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Wednesday, 23 August 2017

[Sugofest] Shiraoshi Batch - Units Analysis and Overview


A new sugo batch has been announced and it's an amazing one! 
The Mermaid Princess, Weakoshi is coming! Ah, I mean, Shiraoshi!! She will be a great unit to own and she comes accompanied by her loyal father and brother!

This post will contain an analysis on every unit. Both Shiraoshi and QCK Law are rate boosted this sugo!

As usual, only the highest evolution form will be overviewed. 


Princess Shiraoshi (5*)
Shiraoshi-hime, Ryugu Kingdom Princess (6*)



Type: PSY 
Class: Striker
Slots: 5


HP: 2,650
ATK: 1,202
RCV: 560







Captain Ability:
Boosts ATK of all characters by 2.25x but own ATK by 1.125x instead. Recovers 5x own RCV in HP at the end of the turn. Also, if you didn't attack with her, reduce damage received by 10% for that turn


Crew Ability:
Changes all orbs into RAINBOW at the start of the fight




Special (2 stages):
Stage 1 (13 -> 9 turns): Changes adjacent orbs into RAINBOW orbs (including BOTHER orbs) and recovers 9x character's RCV in HP

Stage 2 (22 -> 18 turns): Changes all orbs into RAINBOW orbs (including BOTHER orbs) and recovers 100x character's RCV in HP


Unit Analysis
With Shiraoshi, a new game feature is also introduced - RAINBOW orbs. These new orbs act as the opposite of BOTHER orbs, meaning they will act as a matching orb but neither you or tour enemy will be able to shuffle them. Note that a RAINBOW orbs doesn't count as a STR orb for Akainu's captain ability, but it counts for Ace and Lucci, for example.

She may not have the best stats, but surely has a great RCV that copes perfectly with her special and captain ability. A Shiraoshi lead allow you to survive many challenges, while having a decent ATK boost. You'll be able to endure much longer thanks to her heal per turn (2,800 HP without RCV candies / 3,300 HP with RCV) 

By herself, she's almost a better healing lead than double Enel, and gives an unconditional boost, unlike him. Despite only boosting her ATK by 1.125x. she can compensate it by reducing damage if not used, providing a decent cut in the damage taken.

Her special ability is really good. Her first stage changes all adjacent orbs into RAINBOW and allows you to heal 5,040 HP up to 5,940 HP (with RCV candies).
The second stage massively increases in usefulness: a full RAINBOW orb board with an amazing 56,000 HP heal, up to 66,000 HP (with RCV candies)!

Overall, a great unit that can be paired with any other captain, allowing you to clear many content!



Neptune (4*)
Neptune, Ryugu Kingdom King (5*)




Type: STR
Classes: Powerhouse, Free Spirit
Slots: 4


HP: 2,604
ATK: 1,450
RCV: 229






Captain Ability:
Boosts ATK of all characters by 2.25x and XP gained by 1.5x


Crew Ability:
Makes INT, PSY and TND orbs count as matching for himself

Special (21 -> 15 turns):
Locks all orbs for 1 turn. IF the enemy with the highest HP is above 50%, cuts all enemies' HP by 20%, otherwise deals 140x own ATK in typeless damage to all enemies


Unit Analysis

Yep, Neptune is another great addition from this batch. Pretty good stats with an excellent captain ability that boosts XP, allowing you to level way faster while clearing lots of content because of his 2.25x boost to all characters!

The King of Ryugu will prove to be a great lead, allowing you to clear many fortnights and heavily boost your XP. In the future, with Flying Dutchman (Vander Decken's Ship, that will be available on Rayshop), you will have a massive XP boost (3.375x regular experience with double Neptune lead and Flying Dutchman).

He also comes with a very good special, although his usefulness will depend on your enemies' HP. If at least one enemy is above 50%, he will cut everyone's HP by 20%, making him a nice health cutter. Otherwise, if all enemies are below 50%, he will deal 140x own ATK in typeless damage to all enemies (meaning 200,000 damage dealt to all enemies).
Although both instances are good, it's preferred to use him when he can deal a percentage cut, since it's often more useful than damage nuking!

If you haven't yet cleared Chopperman Missions (the ones in the middle tab), you can start doing them with double Neptune to increase the XP from Chopperman island!



Fukaboshi (4*)
Fukaboshi, Ryugu Kingdom Prince (5*)



Type: PSY
Classes: Powerhouse, Striker
Slots: 4



HP: 2,554
ATK: 1,206
RCV: 323






Captain Ability:
Boosts Strikers' ATK by 2.5x and HP of Powerhouse characters by 1.25x (Note: those who are both Striker and Powerhouse will get the HP and ATK boost)

Crew Ability:
Boosts ATK, RCV and HP of all characters by 50

Special (16 -> 10 turns):
Delays all enemies for 1 turn and boosts ATK of Striker and Powerhouse characters by 1.75x for 1 turn


Unit Analysis

Fukaboshi, the strongest of the three Royal brothers definitely wants to show his power. His stats are OK but both abilities will come in very handy.

As a captain, he's a decent ATK booster for Strikers, but it's complemented with an HP boost if the character is also a Powerhouse type. Although it's a decent boost, it may be hard to find enough good units that are Striker and Powerhouse at the same time, which makes him a slightly limited captain, losing some versatility.

On the other hand, he has a really good special. Being an ATK booster for either Striker or Powerhouse characters, he will allow you to deal that extra damage you need to clear the raid or coliseum you're having troubles with! He poses as a great sub for any Powerhouse or Striker lead, such as legend Lucci (Oh boy, wait for his 6*+) or QCK Law (Who needs a 6*+ if you have Law?)

In addition to these, when he's used as a sub, his Crew ability will also be active, boosting every character base stats by 50 points, making him even more powerful!



Madame Shyarly (4*)
Madame Shyarly, Fortune Teller (5*)




Type: INT
Classes: Fighter, Cerebral
Slots: 4



HP: 1,976
ATK: 999
RCV: 486






Captain Ability:
Boosts ATK of INT characters by 2.5x and their RCV by 1.2x

Crew Ability: 
INT characters deal 1.1x more damage to PSY enemies

Special (15 -> 9 turns):
Randomizes all non-matching orbs and allows you to switch orbs between slots twice. If an enemy has a barrier, boosts ATK of all characters by 1.75x. If not, boosts by 1,25x instead.


Unit Analysis

In terms of stats, Madame Shyarly is kinda weak. However, she comes with a very interesting special that might have some potential under specific conditions.

As a lead she's just a common 2.5x INT booster with a small RCV boost. At the moment, she will be the only INT 2.5x lead with an additional boost, but I feel having a 1.2x RCV boost isn't that worthy.

Her special ability is somehow useful in certain situations. This is a new form of conditional boosters, that requires you to meet the barrier condition. Note that it won't stack with other ATK boosters.
This is a decent special and might be very useful for Coliseum fights. For example, you have her and a class booster in your team (would have to be a Fighter or cerebral team, to get the most of it); if the boss or miniboss have a barrier, you can use her in that turn and use the class booster on the other one. This way you'd have two attack boosts in two different bosses, which comes in very handy.
She also maxes at a really low cooldown, turning it in a easily usable special!

Regarding her crew ability, there's not much to say, since it's just a 1.1x increase in damage against PSY, which is pretty niche.



Caribou, Caribou Pirates Captain (4*)
Wet Haired Caribou, Caribou Pirates Captain (5*)



Type: QCK 
Classes: Driven, Shooter
Slots: 4

(Note: 4* version is a Slasher instead of a Shooter)


HP: 2,340
ATK: 1,484
RCV: 257





Captain Ability: 
Boosts ATK of all characters by 1.75x after the 11th hit, by 2.5x after the 22nd hit, by 2.75x after the 33th hit and by 3.5x after the 44th hit

Crew Ability:
Completely resists Paralysis on this character

Special (22 -> 16 turns):
Deals 15 hits of 12x character's ATK in typeless damage to random enemies. Doubles INT and QCK characters' ATK for 1 turn.





Unit Analysis

This mud guy arrives to kidnap you with his powerful and extremely useful special! However, his captain ability is still trapped inside Franky's barrel!

Caribou isn't exactly the captain you are looking after. It's one of those captain abilities based on the number of hits, requiring you to choose characters with high combo, which heavily lowers his versatility. You'd need 44 hits to get the 3.5x boost (while Buffalo only needs 40) and the boost you get in the meantime isn't better than an universal captain like Luffy 5*+.

However, his special ability is completely different. It's similar to Timeskip Robin's one, but instead he boosts both QCK and INT characters' ATK by 2x. Any unit that double ATK can't be taken lightly!
Since he's Driven, he can be fit in a Fuji team, whenever you want to run a INT and QCK based team, which sometimes happen, depending on the enemy. Note that, if you have the 6* Doflamingo in this team, he gets boosted by this too, while giving you the matching orbs you want!

In the end, Caribou is a very good sub unit, that surely earns his place in some teams. In addition to all this, he has very good stats and a useful crew ability, allowing him to resist paralysis, same as Timeskip Brook, for example


Vander Decken IX, Lord of the Ghost Ship (4*)
Vander Decken IX, Captain of the Flying Pirates (5*)


Type: DEX
Classes: Slasher, Shooter
Sltos: 4



HP: 2,198
ATK: 1,393
RCV: 316







Captain Ability:
Boosts ATK of all characters by 2.5x after the 2nd Perfect, and by 3.5x after the 5th Perfect


Crew Ability: 
Reduces special silence duration by 3 turns and restores his special cooldown by 1 turn when it gets rewinded (this is what raid Kizaru does, for example)




Special (20 -> 15 turns):
Deals 200,000 damage to one enemy that ignores damage negating abilites and barriers. Reduces bind and special silence by 2 turns


Unit Analysis

It is obvious that Vander Decken is here, it's Shiaroshi's sugo after all!

The captain of the Flying Dutchman arrives (while his ship is still lost), and he's an interesting character that might be worthy of some attention.

As a captain, he's interesting in a good and bad way. Overall, he will deal more damage than some universal captains. The thing is, during the first 2 hits you're not getting an attack boost. During the next 3 you're getting a regular 2.5x and only the last one will be 3.5x. In the end, you won't be able to kill fodder with the first 2 hits (unless they're really weak), and your damage is only better than a 2.5x captain in the last hit. This means that you'll probably won't be using him as a lead

On the other hand, his special ability makes him a single-target nuker, dealing 200,000 damage that bypass any defensive ability or barrier. This could prove useful against some future neo content that have a similar pattern as Neo Aokiji (in the free spirit version he revives with a massive DEF, which could indicate that this pattern might occur in future content.)

He also reduces lock and special silence for 2 turns, which might be useful, especially the silence reduction.

Overall, a pretty good unit. His stats are OK and so is his crew ability, reducing his own special rewind



I hope this guide helps you deciding whether or not to pull. If so, I wish you good luck!
Feel free to leave your feedback or any suggestion you might have!


Sources:



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