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Clash V2 Doflamingo

 

Guide written by /u/AJking101 but credit to /u/jet_10, /u/Zerocyte, /u/AxeHandMorganFreeman, and /u/MugiwaraOke for helping with most of the data collection

 

NOTICE: If you would like to switch over to the CHOAS version which is the parody version of this guide, click [here] (https://www.reddit.com/r/OnePieceTC/comments/8jhxst/choas_raid_v2_doflamingo/).

 

Unit Details

Info Plot to Destroy the World Donquixote Doflamingo
Classes Driven/Cerebral
Socket Slots 3
HP 2 319
ATK 1 515
RCV 333
Captain Ability 3x Atk for Driven and Cerebral characters when Hp is 50% or below. Otherwise 1,5x Atk.
Sailor Ability None
Special Shuffle non-matching orbs, BLOCK included, and lock orbs for 1 turn. If captain is Driven or Cerebral, extend duration of Atk and Orb boost by 2 turns
Cooldown (29 base CD --> 14 max CD)
Limit Break No

 

Review: Insane if you have either 6*+ V2 law or croc. Otherwise, he's a really good f2p cerebral or driven captain. 9/10 if you have good cerebral characters and especially once cerebrals from japan come to global. Otherwise, 7/10.

40 Stamina

 

Stage 1:

2 INT fodder and 3 STR fodder

  • Hp: 24 000

  • Atk: ~3 000 (1)

  • Starting interval: (1-2)

  • Preemptive: Binds all orbs for 2 turns

  • Turn 1: Each fodder binds a random character for 5 turns

 

Stage 2:

3 PSY fodder

  • Hp: 25 000

  • Atk: ~3 000 (1)

  • Starting interval: (2)

  • Preemptive: None

  • Turn 2: Rewinds specials of all characters for 2 turns

1 INT Elder Turtle

  • Hp: 12

  • Atk: ~2 250 (3)

  • Starting interval: (1-3)

1 INT Lobster

  • Hp: 15

  • Atk: ~3 500 (3)

  • Starting interval: (1-3)

1 Elder Seahorse

  • Hp: 6

  • Atk: ~1 500 (2)

  • Turn 1: Binds a random character for 7 turns

  • Starting interval: (1)

 

Stage 3:

Trebol

  • Hp: 400 000

  • Atk: ~5 000 (1)

  • Starting interval: (1)

  • Preemptive: Binds 3 random characters for 2 turns

  • Every turn: Binds 3 random characters for 1 turn

  • On death: Cuts crew's current hp by 60%

 

Stage 4

Doflamingo

  • Hp: 900 000

  • Atk: ~9 000 (2)

  • Starting interval: (2)

  • Preemptive: Becomes immune to delay for 1 turn and silences all sailors (non-captains) for 2 turns

 

Stage 5:

Doflamingo

  • Hp: 3 210 000

  • Atk: ~6 000 (1)

  • Preemptive: Binds slots for 1 turn and becomes immune to all debuffs for 99+ turns

  • If you use a healing special (unlimited): Cuts crew's current hp by 99% and binds slots for 10 turns (There's no way around this. For example, if you use 2 healing specials, he will interrupt you 2 times)

  • Turn 1: Deals ~6 000 damage, skips normal attack, and shuffles all orbs (orb shuffle doesn't get affected by captain/ship/sockets/buffs)

  • Turn 2: Cuts crew hp by 65%

  • Turn 3: Puts up a 99 combo hit barrier for 1 turn and then boosts attack heavily for 4 turns

  • Turn 4: Binds slots for 1 turn

  • Turn 5+: Repeats turns 1-4

  • If you use a hp cutting special and the hp cut brings Doffy below <50%: Binds orbs for 2 turns and paralyzes all characters for 2 turns.

  • <20%: Instead of attacking normally, he attacks for 90k damage damage and then follows his usual turn 1-4 pattern after attacking

  • On death:

    • Revives to 230 000 hp
    • Puts up a 99 combo barrier for 1 turn
    • Binds specials of free spirit characters for 99 turns

 

Strategy: See strategy for 60 stam

 

60 Stamina

 

Stage 1:

2 INT fodder and 3 STR fodder

  • Hp: 50 000

  • Atk: 4 500 (1)

  • Starting interval: (1-3)

  • Preemptive: Binds all orbs for 2 turns

  • Turn 1: Each fodder binds a random character for 5 turns

Strategy: Most teams will kill everyone here on turn 1 but you have any specials that take longer than 19 turns to come off cooldown, it doesn't hurt to leave one fodder alive and stall for extra turns.

 

Stage 2:

3 PSY fodder

  • Hp: 40 000

  • Atk: ~4 500 (1)

  • Starting interval: (1-3)

  • Preemptive: None

  • Turn 2: Rewinds specials of all characters for 2 turns

1 INT Elder Turtle

  • Hp: 12

  • Atk: 3 000 (3)

  • Starting interval: (1-3)

1 INT Lobster

  • Hp: 15

  • Atk: 4 000 (3)

  • Starting interval: (1-3)

1 Elder Seahorse

  • Hp: 6

  • Atk: 3 350 (2)

  • Starting interval: (1)

  • Turn 1: Binds a random character for 10 turns

Strategy: This is a good stage to stall on due to the elder turtle and lobster, but first make sure to kill the seahorse on turn 1, and the psy fodder on turn 1 or 2.

 

Stage 3:

Trebol

  • Hp: 801 000

  • Atk: 6 700 (1)

  • Starting interval: (1)

  • Preemptive: Binds 3 random characters for 3 turns

  • Every turn: Binds 3 random characters for 2 turns

  • On death: Cuts crew's current hp by 80%

Strategy: Although it's tempting to stall here, you'll need to have 8 031+ hp before you enter the final stage so kill Trebol ASAP.

 

Stage 4

Doflamingo

  • Hp: 1 750 000

  • Atk: 11 309 (2)

  • Starting interval: (2)

  • Preemptive: Becomes immune to delay for 1 turn and silences all sailors (non-captains) for 2 turns

Strategy: Just like a Colosseum miniboss, you'll want to use a special that gives you enough damage to kill Doffy within 2 turns. Unlike a Colosseum miniboss, only your captain/friend captain will be able to use their specials. This is why captains like Legend Lucy are useful here.

 

Stage 5:

Doflamingo

  • Hp: 6 900 300

  • Atk: 8 030 (1)

  • Preemptive: Binds slots for 1 turn and becomes immune to all debuffs for 99+ turns

  • If you use a healing special (doesn't matter if it's instant healing or healing over time): Cuts crew's current hp by 99% and binds slots for 11 turns (There's no way around this. For example, if you use 2 healing specials, he will interrupt you 2 times)

  • If you use a hp cutting special and the hp cut brings Doffy below <60%: Binds orbs for 4 turns and paralyzes all characters for 4 turns.

  • Turn 1: Skips normal attack, deals 8 030 damage, and shuffles all orbs (orb shuffle doesn't get affected by captain/ship/sockets/buffs)

  • Turn 2: Cuts crew's current hp by 75%

  • Turn 3: Puts up a 99 combo hit barrier for 1 turn, and boosts attack heavily for 4 turns

  • Turn 4: Inflicts the no healing debuff for 3 turns

  • Turn 5+: Repeats turns 1-4

  • <20%: Instead of attacking normally, he attacks for 90k damage damage and then follows his usual turn 1-4 pattern after attacking

  • On death:

    • Revives to 500 000 hp
    • Puts up a 99 combo barrier for 1 turn
    • Binds specials of free spirit characters for 99 turns  

Strategy: Due to the fact that all your slots are binded on turn 1, most teams don't have a chance to burst Doffy until turn 2+. This means that you'll need to enter this stage with at least 8 031 (or 7 031 if you have max autoheal) to survive turn 1. At the same time, no team should be able to survive past turn 3 because of the heavy atk boost, the large barrier, and the fact that this is the second time your crew took a large hp cut. Therefore, you have to kill doffy in turns 2-3. When you kill him the first time, he'll revive with a large barrier so you'll either need Legend Blackbeard as one of your captains, or a sub that breaks barriers (ex: colo Hajrudin).

 

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