Going to end this Kizuna at level 62, which is way beyond my initial expectations. The one tweak Global did, switching the JP 6% HP growth to a mere 3% HP growth (like the first Kizuna) made a world of difference really. Hitting the extra mechanics at level 30 instead of 15 allowed a lot of weaker teams/boxes to work. People are reaching ridiculous levels, close to 100 instead of plateauing at 40-50 like on JP. Didn't spend any Kizuna potion, saving them for better rounds.
Is V2 Aokiji at all viable for the Lucci fight? Obviously based on CatDog and the boosters it's more of a STR/PSY fight, but can Aokiji make it work anyway? At least he can boost Karasu...
Once some of the guides start popping up on Reddit I'll see if I can manage without pulling for Neptune. The boosters make TM much more bearable but if this one is going to be miserable regardless I might as well just dive into the despair and save 80 gems.
V2 Aokiji "works" for the Lucci fight because he's a strong PSY lead who happens to be Striker so you can pair him with Inu/Neko. He doesn't really do anything against the myriad of preemptives. But considering the fact that Koala/Sabo are the higher point booster, Aokiji doesn't look that appealing. He's a better lead than the 2 main F2P options I guess : TM Nami (she's Cerebral though, she works well with friend K/S) and TM Smoothie/Oven.
I used
these teams on JP to give you a rough idea. It worked ok-ish, won't say it was a smooth experience by any means. RR Karasu is MVP for sure.. Pulling the TM boosters would help as usual but now you have to consider the increasing value of pulling the new legends/batches. If you can afford to drop 2-5 multis on each TM sugo AND 5/10/15 multis on each new monthly batch, then there's no dilemna. But if you had to pick, I can't stress enough how AMAZING the upcoming legends are and how important they are, not just for the next TM but also for the next Kizuna and the next raids/colos. You'll be using units like Shira/Sherry, Koala/Sabo, Vivi/Rebecca, Bullet, Stampede Luffy for months to come. It's a no brainer imo.
Here's the breakdown for Lucci fight (taken from
the original JP thread)
Lucci
STAGE 6 Lucci
- 400,000 HP, attacks for 3,100 every turn
- Preemptively changes both Captains orbs to BLOCK
- Preemptively changes Middle and Lower Row characters orbs to Badly Matching
- Preemptively changes Type to DEX
- Preemptively Seals Orbs of Captains for 5 turns
- Preemptively gives 3 turns of Blindness
- Preemptively puts up a 3 turn 3 PERFECT Barrier
- After 3 turns (every 3 turns): Gives 3 turns of Blindness and puts up a 3 turn 3 PERFECT Barrier
STAGE 7 Lucci
- 1,000,000 HP, attacks for 4,500 every turn
- Preemptively puts up 99 turns of Delay Immunity
- Preemptively Despairs Captain for 5 turns
- Preemptively Special Seals for 2 turns
- Preemptively gives 2 turns of Chain Co-Efficient Decrease
- After 3 turns (once): Boosts his ATK by 1.5x for 99 turns and locks the chain to 1.3x for 5 turns
- Below 50% HP (once): Enrages for 10 turns (Doubles his ATK)
- Below 20% HP (once): Blows away 4 random characters for 4 turns
- On Death: Heals to 100% HP, limits crew to 2 specials for 99 turns, and puts up 4 turns of Percent Damage Reduction
Y I K E S at that boosted list. Even the brand new like two day old Sengoku is only a 1.2 booster
M-maybe they'll rebalance the fights...??
Yeah that's probably even worse than the JP list really, despite a few extra Neo units. Inu/Neko and TM Weevil being retrograded is a huge blow.
We'll get the invasion to help with points and that's about it I'm sure. I'm pretty confident Global
can't/won't change the actual original game mechanics. They never did, even for the current Kizuna. Seems like they can only add extra content like a special ambush or tweak the HP threshold. Revamping the fights would probably break the game beyond belief lol.
The extra stat boost from the ambush is pretty irrelevant because the issue with this TM (and any tougher TM) isn't the damage/boss HP. The real difficulty lies the mechanics themselves, the pre-emptives, the debuffs. Once you've dealt with those, most teams would destroy 5M HP bosses.