Cracker Raid
Stage 1
(2) Mantis CD: 1-3
On first attack: Removes SFX (6 turns)
Stage 2
Banana Gator HP: 61,000 ATK: 7,175 CD: 1-3
Preemptive: 2-PERFECT hit barrier (99 turns).
Turn 1: Chain lock to 1.2x (15 turns)
Sandora Dragon ATK: 61,051 HP: 5,215 CD: 1-3
Preemptive: 2-PERFECT hit barrier (99 turns).
Turn 1: Makes STR, DEX and QCK orbs unfavorable (15 turns)
Kung Fu Dugong HP: 73,450 ATK: 6,497 CD: 1-3
After Turn 2: Enrages (1.5x ATK) everyone (99 turns)
Stage 3
Var 1:
(2) Elder Seahorses HP: 6 ATK: 7,350 CD: 1-3
On First attack: Binds 2 random units (6 turns)
(2) Birdie Kingdom Roc CD: 1-3
Turn 1: Front row left Roc will give a Orb boost (1.05x) (9 turns)
Var B:
(2) Elder Seahorses HP: 6 ATK: 7,350 CD: 1-3
On First attack: Binds 2 random units (6 turns)
(2) Humdrils HP: 79,000 ATK: 6,969 CD: 1-3
Turn 1: Front row Humdril will give a orb boost (1.05x) (9 turns)
Stage 4
Biscuit Soldier HP: 939,390 (DEF 200k) ATK: 6,000 CD: 1
Preemptive: Gain 300k damage barrier, toxic/venom poison and delay immunity for 99 turns, limits specials to 1 use for 2 turns and DEF up (200k) for 1 turn
Turn 1 (every two turns after): Threshold Damage Reduction above 5,000 (1 turn)
Turn 2: DEF up (200k) (1 turn) and silences both captains (5 turns)
Turn 4 (every two turns after): DEF up (200k) (1 turn)
Interrupt when using TYPE Boost special, Removes all crews beneficial effects
Stage 5
Cracker HP: 5,393,900 (DEF 37,500) ATK: 8,500 CD: 2
(5) Biscuit Soldiers HP: 393,900 (DEF 150,000) ATK: 3,000 CD: 1
Preemptive: 3-Hit barrier on himself for 99 turns + Heals all enemies by 120,000 every turn (99 turns) + immunity (4 turns) + No Heal (3 turns) + DEF up + chain multiplier boost halved (decrease chain multiplier) + makes [RCV] and [TND] slots unfavorable (99 turns)
Turn 4 (once) : Delay immunity (99 turns) + Haste
Below 50% HP (once): Deals 39,390 damage
Below 20% HP (every turn): Deals 393,900 damage
Interrupting Attack: Calls for more Biscuit Soldiers when there are less than 5 on the stage
Special interrupt (once): Chain Lock or DEF up reducers; Seals slots (15 turns) and enrages (2.5x) (99 turns)
Soldier position Special (Biscuit Soldier)
Front left row Damage reduction (30%) for 1 turn every turn; removes Damage reduction when defeated; Brings back after reinforcement turn
Front row middle Locks to self for 99 turns; Brings back after reinforcement turn
Front row right Removes decrease chain multiplier when defeated; Brings back after reinforcement turn
Back row left Removes DEF up when defeated; Brings back after reinforcement turn
Back row right Removes [RCV] and [TND] slot unfavorable effect when defeated; Brings back after reinforcement turn
Ambush Young Whitebeard
Stage 1
Pirate (QCK/PSY) HP: 15k ATK: 4,490 (1)/7,000(2)
Stage 2
(2) Pistol Punk (DEX/PSY) HP: 3,200 ATK: 3,300 CD: 1
First attack, will despair your friend captain (10 turns)
(1) Cannoner HP: 220K ATK: 17,000 CD: 3
Preemptive: Gain a 5 PERFECT or 5 GREAT barrier.
Elder Turtle HP: 12 ATK: 1,820 CD: 2
Stage 3
(3) Giants (STR) HP: 100k ATK: 14,200 CD: 3
(2) Knuckle Punks (STR) HP: 16k ATK: 7,500 CD: 2
Stage 4
(6) Pirate leader (PSY) HP: 10 DEF: 100K ATK: 5555 CD: 1 Will seal one random body that can include both captains
Stage 5
Young Whitebeard HP: 4.92M ATK: 22,920 CD: 1
Preemptive: prevents debuffs (12 turns)
Turn 2: Increases his attack interval to 2 + ATK-UP to 28,652 + Shuffle orbs
Turn 3: Gain 90% Percent Damage Reduction reducer
Turn 4: Despair Captain (5 turns)
Below 50% HP: Deal 50k + Shuffle orbs to [BOMB]/[TND]/[EMPTY]/[PSY]
Below 20% HP: Deal 500k damage + Shuffle orbs to [BOMB]/[TND]/[EMPTY]/[PSY]