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[Sugofest] Blackbeard Pirates - Unit Analysis!



Bandai present us with another upcoming trap. Ups, I meant Sugofest!

Blackbeard pirates will be introduced to the RR pulls, adding a very good legends as well as great other 5* subs. The thing is, 2nd anniversary is around the corner, and an amazing sugo should be featured on Bandai's celebration, as they did in the Japanese version. Having said this, I'd suggest to skip this one and save to go all nuts on the anniversary one.

You are, of course, free to go all nuts on this sugo, and I'll be providing info on all the new characters, for the interested ones!

Note:
Blackbeard will be pulled with +50 ATK candies
The remaining Blackbeard Pirates will be obtained at level 50!

Marshall D. Teach, Captain of the Blackbeard Pirates (5*)
Blackbeard, Captain of the Blackbeard Pirates (6*)


Type: DEX
Classes: Driven, Powerhouse
slots: 4



HP: 3,350
ATK: 1,520
RCV: 244





Captain Ability:
Boost ATK of all characters by 2.75x if you have a Striker, Shooter, Slasher and Fighter on your team and boost crew HP by 1.5x. Ignores all defensive barriers and buffs


Special (25 -> 19 turns):
Cuts each enemy's HP by 30%. If Blackbeard is a captain, this HP cut will ignore any negating abilities and barriers





Unit Analysis

Blackbeard is definitely an amazing legend, decently versatile and with really powerful abilities.

Did you ever think how annoying those "Drastically cuts damage above a certain amount" were? Well, Blackbeard is the solution. His captain ability will ignore all the defensive buffs the enemy has (except DEF Up, the blue shield debuff. Other than that, rainbow shield, nullify all damage or drastic cut above a certain amount will be completely ignored), boosting ATK by 2.75x if you meet all requirements.

This is a really strong ability that will make your life easier in many situations, since these debuffs are becoming more and more common!

Talking about his special, he's similar to Mihawk and Whitebeard. What differentiates him for them is the fact that if you're running a Blackbeard captain, the HP cut will ignore all debuffs. You'll be able to attack over Combo hit barrier and nullify all damage.

Overall, a beast legend, who will see many uses in the future. He currently is the second units with the highest ATK on Global, only surpassed by Legend Doflamingo!

Rating

Stats: 5.0      Captain: 4.8       Special: 4.7      Overall: 5.0



Shiryu (4*)

Shiryu of the Rain (5*)


Type: INT
Classes: Slasher, Driven
Slots: 4



HP: 2,500
ATK: 1,490
RCV: -300







Captain Ability: 
Doubles Slashers' ATK and HP



Special (25 -> 19 turns):
Has a small chance to instantly defeat an enemy (this round about 25% probability)






Unit Analysis

One of the most awaited units arrive to global. Shiryu great stats and amazing special makes him a very desired character.

His captain ability is the same as Raid Doffy, boosting Slashers' ATK and HP by 2x, which is nothing new

This character is most renowned because of his special. Using it gives you the chance of insta-kill an enemy. It could be anyone, there are no limits for his special, no matter how tanky or powerful he his.
shiryu's ability is really powerful, however, you can't make a run relying on it.

Even though you may see this as a tremendous special (and it is), the ~25% chance makes him unreliable for a run. You have to enter a fight knowing that you most likely won't be succeeded. It's a matter of statistics, 25% is not even 50/50.

You should look at his special as a convenience, not as the only way to clear a stage. Note, however, that if you use his special and it doesn't work, you can reset the app, attack normally and use his special on the next turn!

If you find yourself stuck on a stage, for example, one of the early Coliseum rounds or 0 stamina islands, which you'll only clear once, Shiryu is a very good way of getting past the boss. You may fail a few times, but you'll eventually get there!

Rating

Stasts: 4.5      Captain: 4       Special: 3.0 (5.0)       Overall: 4.0

Note: Special rating has 3.0 because you require pure luck. Assuming it works, I'm giving it 5.0, but it's still luck based



Laffitte (4*)
"Demon Sheriff" Laffitte (5*)



Type: DEX
Classes: Shooter, Drivenm
Slots: 4



HP: 2,094
ATK: 1,132
RCV: 406





Captain Ability:
Recovers 3x character's RCV in HP at the end of the turn. Dealts 7x own ATK in DEX damage to all enemies at the end of the turn


Special (14 -> 8 turns):
Reduces Bind and Despair for 2 turns. Makes Bad and BLOCK orbs "normal" for 4 turns.

Note: This means there are no bad orbs. A DEX orb on a QCK unit will do regular damage



Unit Analysis

Laffitte is here with a very decent special and regular captain ability.

As a captain, he's not the number 1 pick, since it's not a very good ability. He heals and deals damage at the end of the turn, but you won't be getting any ATK boost, which makes it kinda bad. It's better to run an Enel team if you want healing

His special is what makes him an above average unit. He reduces Bind and Despair by 2 turns, which is already nice, but his power relies on the fact that you stop having bad orbs for 4 turns. Activating Laffitte's special guarantees that neither Bad or BLOCK orbs will affect you negatively. This is pretty decent and may be useful in those situations where a bad orb could be the end of you.
Plus, he maxes at a really low cooldown!

All in all, a decent unit, that will se it uses!

Rating

Stats: 3.5    Captain: 3.0    Special: 3.9       Overall: 3.5



Jesus Burgess (4*)
"Champion" Jesus Burgess (5*)





Type: STR
Classes: Fighter, Powerhouse 
Slots: 4



HP: 3,870
ATK: 1,368
RCV: 1




Captain Ability:
Boosts ATK of Fighter and Powerhouse characters' by 1.6x and their HP by 1.2x
(Note: Units that are both Fighter and Powerhouse get a 2.56x ATK boost and 1.44x HP boost)


Special (25 -> 17 turns):
Deals large STR damage to all enemies. Boosts Fighters' ATK by 1.5x for 5 turns





Unit Analysis:

Blackbeard's crew fighter arrives with very good stats and decent abilities

If you ever feel like running a team with units that are both Fighter and Powerhouse, Burgess is the man. giving a 2.56x ATK boost and 1.44x HP boost, he becomes a slightly better captain than the ordinary 2.5x captains. He isn't as versatile as those captains, obviously, since you need to meet the two class requirements

His special is pretty unique too, due to the number of turns he gives. You'll be getting a 1.5x ATK boost on Fighters, for 5 whole turns! Five turns is a lot, you'll be dealing a great amount of damage during those 5 turns. Burgess is a very decent unit because of this special, allowing you to power your Fighter team even more!


Rating

Stats: 4.5     Captain: 3.7      Special: 4.5      Overall: 4



Van Augur (4*)
"The Supersonic" Van Augur (5*)



Type: QCK
Classes: Shooter, Cerebral
Slots: 4




HP: 1,890
ATK: 1,371
RCV: 357





Captain Ability:
Reduces Shooter's specials cooldown by 2 turns at the start of the fight. Boosts Shooter's ATK by 2.5x



Special (19 -> 15 turns):
Changes orbs in the top row into Matching orbs. For Shooters, amplifies orb effect by 1.75x for 1 turn





Unit Analysis

Van Augur could be considered some sort of Zephyr. For those who missed Z when he was around, this one will work as a very good alternative to him.

Same as Z, he boosts Shooter ATK by 2.5x, but, in addition to this, he also reduces Shooters' cooldowns at the start of the fight by 2 turns. Well, paired with Cooldown sockets level 2 you start with less 4 turns than usual! This makes Van Augur an amazing Shooter captain!

His special is really good too! He not only changes captains' orbs into matching, but he will then amplify them by 1.75x for Shooters. This character only has it full potential explored when in a full Shooter team, since his abilities are directly related to this class.

With Hera and Van Augur on your team, you can easily grant a full matching board!


Rating 

Stats: 4.0    Captain: 4.5     Special: 4.5      Overall: 4.5
Note: This ratings refer to his uses in a Shooter team.  



Doc Q (4*)
"Death God" Doc Q (5*)



Type: PSY
Classes: Slasher, Striker
Slots: 4



HP: 1,403
ATK: 1,290
RCV: 491





Captain Ability:
Reduces RCV of all characters by 99%. If your HP is above 99% at the start of the turn, boosts Slasher and Striker ATK by 2.75x


Special (10 -> 4 turns): 
Cuts your team's HP by 10%. On Slasher and Striker, changes BLOCK, TND and RCV orbs into Matching





Unit Analysis

The weirdest Doctor on the Grand Line is a very good unit for either Striker or Slashers.

His captain ability provides a 2.75x ATK boost for both Slashers and Striker if you have your HP above 99%. Note that you won't be able to take any hit or use his special, unless you have a healer on your team, since you will have no RCV and his special cuts your current HP. It may be useful once in a while but it's not as a captain he is desired.

On the other hand, his special ability is really amazing. Maxing at a tremendously low cooldown (4 turns!!), he changes Block, RCV and TND orbs into matching, for either Slashers or Strikers. Despite cutting your own HP by 10%, the fact that he changes orbs that way compensates this slight disadvantage.

When facing an opponent that gives either one of these 3 orbs listed, which is quite often in late game content (mostly BLOCK orbs), you will have a full matching orb board in your Slasher or Striker team!


Rating

Stats: 3.5     Captain: 3.7     Special: 4.8     Overall: 4.3



This is all for now. I hope you enjoyed reading this analysis and feel free to leave your feedback or any suggestion you may have!

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