Butler and Strange Animal Island: Savage Animal

Count Butler and the Island of Strange Animals is now available on Extra Island! Has everyone given it a shot yet? Today, we are bringing you the guide for this quest’s highest difficulty, Butler and Strange Animal Island: Savage Animal!

Our Fighter/Powerhouse Crew

Here is the crew we put together to take on that beast of a zoologist!

Our Fighter/Powerhouse Crew

Our Fighter/Powerhouse Crew

Fighters get an ATK boost of 2.5x when HP is above a certain level with Red-Leg Zeff Cook Pirates Captain as our Captain and Powerhouse characters get a ATK boost of 2.25x as well as an HP boost of 1.5x with Sanji Chef of Love as our Friend Captain. With these two as our captains, characters with Fighter and Powerhouse as their Class get a 5.6x ATK boost, plus thanks to our Friend Captain, HP will be healed a bit every turn. Also, Zeff’s Special will help with healing and Sanji’s Special can raise Powerhouse characters ATK even more, making them the perfect duo of captains for our crew!

We’ll need to plan carefully for Battle 6 against President Heaby, so we added Sanji Diable Jambe Flambe for his ability to deliver a fixed amount of damage. To hit Count Butler where he’s weak, we chose Marco the Phoenix Whitebeard 1st Div. Commander and Garp the Fist as strong PSY characters. Marco is great in just about any battle with his Special that fully recovers HP, and Garp’s slot-changing abilities, while may not always be reliable, can most of the time get our slots where we want them most of the time. Rob Lucci: Six Powers Cipher Pol No. 9 can get us out of the danger zone in Battle 7 against General Hotdog with his slot-changing Special, but it’s better to save it for the battle against Count Butler to guarantee victory.

Meet the Villains!

The whole Count Butler crew appears starting with Battle 1 and will attack you after they’re done blabbing away, but to be honest, they really don’t pose a threat to us here. If you don’t miss, you might even be able to take them all out without taking any damage. Take it easy here and just watch out for the Striker Group Leader and Slasher Group Leader, as they’ll bind your STR and DEX characters for 3 turns if they can.

Thanks for the heads up bro!

Thanks for the heads up bro!

Charge your Specials while keeping an eye on your HP!

You won’t see any real threats from Battle 2 to Battle 4, but since the Penguins and Turtles don’t have enough HP for us to charge our Specials on, we’ll have to take some hits from the enemies and charge as much as we can. Just make sure to keep your HP above at least half, since letting it get any lower will prevent Zeff’s Captain Ability from activating!

Watch your HP along the way!

Watch your HP along the way!

Is that the Animal King, Chopper?!

Chopper is all dressed up in his Animal King outfit and waiting to take you on as a Rare-Boss anywhere from Battles 3 to 5. He won’t surprise you with any crazy skills but will do around 3,000 damage per turn. It’s best to take him out as quick as possible!

Chopper the Animal King is here!

Chopper the Animal King is here!

Use the Assassin Masters to charge!

There’ll be two Assassin Masters waiting for you in Battle 5. Their first turn has them binding your PSY characters for three turns, which isn’t actually a bad thing because we need to charge our Specials, anyway. Leave one Assassin Master and you can easily charge for six whole turns! Get ready to charge for the series of boss battles ahead!

Make use of the PSY-Bind!

Make use of the PSY-Bind!

President Heaby in Battle 6!

The master swordsman of Butler’s crew, President Heaby, will be back in Battle 6. He’s still beaten and bruised from Battle 1 and starts off Battle 6 by changing up our Slots and boosting his DEF. Our attacks won’t make a scratch here, not to mention the fact that he’ll heal himself quite a bit at the end of his first and second turn. While he’s still on the verge of death, launch Diable Jambe to do 5,000 fixed damage and take him out!

Hope you like the taste of my boot!

Hope you like the taste of my boot!

General Hotdog in Battle 7!

In Battle 7 we reunite with General Hotdog, the master of kick techniques. He has a nasty preemptive attack, binding our Captain for 3 turns and changing our mid-row slots to [BLOCK]. It’ll be hard to do much damage to him in this state, so you’re going to have to take a few hits here.

Prepare to be stomped on...

Prepare to be stomped on…

We got his HP down a bit but we took his 7,000-damage attacks a couple times, leaving us in a pretty bad state. If you find yourself in the same predicament and your HP drops too low, it’s best to use Red-Leg Kick and heal with [RCV] slots. You may not be able to recover much HP, and you still don’t have your Captain Ability at your disposal, but you should be able to take one more hit. Remember to prepare for the upcoming Boss Battle by healing with Marco and getting your Captain Ability back!

Be strategic with your healing!

Be strategic with your healing!

Transformed Count Butler in Battle 8!

Count Butler has eaten the Kirin Lion Horns and greets us transformed in Battle 8. He’ll only attack once every three turns, leaving us with some leeway, but he does pack quite a punch. His preemptive attack makes him immune to Delay and binds Striker and Shooters’ Specials, but thanks to our brilliant crew building expertise, that won’t be a problem for us.

Time for our Fighter and Powerhouse characters to shine!

Time for our Fighter and Powerhouse characters to shine!

Count Butler will hit us for 12,000 damage with his normal attack, so within these 3 turns, we need to do as much damage as we can if we’re going to win. If Marco and Garp’s slots are in place, use Diable Jambe Premier Hachis Hash to hit Butler with some pretty serious damage. If your slots aren’t where you want them, use Lucci and Garp’s Specials and pray for [PSY] slots. We got lucky and our slots landed in place just as we had hoped!

Get those [PSY] slots for Garp and Marco!

Get those [PSY] Slots for Garp and Marco!

We managed to get our tapping right and got Butler cornered in just a short amount of time! Thanks to Garp and our [PSY] Slots, we claimed victory over the beast without breaking a sweat!

Count Butler is down for the....count.

Count Butler is down for the….count.

it’s not too often that you get your [PSY] slots as nicely aligned as we did, but as long as you can hit Butler a couple times with a PSY character who has his slots in place, you shouldn’t have too much of a problem taking Butler out, even if he does hit you with his desperate 15,000-damage attack.

Unfortunately, we weren’t able to Recruit Count Butler this time, but we did get the Animal King title!

New Title!

New Title!

So what other crews can lead you to victory in this battle? We’d recommend putting another Sanji Chef of Love as your Captain and put together a nice Powerhouse crew. Keep Marco and Garp, and instead of Sanji Diable Jambe Flambe, Flower Sword Vista would fit nicely to dish out that fixed amount of damage we need for Heaby. Put in Rob Lucci CP9’s Strongest to boost the chances of crew members landing on their type’s slot. With your slots aligned and with two Diable Jambe Premier Hachis Hashes launched, the battle with Count Butler should be a cake walk. Try out different strategies and see what works best for you!


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