6+ Nami and V2 Boa Super-Evolution Islands
As usual just aggregated info from Reddit, Youtube and Discord with some personal opinions.
Link to the JP thread with some teams inside
This event is actually harder than you'd think, the 50 stamina difficulty is pretty challenging. The Nami and Boa stages are also completely different and annoyingly each of them come in multiple versions.
We should get 1 free skull of each type through Chopperman missions, which means we still need to farm 4. It's highly recommended to get all the skulls you need this week, even if you don't own Nami or V2 Boa because these islands might not come back for a loooong while.
1) The units :
DEX 6+ Nami
- Captain: -1 CD at the start of the adventure, boost ATK of DEX Characters by 4x with a matching orb otherwise by 3.75x, DEX characters will treat STR/QCK orbs as beneficial
- Special: Reduce 3 turns Paralysis and Burn, for 1 turn boost color affinity for normal attacks by 1.75x and orbs by 2x for Free Spirit/Driven/Cerebral/Powerhouse Characters
- Sailor 1: Reduce 1 turn of Paralysis on crew
- Sailor 2: Crew will treat DEX orbs as beneficial
Pretty substantial upgrade. She's going to be perfect for QCK bosses in Kizuna. That 4x CA makes her a top tier DEX captain who is going to be key as soon as next week, when the 3rd Kizuna arrives. The added utility on her special will come in handy in the future Summer Girls Blitz Battle since we'll get slapped with tons of debuffs (Reverie meta). There's no reason not to super evolve her.
PSY 6+ Hancock
- Captain: Depending on the tap timing of the previous character boost ATK by minimum 3x and maximum 3.75x for Free Spirit Characters, recover 1200 HP at the end of the turn
- Special: 25000 fixed damage 12 times to random enemies, delay all enemies by 1 turn, for 1 turn boost color affinity of normal attacks by 2x for Free Spirit Characters
- Sailor: When the captain is a Free Spirit Character, she herself will treat STR/DEX/QCK/INT orbs as beneficial
Don't be fooled this is not a sidegrade, this is turning a completely outdated unit into a pretty useful sub for Free Spirit teams or a fairly strong FS lead for people who don't own the two FS dual legends. Not quite as strong nor widely used as 6+ Nami but she gets to shine in the next Kizuna and she's also a good entrance ticket for the Summer Girls Blitz (since most of us won't have pulled the Reverie legends nor Koala/Sabo).
2) The fights
Stage 4 Pudding 620K HP & Chiffon 920K HP
Preemptively bind heals for 20 turns
Puts up a 2-hit Great barrier for 2 turns
Makes perfect easier to hit for 2 turns (ofc)
Stage 6 Carrot Two possible versions (PSY or QCK) 1.2M HP
PSY fight (the easier one) :
Preemptively paralyses for 5 turns
Lower ATK for 7 turns
Limits to 2 specials for 2 turns
QCK fight :
Preemptively paralyses for 7 turns
Cuts HP by 50%
Puts up Damage Treshold for 2 turns
Every 2 turns : Paralyses the whole team for 3 turns
Stage 7 Nami Two possible versions both QCK 6* form (8M HP) or 6+ form (7M HP)
6* fight (the main version, you'll encounter this one most runs)
Preemptively prevents debuffs, negates non DEX damage, silences crew for 5 turns
Turn 1 : Bind orbs for 10 turns, puts up a 2-hit Orb barrier for 10 turns
Turn 2 : Paralyses everyone for 3 turns, rewinds specials by 2 turns
Turn 5 : Enrages
Under 20% : painful death
6+ fight (much rarer, this is like a special unlucky version)
Exact same fight except she revives to full HP on death, paralyses everyone for 1 turn and cuts HP by 90%
Bringing a full DEX team is obviously advised though you can easily run Koala/Sabo or Snakeman with 4 DEX subs and it works fine, her HP isn't that high. Carrot teams get the job done aswell.
Examples of teams that should work for both versions :
Double Snakeman team
Luffy/Law team
Nami + V2 Shanks team
Carrot team
Stage 4 Amazons trio (500K to 800K HP)
Preemptively boosts their ATK for 3 turns and lock your chain at 2.0 for 2 turns
Stage 6 Two possible versions (Sandersonia & Marigold or Gloriosa)
Sandersonia & Marigold (530K HP each) fight
Preemptively heals themselves each turn
Bind QCK characters for 7 turns (rip Carrot)
Puts up Damage Treshold and Rainbow Shield for 3 turns
Special interrupt on Orb Manipulation : Shuffles Orbs
Gloriosa (550K HP) fight
Preemptively shuffles orbs and puts up a 1-hit random orb barrier
Turn 1 : Lowers ATK for 7 turns
Special interrupt on Orb Manipulation : Shuffles Orbs
Stage 7 Two possible versions 6* INT (8M HP) or 6+ PSY (7M HP, rarer)
6* INT fight
Preemptively makes colours orbs count as badly matchin for 99 turns (Koala/Sabo debuff)
Boosts DEF by 500x for 2 turns (Blue Shield)
Binds Friend Captain for 5 turns
Puts up a 3-hit Good barrier for 2 turns
Turn 2 and then every 3 turns : Clears buffs, shuffles orbs, summons 5 Amazons
Under 20% HP : painful death
6* PSY fight
Preemptively prevents debuffs
Burns for 3K for 2 turns
Increases damage taken for 3 turns
Normal Attacks Only debuff for 3 turns
Turn 1 and then every 2 turns : Randomly make one orb count as badly matching and give that orb to your whole team
Turn 4 : Binds everyone for 20 turns
On Death : Revives to full HP
Special interrupt on Heal : Bind slots for 10 turns
This is the harder dungeon imo.
Examples of teams that should work for both version :
Full V2 Germa team
Koala/Sabo team
Luffy/Law team
Warco team
Inu/Neko team