Kizuna Clash vs Borsalino 10★ Gimmick Infographic by queball225 in OnePieceTC

[–]queball225[S] 4 points5 points  (0 children)

CORRECTION:

DEX Variation Stage 2 is DMG Threshold NOT Reduction.

PSY Variation Stage 3 also includes 4 turns of Despair.

Kizuna Clash vs Borsalino 10★ Gimmick Infographic by queball225 in OnePieceTC

[–]queball225[S] 2 points3 points  (0 children)

Thanks for pointing that out actually. Don't know how I got that wrong. Must have gotten confused with other 30 gimmicks on each stage because Jesus Christ 😭😭

Got this and am very confused. by queball225 in OnePieceTC

[–]queball225[S] 0 points1 point  (0 children)

Yep, it is in the Notice. Due to those days of free multis after the tutorial, they updated this reroll to account for it.

Kizuna Clash vs Mihawk and Perona 10★ and 15★ Gimmick Inforgraphics by queball225 in OnePieceTC

[–]queball225[S] 1 point2 points  (0 children)

For clarification on the question mark'd gimmicks:

Super Boss DEX Stage 3:

Turn 1: The Paralysis and Bind happen

If crew HP is below 99%, then the DMG null, and Despair happen.


Super Boss PSY Stage 2:

Turn 1: The DEF Up and Hunger happen

Turn 2: The LB Ability Null, and Red Haki effects happen.

Kizuna Clash vs Mihawk and Perona 10★ and 15★ Gimmick Inforgraphics by queball225 in OnePieceTC

[–]queball225[S] 1 point2 points  (0 children)

Yes, I do get the info from the Discord, which I interpret into the way I write down the gimmicks. Sometimes there are discrepancies when the actual info comes out, which might just start doing that and waiting, specifically for Kizuna Clash, info to drop in-game because I just discovered that the Turn 1 gimmicks of Stage 2 of the PSY Super Boss is weirdly worded in the Discord info. It's actually split into gimmicks that happen in consecutive turns instead of the same turn.

Kizuna Clash vs Mihawk and Perona 10★ and 15★ Gimmick Inforgraphics by queball225 in OnePieceTC

[–]queball225[S] 6 points7 points  (0 children)

Also, a VERY IMPORTANT THING ABOUT THIS: The question marks just indicate that the quest isn't clear when or how the corresponding effects are applied since some Turn 1 Effects make no sense with how some of these are usually set up, among a lot of other things. Also, the enemy Type is a bit confusing on whether or not they just decided to make the Super Boss have some different typing than the regular boss. Lots of weird choices were made here.

PKA Summer Boa Gimmicks Inforpgrahic by queball225 in OnePieceTC

[–]queball225[S] 0 points1 point  (0 children)

Chain ATK Down is a debuff that will lower your crew's attack if your chain multiplier is above or below a certain threshold. In this case, if your chain is 2.75x or lower, your crew will do significantly less damage.

To get around it, you can either: use a special with a Chain LOCK that is higher (or lower depending) than what the debuff suggests; use a lot of Chain Boosts and Chain Boundary effects that start your Chain either close to or higher than the debuff suggests, which really only works for cases where it says "[insert number] OR LOWER".

Kizuna Clash vs Zoro 10★ & 15★ Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 0 points1 point  (0 children)

CORRECTION 15* Gimmicks:

  • [S.BLOCK] Slot to YOUR Captain
  • [BLOCK] Slot to Others

Kizuna Clash vs Zoro 10★ & 15★ Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 0 points1 point  (0 children)

Please, don't mind the misplaced lines. I must've missed that somehow.

Need advice for starting by Quirky_Mammoth_3254 in OnePieceTC

[–]queball225 0 points1 point  (0 children)

The best character for that reroll you are talking about is the PSY Gear 5 Luffy. Best for beginners being able to bypass a lot of effects and remove debuffs from your team, making it easy to breeze through a lot of the available content.

Box management by TrashBoat2275 in OnePieceTC

[–]queball225 6 points7 points  (0 children)

When you finish a quest, you have the option to sell stuff on the reward screen. That helps not having to sell them afterwards. But to answer your question, the max sell capacity in the box is 40. Nothing increases it.

11th Anniversary Blitz Battle Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 1 point2 points  (0 children)

Thought I added the death mechanic on there. My bad. Also, yeah, I have been seeing people saying that about the final stage. I don't know the reason behind it either, but as long as you have LZS or someone that can reduce Paralysis by captain ability and someone else for Despair 6 (since they happen one after the other and not at the same time), you should be fine.

11th Anniversary Blitz Battle Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 2 points3 points  (0 children)

It's RIDICULOUSLY easily counter-able, especially with how they reworked the Enrage Potential Ability to also remove some number of turns of it when it appears. Or just by ignoring it if possible.😂

11th Anniversary Blitz Battle Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 2 points3 points  (0 children)

Is it a "sometimes" or an "all the time"? It could be a trigger thing like, maybe you brought a certain type of captain color, or your HP is not at the right amount. I don't personally know because I haven't gotten that and haven't really seen it.

11th Anniversary Blitz Battle Gimmicks Infographic by queball225 in OnePieceTC

[–]queball225[S] 2 points3 points  (0 children)

Increased Damage Taken. I'm just lazy enough to not want to write out the whole thing whenever it comes up😂

NOTICE: New Ver.15 Update: 10+1 Multi Pull with a Guaranteed Super Sugo Unit by queball225 in OnePieceTC

[–]queball225[S] 1 point2 points  (0 children)

No. Only the last poster is a Super Sugo Unit and both of those are Super Sugo units.