Another day, another challenge! Bandai has now officially announced this new fight at Corrida Coliseum, exclusively for Chaos Arena!
This Coliseum batch will also include Capone, Killer, Coby and Paulie (returning).
This Coliseum batch will also include Capone, Killer, Coby and Paulie (returning).
Gecko Moria emerges from the shadows to prove he's worth the challenge! Are you ready to take him on? Don't worry, this guide will contain a stage by stage walkthrough as well as the best teams to defeat him!
Once more, only the 5* version will be overviewed.
New Unit:
Gecko Moria, Lord of Florian Triangle (4*)
Gecko Moria, Ruler of Florian Triangle (5*)
Type: DEX
Classes: Slasher, Driven
Slots: 3
HP: 3,023
ATK: 1,211
RCV: 229
Captain Ability:
Boosts ATK of Driven characters by 2.25x, and recovers 3x own RCV in HP, at the end of each turn
Special (30 -> 16 turns):
Changes own orb into DEX and deals 300,00 fixed damage to one enemy
Unit Analysis
The Ruler of Florian Triangle arises as a pretty interesting character. His stats are very good, being a tanky unit with over 1,200 ATK. However, his RCV stats are considerably low, which compromises his viability as a lead.
Moria is some sort of Enel if we take his captain ability into consideration. They both boost ATK by 2.25x and heal at the end of the turn. But here is where things start to crumble. While Enel guarantees you a 5x RCV heal at the end of the turn (which means a 1,170 recover per trn, without CC), Moria recovers only 3x his low RCV stats, meaning you only heal for 687 HP per turn).
Well, as you might have already realized, it's a really low heal that doesn't compensate the attack loss (there are better 2.5x Driven captains)
However, if you don't have better captains, you can run a Moria lead (with max RCV candies), to defeat some hard content (such as invasion Shanks, for example). That won't be easy tho, but it's possible!
However, if you don't have better captains, you can run a Moria lead (with max RCV candies), to defeat some hard content (such as invasion Shanks, for example). That won't be easy tho, but it's possible!
On the other hand, he adds up to the self-orb controllers list. He will ensure at least a matching orb on your crew and, in addition to that, deals 300,000 fixed damage. It's a tremendous amount of damage dealt to a single enemy, that bypasses any defense increase your enemy might have added.
Moria's special makes him suitable for Princess turtle runs, allowing you to insta-kill her!
Stage Walkthrough
DISCLAIMER:
Pictures shown are taken from the JPN version of OPTC. There's no guarantee the characters' artwork will be the same, though they're attack patter most likely is.
After the release I'll try to update everything to current Global content.
----------------------------------------------
First Round - PERONA
(Reward - 1 Matching orb Tome)

HP: 2,660,000 (approximately)
ATK: 3,668 (every turn)
Attack Pattern:
Preemptive - Despairs both captains for 3 turns. Changes all orbs into badly matching orbs except PSY orbs and locks them for 1 turn.
Every turn - Attacks for 3,668 damage.
HP < 50% - Poisons you (from now on you'll take 4,002 poison damage every turn). Despairs both captains for 3 turn. Changes all orbs into BOTHER and locks them for 1 turn
Notes:
- Despair resistance level 3 is highly recommended
- Since below 50% Perona converts all slots into BOTHER, you should defeat without getting her to this HP threshold.
- Pica and Tesoro are two important characters. You can invoke Tesoro's special before the boss stage, which ensures you won't have your orbs converted. If you're using Pica, you can change those bad orbs into matching ones, allowing you to burst
- Ain is a great help for those who don't have Despair resistance level 3.
----------------------------------------------
Second Round - NERO
(Reward - DEX Princess Turtle)

HP: 4,120,000 (approximately)
ATK: see below (every turn)
Attack Pattern
Preemptive - Lowers DEX orbs appearance.
Turn 1 - Deals 4,126 damage and locks right column characters for 1 turn. (frequency of attack to be confirmed)
Turn 2 - Attacks for 4,130 damage (frequency of attack to be confirmed)
HP < 50% - Deals 4,126 damage and locks right column characters for 1 turn. After this, deals 4,126 damage and locks middle row units for 2 turns.
Notes:
- Bind resistance level 2 is highly recommended, though you can manage with level 1.
- Don't get him below 50%. He will deal damage twice in the same round (for a total of 8,252 damage). Same will happen with the lock:
-- Without Bind sockets, your captain and bottom right character will get locked for 1 turn, middle left character for 2 turns and middle right for 3 turns.
-- With Bind level 1, your middle left character will get locked for 1 turn and middle right for 1
-- With Bind level 2, no character will get locked
----------------------------------------------
Third Round - CINDRY-chan
(Reward - 5 ATK candies)

HP: 4,100,000
ATK: 4,100 (every turn)
The zombie has 1 HP and attacks for 3,280 damage
Attack Pattern
Preemptive - Puts up a debuff protector for 99 turns
Every turn - Attacks for 4,100 damage
If you defeat the zombie - Locks all characters except your captain for 9 turns. DEals 9,410 damage.
Notes:
- DON'T kill the zombie before Cindry. You have to kill her first otherwise you get all your non-captain characters locked for 9 turns. Bring a damage reducer if you can't burst her since you might take considerable damage.
- Remember she doesn't have HP-based attacks, so you don't have to worry about her HP. Just don't attack the zombie by mistake
----------------------------------------------
Fourth Round - OARS
(Reward - 3 rainbow gems)

HP: 10,100,000 (!!)
ATK: 25,000 (every 4 turns)
Attack Pattern
Preemptive - Puts up a delay protector for 8 turns
Every 4 turns - Attacks for 25,000 damage.
Turn 9 - Shortens attack interval for 2 turns and reduces damage taken for 2 turns.
HP < 20% - Deals a HUGE amount of damage (unsure how much, but around 600,000)
Notes:
- OK, this guy isn't exactly a piece of cake. With 10 million HP you might take a while defeating him. Bring damage reducers in case you need to tank a few hits.
- Remember not to get him below 20% otherwise you'll be dead unless you have a damage nullifier
- If you don't have a team strong enough to kill him, you can always zombie it
----------------------------------------------
FINAL ROUND - GECKO MORIA
(Reward - 5 Tomes)
Stage 4 - OARS Miniboss

HP: 4,600,000 (approximately)
ATK: 24,024 (every 4 turns)
Attack Pattern
Preemptive - Puts up a delay protector for 8 turns
Every 4 turns - Attacks for 25,000 damage.
Turn 9 - Shortens attack interval for 2 turns and reduces damage received for 2 turns.
HP < 20% - Deals a HUGE amount of damage (unsure how much, but around 600,000)
Notes:
- Though Oars has less HP, you have to be careful not to get him under 20%, since it will be easier this time.
BOSS STAGE - MORIA

HP: 3,390,000
ATK: 6,200 (every turn)
General zombies
75,000 HP / 9,114 damage / (2 to 4 -> 3 turns)
Remaining zombies
48,000 HP / 4,116 damage / (1 or 2 -> 2 turns)
Moria's Attack Pattern
Preemptive - Puts up a 10-hit barrier. Changes all orbs randomly including to BOTHER and BOMB orbs and summons the zombies.
Turn 2, 5, 8... - Enrages (shortens attack interval if delayed) and attacks for 12,400 for 1 turn
Turn 3, 6, 9... - Summons the zombies you killed
HP < 20% - Attacks for 300,000 damage
Notes:
- Since Moria will constantly summon the zombies back, it's better to delay and burst him down.
- Cavendish is a great unit to bring to this battle due to his self orb control and attack/orb boost. On a more F2P side, Doflamingo, Shiki and Raid Kuma are great units to control your orb board and boost their effect.
- Diamante being a STR Driven will synergy pretty well with Shiki's special.
----------------------------------------------
Team Suggestions
F2P Luffy 5* (w/ 6* Akainu friend) - Credits to Zeenigami

Requirements: Any ship with 1.5x ATK will do. Auto heal level 5 and Bind level 3 are recommended for an easier stall. Raid Akainu special can be up to 26 turns (not sure if it's possible with more)
Stages 1 - 3: Stall accordingly, to ensure you have your specials ready or close to ready. You'll need Alvida for Oars' stage
Stage 4: Attack him normally for a while. Be careful not to get him below 20%. Tank one hit using Alvida's special. Make sure to have raid Akainu within 2 turns to go before entering Moria's stage. Defeat Oars using both Doflamingo and 6* Akainu specials.
BOSS STAGE
Since Moria will randomly change your orbs (bother and bomb included), use Kuma's special to change them into matching, and raid Akainu's special to make STR characters having STR orbs. this will guarantee that you have STR orbs on all STR characters, which have an increased colour affinity due to Akainu's special.
You can use Luffy's special to clear the mobs surrounding Moria. With all these specials active, you can burst him down easily.
----------------------------------------------
Driven F2P (w/ friend Fujitora)

Requirements: Specials should be within 25 turns. Try to pick a maxed Fujitora. Doflamingo ship is the best option. If you don't have him bring Moby Dick or Sunny. AH level 5 recommended.
Stage 1 - 3: Stall accordingly. You'll need Fujitora's special for Oars stage!
Stage 4: Use Fujitora's special and attack him normally. You should get him near 20% before he attacks you. Since this is a tanky team you should have no problem in taking a 24,000 damage hit.
After the first attack, attack him heavily and you should be able to defeat him before he attacks again
BOSS STAGE
Moria will randomize all orbs mostly into Bad, BOTHER and BOMB ones. Use Shiki and Pica's specials to get a full orb board. Use Doffy's special to boost orb effects which, paired with Shiki's ATK boost, should deal around 2.2 million damage. Remember to use Wapol's special to lock your orbs.
On the next round, use Z's special and with your previous matching orbs kill Moria
Replacements:
If you have Cavendish or Trebol, these are much better alternatives than Wapol!
Z can also be replaced by raid Akainu. This way you'd deal enough damage to insta Moria, as shown below.
Coliseum Kid and Zephyr are also potential captains, though you'd be working with low HP. For these cases, legend Doffy would be a better friend captain
----------------------------------------------
F2P Driven Alternative

Notes: Follow the previous team's stage walkthrough and combine it with the following description.
Since Akainu isn't the easiest raid to max, many of you might not have him ready. His cooldown can be within 26 turns.
Enel is here to make things easier than Wapol on Oars stage. However, Cavendish is still the most reliable option. ou can eve use his special before taking the first hit
The only difference on Moria's stage is that you will have an extra special activated (Akainu's colour affinity boost), which will allow you to burst down Moria in 1 turn!
----------------------------------------------
Cavendish (w/ Law friend)

Requirements: Cabbage within 20 turns, the remaining should be within 23. Coffin Boat MAX and Auto-heal level 5 is almost essential.
Time to give use your max special Cabbage!
Stage 1 - 3: Stall accordingly. Clear stage 3 when Cavendish's special is with 2 turns to go.
Stage 4: Use Canvedish's special and clear within 2 turns. His attack and orb boost will be enough for you tot defeat Oars' 4M HP.
BOSS STAGE
Upon entering, select Moria as your attacking target. Use Law's special and change orbs with Doflamingo. Remember to put your BOMB and BOTHER orbs in your Driven characters, so Shiki can change them into matching! Do the same with Killer's orb conversion.
Use Shiki, Mihawk and Killer specials and defeat Moria. Kill the remaining zombies on the next turn and congrats, you've beaten this Coliseum!
----------------------------------------------
Whitebeard Team (6*+ preferable)

Requirements: MAX Sunny. Bind resistance makes things easier stalling. Enel and WB should be within 19 turns. The rest should be within 22 turns.
Shiroige never dies!
Stages 1 - 3: Activate WBs captain abilities and stall for your specials. At the same time, try to save a QCK orb on Enel and some STR on the remaining characters.
Stage 4: Use both Whitebeards' and Enel's specials to defeat him within 4 turns. If you don't have them ready for the first turn, you might be relying on orb luck to defeat him during the remaining turns.
BOSS STAGE:
Upon entering combine Kid's and Kuma's specials to have a full orb board. Activate Z's special and burst him down in that turn! Remember to use Sunny's special to kill some zombies, otherwise they'll kill you if they have a 1 turn cooldown!
----------------------------------------------
Log Luffy

Requirements: MAX Sunny or Moby Dick. Mihawk has to be maxed. Hack and Apoo should be within 17 turns too. Autoheal level 5 and Bind sockets make the run much smoother. Have Matching orbs level 3 too!!
Log Luffy is still kicking it!
Stage 1 - 3: Stall accordingly and try to save orbs for stage 4 (at least 1 QCK on Apoo and 1 STR on LL)
Stage 4: Use Mihawk's and Hack's special to cut Oars' HP. If you did manage to get two matching orbs, Hack makes it three. Try to defeat him before he gets to attack you (Warning: Orb Luck is highly necessary here)
BOSS STAGE
After Moria's conversion, use both Luffys' specials to get 2 matching orbs. Use both Apoo and Doffy's specials and burst him down!
Replacement: This team becomes much easier with 6* Doffy, since stage 4 becomes more doable!
----------------------------------------------
6* Lucci

Requirements: Sunny/Moby Dick/Rocketman maxed. Sanji and Kuma within 22 turns. One Lucci, Hack and Jabra within 17 turns.
The power of Dark Justice!
Stage 1 - 3: Stall for your specials, try to save a few matching orbs for Oars's stage
Stage 4: Upon entering, use Hack's special. Also, invoke Lucci's one to increase orb appearance and attack normally (save a QCK orb on Jabra if you already had it). On turn 2 it's likely that you have matching orbs, so use Jabra and attack him heavily.
You have 4 turns to manage since the moment you entered, so there should be no problems clearing it.
BOSS STAGE
After Moria's orb change, Kuma will make some of them matching (if you don't get bomb or bother orbs in your STR characters, reset the app and let Moria change them again).
Activate Sanji's special (and Lucci too, to reduce 1 combo hit) and burst him down easily.
This is the end of another guide! I hope you find it useful during your Moria farm! Feel free to leave your feedback or any suggestion you might have.
Have a good day, and happy farm!
Stage Walkthrough
DISCLAIMER:
Pictures shown are taken from the JPN version of OPTC. There's no guarantee the characters' artwork will be the same, though they're attack patter most likely is.
After the release I'll try to update everything to current Global content.
----------------------------------------------
First Round - PERONA
(Reward - 1 Matching orb Tome)

HP: 2,660,000 (approximately)
ATK: 3,668 (every turn)
Attack Pattern:
Preemptive - Despairs both captains for 3 turns. Changes all orbs into badly matching orbs except PSY orbs and locks them for 1 turn.
Every turn - Attacks for 3,668 damage.
HP < 50% - Poisons you (from now on you'll take 4,002 poison damage every turn). Despairs both captains for 3 turn. Changes all orbs into BOTHER and locks them for 1 turn
Notes:
- Despair resistance level 3 is highly recommended
- Since below 50% Perona converts all slots into BOTHER, you should defeat without getting her to this HP threshold.
- Pica and Tesoro are two important characters. You can invoke Tesoro's special before the boss stage, which ensures you won't have your orbs converted. If you're using Pica, you can change those bad orbs into matching ones, allowing you to burst
- Ain is a great help for those who don't have Despair resistance level 3.
----------------------------------------------
Second Round - NERO
(Reward - DEX Princess Turtle)

HP: 4,120,000 (approximately)
ATK: see below (every turn)
Attack Pattern
Preemptive - Lowers DEX orbs appearance.
Turn 1 - Deals 4,126 damage and locks right column characters for 1 turn. (frequency of attack to be confirmed)
Turn 2 - Attacks for 4,130 damage (frequency of attack to be confirmed)
HP < 50% - Deals 4,126 damage and locks right column characters for 1 turn. After this, deals 4,126 damage and locks middle row units for 2 turns.
Notes:
- Bind resistance level 2 is highly recommended, though you can manage with level 1.
- Don't get him below 50%. He will deal damage twice in the same round (for a total of 8,252 damage). Same will happen with the lock:
-- Without Bind sockets, your captain and bottom right character will get locked for 1 turn, middle left character for 2 turns and middle right for 3 turns.
-- With Bind level 1, your middle left character will get locked for 1 turn and middle right for 1
-- With Bind level 2, no character will get locked
----------------------------------------------
Third Round - CINDRY-chan
(Reward - 5 ATK candies)

HP: 4,100,000
ATK: 4,100 (every turn)
The zombie has 1 HP and attacks for 3,280 damage
Attack Pattern
Preemptive - Puts up a debuff protector for 99 turns
Every turn - Attacks for 4,100 damage
If you defeat the zombie - Locks all characters except your captain for 9 turns. DEals 9,410 damage.
Notes:
- DON'T kill the zombie before Cindry. You have to kill her first otherwise you get all your non-captain characters locked for 9 turns. Bring a damage reducer if you can't burst her since you might take considerable damage.
- Remember she doesn't have HP-based attacks, so you don't have to worry about her HP. Just don't attack the zombie by mistake
----------------------------------------------
Fourth Round - OARS
(Reward - 3 rainbow gems)

HP: 10,100,000 (!!)
ATK: 25,000 (every 4 turns)
Attack Pattern
Preemptive - Puts up a delay protector for 8 turns
Every 4 turns - Attacks for 25,000 damage.
Turn 9 - Shortens attack interval for 2 turns and reduces damage taken for 2 turns.
HP < 20% - Deals a HUGE amount of damage (unsure how much, but around 600,000)
Notes:
- OK, this guy isn't exactly a piece of cake. With 10 million HP you might take a while defeating him. Bring damage reducers in case you need to tank a few hits.
- Remember not to get him below 20% otherwise you'll be dead unless you have a damage nullifier
- If you don't have a team strong enough to kill him, you can always zombie it
----------------------------------------------
FINAL ROUND - GECKO MORIA
(Reward - 5 Tomes)
Stage 4 - OARS Miniboss

HP: 4,600,000 (approximately)
ATK: 24,024 (every 4 turns)
Attack Pattern
Preemptive - Puts up a delay protector for 8 turns
Every 4 turns - Attacks for 25,000 damage.
Turn 9 - Shortens attack interval for 2 turns and reduces damage received for 2 turns.
HP < 20% - Deals a HUGE amount of damage (unsure how much, but around 600,000)
Notes:
- Though Oars has less HP, you have to be careful not to get him under 20%, since it will be easier this time.
BOSS STAGE - MORIA

HP: 3,390,000
ATK: 6,200 (every turn)
General zombies
75,000 HP / 9,114 damage / (2 to 4 -> 3 turns)
Remaining zombies
48,000 HP / 4,116 damage / (1 or 2 -> 2 turns)
Moria's Attack Pattern
Preemptive - Puts up a 10-hit barrier. Changes all orbs randomly including to BOTHER and BOMB orbs and summons the zombies.
Turn 2, 5, 8... - Enrages (shortens attack interval if delayed) and attacks for 12,400 for 1 turn
Turn 3, 6, 9... - Summons the zombies you killed
HP < 20% - Attacks for 300,000 damage
Notes:
- Since Moria will constantly summon the zombies back, it's better to delay and burst him down.
- Cavendish is a great unit to bring to this battle due to his self orb control and attack/orb boost. On a more F2P side, Doflamingo, Shiki and Raid Kuma are great units to control your orb board and boost their effect.
- Diamante being a STR Driven will synergy pretty well with Shiki's special.
----------------------------------------------
Team Suggestions
F2P Luffy 5* (w/ 6* Akainu friend) - Credits to Zeenigami

Requirements: Any ship with 1.5x ATK will do. Auto heal level 5 and Bind level 3 are recommended for an easier stall. Raid Akainu special can be up to 26 turns (not sure if it's possible with more)
Stages 1 - 3: Stall accordingly, to ensure you have your specials ready or close to ready. You'll need Alvida for Oars' stage
Stage 4: Attack him normally for a while. Be careful not to get him below 20%. Tank one hit using Alvida's special. Make sure to have raid Akainu within 2 turns to go before entering Moria's stage. Defeat Oars using both Doflamingo and 6* Akainu specials.
BOSS STAGE
Since Moria will randomly change your orbs (bother and bomb included), use Kuma's special to change them into matching, and raid Akainu's special to make STR characters having STR orbs. this will guarantee that you have STR orbs on all STR characters, which have an increased colour affinity due to Akainu's special.
You can use Luffy's special to clear the mobs surrounding Moria. With all these specials active, you can burst him down easily.
----------------------------------------------
Driven F2P (w/ friend Fujitora)

Requirements: Specials should be within 25 turns. Try to pick a maxed Fujitora. Doflamingo ship is the best option. If you don't have him bring Moby Dick or Sunny. AH level 5 recommended.
Stage 1 - 3: Stall accordingly. You'll need Fujitora's special for Oars stage!
Stage 4: Use Fujitora's special and attack him normally. You should get him near 20% before he attacks you. Since this is a tanky team you should have no problem in taking a 24,000 damage hit.
After the first attack, attack him heavily and you should be able to defeat him before he attacks again
BOSS STAGE
Moria will randomize all orbs mostly into Bad, BOTHER and BOMB ones. Use Shiki and Pica's specials to get a full orb board. Use Doffy's special to boost orb effects which, paired with Shiki's ATK boost, should deal around 2.2 million damage. Remember to use Wapol's special to lock your orbs.
On the next round, use Z's special and with your previous matching orbs kill Moria
Replacements:
If you have Cavendish or Trebol, these are much better alternatives than Wapol!
Z can also be replaced by raid Akainu. This way you'd deal enough damage to insta Moria, as shown below.
Coliseum Kid and Zephyr are also potential captains, though you'd be working with low HP. For these cases, legend Doffy would be a better friend captain
----------------------------------------------
F2P Driven Alternative

Notes: Follow the previous team's stage walkthrough and combine it with the following description.
Since Akainu isn't the easiest raid to max, many of you might not have him ready. His cooldown can be within 26 turns.
Enel is here to make things easier than Wapol on Oars stage. However, Cavendish is still the most reliable option. ou can eve use his special before taking the first hit
The only difference on Moria's stage is that you will have an extra special activated (Akainu's colour affinity boost), which will allow you to burst down Moria in 1 turn!
----------------------------------------------
Cavendish (w/ Law friend)

Requirements: Cabbage within 20 turns, the remaining should be within 23. Coffin Boat MAX and Auto-heal level 5 is almost essential.
Time to give use your max special Cabbage!
Stage 1 - 3: Stall accordingly. Clear stage 3 when Cavendish's special is with 2 turns to go.
Stage 4: Use Canvedish's special and clear within 2 turns. His attack and orb boost will be enough for you tot defeat Oars' 4M HP.
BOSS STAGE
Upon entering, select Moria as your attacking target. Use Law's special and change orbs with Doflamingo. Remember to put your BOMB and BOTHER orbs in your Driven characters, so Shiki can change them into matching! Do the same with Killer's orb conversion.
Use Shiki, Mihawk and Killer specials and defeat Moria. Kill the remaining zombies on the next turn and congrats, you've beaten this Coliseum!
----------------------------------------------
Whitebeard Team (6*+ preferable)

Requirements: MAX Sunny. Bind resistance makes things easier stalling. Enel and WB should be within 19 turns. The rest should be within 22 turns.
Shiroige never dies!
Stages 1 - 3: Activate WBs captain abilities and stall for your specials. At the same time, try to save a QCK orb on Enel and some STR on the remaining characters.
Stage 4: Use both Whitebeards' and Enel's specials to defeat him within 4 turns. If you don't have them ready for the first turn, you might be relying on orb luck to defeat him during the remaining turns.
BOSS STAGE:
Upon entering combine Kid's and Kuma's specials to have a full orb board. Activate Z's special and burst him down in that turn! Remember to use Sunny's special to kill some zombies, otherwise they'll kill you if they have a 1 turn cooldown!
----------------------------------------------
Log Luffy

Requirements: MAX Sunny or Moby Dick. Mihawk has to be maxed. Hack and Apoo should be within 17 turns too. Autoheal level 5 and Bind sockets make the run much smoother. Have Matching orbs level 3 too!!
Log Luffy is still kicking it!
Stage 1 - 3: Stall accordingly and try to save orbs for stage 4 (at least 1 QCK on Apoo and 1 STR on LL)
Stage 4: Use Mihawk's and Hack's special to cut Oars' HP. If you did manage to get two matching orbs, Hack makes it three. Try to defeat him before he gets to attack you (Warning: Orb Luck is highly necessary here)
BOSS STAGE
After Moria's conversion, use both Luffys' specials to get 2 matching orbs. Use both Apoo and Doffy's specials and burst him down!
Replacement: This team becomes much easier with 6* Doffy, since stage 4 becomes more doable!
----------------------------------------------
6* Lucci

Requirements: Sunny/Moby Dick/Rocketman maxed. Sanji and Kuma within 22 turns. One Lucci, Hack and Jabra within 17 turns.
The power of Dark Justice!
Stage 1 - 3: Stall for your specials, try to save a few matching orbs for Oars's stage
Stage 4: Upon entering, use Hack's special. Also, invoke Lucci's one to increase orb appearance and attack normally (save a QCK orb on Jabra if you already had it). On turn 2 it's likely that you have matching orbs, so use Jabra and attack him heavily.
You have 4 turns to manage since the moment you entered, so there should be no problems clearing it.
BOSS STAGE
After Moria's orb change, Kuma will make some of them matching (if you don't get bomb or bother orbs in your STR characters, reset the app and let Moria change them again).
Activate Sanji's special (and Lucci too, to reduce 1 combo hit) and burst him down easily.
This is the end of another guide! I hope you find it useful during your Moria farm! Feel free to leave your feedback or any suggestion you might have.
Have a good day, and happy farm!
Sources:


Nice guide :) ill go with Shirohige :P
ReplyDeleteThank you and good luck, never let him die!
DeleteThe driven team with wapol doesn't seem to work.
ReplyDeleteI tested it and it does. But it's really luck based because of stage 4. You need to get a few matching orbs to defeat Oars, that's why Cavendish would be a much more viable option.
DeleteMoria's stage is pretty simple,you just spam specials and defeat him within 2 turns
The driven team with Walpol DOES NOT WORK. Using Fuji special brings oars below 20% with missing even with one character. It’s messed up my run three times now.
DeleteYou need to bring him down AND tank a hit BEFORE USING FUJI SPECIAL.
Plus, on Moria, if you use Pica and Shiki special, the mobs either die or the QCK Knight zombie gets below 50% and puts up a defence buff if ya only attack Moria. So that messes up the run too.
When posting a guide, make sure it works. I wasted gems reviving because of misinformation.
Managed to JUST kill Oars by using Fuji special after tanking a hit. Replaced Wapol with Raid Bellamy for the orb boost and hp cut.
DeleteBut still failed on Moria. Using the specials doesn’t kill the blue and/or red zombie soldier and they buff and prevent you from killing Moria. And then they kill you.