Training Isle Whitebeard forest after Donquixote Doflamingo

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"Beard" Training Forest (post Donquixote Doflamingo)





This is a very difficult Training isle. It is the second hardest training isle even in the JPN metagame (Aokiji being the hardest). The Training isle is the HARDEST isle Global has had to face. The Isle will stay in the Extra isle forever. And fret not, since the Mihawk training isle will also stay forever just like this one. So there is no rush in finishing this at all!! Take your own time to beat this. With the release of Donquixote Doflamingo it is now a bit easier to beat the forest as compared to the previous guide without him. However this is not something to undermine about the forest. It is still super hard and a challenge to all. Unfortunately there are no F2P teams that beat this as they atleast require Monkey D. Luffy Gear Third as their captain. But this should be doable by most players when executed properly.

Let's train!


Unique Condition:

No continues allowed using a Gem (just like the "Hawk" training island)
Overview Information:

Date of arrival: 16th December 19:00 PST
Stamina: 0
Difficulty: Ultimate

Beli: 0
EXP: 0
Title: The worlds strongest



Reward:

Moby Dick


ship_0008_c1Obtained by clearing "Beard" training forest.
LevelColaEffect
1-Upon battle start: Half your HP by 50%1.2x ATK buff
27Upon battle start: Half your HP by 50%1.2x ATK and  1.1x HP  buff
38Upon battle start: Half your HP by 50%1.25x ATK and  1.1x HP  buff
412Upon battle start: Half your HP by 50%1.3x ATK and  1.1x HP  buff
515Upon battle start: Half your HP by 50%1.3x ATK and  1.2x HP  buff
616Upon battle start: Half your HP by 50%1.35x ATK and  1.2x HP  buff
718Upon battle start: Half your HP by 50%1.4x ATK and  1.2x HP  buff
820Upon battle start: Half your HP by 50%1.4x ATK and  1.25x HP  buff
925Upon battle start: Half your HP by 50%1.4x ATK and  1.3x HP  buff
1025Upon battle start: Half your HP by 50%1.5x ATK and  1.4x HP  buff

*credits for cola count to teebeeqe



Recommendations / Suggestions for Teams :  

Gear Third Luffy now makes his debut into as one of the captains who can beat the training isle thanks to Donquixote Doflamingo. The few teams that work for this island and have been tried and tested are given below. You are however welcome to share your own teams in the comments below and judging on their viability they will be added to the blog.

TeamNotes
Double Rayleigh Teams

Double Rayleigh with the immense RCV stats can easily recover a lot of HP really fast and are hence able to tank light attacks by most of the bosses from stage 11 to stage 20 in the forest. An alternative to Streaming Wolf Zoro would be Alvida to reduce damage taken by 80%. However the best option is Streaming Wolf Zoro

Ship: Merry Go level MAX
Special requirements: GP Usopp, Perona, SWS Zoro/Alvida MAX
Double Log Luffy Teams
(for an easier team with Donquixote Doflamingo Please refer to the Double Gear 3 Team section)

Where Log Luffy doesnt have as much RCV as rayleigh teams, he more than makes up for that loss in the damage output and a nifty self orb manipulation with huge damage outputs because of his special as well. That being said, Log Luffy is the easiest way to clear this forest with the teams that global has. So those lucky enough to have Log Luffy can clear this island. It is only a matter of time.

Ship: Merry Go level MAX

Special requirements: GP Usopp, Perona, SWS Zoro/Alvida MAX
Gear 3 + Rayleigh teams (needs tremendous orb luck)

Those without any of the above legends can try a Gear 3 and Rayleigh hybrid build for the WB training forest. Now this build will rely heavily on orb luck and you are bound to fail with bad orbs and low meat orb rate. However it is theoretically doable for a lucky person. So until the debut of Donquixote Doflamingo to global, this may be the only gear 3 team which can clear this forest.

Ship: Merry Go level MAX

Special requirements: GP Usopp, Perona, SWS Zoro/Alvida MAX
Double Whitebeard Team

With the arrival of Doffy, even whitebeard teams can now clear this forest with relative ease. This however needs a bit of Meat orb luck so that you can heal back just enough so that you don't die by taking any hits from any bosses from stage 11-20 in general.

Ship: Merry Go level MAX

Special requirements: WB special near MAX, Doflamingo special near MAX, Alvida and Perona special MAX

*thanks to sirinje for his team screenshot
Double Gear 3 teams (needs Donquixote Doflamingo)
*note that this would work with Double Log Luffy as well.

Those without any of the above legends can try a Gear 3 team, however it will need Donquixote Doflamingo to have near MAX special. Although the RCV of a double Gear 3 team is not as high as RCV given by the legends, with adequate meat orbs and just standard orb luck (not as major as G3 ray) the island should be clearable. This is because Doflamingo manipulates orbs to give 2 units on an average matching orbs and a huge boost to orbs.

There are 2 variations of this team. You can use SWS Zoro instead of perona to beat the isle as well but the guide will have a more F2P approach to the team and so will be guided as per perona.

Ship: Merry Go level MAX

Special requirements: GP Usopp, Alvida, SWS Zoro/Perona MAX

*thanks to sirinje for his team screenshot*
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Useful Captains:

CharacterNotes
Rayleigh
Amazing RCV recovery and no weakness are the reasons why Rayleigh can beat this island
Gear 3 Luffy
The 3.5x boost after hitting 3 perfects was not quite enough before Doflamingo but after his advent it is now easily beatable because of the amazing orb boost he provides
Log Luffy
Log Luffy has nifty self orb manipulation with a tremendous damage output and decently high RCV to tank hits from most stages.
Whitebeard
This legend can now clear the forest with the help of Donquixote Doflamingo easily and quite safely.


So without further ado lets move on to the stage overview! Wish everyone best of luck with this isle!!

The Battle


LOG LUFFY AND RAYLEIGH TEAMS WITHOUT DOFLAMINGO

Stamina: 0
Stages: 20 (The first 10 stages are easy. Just stall and get all the specials ready)

NOTE: The procedure with Log Luffy teams and G3+Rayleigh teams is similar to this. Hence the walkthrough only aims at a Double Rayleigh Team.

*stat credits to gamewith


StageNotes
Stage 11

Thatch (Pre-emptive silence for 6 turns)
Pre requistes:
Stage 1 to 10 collect DEX orbs on Perona, Wolf Zoro, Mihawk
Use GP usopps special
Thatch CD increases to 4
Take out as much HP as possible without killing Thatch
Tank 1 hit
Burst down with 2 silences remaining and kill off thatch recovering as much as possible with meat orbs

Attack 
(attack interval)
HP
2580 Damage 
(1 cooldown)
120 000
Stage 12

Namule (Pre- emptive lock a random character for 3 turns)
Keep attacking tanking and healing till lock runs out
After that burst down while stalling and not taking any hits


Attack 
(attack interval)
HP
3492 Damage 
(2 cooldown)
Half a million
Stage 13

Blamenco (halfs HP as pre emptive)
Keep attacking for 2 turns
Use SWS Zoro special
stall 2 more turns
kill last turn (don’t let him attack)
 

Attack 
(attack interval)
HP
6100 Damage 
(3 cooldown)
980 000
Stage 14

Fossa and Curiel
Use GP usopp special
Kill curiel in 3 to 4 turns
Tank 1 hit from fossa
use SWS zoro to tank fossa’s next attack
Stall and kill without taking any more hits

enemyAttack 
(attack interval)
HP
Fossa4480 
(2 cooldown)
550 000
Curiel2298 
(2 cooldown)
550 000
Stage 15

Izo and mobs

Use Mihawk special and both the Rayleigh specials (kills all mobs)
Burst down izo in the 2 turns without taking any hits

enemyAttack 
(attack interval)
HP
Izo4840 Damage 
(2 cooldown)
550 000
Mobs3900 Damage 
(1 cooldown)
70 000
Stage 16

Vista
Tank 1 hit above 20% and kill in the 4 turns without taking another hit
Attack 
(attack interval)
HP
4850 Damage 
(2 cooldown)
One million

Stage 17

Jozu and the lobsters

Use GP Usopp special
Perona special
Kill jozu and as many as possible lobsters in the first turn (yeah its possible)
Hit perfects and kill the rest of the lobsters stalling appropriately

enemyAttack 
(attack interval)
HPDefense
Jozu6692 Damage 
(3 cooldown)
102,000120 000
lobster3721 Damage 
(2 cooldown)
5015100 000
Stage 18

Marco:
He heals little each turn
Keep hitting perfects and kill him. You will need to tank atleast one hit from him.

Attack 
(attack interval)
HP
6714 Damage 
(initial cd = 3 final cd = 2)
1.15 million
Stage 19

Ace, Izo, Vista, blamenco, Rakuyo
Use GP special
Use Mihawk Special
Kill ace, izo and Rakuyo first before any of them attack
Tank Vista’s attack if needed. Use perona special to tank Blamenco's attack
Kill Vista before he attacks another turn..
Keep hitting Blamenco .
Use SWS zoro special before he attacks again..
Stall for more turns
Use GP special as soon as its charged and stall even more.
Kill before he attacks again

enemyAttack 
(attack interval)
HP
AceTo be updated
(1 cooldown)
900 000
VistaTo be updated
(2 cooldown)
900 000
Blamenco13,680 
(3 cooldown)
970 000
RakuyoTo be updated
(2 cooldown)
840,000
IzoTo be updated
(1 cooldown)
880 000



Stage 20

WB, Marco and Jozu
Wb reduces hp by 70% first turn and debuffs for 8 turns
Kill both marco and jozu in 3 turns by using Mihawk special. Use SWS zoro special before WB attacks
Use Perona Special to tank WB’s next attack
Use GP special before WB’s next attack (the debuff should have run out)
Finally SWS zoro special can be used to tank WB’s next attack (if needed)
Kill WB
 

enemyAttack 
(attack interval)
HP
WhitebeardUnder investigation 
(3 cooldown)
3 million
MarcoUnder investigation 
(3 cd reduced to 2)
One million
JozuUnder investigation 
(3 cd reduced to 2)
One million


LOG LUFFY, RAYLEIGH AND GEAR 3 TEAMS WITH DOFLAMINGO

Stamina: 0
Stages: 20 (The first 10 stages are easy. Just stall and get all the specials ready)

NOTE: The procedure with Log Luffy teams and Rayleigh teams is similar to this. Hence the walkthrough only aims at a Double Gear 3 team
*stat credits to gamewith 


guide dedicated to iLike2Nom: http://www.twitch.tv/ilike2nom

StageNotes
Stage 11

Thatch (Pre-emptive silence for 6 turns)
Pre requistes:
Stage 1 to 10 collect DEX orbs on Perona, Doffy
Use GP usopps special
Thatch CD increases to 4
Take out as much HP as possible without killing Thatch
Tank 1 or 2 hits depending on the meat luck
Burst down when the silence runs out and recover as much as possible with meat orbs

Attack 
(attack interval)
HP
2580 Damage 
(1 cooldown)
120 000
Stage 12

Namule (Pre- emptive lock a random character for 3 turns)
If captain is locked: use alvida special to tank one hit and stall for 4 turns
If crewmate is locked Kill in 2 turns by healing appropriately with meat orbs


Attack 
(attack interval)
HP
3492 Damage 
(2 cooldown)
Half a million
Stage 13

Blamenco (halfs HP as pre emptive)
Keep attacking for 2 turns
Use Alvida special (if u have used alvida in the last turn then use perona special. But this means tremendous stalling is needed. It is recommended that you stall much more efficiently if namule locks one of your captains)
stall 2 more turns
kill last turn (don’t let him attack)
 

Attack 
(attack interval)
HP
6100 Damage 
(3 cooldown)
980 000
Stage 14

Fossa and Curiel
Use GP usopp special
Kill both of them before they attack and heal yourself with meat orbs appropriately

enemyAttack 
(attack interval)
HP
Fossa4480 
(2 cooldown)
550 000
Curiel2298 
(2 cooldown)
550 000
Stage 15

Izo and mobs

Use Both the G3 specials and Kill the mobs behind Izo. If some mobs remain alive you can kill them off this turn. Use doflamingo next turn to kill Izo in one turn (if you managed to kill most of the mobs with a g3 special you may not need doflamingo special here which you can save in case of emergencies or if you have a red orb on G3 u can kill izo in one turn without the help of doflamingo as well)

enemyAttack 
(attack interval)
HP
Izo4840 Damage 
(2 cooldown)
550 000
Mobs3900 Damage 
(1 cooldown)
70 000
Stage 16

Vista
Use Alvida to tank his first hit (above 20%) Kill vista before he attacks again stalling appropriately.
Attack 
(attack interval)
HP
4850 Damage 
(2 cooldown)
One million

Stage 17

Jozu and the lobsters

Use GP Usopp special
Use Perona Special
Kill jozu and as many as possible lobsters in the first turn (yeah its possible)
Hit perfects and kill the rest of the lobsters stalling appropriately

enemyAttack 
(attack interval)
HPDefense
Jozu6692 Damage 
(3 cooldown)
102,000120 000
lobster3721 Damage 
(2 cooldown)
5015100 000
Stage 18

Marco:
He heals each turn for a small amount of health. 

Use Alvida to tank 1 hit from Marco. You may have to tank another hit from him with no defence reductions. Kill in around 5 turns with appropriate stalling and healing with meat orbs (*NOTE a bit of meat orb luck is needed here)

Attack 
(attack interval)
HP
6714 Damage 
(initial cd = 3 final cd = 2)
1.15 million
Stage 19

Ace, Izo, Vista, blamenco, Rakuyo
Use GP special
Use Doflamingo Special and get a few matching orbs on DEX and STR units
Kill ace, izo in the first turn because of Doffy's over powered special and auto target to Rakuyo if the last hit remains.
Kill Rakuyo and Vista before Blamenco's cooldown reaches 1
Keep hitting Blamenco if his cooldown is not 1 yet. Or else 
use Perona special before he attacks.
Stall for more turns.

Use Alvida special to tank one more hit and stall.
Use GP special as soon as its charged and stall even more.
Kill before he attacks again

enemyAttack 
(attack interval)
HP
AceTo be updated
(1 cooldown)
900 000
VistaTo be updated
(2 cooldown)
900 000
Blamenco13,680 
(3 cooldown)
970 000
RakuyoTo be updated
(2 cooldown)
840,000
IzoTo be updated
(1 cooldown)
880 000



Stage 20

WB, Marco and Jozu
Wb reduces hp by 70% first turn and debuffs for 8 turns
Use Doflamingo Special and Kill either Marco or Jozu in 1 turn and do significant damage to the second one as well. Kill the second one (marco/jozu) in the next turn such that Whitebeard still has 1 more turn left before he attacks
Use Alvida/Perona special whichever is ready to tank Whitebeard's first attack.

Use another damage reducer before he attacks again. His Debuff protection should run out before he attacks again.
Use GP special before WB’s next attack
Kill WB
 

enemyAttack 
(attack interval)
HP
WhitebeardUnder investigation 
(3 cooldown)
3 million
MarcoUnder investigation 
(3 cd reduced to 2)
One million
JozuUnder investigation 
(3 cd reduced to 2)
One million


DOUBLE WHITEBEARD TEAMS WITH DOFLAMINGO

Stamina: 0
Stages: 20 (The first 10 stages are easy. Just stall and get all the specials ready)


*stat credits to gamewith


guide dedicated to iLike2Nom: http://www.twitch.tv/ilike2nom

StageNotes
Stage 11

Thatch (Pre-emptive silence for 6 turns)
Pre requistes:
Stage 1 to 10 collect DEX orbs on Perona, Doffy
Use GP usopps special
Thatch CD increases to 4
Take out as much HP as possible without killing Thatch
Stall untill thatch brings you down to 30% or a bit above 30% health. Keep in mind that Namule locks a random unit next turn and does 3492 damage so make sure you have around 5000 hp to tank 1 hit from the preemptive and another hit after damage reduction if needed

Attack 
(attack interval)
HP
2580 Damage 
(1 cooldown)
120 000
Stage 12

Namule (Pre- emptive lock a random character for 3 turns)
Keep attacking normally
Use Perona special before his attack and stall some more


Attack 
(attack interval)
HP
3492 Damage 
(2 cooldown)
Half a million
Stage 13

Blamenco (halfs HP as pre emptive)
Keep attacking for 2 turns
Use Alvida Special to tank 1 hit from him and stall some more
kill last turn (don’t let him attack)
 

Attack 
(attack interval)
HP
6100 Damage 
(3 cooldown)
980 000
Stage 14

Fossa and Curiel
Use GP usopp special
Kill curiel 1 turn ideally making sure that your health is maintained at around 4000 hp
Stall and Kill fossa without taking any hits whatsoever

enemyAttack 
(attack interval)
HP
Fossa4480 
(2 cooldown)
550 000
Curiel2298 
(2 cooldown)
550 000
Stage 15

Izo and mobs

Izo is a bit tricky, Use both Whitebeard specials first.
Try healing and killing as much as possible so that you get to atleast 75% of your health and kill all mobs except 1. Tank the mobs attack.
Kill the mob and tank one of Izo's standard attacks. Kill izo within the next 2 turns before he attacks again.

enemyAttack 
(attack interval)
HP
Izo4840 Damage 
(2 cooldown)
550 000
Mobs3900 Damage 
(1 cooldown)
70 000
Stage 16

Vista
Tank Vista's first hit by using Alvida special and kill him before he attacks again. The total stall time here should be 4 turns.


Attack 
(attack interval)
HP
4850 Damage 
(2 cooldown)
One million

Stage 17

Jozu and the lobsters

Use GP Usopp special and start killing the lobsters. Farm for a DEX orb on doflamingo or Perona and when you get it Hit all perfects on Jozu but make sure that he stays alive. When Jozu's cooldown is 1 use perona and kill the defence reduced lobsters but leave Jozu alive. Tank his hit which will be reduced because of Perona special. Use alvida special when his cooldown is 1 again and stall some more turns. Kill him before he attacks again.

enemyAttack 
(attack interval)
HPDefense
Jozu6692 Damage 
(3 cooldown)
102,000120 000
lobster3721 Damage 
(2 cooldown)
5015100 000
Stage 18

Marco:
He heals little each turn
Keep hitting perfects and kill him. Use Doflamingo before his turn to kill him if necessary

Attack 
(attack interval)
HP
6714 Damage 
(initial cd = 3 final cd = 2)
1.15 million
Stage 19

Ace, Izo, Vista, blamenco, Rakuyo
Use GP special
Use Both Whitebeard specials
Kill ace, izo and Rakuyo first before any of them attack
Kill Vista after that and make sure that you kill vista before Blamenco attacks.
Use Alvida special/Perona special to tank a hit
Keep hitting Blamenco .
Use the second damage reducer to tank 1 more hit.
Stall for more turns
Use GP special as soon as its charged and stall even more.

When Blamenco is at low health collect meat orbs and heal to a high amount of hp if possible (Preferably around 80% of total HP) Make sure that you can kill off blamenco without WB's captain ability
Kill before he attacks again 

enemyAttack 
(attack interval)
HP
AceTo be updated
(1 cooldown)
900 000
VistaTo be updated
(2 cooldown)
900 000
Blamenco13,680 
(3 cooldown)
970 000
RakuyoTo be updated
(2 cooldown)
840,000
IzoTo be updated
(1 cooldown)
880 000



Stage 20
(forgot to obtain a screenshot)

WB, Marco and Jozu
Wb reduces hp by 70% first turn (this should get you back to around 30% of your health)
Use both Whitebeard specials and reduce their health to 49% 

Use Doflamingo special to manipulate and boost orbs and kill off Marco and Jozu in 1 turn.
Use alvida/perona to tank the next attack from him.

Keep attacking normally.
Use the second damage reducer to tank one more hit. (Make sure that WB is above 20%)
Use GP special before WB’s next attack (the debuff should have run out)
Kill WB
 before he attacks again



enemyAttack 
(attack interval)
HP
WhitebeardUnder investigation 
(3 cooldown)
3 million
MarcoUnder investigation 
(3 cd reduced to 2)
One million
JozuUnder investigation 
(3 cd reduced to 2)
One million

*if you have any additional teams that can beat this forest please feel free to contact me or write the team in the comments below. From the Global Blog we wish you all the best to getting the Whitebeard Ship

special thanks to iLike2Nom for encouraging me to write the post doflamingo guides, it would not have been possible without her.