy book farming...the drop rate is abysmal, havent gotten a single one in the last 3 days lol.
 

ExVicis

Member
Old OP was pretty good I think, even as a guy who just started playing in December of last year I found all the info helpful.

Only thing I think it needs is also mention of Timeskip Luffy and an explanation of the Rayleigh shop.
 

RedBoot

Member
Yeah, tier list is the main thing that would need to be updated, or maybe semi-replaced with just explanations of legends and the various character archetypes, etc, since tiers aren't quite as stringent in this game (or: Just make Akainu tier and leave it at that. :p)

Good title, though. Unless Bandai comes by and ruins it by giving us the permanent skill up soon. You know, just putting that out there, Bandai. Totally up to you.
 

EMT0

Banned
Seeing as we're all going to be here soon enough, we may as well start trying to fix up the first post. I'll go ahead and post some things I think should be edited.

wIdbCdc.png


Q: Which units should I aim for while re-rolling?

A: Short answer: Gear 3rd Luffy(not a Legend), Log Luffy, Rayleigh, Sengoku, Cavendish, Legend Mihawk, and Shirahoshi are great starting Legends. Other Legends generally require specific units to really shine.
Long answer: Give a look at the Tier List in the second post.

Q: Okay, I've got my sweet Legend unit. What should I be doing to start off?

A: Short answer, try to boost up your player level as high as you can as quickly as you can so that you can put more units onto your team. Fortnights on Extra Island offer better exp than the story mode, by far, and is unlocked a few story islands into the game. Anything else can be answered by asking questions, especially in this thread! We'll be happy to help you out.
Long answer: EMT0 made a walkthrough of his progress from Day 1 of the account up to the point of clearing some midgame raids from the perspective of a new player looking to get through the early game as fast as possible that also links to a lot of useful resources for new players in the index. This should give you ideas about what to be prioritizing as you play more and more.

MHnKjNW.png


In general, there are 3 ways to get new characters in this game: using Rare Recruit, doing Special Islands or farming a certain mission in Story mode. Every single character you fight in the story can be obtainable, but it will probably require time, patience and loads of stamina. For that reason, a list below will summarize which units you should farm and which are your biggest priority.

1. Crocodile:
Farming Spots: Nanohana Rainbase Ch. 15 / Alubarna Ch. 10 and 15.
Why? He probably is the best Cerebral Slasher in the game, and you will use Slashers a lot of time during the game. He has 2 Evolutions, a 4* and a 5* one. Choose the latter. He has incredible stats and a quite useful special.

2. Mr.1, the Human Sword:
Farming Spot: Alubarna Ch. 8.
Why? He is cheap, has good stats and it's easy to level up. He is one of the few STR Slashers in the game and has a good utility special which reduces damage taken and boosts your slasher's ATK. A nice utility unit that you will use for a long time
unless you pull 3D2Y Zoro or Timeskip Brook early on in your OPTC career

3. Rob Lucci, Cipher Pol No. 9:
Farming Spot: Water Seven Ch. 15, Enies Lobby: Tower of Justice - Gates of Justice Ch. 12, 14
Why? His QCK evolution has excellent stats, is under 20 cost, and guarantees you three QCK orbs, more if you have RCV orbs to also convert. This is a vital unit to clearing harder raids like Akainu and Shiki, but is also very handy for any QCK team worth its salt. His STR evolution is also a decent unit, but a lot more niche in application.

4. Usopp, Usopp Hammer:
Farming Spot: Water Seven Ch. 7
Why? Impact Dial Usopp, his evolution, is hands down the best PSY booster in the game giving a monster 2x boost to all PSY units for the turn. A must have for any team trying to clear INT content. His only downside is that he, being a Usopp character, can't be run around Golden Pound Usopp which is why when you really need GPU, you should also farm...

4. Kami Eneru (PSY Type):
Farming Spot: Upper Yard - Ark Maxim Ch. 5, 7 and 12.
Why? He has decent stats (high ATK and nice RCV, but low HP) and a really useful skill. He is the alternative for Impact and Wolf Liar Usopp, and the type booster you'll bring in your team in those moments when you want Golden Pound Usopp in your team.

5. Miss Doublefinger:
Farming Spots: Alubarna Ch. 9
Why? She is the DEX Class Booster. She is easy to level up (like most BW units), have decent stats and fills a niche that no other F2P unit can fill to this very day.

6. Mr.2 Bon Clay:
Farming Spots: Alubarna Ch. 3 and 4 / Kimono Strawhats / Rare Recruit.
Why? He is Garp's partner in crime, the best orb manipulation combo for PSY type. However, he is available in a Fortnight (that hasn't been released yet in Global) and is available in the Gacha Pool. Keep that in mind. Seriously, you will pull this guy in the future and bemoan your bad luck.

7. Mr.3:
Farming Spots: Little Garden Ch. 11 and 15 / Nanohana Rainbase Ch. 14. / Rare Recruit.
Why? He is a turn delayer for Slasher and Cerebral teams, which is quite useful. Keep in mind that he is in the Gacha Pool, so you may get him anyway.

8. Jabra, Cipher Pol. No. 9:
Farming Spots: Enies Lobby: Tower of Justice - Gates of Justice Ch. 8
Why? Jabra is the king of speedily clearing turtle time, a period when boosters become freely farmable for half an hour twice a day at specific times. Due to dealing 9 fixed damage at the end of the turn, he'll instantly clear any treasure turtles and 6 hits to a daimyo turtle will likewise see them instawiped.

9. Cheff Zeff:
Farming Spots: Baratie Ch. 3
Why? He has bad stats, but a powerful captain skill (2.5x ATK to Fighters) and a decent special, which can be used along Kalifa for full DEX orbs. If you don't have Izo... you could try farming him, but if you want him as your captain...there's an argument to be made there. You'll get Mihawk soon enough, and in the meanwhile there are decent Slasher alternatives like Arlong, Mr.1 and Slasher Crocodile. But, a lot of the early game units you'll likely run into are Fighters. Farm for him if the Mihawk raid happened recently, or you don't think you'll be able to clear Mihawk once to get a copy.

10. Chief Warden Magellan:
Farming Spots: Impel Down Ch. 06,16
Why? Magellan is an incredible unit all around, boosting 3 different classes by 2.25x as a Captain, and being one of the few F2P health cutters in the game outside of Mihawk and Duval. Not only that, he can apply poison which can be key to activating conditional attack boosts to further destroy enemies.

11. Akainu Navy HQ Admiral:
Farming Spots: Marineford - Oris Plaza Ch. 10,11,14,15
Why? Akainu is a F2P 2.5x Driven lead that also has a special which boosts the attack of all Driven characters by 1.5x. With Shiki incognito, story Akainu becomes the premier choice for F2P Driven players looking to play alongside friend Fujitoras, Blackbeards, etc. He's low on the list because you'll likely have stronger teams by the time you clear Oris Plaza, but he's definitely a unit worth getting.

12. Rayleigh, Crew of the Pirate King:
Farming Spots: 3D2Y - Timeskip Training Ch. 14
Why? Rayleigh is a 2.5x Cerebral lead similar to Raid Momonga, but has a very interesting special; the 50,000 fixed damage is very useful for farming Prince Turtles, but the 0.5 Chain multiplier boost is very handy for boosting your damage even higher for Cerebral and Fighter teams.

13. Ohm:
Farming Spots: Upper Yard - Ark Maxim Ch. 1 and 10.
Why? He is a interesting STR lead (2.5x if HP is below 50%), has a good special, nice stats (outside recovery) and it's easy to level up. He isn't a must have, but is an interesting unit to bring to Doflamingo's raid.

14. Dorry (PSY) and Broggy (INT):
Farming Spots: Little Garden Ch 7 (Dorry) / Little Garden Ch 6 (Broggy)

They are decent enough, but there are better (or at least easier to get) alternatives to them. Farm them if you have nothing else to do with your stamina, but don't farm them otherwise.

This guide doesn't include units that can be farmed in Fortnights (well, outside Mr.2, but we don't know when the Kimono Strawhats will launch in Global). The antagonists of the East Blue islands have their own Fortnights, and Laboon is a rare encounter in the Kraken Fortnight Island.

I fixed a few typos, swapped around the recommend starting Legend list(Whitebeard doesn't seem like a good starting Captain nowadays, as much of a beast as he is), and tried to update the suggested story units to farm with my own opinions. Feel free to further modify what I wrote.
I may have also added one more question to the Q&A that points to my playthrough.
We do a pretty good job of explaining everything but the actual progression goals with the current guide, I felt like my guide fills that hole :s
 

MiTYH

Member
Where's the wall of shame? Need to see if I ranked in that at all....


Funny how I'm getting lots of Doffy books on the last day. Don't have him yet but... it's something
 

Kyou

Member
Where's the wall of shame? Need to see if I ranked in that at all....


Funny how I'm getting lots of Doffy books on the last day. Don't have him yet but... it's something
I got 4 (FOUR) last night so I'm pretty stoked.

I hit 20 books which is the absolute, absolute minimum I wanted. Hopefully I can get ten more today...
 

GuardianE

Santa May Claus
I think the entire tier list might need to be reworked, or changed into something that isn't just a straight up rating. There are so many useful characters in general now, but I think it makes more sense to simply break down the legends only (w/ G3), since anyone who is re-rolling is going to end up with one or two of them for their starter account.

In reality, it should probably be broken down into captains vs. subs, and possibly for utility like high damage vs. fast farm clears vs. survivability vs. ability to clear overall content.

Seeing as we're all going to be here soon enough, we may as well start trying to fix up the first post. I'll go ahead and post some things I think should be edited.

Log Luffy should be in the best starter list for sure.
 
I'd like a tier list that divides it into:

1. units good for almost any team. (gpu, doffy etc)

2. a breakdown of the top subs you could wish for when you get legend x or y.

I've noticed that once you get a decent legend it's no longer about what units are good, but what units are good for the teams you can actually viably pull off.
 

EMT0

Banned
I think the entire tier list might need to be reworked, or changed into something that isn't just a straight up rating. There are so many useful characters in general now, but I think it makes more sense to simply break down the legends only (w/ G3), since anyone who is re-rolling is going to end up with one or two of them for their starter account.

In reality, it should probably be broken down into captains vs. subs, and possibly for utility like high damage vs. fast farm clears vs. survivability vs. ability to clear overall content.



Log Luffy should be in the best starter list for sure.

Good point, not sure how I missed him. Added him in.
 

GuardianE

Santa May Claus
I'd like a tier list that divides it into:

1. units good for almost any team. (gpu, doffy etc)

2. a breakdown of the top subs you could wish for when you get legend x or y.

I've noticed that once you get a decent legend it's no longer about what units are good, but what units are good for the teams you can actually viably pull off.

The subreddit actually has an entire series "Congratulations! You pulled ____. Now what?" It provides a surface analysis of each legend and their subs/teams:

https://www.reddit.com/r/OnePieceTC/wiki/legendguides

It's good for a cursory breakdown of what you need to get started when you pull a specific legend.
 
Yay, new thread! :D

Speaking of Aokiji:

4E1USAA.png


That should be enough for him. Even wave 3 shouldn't be a problem with 6 actual hitters and Shanks for a few orbs. Can substitute for Borsalino FC which would make the run even easier.
Brook is there for sockets. Need to stall 20 turns with CD level 1 for my burst, which should be easily doable with the high RCV.

Not quick, but safe. Will probably go for 20 copies.
Thanks for the idea! I will give this team a shot:
I'm just unsure how well the stalling will go. I'd like to get it all done before reaching him, since I'll only have enough sockets on my team for lvl 1 Anti-Lock.

Edit:
I'd be able to get lvl 2 Anti-Lock with this team (and it has a better burst, too):
j4NQylZ.png
 

mileS

Member
I'd like a tier list that divides it into:

1. units good for almost any team. (gpu, doffy etc)

2. a breakdown of the top subs you could wish for when you get legend x or y.

I've noticed that once you get a decent legend it's no longer about what units are good, but what units are good for the teams you can actually viably pull off.
I agree with this. When I first started playing the game I put a little too much value into looking at tier lists and I wish I hadn't. There are some characters in the lower tiers that are absolutely godlike for certain team setups.

Maybe we can make it a group effort and contribute over time to updating the OP.
 
I'd like a tier list that divides it into:

1. units good for almost any team. (gpu, doffy etc)

2. a breakdown of the top subs you could wish for when you get legend x or y.

I've noticed that once you get a decent legend it's no longer about what units are good, but what units are good for the teams you can actually viably pull off.

Gamewith breaks down tiers for units as captains and subs. Basically:

Captains
1. Akainu
2. Fujitora
3. TS Luffy
4. Log Luffy
5. Legend Law
6. SW Ace
7. Legend Zoro
8. Legend Doffy
9. Legend Croc
10. Kuzan

Subs
1. Legend Doffy - 2x orb boosts and changes adjacent orbs to matching
2. Legend Mihawk - Deals half the previous turns damage as typeless damage
3. Fujitora - Cuts enemy HP by 20% and 20% additionally at the end of the next 3 turns
4. Shirahoshi - Full board matching (rainbow) orbs and 56k+ heal
5. Raid Doffy - 2x orb boost and swap orbs twice
6. Legend Marco - 45k to 55k heal and boosts orbs by 1.5x for two turns
7. Invasion Shanks - 2x orb booster for Cerebral and Free Spirit characters and makes TND and RCV orbs beneficial. Also reduces paralysis for 3 turns
8. Borsalino - Full board matching orbs for shooters and slashers, 5k heal, and 10 hits or random typeless damage
9. Whitebeard - Cuts enemy health by 30%
10. GP Usopp - Delays enemies for 3 turns

A few of these aren't on Global yet but the list still stays mostly true. They have pretty extensive team building pages but it can be difficult to navigate for anyone who doesn't know any japanese. The next best thing is probably the recent "So you pulled X legend" posts on reddit.
 

EMT0

Banned
The subreddit actually has an entire series "Congratulations! You pulled ____. Now what?" It provides a surface analysis of each legend and their subs/teams:

https://www.reddit.com/r/OnePieceTC/wiki/legendguides

It's good for a cursory breakdown of what you need to get started when you pull a specific legend.

If the tier list is mostly for the benefit of new players, then we'd probably want to list Legends by how early they come into play. As an example:

Early: Rayleigh, Sengoku, INTHawk, Cavendish, Log Luffy, Shirahoshi, Buggy, Color Legends(Marco, Hancock, SW Shanks, Akainu)
Mid: SW Ace, Jinbe, Bartolomeo, Law, Borsalino, Zoro, Sabo, Whitebeard, Timeskip Luffy, Kuzan, Blackbeard(?)
Late/RR-heavy: Croc, Doffy, Lucci, Corazon, Fujitora, Hody Jones

If, on the other hand, we're trying to represent the 'strongest' Legends from a late-game perspective in our tier list, we'd probably have to have OPTC-GAF throw down and debate their way through each Legend and establish some sort of point system in order to actually gauge tiers. I think it'd be a fun thing for us to do, actually. Anyone interested? We could then link each 'Congratulations, you pulled ____. Now what?' on each Legend plus link to a summary of each GAF debate on the Legend in question. Something like this, maybe?

Tier 0 (4.5+):
4.83 - Monkey D. Luffy, Reunion of the Straw Hat Pirates - Legend Guide - GAF Jury Summary

Tier 1 (4.0-4.5):

Tier 2 (3.0-4.5):

etc.

And for the GAF Jury Summary:

Monkey D. Luffy, Reunion of the Straw Hat Pirates
Average Score: 4.83

C0ke8X8UQAAh7zo.jpg


Code:
Username + Link to Argument - Score

EMT0 - 5.0
EXAMPLE 1 - 4.5
EXAMPLE 2 - 4.3
 

GuardianE

Santa May Claus
If the tier list is mostly for the benefit of new players, then we'd probably want to list Legends by how early they come into play. As an example:

Early: Rayleigh, Sengoku, INTHawk, Cavendish, Log Luffy, Shirahoshi, Buggy, Color Legends(Marco, Hancock, SW Shanks, Akainu)
Mid: SW Ace, Jinbe, Bartolomeo, Law, Borsalino, Zoro, Sabo, Whitebeard, Timeskip Luffy, Kuzan, Blackbeard(?)
Late/RR-heavy: Croc, Doffy, Lucci, Corazon, Fujitora, Hody Jones

If, on the other hand, we're trying to represent the 'strongest' Legends from a late-game perspective in our tier list, we'd probably have to have OPTC-GAF throw down and debate their way through each Legend and establish some sort of point system in order to actually gauge tiers. I think it'd be a fun thing for us to do, actually. Anyone interested? We could then link each 'Congratulations, you pulled ____. Now what?' on each Legend plus link to a summary of each GAF debate on the Legend in question. Something like this, maybe?

And for the GAF Jury Summary:

I don't think it's necessary to have a legend ranking based on new players. It's fundamentally not a tier list then. It's sufficient to simply list "here are the best starter legends" which is something you've already done.

However, the OP is really just for new players. Veterans of the game aren't going to be looking at that list to guide them. I personally think it makes more sense to list all the legends and have a breakdown of their strengths (fast clearer, rainbow captain, easy to use, f2p centric, high damage, survivability etc.), dream teams/subs, clear rate, and then a link to their gamewith + reddit pages.

To me, that captures what people want to know about specific legends without needlessly getting bogged down with rankings and arbitrary numbers. It helps keep the data informational rather than opinion based. This also covers other members' concerns about how to identify godlike subs, since they'll be listed under each respective legend. It can even have both RR heavy and F2P team examples.

The actual listing of characters broken down by type in "Tier 2" in the original OP (damage nullifiers, delayers, orb boosters, etc.) can be used to round out any other utility characters that players should know that have universal purpose.

Maybe roughly something like this. And the work could be broken up so people can make these for legends that they own and use often.
Monkey D. Luffy, Reuion of the Straw Hat Pirates
"TS Luffy"
QCK - Fighter/Free Spirit
c1404.png


Strengths: Extremely high damage burst over three turns, versatile captain that can be paired with diverse cast, good survivability with damage reduction
Weaknesses: Limited to Freedom class units, slightly less damage than average without special-boosted captain ability
Global Clear Rate (Reddit): 29% (Provisional)
Japanese Clear Rate (Gamewith): 94%
Optimal Crewmates: Invasion Shanks, Legend Sabo, Raid Sabo, Coliseum Kinemon, Legend Boa, Raid Boa, TS Brook, Leo, Senor Pink, Coliseum Kanjuro, INTVankov
Comments: TS Luffy is one of the newest and most powerful legends in the game. With the right subs, he can clear pretty much everything quickly and efficiently, and he also excels as a forest clearing captain. He has two very unique abilities: his special boosts his captain ability multiplier, and also makes DEX, QCK, and PSY count as matching for Fighters and Free Spirit for three turns, which allows TS Luffy to do absurd damage over the course of three turns.

Example RR/Legend Team
Example F2P Team

Gamewith Page
Reddit Guide

Then again, all this info might be too much for an OP. I can understand either way, but I don't think a straight tier list means much anymore. I think it'd be better to have a unit rating like gamewith does it with their Captain/Sub ratings if anything.
 

Hana-Bi

Member
I'm at 34 Doffy books now. Maxed both evolved and unevolved versions of Sugar and Usopp and miss one skill up for my second Robin (first is already maxed). Yeah, I ran this fn way too many times...
 

GuardianE

Santa May Claus
I'm at 34 Doffy books now. Maxed both evolved and unevolved versions of Sugar and Usopp and miss one skill up for my second Robin (first is already maxed). Yeah, I ran this fn way too many times...

Nice, I'm in a similar place right now. Final tally:

33 Doflamingo books
Maxed Baby Robin (14 copies total)
Maxed and Socketed Olvia
Maxed and Socketed Saul
Maxed Sugar
Maxed SW Usopp
Maxed Gecko Moria
Maxed 3D2Y Robin X2

I hope it's enough. I've been selling the extra Sauls and Olvias for Rayleigh points.
 

bobohoro

Member
Maybe we could focus the OP more towards beginners and use links to posts starting discussions in threads for more advanced topics? OPTC and its finer details are kinda too big to be reasonably put into a threadopener anymore, even if its 2 or 3 posts. If someone posts a detailed explanation on certain legends for example, that post could be linked in the OP and could be carried over between threads, posts could also be updated down the road.

Same for longer raid discussions, or general discussions that happen in threads. A link to the post (or first post if it stretches over a few pages) with a description and an index in the OP could work.


I'm just unsure how well the stalling will go. I'd like to get it all done before reaching him, since I'll only have enough sockets on my team for lvl 1 Anti-Lock.

You have 10% damage reduction and looooots of RCV along with a few slots to get AH I'd guess. Remember that you can use all your HP before Aokiji, since he can only kill you on turn 6 (or below 50%) and you will heal back up with Marco for your burst.

I'm not certain it is quite so easy, since I haven't run the raid that often yet, but at least in theory it seems safe. You could also replace Impact with GPU to use on stage 3. Your burst would still reach 2M damage (more if you happen to have Enel) and you have 5 turns to get Aokiji to just above 50%, another turn to burst and another turn to do damage if you happen to not kill him there.
 

EMT0

Banned
I don't think it's necessary to have a legend ranking based on new players. It's fundamentally not a tier list then. It's sufficient to simply list "here are the best starter legends" which is something you've already done.

However, the OP is really just for new players. Veterans of the game aren't going to be looking at that list to guide them. I personally think it makes more sense to list all the legends and have a breakdown of their strengths (fast clearer, rainbow captain, easy to use, f2p centric, high damage, survivability etc.), dream teams/subs, clear rate, and then a link to their gamewith + reddit pages.

To me, that captures what people want to know about specific legends without needlessly getting bogged down with rankings and arbitrary numbers. It helps keep the data informational rather than opinion based. This also covers other members' concerns about how to identify godlike subs, since they'll be listed under each respective legend. It can even have both RR heavy and F2P team examples.

The actual listing of characters broken down by type in "Tier 2" in the original OP (damage nullifiers, delayers, orb boosters, etc.) can be used to round out any other utility characters that players should know that have universal purpose.

Maybe roughly something like this. And the work could be broken up so people can make these for legends that they own and use often.


Then again, all this info might be too much for an OP. I can understand either way, but I don't think a straight tier list means much anymore. I think it'd be better to have a unit rating like gamewith does it with their Captain/Sub ratings if anything.

You're definitely right in the idea that we should keep things factual...hmm. I also do like your improved formatting for Legend pages. I think opting for a combination of bobohoro's suggestion(making individual posts dedicated to different topics and linking them off the OP) plus your formatting for characters is the optimal way to do this. In the future we should look at also extending these guides to a few key RR units like Gear 3rd and 3D2Y Sanji, but that's getting ahead of ourselves. The only thing I'd suggest tweaking is the presentation of key units to highlight what they do and representing alternatives for them. I figure if we're going to dedicate a post to it, we may as well be thorough. Something like this, maybe?

Monkey D. Luffy, Reuion of the Straw Hat Pirates
"TS Luffy"
QCK - Fighter/Free Spirit

c1404.png


Strengths: Extremely high damage burst over three turns, versatile captain that can be paired with diverse cast, good survivability with damage reduction
Weaknesses: Limited to Freedom class units, slightly less damage than average without special-boosted captain ability
Ship: Kuja Ship, Timeskip Thousand Sunny, Thousand Sunny/Moby Dick
Global Clear Rate (Reddit): 29% (Provisional)
Japanese Clear Rate (Gamewith): 94%
Optimal Crewmates: Invasion Shanks, Legend Sabo, Raid Sabo, Coliseum Kinemon, Legend Boa, Raid Boa, TS Brook, Leo, Senor Pink, Coliseum Kanjuro, INTVankov
Comments: TS Luffy is one of the newest and most powerful legends in the game. With the right subs, he can clear pretty much everything quickly and efficiently, and he also excels as a forest clearing captain. He has two very unique abilities: his special boosts his captain ability multiplier, and also makes DEX, QCK, and PSY count as matching for Fighters and Free Spirit for three turns, which allows TS Luffy to do absurd damage over the course of three turns.

Class Boosters:
  • Legend Sabo (Legend/Rare Recruit)
  • Timeskip Brook (Rare Recruit)
  • 2 Year Anniversary Ace (Special event)
  • Scratchmen Apoo (Coliseum)
  • Calgara (Fortnight)

Orb Boosters:
  • Invasion Shanks (Invasion)
  • Senor Pink (RR)
  • Jabra, CP9's Strongest (RR)
  • Strong World Franky (RR)
  • Kaku (Fortnight)
  • Coliseum Alvida (Coliseum)

Orb Manipulators:
  • Kinemon (Coliseum)
  • Kanjuro (Coliseum)
  • Hancock 6+ (Legend/RR)
  • Buffalo (RR)
  • Blue Gilly (RR)
  • Ivankov (Raid)

Conditional Attack Boosters:
  • Monet (RR)
  • Miss Valentine (Coliseum)
  • Sadie (Fortnight)

Utility:*
  • Hancock - Chain Locker + Delayer (Raid)
  • Leo - Orb Locker + Delayer + Health Cutter (RR)
  • Ivankov - Damage Reducer + Healer(RR)
  • Duval - Health Cutter (RR)
  • Mansherry - Heals almost any status ailment (RR)
  • Ace - Cooldown reducer (Coliseum)
  • Alvida - Damage reducer (Fortnight/Story)

*Characters already in another category aren't listed here for the sake of brevity

Combos:
TS Luffy + Orb Shuffler/Manipulators: Due to TS Luffy's special, orb shufflers work extremely well as you can shuffle your orbs until you're satisfied with the number of matching orbs you have

TS Luffy + Damage Reducers: Combo any of double TS Luffy, RR Ivankov, and FN/Colo Alvida; you can get up to 91% damage reduction from this if you're so inclined. There are hits you have no business tanking that you can actually take to the face and just keep on swinging

Kinemon + Senor Pink/SW Franky: 4 guaranteed matching orbs plus an orb boost? Yes please

Example RR/Legend Team
Example F2P Team

Gamewith Page
Reddit Guide

Maybe we could focus the OP more towards beginners and use links to posts starting discussions in threads for more advanced topics? OPTC and its finer details are kinda too big to be reasonably put into a threadopener anymore, even if its 2 or 3 posts. If someone posts a detailed explanation on certain legends for example, that post could be linked in the OP and could be carried over between threads, posts could also be updated down the road.

Same for longer raid discussions, or general discussions that happen in threads. A link to the post (or first post if it stretches over a few pages) with a description and an index in the OP could work.

I think this is probably the best option, IMO. We should be devolving things like the story farming priorities, the (out of date) Raid guide, the Legend posts, etc. into links that we update over time.

These ideas are great, guys!
 

Kyou

Member
most of the CP9 FN characters seem to be riding the line between "This looks sorta useful" and "Yeah but the circumstances are SO specific"

are any of them worth keeping or should I just socket my CP9 RRs
 
most of the CP9 FN characters seem to be riding the line between "This looks sorta useful" and "Yeah but the circumstances are SO specific"

are any of them worth keeping or should I just socket my CP9 RRs

Maybe a case can be made for Jabra if you don't have SW Franky for FS teams but apart from that, they all look like socket fodder to me.

Fukuro is a joke. This is like our 4th or 5th QCK unit that converts meat orbs into matching.
 

EMT0

Banned
most of the CP9 FN characters seem to be riding the line between "This looks sorta useful" and "Yeah but the circumstances are SO specific"

are any of them worth keeping or should I just socket my CP9 RRs

Kumadori's actually quite good, he'll get you all color orbs which works well with Kanjuro. Yeah, Colo Hawkins exist but he doesn't seem completely worthless when he's also a Powerhouse unit.

Although since his special starts at 15, I wouldn't bother skilling him up and would instead focus on socketing RR Kumadori.

EDIT: Fukuro's really redundant. Jabra is trumped by either SW Franky or Kaku if you don't care what color your orb booster is; if you have both, he has no niche since he's only a 2-turn orb booster for Free Spirits and not Powerhouse. Blueno seems mildly useful if you don't have Gasparde at a decent cooldown and don't have any of the RR Powerhouse boosters like Blueno, 3D2Y Sanji, etc. Since I have all the conditions needed to make these guys redundant, I'm feeding all copies of all four units for sockets but keeping one Kumadori.
 

RedBoot

Member
Blueno's the only one I have the RR of, so I guess I'll be focusing on these FN versions for the other three since Story Kumadori/Fukuro are meh and I've never had much use for Story Jabra since I have Nico Robin.

Hell, 3D2Y Franky's really the only book I need here since I don't have Jimbe, so there's not a whole ton for me here...but I don't need Cobymeppo or Hannyabal, so I guess we're running it. At least my standard Marco team can clear it without stalling.
 

ExVicis

Member
Well I guess it's time to farmm Jinbe books then complain about the drop rate. Didn't have the opportunity last time since I don't have Doffy's Legend version.

Probably also going to get Blueno to socket RR Blueno too.
 

Rixa

Member
The smell of fresh thread. Sucks that I missed that 2nd easiest clash (Heracles or what is the name), oh well it will come back :). When Mihawk returns I will continue to do it, but this time only natural stamina and won't use gems to refresh.
 

Tidd

Member
Will farm sockets during the first week and then it's finally time to farm Legend Marco books. Hope they will announce a skill up event soon. That way I can beat every forest I have left.

Thankfully a 2x Sengoku team makes this fortnight as easy as the previous ones.
 
Does TS Luffy have any obvious indicators for when the damage boost is active?

I know it lasts 3 turns regardless of the special, but as far as I can tell the captain boost you can only notice by clicking units to see what their damage is at.

Am I missing anything?
 

RalchAC

Member
Will farm sockets during the first week and then it's finally time to farm Legend Marco books. Hope they will announce a skill up event soon. That way I can beat every forest I have left.

Thankfully a 2x Sengoku team makes this fortnight as easy as the previous ones.

Which team are you using Tid?
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
Will have to run CP9 Non-Stop to finally get some Sockets on my Powerhouse team. I only have Blueno and Jabra but getting some sockets on them will make a big difference.

I regret wasting 25 stones on nothing with those Gacha pulls - i really should have increased my box to 900 instead. Well...you live and learn.

The smell of fresh thread. Sucks that I missed that 2nd easiest clash (Heracles or what is the name), oh well it will come back :). When Mihawk returns I will continue to do it, but this time only natural stamina and won't use gems to refresh.

Good idea...and yeah Heracles is kinda essential for most Ace teams, so make sure to farm him a bit.
 

Tidd

Member
Which team are you using Tid?

2x Sengoku
Arlong (for the dex guy)
4* story Croc (psy guy)
QCK Lucci (Jabra)
fortnight Kaku (Jabra)

I only use Lucci and Kaku's specials on Jabra.
I guess it would be great to save an orb in Arlong for the dex mid boss.
No stalling required if everyone is maxed!
 

mileS

Member
Does TS Luffy have any obvious indicators for when the damage boost is active?

I know it lasts 3 turns regardless of the special, but as far as I can tell the captain boost you can only notice by clicking units to see what their damage is at.

Am I missing anything?
You can only check by clicking on the units unfortunately.
 

Hana-Bi

Member
Will probably run the fn with a double Haruta team. Though I don't know which team is the fastest/safest. Tried a Cerebral team out with SW Nami, Bride Robin, raid Kuma and legend Doffy out. It worked but it's quite slow. Might just go for a "speed" team, though I don't have a speed captain for that.
 

mileS

Member
Just got 2.6 million berries from the new Golden Cave. :)
Just tried Giolla + Sengoku and a rainbow team to see if it was easy enough. Didn't expect not being to slow the boss stage or getting despaired. Could have done it if I used Alvida's special at a better time. Still on the hard side for using a captain like Giolla.
 

Hana-Bi

Member
Just tried Giolla + Sengoku and a rainbow team to see if it was easy enough. Didn't expect not being to slow the boss stage or getting despaired. Could have done it if I used Alvida's special at a better time. Still on the hard side for using a captain like Giolla.

Used a double Violet team for the cave. You need a heavy rr crew for that though. My subs were WB, LL, SW Shanks and Diamante. Use Diamante on stage 9 and then WB, SW Shanks, LL and Sunny ship special on stage 10.
 

RalchAC

Member
2x Sengoku
Arlong (for the dex guy)
4* story Croc (psy guy)
QCK Lucci (Jabra)
fortnight Kaku (Jabra)

I only use Lucci and Kaku's specials on Jabra.
I guess it would be great to save an orb in Arlong for the dex mid boss.
No stalling required if everyone is maxed!

Bringing a unit like Breed or that Strong World gorilla (both boost own atk) could be a good idea.

I'll bring Arlong.

Sadly, I didn't have the best luck with Sengoku, CD is at 24 (so 20 with 2x Goku)
 

MiTYH

Member
New CP9 FN is a breeze with INTHawk rainbow slasher team. Same thing with the new golden cave. Doubt I'll ever run it again unless I really start hurting on money, but I seem to have a nice 2-5 million at any given time.

Just got my first Jinbe drop from Jabra boss. Don't have him, but hey, dreamer's gonna dream
 

Kyou

Member
I dunno if I can do CP9 as hard as I went on Olvia

I'd like to skill up my Jinbei but there's just so...much...garbage
 

commish

Jason Kidd murdered my dog in cold blood!
I dunno if I can do CP9 as hard as I went on Olvia

I'd like to skill up my Jinbei but there's just so...much...garbage

I actually need a ton of stuff from this FN. Sockets for everyone! One jin book so far.
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
I dunno if I can do CP9 as hard as I went on Olvia

I'd like to skill up my Jinbei but there's just so...much...garbage

Looked up Jinbeis active..pretty badass - try to go for as many books as possible. Can you Haruta the stage ? This would help a bit.
 
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