Clash!! Donquixote Doflamingo! THE ULTIMATE WALKTHROUGH GUIDE
Table of Contents
- Times Held
- Reward
- EXP,Beli,Title
- Tips
- Stage Overview (Ultimate 60)
- Team Suggestions (Ultimate 60)
- Video Walkthrough (Ultimate 60)
Times Held
Appearances | Date (PST) |
1 | 12/31/2015 - 1/1/2016 |
Doflamingo is the Hardest challenge global has faced as a raid boss. With the first 60 stamina raid version being introduced as "Ultimate" the challenge has never been harder! This sixth raidboss and the efforts people will take in farming him will be well worth it!
Reward:
Donquixote Doflamingo Warlord of the Sea
Attribute
|
Type
|
Stars
|
Cost
|
Hits
|
Max. XP
|
---|---|---|---|---|---|
5
|
50
|
5
|
4,000,000
|
Level
|
Health
|
Attack
|
Recovery
|
---|---|---|---|
99
|
2311
|
1500
|
255
|
Captain Ability
|
Special
|
---|---|
Doubles slasher characters' ATK and HP
|
Freely swap orbs between slots twice, amplifies the effect of orbs by 2x for 1 turn
|
EXP, Beli, Drop Rate, and Titles
Difficulty | EXP | Beli | Drop Rate | Title |
Ultimate (60) | 10,000 | 96,000 | 100% | Nightmare |
Master (40) | 6640 | 58,340 | undetermined | Puppet |
Tips:
- Doflamingo only drops as a 4* unit.
- 4* Doflamingo evolves at level 70 and requires 1,066,998 EXP.
- 5* Doflaingo has 50 cost so don't evolve him until you feel like you can handle it.
- You can skill up Doflamingo through Same Character Synthesis.
- Both evolutions have the same Special name so you can use either as skill up material.
- His max Special level is 15 (14 cooldown).
- Remember that Doflamingo is unaffected by Debuffs like Turn Delay for the first 4 turns (effectively 3 turns after his pre-emptive attack).
- Stall effectively to try and get your Specials up by the time you reach Doflamingo. This means hitting a unit with only 1 unit as opposed to all 6 at times (don't be afraid to take hits).
40-Stamina Edition (Master)
Doflamingo's Attack Pattern (Master)
Turn Number | Top Donquixote Doflamingo | Bottom Donquixote Doflamingo |
Preemptive | Put up a Debuff Blocker for 4 turns | Cut your current health by 50% |
1 | Buffs Defense | None |
2 | Attacks for 4,500 damage | Attacks for 9,000 damage |
3 | Buffs Attack Debuff Blocker ends here | None |
4 | Attacks for 5,400 damage | Attacks for 10,800 damage |
5 | Seal the middle 2 units for 2 turns | None |
6 | None - Will open a dialogue | Attacks for 10,800 damage |
7 | Shortens Attack intervals of both Doflamingos to 1 Also buffs ATK of all Doflamingos | None |
8 | Attacks for 7,200 damage | Attacks for 10,800 damage |
9 | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 10,800 damage |
10 and onward | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 10,800 damage |
Under 20% Health | None | Deals 99,999 damage |
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.
60-Stamina Edition (Ultimate)
Doflamingo's Attack Pattern (Ultimate)
Turn Number | Top Donquixote Doflamingo | Bottom Donquixote Doflamingo |
Preemptive | Put up a Debuff Blocker for 4 turns | Cut your current health by 50% |
1 | Buffs Defense | None |
2 | Attacks for 6,000 damage | Attacks for 12,000 damage |
3 | Buffs Attack Debuff Blocker ends here | None |
4 | Attacks for 7,200 damage | Attacks for 14,400 damage |
5 | Seal the middle 2 units for 2 turns | None |
6 | None - Will open a dialogue | Attacks for 14,400 damage |
7 | Shortens Attack intervals of both Doflamingos to 1 Also buffs ATK of all Doflamingos | None |
8 | Attacks for 7,200 damage | Attacks for 14,400 damage |
9 | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 14,400 damage |
10 and onward | Attacks for 7,200 damage and heals both Doflamingo's health slightly. | Attacks for 14,400 damage |
Under 20% Health | None | Deals 99,999 damage |
Due to the utility of the top Donquixote Doflamingo - it is recommended to focus the top Donquixote Doflamingo.
Recommendations / Suggestions for Teams
Team Building Advice
Top-Tier Captains for Doflamingo
The following units are recommended as Captains against Donquixote Doflamingo
These units are all proven to be the best Captains for taking down both 40 and 60-Stamina edition of Donquixote Doflamingo.
Other Captains that can clear Doflamingo
The following units have also proven to defeat Donquixote Doflamingo though require a bit more of planning compared to the ones above.
The Recommended Crew-members
The following units are recommended for Donquixote Doflamingo as well as reasons why
Almost a "must-include" for any team attempting Donquixote Doflamingo. This allows you to have 3 free turns of raining damage over Donquixote Doflamingo.
One of the three Recommended damage reducers. Since Doflamingo cuts your health by 50%, its almost essential to run a powerful damage reducer to take the first attack.
One of the three Recommended damage reducers. Jozu (while weak against Doflamingo) has the capability to block all Technique attacks and acts as a 100% damage reduction against Donquixote Doflamingo.
One of the three Recommended damage reducers. Since Doflamingo cuts your health by 50%, its almost essential to run a powerful damage reducer to take the first attack.
General Advice
No matter which team you use, you'll use at least 1-2 of the units listed above. It is generally advised that you'll run Golden Pound Usopp with 1 of the three Damage reducers. This will allow you to tank the first attack and then delay Doflamingo.
This will allow you plenty of turns to defeat Donquixote Doflamingo without dragging it too far in.
Team Suggestions feat. (Facebook Blog Group)
(verified by the admins and helpers are credited for their teams)
(verified by the admins and helpers are credited for their teams)
But before we get to the teams, Here is a standard stalling guide for most of the teams.
STALLING GUIDE FOR DONQUIXOTE DOFLAMINGO
*credits to Jaqobs Wayn
Stalling | Turns | |
Stage 1 | 2cd mob | 2 |
Stage 2 | 2cd gladiator | 2 |
gladiator will not attack, when at 20% hp and buff himself instead | 2 | |
Stage 3 | 3cd turtle and 4cd lobster (10hp?) | 4 |
(optional) | let lobster and/or turtle live and get hit for around 2-4k dmg | |
Stage 4 | use gp usoppp, only 1cd mobs | 3 |
let the purple mob survive, he will lock your psy units for 2 turns | 1 | |
attack with 4combo unit | 1 | |
kill the purple mob | 1 | |
Stage 5 | Preemptive | 1 |
Total | 17 |
MONKEY D. LUFFY GEAR THIRD
Double Gear 3 team (Subs: Jozu, Mihawk, Arlong, GP Usopp)
*credits for this team: Tryhard Thank and Calvin Chen
Note: Max Mihawk/Max Merry is required to successfully beat
60 stamina You have your whole HP bar to play with, so don't fret if the fodder
deal damage to you. Doffy shouldn't do any damage to you at all aside from his
pre-emptive.
Stage 1: Stall as necessary (-2CD)
Stage 2: Kill fodder, skip Giant. Turn 2 bring Giant's
health down to 20% or lower (he buffs himself) for another turn of stalling
(-3CD)
Stage 3: Kill fodder, stall on lobster (-4CD)
Stage 4: Target the Seahorse and kill the STR/DEX/QCK/PSY
fodder. Keep the INT fodder to stall 2 turns. (-2CD)
Stage 5: Doffy's pre-emptive deals half your HP. Target the
top Doffy and attack normally. (-1CD)
Double Gear 3 team (Subs: Mihawk, Alvida, GP Usopp, Halloween Franky)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk special , Use Franky special to generate a STR orb and move it to G3 and attack
Turn 2 : Activate Alvida special and attack top doffy and take the 3600 damage.
Turn 3: Attack narurally.
Turn 2 : Activate Alvida special and attack top doffy and take the 3600 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and attack
Keep attacking naturally.
Defeat doflamingo before he attacks again.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
MONSTER CHOPPER
Double Monster Chopper team (Subs: Jozu, Arlong, GP Usopp, Alvida)
*credits to Me and the Blog Group
First floor (two turns)
Stall for 2 turns without being attacked
Second floor giant (6 turns)
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster (8 turns)
Stall without being attacked
4th floor Mob lockers and Sea Stallion (11 turns)
Hit a MISS on the sea stallion by a character with Combo = 6.
Kill all other mobs except the purple mob
Purple Mob will lock Usopp for 2 turns
Kill the purple mob in the next 2 turns
5th floor Doflamingo (12 turns)
Attack the above doflamingo first.
Use Jozu special or Perona special to nullify the first attack by doflamingo.
Use usopp special when the debuff protector runs out.
Keep attacking naturally.
Tank another hit if needed using Alvida special.
Defeat doflamingo before he attacks again.
Use Jozu special or Perona special to nullify the first attack by doflamingo.
Use usopp special when the debuff protector runs out.
Keep attacking naturally.
Tank another hit if needed using Alvida special.
Defeat doflamingo before he attacks again.
Double Monster Chopper team (Subs: Mihawk, Perona, GP Usopp, Arlong)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk special and attack
Turn 2 : Activate Perona special and attack top doffy and take the 1800 damage.
Turn 3: Attack narurally.
Turn 2 : Activate Perona special and attack top doffy and take the 1800 damage.
Turn 3: Attack narurally.
Turn 4: Activate GP Usopp special and chopper special to kill the top doflamingo
Keep attacking naturally.
Defeat doflamingo with attacking and using the second chopper special..
Keep attacking naturally.
Defeat doflamingo with attacking and using the second chopper special..
DRACULE MIHAWK
Double Mihawk F2P slasher team (Subs: Morgan, Arlong, GP Usopp, Mr 1)
*credits to Jaqobs Wayn
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use both Mihawk specials and attack normally.
Turn 2 : Activate Mr 1 special and attack top doffy and take the 9000 damage.
Turn 3: Use usopp special and arlong special when the debuff protector runs out and attack top doffy.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
Double Blackbeard team (Subs: Whitebeard, Mihawk, GP Usopp, Monster Chopper)
Turn 2 : Activate Mr 1 special and attack top doffy and take the 9000 damage.
Turn 3: Use usopp special and arlong special when the debuff protector runs out and attack top doffy.
Keep attacking naturally.
Defeat doflamingo before he attacks again.
BLACKBEARD
Double Blackbeard team (Subs: Whitebeard, Mihawk, GP Usopp, Monster Chopper)
*credits to xFireflyx98
First floor
Stall for 2 turns without being attacked
Second floor giant
Stall on the giant by bringing him to below 20%
Giant will raise his attack but wont attack
Kill the giant before he attacks
Third floor turtle, lobster
Stall without being attacked
4th floor Mob lockers and Sea Stallion
Use GP Usopp special and stall
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
Let the Purple mob survive and stall 2 more turns after the lock by using a 4 combo person to attack
Kill the purple unit
5th floor Doflamingo
Turn 1: Use Mihawk and Whitebeard specials and both blackbeard specials as well (from the pre emptive) Use MC special on the top doflamingo and take out the remaining doffy in one shot.