Another appearance of the most fearsome Shichibukai - Donquixote Doflamingo - is already scheduled to Global!! Do you have what it takes to defeat him and make him join your team?
This guide will contain an unit analysis as well as the usual stage by stage overview with the best teams to defeat him.
Only the 5* version will be analysed, as well as only the 60 stamina edition will be overviewed!
Donquixote Doflamingo (4*)
Donquixote Doflamingo, Warlord of the Sea (5*)
Type: DEX
Classes: Slasher, Driven
Slots: 2
HP: 2,311
ATK: 1,500
RCV: 255
Captain Ability:
Doubles Slashers' ATK and HP
Special (28 -> 14 turns):
Switches orbs between slots twice and amplifies orbs' effect by 2x
This means matching orbs will deal 2x more damage and bad orbs will do 2x less damage
Unit Analysis:
Donquixote Doflamingo is for sure one of the best F2P and easily farmable units OPTC has to offer. With beast stats and abilities, he will for sure try to rule the Grand Line!
As a captain, he doubles both ATK and HP for Slasher characters. This is not something new, but it's extremely useful, since in a Slasher team, even a 2x ATK is powerful, due to Slashers' ATK stats! Doffy is really useful in several fights, and a great captain to bring down raid Enel!
What everyone loves about this guy is his special. Maxing at a 14 turn cooldown, he changes orbs between positions twice and then boosts orb effect by 2x. This is the best orbs boost one could get, and that's why he's so desired. Having him in your team allows you to deal an enormous amount of damage.
We're talking about a unit that is used even if not boosted by your captain, showing the huge importance of him.For example, if you are like me, and aren't lucky enough to have a SW Franky in your SW Ace team, you can fit Doflamingo and clear almost everything you want!
Overall, you not only WANT but you also NEED to farm this character. Doffy has countless uses, either for his amazing special, captain or high stats!
Rating:
Stats: 5 Captain: 4.5 Special: 5(+) Overall: 5
Stage Walkthrough
Stage 1
The middle back mob will lock the units he's weak against for 2 turns. Other than that he will deal 6,500 damage
The penguin attacks for 924 damage while the remaining mobs will deal 3,500 damage.
You can stall a few turns by letting the mob in the back lock you when he reaches his attack turn.
Stage 2
Both pirates have around 20,000 HP and will attack for 3,500 damage. The marine next to the giant has 50,000 HP and attacks for 6,500.
The giant has 150,000 HP and he will attack for 7,000 damage, and he is the key enemy of this stage.
Kill all mobs but the giant. Before he attacks, leave him under 20%, Instead of attacking he will boost his own attack and you will earn 3 extra turns!
Stage 3
All pirates have 20,000 HP and will attack for 3,500 damage
The lobster has 8 HP and deals 1,980 damage.
The turtle also has 8 HP and attacks for 1,280 damage
You can stall here, depending on the lobster cooldown or your current HP
Stage 4
The make-it-or-break-it stage. The elder seahorse has 6 HP and will lock a random unit for 6 turns. Defeat him first!
The other mobs have 5 HP and will lock units they're weak against for 2 turns.
You can earn two turns here by leaving one of them alive so he locks you instead of attacking. Defeat him in 2 turns and move onto the final stage
BOSS STAGE - DONQUIXOTE DOFLAMINGO
Top
HP: 2,400,000
ATK: 6,000
Bottom
HP: 2,400,000
ATK: 12,000 (every 2 turns)
Attack Pattern:
Bottom Doflamingo:
Preemptive - Cuts your current HP by half
Every 2 turns - Attack for 12,000 damage (14,400 after the ATK boost from the Top Doffy)
HP < 20% - Deals 99,999 damage
Top Doflamingo;
Preemptive - Puts up a debuff protector for 3 turns
Turn 1 - Boosts DEF
Turn 2 - Attacks for 6,000 damage
Turn 3 - Buffs ATK by a small amount, for 9 turns
Turn 4 - Attacks for 7,200 damage
Turn 5 - Buffs DEF and locks middle row units for 2 turns
Turn 6 - Does nothing
Turn 7 - Shortens ATK interval. The top Doflamingo will now attack every turn
Turn 9+ - Heals both Doflamingo's by a moderate amount
HP < 20% - None
Team Recommendations
NOTES:
- Unless said orherwise, your ship should be either GOING MERRY or THOUSAND SUNNY
- Sockets are not needed, but may be useful, such as Bind, Orb, Cooldown or Autoheal
- The top Doflamingo must be defeated first, since he's the one that controls all the debuffs given
F2P TEAMS:
Monster Chopper

Requirements: MC 15 turns (1 is enough), Mihawk maxed and Alvida within a 14 turn cooldown. Arlong can be replaced with his young fortnight version for special. Level 2 Autoheal!
Stage 1: Kill all the mobs except the middle back one. Let him lock your Mihawk and defeat him before he attacks
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Defeat without getting hit
Stage 4: Use Usopp to kill the seahorse. Kill the other mobs except the INT one. He will lock Usopp for 2 turns. Move onto the next stage
If Usopp's special is maxed, you can activate it on the first turn of this stage, and he will be ready for the boss battle!
BOSS STAGE:
You will focus on the top Doflamingo. Use Hawk's special on turn 1, and attack him heaviliy. Use MC's special too. If you aren't satisfied with the damage dealt, reopen the app and use his special once again.
On turn 2, use Alvida's special to reduce the damage received (this is why Autoheal level 2 is required). Keep attacking him and try to kill him within 3 turns. After the debuff protector goes off, use Usopp's special and kill the bottom one before his attack turn.
NOTE: Perona could be used too instead of Alvida. You wouldn't need AH BUT she needs to be within 18 turns and she isn't boosted by MC's ability. Plus, Usopp would need to be maxed. Nonetheless, she is still a viable F2P alternative
Kuma Cerebral

Requirements: MAX Dreadnought/Marine ship. Everyone's cooldown should be around 22 turns
Stage 1: Clear without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns. Don't take him much damage otherwise he will get killed by the ship's damage!
Stage 3: Defeat the enemies with low attack interval. Take one hit from the turtle and clear the stage
Stage 4: Use Kuma's 7 combo hit to defeat the seahorse. Leave the INT mob alive and let him lock your PSY units
BOSS STAGE:
This battle is pretty simple. You have lots of HP and lots of turns to defeat them. Focus on the top Doffy first. Use Kuma and Momonga's special if you have a good orb board to defeat them. If needed, use Ohm's special too, to make STR orbs easier to appear. Even though it's a simple strategy, it's not easy, since you rely a bit on orb luck. If you can't take anymore hits, use Mr. 1's special to reduce damage received.
Keep attacking them until you are able to defeat them!
NON-F2P TEAMS (NON-LEGEND):
Gear 3 (w/ F2P subs and 6* WB friend)

Requirements: WB and Hawk 20 turns or less. You can also run double G3. Moby Dick recommended
Stage 1: Activate Whitebeard's captain ability in this stage and clear
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: If you can get hit and have 3,601 HP or more, take one hit from the turtle (damage dealt listed above). If not, clear without taking damage
Stage 4: Use Usopp to kill the seahorse. Leave the INT marine alive and earn 2 extra turns here.
If Usopp's special is maxed, you can activate it on the first turn of this stage, and he will be ready for the boss battle!
BOSS BATTLE:
Start hitting the top Doffy. Use Perona to reduce the first attack (you'll take 1,800 damage). When the delay block expires, use Usopp's special. In the meantime, try to heal so you can have at least 2,875 HP.
When ready, use Mihawk and WB's specials and defeat the top one with a normal attack.
If you can't kill the bottom Doflamingo after the delay goes off, use Alvida's special to reduce his attack (for this to happen you need him to be above 20% HP). Kill him within 2 turns!
Monster Chopper (w/ Jozu)

Requirements: Jozu 13 turns. MC's specials are not needed but are useful. Blamenco can be replaced by a strong STR hitter or an utility unit (Alvida or Hawk, for example) and Arlong for Young Arlong
Stage 1: Stall as much as possible without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Monster Chopper

Requirements: MC 15 turns (1 is enough), Mihawk maxed and Alvida within a 14 turn cooldown. Arlong can be replaced with his young fortnight version for special. Level 2 Autoheal!
Stage 1: Kill all the mobs except the middle back one. Let him lock your Mihawk and defeat him before he attacks
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Defeat without getting hit
Stage 4: Use Usopp to kill the seahorse. Kill the other mobs except the INT one. He will lock Usopp for 2 turns. Move onto the next stage
If Usopp's special is maxed, you can activate it on the first turn of this stage, and he will be ready for the boss battle!
BOSS STAGE:
You will focus on the top Doflamingo. Use Hawk's special on turn 1, and attack him heaviliy. Use MC's special too. If you aren't satisfied with the damage dealt, reopen the app and use his special once again.
On turn 2, use Alvida's special to reduce the damage received (this is why Autoheal level 2 is required). Keep attacking him and try to kill him within 3 turns. After the debuff protector goes off, use Usopp's special and kill the bottom one before his attack turn.
NOTE: Perona could be used too instead of Alvida. You wouldn't need AH BUT she needs to be within 18 turns and she isn't boosted by MC's ability. Plus, Usopp would need to be maxed. Nonetheless, she is still a viable F2P alternative
Kuma Cerebral

Requirements: MAX Dreadnought/Marine ship. Everyone's cooldown should be around 22 turns
Stage 1: Clear without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns. Don't take him much damage otherwise he will get killed by the ship's damage!
Stage 3: Defeat the enemies with low attack interval. Take one hit from the turtle and clear the stage
Stage 4: Use Kuma's 7 combo hit to defeat the seahorse. Leave the INT mob alive and let him lock your PSY units
BOSS STAGE:
This battle is pretty simple. You have lots of HP and lots of turns to defeat them. Focus on the top Doffy first. Use Kuma and Momonga's special if you have a good orb board to defeat them. If needed, use Ohm's special too, to make STR orbs easier to appear. Even though it's a simple strategy, it's not easy, since you rely a bit on orb luck. If you can't take anymore hits, use Mr. 1's special to reduce damage received.
Keep attacking them until you are able to defeat them!
NON-F2P TEAMS (NON-LEGEND):
Gear 3 (w/ F2P subs and 6* WB friend)

Requirements: WB and Hawk 20 turns or less. You can also run double G3. Moby Dick recommended
Stage 1: Activate Whitebeard's captain ability in this stage and clear
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: If you can get hit and have 3,601 HP or more, take one hit from the turtle (damage dealt listed above). If not, clear without taking damage
Stage 4: Use Usopp to kill the seahorse. Leave the INT marine alive and earn 2 extra turns here.
If Usopp's special is maxed, you can activate it on the first turn of this stage, and he will be ready for the boss battle!
BOSS BATTLE:
Start hitting the top Doffy. Use Perona to reduce the first attack (you'll take 1,800 damage). When the delay block expires, use Usopp's special. In the meantime, try to heal so you can have at least 2,875 HP.
When ready, use Mihawk and WB's specials and defeat the top one with a normal attack.
If you can't kill the bottom Doflamingo after the delay goes off, use Alvida's special to reduce his attack (for this to happen you need him to be above 20% HP). Kill him within 2 turns!
Monster Chopper (w/ Jozu)

Requirements: Jozu 13 turns. MC's specials are not needed but are useful. Blamenco can be replaced by a strong STR hitter or an utility unit (Alvida or Hawk, for example) and Arlong for Young Arlong
Stage 1: Stall as much as possible without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Clear without taking damage.
Stage 4: Defeat everyone except the INT mob, and earn 2 extra turns.
If Usopp's special is maxed and stage 3 cooldowns were favorable, you can use his special here on turn 1 and have him ready for Doffy (total of 6 turns earned here)
BOSS STAGE
Attack top Doflamingo normally. Negate their first attack with Jozu's special and use Usopp's special when the delay block goes off.
To make things easier, you can use both Chopper's specials. If possible, use Blamenco's special to get some matching orbs (followed by Young Arlong's special, if using him). Defeat both of them before Usopp's delay goes off.
If you are using Alvida, you can receive one hit from the bottom Doffy (as logn as he's above 20% and you have 2,881 HP or more)
Kidd Striker (w/ 6* WB friend)
Requirements: WB within 21 turns
Stage 1: Take damage to activate WB's captain ability, and clear. You should have earned 6 turns here
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Kill everyone without getting hit. Depending on the mobs' attack interval, you can stall up to 4 turns
Stage 4: Defeat everyone except the INT mob, and earn 2 extra turns.
If Usopp's special is maxed and stage 3 cooldowns were favorable, you can use his special here on turn 1 and have him ready for Doffy (total of 6 turns earned here)
BOSS STAGE:
Use Whitebeard's special on turn 1 and attack the top Doflamingo. This battle might be hard if you can't defeat the top one in 4 turns or less (you should be able to, though).
Use Perona to reduce the first attack received and activate Usopp's special when the delay protector goes off. Whenever you get the change, use Blamenco's special along with Kaku's to kill the bottom Doffy.
LEGEND TEAMS:
Whitebeard OTK
Requirements: All within 17 turns. THOUSAND SUNNY NEEDED
Will Sugar betray Doffy?
Stage 1: Activate WB's captain ability in this turn
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: If your HP or mobs' attack interval allow you, take one hit from the turtle or lobster
Stage 4: Kill everyone except one mob. Let him lock you and clear in 2 turns
BOSS STAGE:
Is it really needed to explain? Use both Whitebeard + Mihawk + Hack + Duval + Sunny's special, and finish with Sugar's special. Easy peasy lemon squeezy
Sengoku
Requirements: One Goku around 24 turn and Perona within 18 turns
Stage 1: Kill everyone without taking damage. LEt the middle back mob lock your Perona to earn turns
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Defeat the enemies with low cooldown. take one hit from the turtle and clear
Stage 4: Defeat everyone except the INT mob, and earn 2 extra turns.
If Usopp's special is maxed and stage 3 cooldowns were favorable, you can use his special here on turn 1 and have him ready for Doffy (total of 6 turns earned here)
BOSS STAGE:
Focus on the top Doflamingo and you have to kill him before he locks your middle row.
Attacking normally and use Perona's special to reduce damage from their first attack. If you have good orbs, activate Sengoku's special and clear the top Doffy (before turn 5).
Use Usopp's delay after the immunity goes off. Attack the bottom one. If you feel you can't defeat him during the delay, play safe and keep him a bit 20%, then use Alvida's special to reduce the damage (you need 2,875 HP). Defeat him in the next 2 turns
Rayleigh

Requirements: Mihawk 20 turns. If Usopp is maxed, other can have initial cooldown. If Usopp has the initial cooldown, Alvida needs a 10 turn cooldown. Arlong oculd be replaced for SW Franky or Whitebeard
Stage 1: Leave the middle back mob alive so he locks your Hawk. Take one hit from the penguin and move further
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns

Requirements: Mihawk 20 turns. If Usopp is maxed, other can have initial cooldown. If Usopp has the initial cooldown, Alvida needs a 10 turn cooldown. Arlong oculd be replaced for SW Franky or Whitebeard
Stage 1: Leave the middle back mob alive so he locks your Hawk. Take one hit from the penguin and move further
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: You'll need 7,201 HP for the boss battle. If you can ensure this HP, get hit once by the turtle or the lobster
Stage 4: Defeat everyone except the INT mob, and earn 2 extra turns.
If Usopp's special is maxed and stage 3 cooldowns were favorable, you can use his special here on turn 1 and have him ready for Doffy (total of 6 turns earned here)
BOSS BATTLE
Focus on the top Doffy first and use Mihawk's special. Reduce their first attack with Alvida's special. Use Usopp's special whenever you get the change to. If you have good orbs, activate Arlong's/SW Franky's special and deal heavy damage. You should have defeated them before they get the chance to attack!
Lucci Powerhouse

Requirements: Usopp Maxed and Kuma at least with a 24 turn cooldown. You can also use Monster Chopper/Lucci as captain
Stage 1: Stall as much as possible without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Take one hit from the lobster or the turtle. Don't let the other mobs hit you
Stage 4: Since you need Usopp's special maxed, use it when entering stage 4. Stall 6 turns here, by letting the INT mob bind you
BOSS STAGE:
You have to focus on the top Doffy and kill him before turn 5 (you have 4 attacks on him, before he binds your middle row). Nullify the first attack with Jozu's special.
On turn 3 or 4, depending on your orbs, activate Kuma's special and defeat the top Doflamingo (if not defeated yet).
Use Usopp's special after the immunity goes off and defeat him before the bottom Doffy attacks!
BLACKBEARD SPEED RUN

Requirements: At least 17 turn cooldown on everyone. MAX Navy/Ace's Ship! Cooldown reduction and Bind resistance level 1 or +
Stage 1: Stall on the DEX mob without getting hit. He will lock your hawk then kill him before he attacks you
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Stall on the lobster until you have Mihawk special with 5 turns to activate
Stage 4: Kill everyone except the STR mob. Let him lock your Hawk and earn 2 turns here
BOSS STAGE:
Use Whitebeard, Mihawk and Hack to cut both Doflamingo's HP. Since your HP was halved upon entering the stage, use both Blackbeards' specials and kill them easily with normal attacks
This is the end of the guide
I hope you found it helpful and feel free to leave your feedback or any suggestion you may have
Good luck farming him and Happy New Year!
BOSS BATTLE
Focus on the top Doffy first and use Mihawk's special. Reduce their first attack with Alvida's special. Use Usopp's special whenever you get the change to. If you have good orbs, activate Arlong's/SW Franky's special and deal heavy damage. You should have defeated them before they get the chance to attack!
Lucci Powerhouse

Requirements: Usopp Maxed and Kuma at least with a 24 turn cooldown. You can also use Monster Chopper/Lucci as captain
Stage 1: Stall as much as possible without getting hit
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Take one hit from the lobster or the turtle. Don't let the other mobs hit you
Stage 4: Since you need Usopp's special maxed, use it when entering stage 4. Stall 6 turns here, by letting the INT mob bind you
BOSS STAGE:
You have to focus on the top Doffy and kill him before turn 5 (you have 4 attacks on him, before he binds your middle row). Nullify the first attack with Jozu's special.
On turn 3 or 4, depending on your orbs, activate Kuma's special and defeat the top Doflamingo (if not defeated yet).
Use Usopp's special after the immunity goes off and defeat him before the bottom Doffy attacks!
BLACKBEARD SPEED RUN

Requirements: At least 17 turn cooldown on everyone. MAX Navy/Ace's Ship! Cooldown reduction and Bind resistance level 1 or +
Stage 1: Stall on the DEX mob without getting hit. He will lock your hawk then kill him before he attacks you
Stage 2: Kill everyone but the giant. Leave him under 20% before he attacks. He will buff his own ATK and you'll earn 3 extra turns
Stage 3: Stall on the lobster until you have Mihawk special with 5 turns to activate
Stage 4: Kill everyone except the STR mob. Let him lock your Hawk and earn 2 turns here
BOSS STAGE:
Use Whitebeard, Mihawk and Hack to cut both Doflamingo's HP. Since your HP was halved upon entering the stage, use both Blackbeards' specials and kill them easily with normal attacks
This is the end of the guide
I hope you found it helpful and feel free to leave your feedback or any suggestion you may have
Good luck farming him and Happy New Year!
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