Clash!! Admiral Aokiji!

For 24 hours only, Clash!! with Aokiji on Extra Island! Is your crew ready to take on an admiral?

This time, we’re bringing you a strategy to beat Clash!! Aokiji on Master difficulty.

Meet one of the three strongest members of the World Government!

At long last we meet one of the three most powerful men in the World Government’s Navy, Aokiji. Today’s Clash!! Comes in two difficulties, Master and Ultimate, and neither of them is going to be easy to beat. We’re going to start by testing our strength against Ultimate. At the very least, we should be able to learn what we’re up against…

The team we'll take on Ultimate with...

The team we’ll take on Ultimate with…

This time, our Captain and Friend Captain will be one of Aokiji’s fellow officers, Garp the Fist. With both of their Captain Abilities working in our favor, we can quadruple HP and ATK for PSY types, which should give us much needed advantage against INT type Aokiji and the other powerful INT types we’ll meet on our way to take him on. In addition, Garp’s Special, Meteor Fist Shower will help us out in both offence and recovery.

Next, we’re filling out our crew lineup with other PSY types, including Marco the Phoenix, Dorry, and Big Eater Jewelry Bonney, whom we Recruited just recently in a bit of good luck. Marco’s Special will let us fully heal our HP, so we’re pretty sure it’s going to come in handy, and if we use Dorry and Bonney’s Specials in conjunction with each other, we can be pretty sure to get a lot of healing. Finally, our last member will be Usopp Golden Pound and his trusty ability to delay our enemies for three whole turns. He’s saved us more than once, so we’re bringing him along.

Battle by Battle

The enemies we’ll be facing this Clash!! all have pretty high ATK power, on the whole. As a rule we want to avoid taking more damage than we have to in Battle 1, but at the same time, there are two penguins, and we also want to try and use them as much as we can to charge our Specials. You won’t be able to stick with auto-target for this fight, because you’ll end up taking them out right away if you do. Better to switch to manual and leave your weakest enemies for last.

Battle 1

Battle 1

Once we get to Battle 2, our opponents inform us that they’ve got something up their sleeve for the next battle. We want to be ready, so let’s trade taking a little more damage to make sure we have Golden Pound ready to go.

Seems like the Navy is planning something...

Seems like the Navy is planning something…

Battle 3 starts with a pre-emptive attack, and we find our Captain bound and our Captain Ability sealed for one turn. It’s only one turn, but this is Ultimate, after all, even if we don’t lose right here, getting hit too hard could spell our doom going into the Boss battle. Certainly, if we didn’t have our own plan, the best we could hope for is taking a large amount of damage when our enemies all attack at once next turn. Time to break out Golden Pound and short circuit their little trap!

Walked right into their trap...

Walked right into their trap…

Battle 4 is going to be impossible to beat without taking at least a little damage. We’ve already lost at least half of our HP in the last battle, so we might want to use Dorry’s [RCV] Slot Storm to make up some of the difference. Like other Clashes in the past, there’s a Sea Stallion, so watch out! It will Bind a random member of your crew for 6 whole turns. Not only that, but each of the Navy officers escorting it will Bind their opposite type for 2 turns. In our case, the INT type officer could be sudden death for our PSY type crew, so we need to be careful.

Battle 4

Battle 4

Unfortunately, we took a lot of damage this time, too, but we managed to make it to Battle 5. To our dismay, Aokiji starts off the battle by pre-emptively giving himself Immunity, so Usopp isn’t going to be as much use as we’d hoped. Not only that, but he’s going to Bind one of our crewmembers for two turns every three turns from here on out, using Ice Age as an interrupt. We’re going to have a tough battle ahead of us.

Witness the power of the Chill-Chill fruit!

Witness the power of the Chill-Chill fruit!

Aokiji’s first attack is going to be Ice Block Pheasant Beak. It’s a pretty powerful Special that’s going to drastically cut our HP, but don’t worry: it can’t knock you down to 0 HP. Once we get hit by this, we use Marco’s Blue Flame Rebirth to heal ourselves back to full strength.

From here on out, every three turns, Aokiji is going to hit us for 9,000 damage and use Ice Age to bind one of our crewmembers. It’s going to be a grind. Occasionally we’ll find ourselves unable to use a Special we need because of the Bind, so there’s also a certain element of luck involved. Our saving grace is that apparently, Ice Age doesn’t Bind our Captains.

Ice Age

Ice Age

Aokiji was only attacking once every three turns, so we felt like we really had a chance to beat this one. Turns out we were being pretty naive about that: this is still Ultimate, and once you get him down to half his HP, he’ll use Haste + Light ATK Up!, speeding up to attack every turn for more than 10,000 damage every time! Not only that, but he’s still using Ice Age as an interrupt, and now he’s binding one more character than he was before!

Once all that happened, we were unable to do much to hurt him, and our healing couldn’t keep up with the damage we were taking. Our high hopes ended in cold, ignominious defeat…

Our crew couldn't stand against the Navy's might...

Our crew couldn’t stand against the Navy’s might…

After that first attempt, we threw ourselves into the effort, trying several more times. We didn’t manage to win, but we did figure out that once Aokiji gets down to low HP, he’ll use Ice Block Pheasant Beak for 100,000 damage. We’ve gotten the feeling that we’ll need a little more focus on our offense if we want to beat Ultimate, but we’re not quite sure which character to try..

Trying out a different strategy on Master difficulty!

This time, we’re going to take the information we gleaned going up against Aokiji on Ultimate to put together a new strategy, testing it on Master.

Our revised team...

Our revised team…

First of all, Usopp was pretty helpful against the Bind early on, but he couldn’t do anything against the boss, so we’re benching him and calling in Mr. 2 Bon Clay Bombardier Arabesque. Master difficulty should be a little easier us, and we should be able to ride out the Bind and still have a chance of winning.

This time, we’ll rely mostly on Garp for our [RCV] needs, and switch out Dorry and Jewelry Bonney for a little more firepower in the form of Petty Officer Coby and Usopp Impact. We absolutely can’t let Aokiji have a chance to attack after we knock him down to low HP, so to make sure our last strike is a killing strike, we’re going to use Meteor Fist Shower, followed by Bombardier Arabesque to change all of our slots to [PSY], and then use Coby’s Shave to boost the slot effects even further. With that, we should be able to end it.

Keeping one eye on our HP on the way to the Boss

Just as with Ultimate difficulty, you’ll be able to move through the battles quickly, but there seems to be a lot more leeway on Master to stall for time and charge your Specials. Whatever happens, you’re going to get your HP halved when you get hit with Bind in Battle 3, so you’ve got nothing to lose by using that half of your HP to buy time before you get there.

Charge those specials!

Charge those specials!

Battle three will see you hit with Bind and Despair, but the enemies you’re facing aren’t that tough, and even if you take a bit of damage you should still be able to push through. Battle 4 is about the same: you’ll likely make it through even if you have to take a few hits to do it.

Battle 3

Battle 3

Best served cold…

So we’ve come at last to our long delayed revenge. Just as on Ultimate, Aokiji will start the battle off by using Ice Block Pheasant Beak to drastically reduce your HP. Again, don’t worry, this won’t kill you. Just heal yourself to full with Marco’s Special afterwards, and get started hammering away at Aokiji until he’s very nearly at low HP.

Trying our luck on Master difficulty...

Trying our luck on Master difficulty…

Once Aokiji gets down past 50% of his HP, he’ll use Haste and buff his ATK. After that happens, you’re going to need to be very careful with the battle. The Ice Block Pheasant Beak triggered when his HP drops too low will hit you for 20,000 damage on Master difficulty. It’s much less damage than on Ultimate, but still more than enough to stand a dangerously high chance of knocking you out. Keep a sharp eye on your remaining HP and be smart about when to use your Specials.

 We somehow managed to keep most of our HP

We somehow managed to keep most of our HP

Barring any catastrophic mistakes, you should be able to wear him down until your moment arrives. You’ll be able to use Garp’s Meteor Fist Shower twice, and Shave‘s slot boosting effects last for two turns, so once Aokiji’s HP gets low enough, go ahead and deploy your specials. Use your judgement to determine whether it’s worth using some of the [RCV] slots from Garp’s Special to heal, or whether it makes more sense to attack with all you’ve got.

Meteor Fist Shower and Shave

Meteor Fist Shower and Shave

On the next turn, use your second Garp’s Meteor Fist Shower, followed up with Bombardier Arabesque to give yourself a full slate of [PSY] slots. Then, use Impact to double ATK for PSY types. Shave‘s slot-boosting should still be in effect.

With all these buffs, we were able to deal enough damage for a finishing blow! Just like that, we’ve defeated Aokiji!

Victory!!

Victory!!

We were able to Recruit Aokiji!

Recruited Aokiji!

Recruited Aokiji!

We got a new title, Chill Chill!

Got a new Title!

Got a new Title!

Taking on Ultimate difficulty this time, we were very clearly out of our depth. Thinking about it, we’re pretty sure that our strategy for Master difficulty wouldn’t work for Ultimate. You’d probably need a crew more like the one we tried the first time for Ultimate… but with a little something extra. Who could we switch in to beat Aokiji?

Only thinking about powerful PSY types, we came up with Shanks, Sengoku, and Eneru as possibilities, and we’re looking forward to a few more runs to figure out what works. Beyond trying different characters, be sure to Max the Going Merry to get that 1.5x ATK boost, then go ahead and try your hand at defeating Aokiji on Ultimate!

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