Clash!! Buster Call: Vaporize

For 24 hours only, Clash!! Buster Call is storming Extra Island! Has everyone given it a shot yet?

Today we’ll be bringing you a strategy to stop the massive fleet on Master difficulty: Clash!! Buster Call: Vaporize.

A string of severe Boss Battles await you!

As this is Master difficulty and we are up against the biggest threat of the military, you can expect the Battles ahead to be very demanding! The Vice-Admirals and Captains that await us in the Boss Battles each have their own unique strengths and abilities, so preparation is a must! As always, we challenged this quest many times, learned from our mistakes, and wrote this guide to provide you with the best strategy for success!

A crew with high ATK and healing

And here is the crew to blow those navy guys out of the water!

High ATK and RCV

High ATK and RCV

We chose Eneru, Lightning Incarnate 200,000,000 Volt Amaru as Captain and Friend Captain as he has quite a high ATK as well as healing abilities. Eneru’s 200,000,000 Volt Amaru Special, which we can use twice, doubles QCK-types ATK and his Captain Ability heals us every turn! And very necessary to this crew is Usopp Golden Pound. Although he won’t get the ATK boost from our Captain Abilities, we’ll benefit greatly from his Special that delays the enemy for three turns!

Next is Kaku Dock One Carpentry Specialist to boost the effect of our slots, and to help us out with healing when we’re in the danger zone, we added Humming Swordsman Brook. Brook’s Lullaby Parry can lower the enemies’ DEF which will help out a ton against those with boosted DEF as well as opposing types! Lastly, to deal with those enemies with high DEF yet low HP, we added Sir Crocodile, the Strongest Prisoner Ex-Seven Warlords Member as his Poison ability will work nicely against them. Definitely put him in if you have him because with Usopp in your crew, the pair of them will bring great results!

Just a tip, the ship we used was the Merry Go at level 8 and Usopp’s Golden Pound Special was at level 3.

Charge your Specials as much as possible in the first few battles!

You can charge your Specials pretty far in the first two battles, but you’ll want to watch out for the Majors in Battle 1, as they have skills to replenish their health, reduce your health, and hide SFX. Just like in Enies Lobby, you’ll need to take extra care around them. Charge your Specials by leaving one alive and attack with Usopp. You won’t do much damage so see how far you can charge up!

We recommend leaving the Bazooka or Knuckle Major

We recommend leaving the Bazooka or Knuckle Major

You can charge up safely against the turtles in Battle 2 thanks to Eneru’s healing abilities. Just make sure you attack with a character with a low combo like Brook or Kaku. Try to get in at least 12 turns!

Army of Turtles in Battle 2!

Army of Turtles in Battle 2!

Bring on the Captains!

Marine Captain Shu awaits us in Battle 3. He’ll use the power of his Rust-Rust Fruit right off the bat, significantly lowering our Slashers’ ATK if we have any. If you don’t have any Slashers in your crew then you don’t have to worry.

ATK Down for Slashers!

ATK Down for Slashers!

The Battle with Shu isn’t too difficult and you shouldn’t need to use any of your Specials. However, his ATK overpowers your healing each turn so try your best to replenish your HP with RCV! By the way, watch out when Shu is on the verge of death because he’ll call for reinforcements and we don’t want that!

Don't leave Shu on his last legs!

Don’t leave Shu on his last legs!

Marine Captain Berry Good will be waiting for you in Battle 4. He’ll hit you with a pre-emptive Berry-Berry Fruit, changing all your slots to [EMPTY], [BLOCK], and [BOMB]. He can be pretty annoying too as he’ll use the same skill every two turns after that as well.

Berry-Berry Fruit: Change Slots!

Berry-Berry Fruit: Change Slots!

Let’s use Crocodile’s Merciless Ploy: Poison Needle here to deal with these pesky marines! You can’t take out all 5 of them with just normal attacks, and when Berry Good gets low on health, he’ll also call for back up. Luckily, these guys don’t have too much HP and the Poison should take them out by itself. Just stay clear of Berry Good’s 10,000 point damage and you should be fine!

Your reinforcements got nothing on our Poison!

Your reinforcements got nothing on our Poison!

Here come the Vice-Admirals, one by one.

Strawberry from the Navy HQ comes to greet us in Battle 5. He doesn’t have a pre-emptive attack, but will randomly Bind one of your crew members every three turns after the first turn, making for quite the annoying fellow. Delay him before he gets his Bind in with Usopp, and clean up his crew with one of your 200,000,000 Volt Amaru Specials!

Unleash your Special before his Sea-Prism Stone Cuffs!

Unleash your Special before his Sea-Prism Stone Cuffs!

Let’s hold onto our Specials at this point and break through Strawberry’s defenses! If you have [RCV] slots here, take some hits and see if you can charge your Specials a bit. Also, Strawberry won’t surprise us with anything sneaky when he’s on the brink of death, but he will use his Special every turn. His Special really packs a punch, so take him out as quick as you can!

Don't fall to Strawberry's Special!

Don’t fall to Strawberry’s Special!

Onigumo from Navy HQ waits for us in Battle 6, and hits us with a pre-emptive Chain Block, capping our chain multiplier capacity at 2.0 – definitely not a good thing for those crews who use Silvers Rayleigh as their Captain.

初のチェイン係数制限

Our precious chain multiplier!

Onigumo attacks for 3,000 point damage so compared to other Vice-Admirals, he’s weaker. Although, he attacks every turn so in the end there really isn’t much of a difference. To make matters worse, he’s strong against our Type, making for quite the long battle. Let’s use Brook’s Lullaby Parry here to get our health up a bit while lowering the enemies’ DEF and delay with Usopp if his Special is available.

HEAL, DELAY, DESTROY!!!

HEAL, DELAY, DESTROY!!!

We were lucky enough to get some [RCV] slots and we finally cornered Onigumo! To prevent him from using his Special, we used Usopp’s Golden Pound (for the third time now), and were able to take out Onigumo while he was delayed! And just so you know, Onigumo’s Special does 8,000 damage and binds three characters randomly for two turns. If he hits you with it, there’s little hope for success.

Finish him when he's Delayed!

Finish him when he’s Delayed!

Battle 7 introduces us to Vice-Admiral Dalmatian from the Navy HQ. We got the upper-hand as the enemy is weak against our Type and if our slots match, we can take out the enemy before they even have a chance to hit us. Unfortunately, if we storm through this battle without charging Usopp’s Special, the following fight with Momonga could be quite the struggle. Lets rely on the healing from our Captains and get Golden Pound ready for Momonga!

Dalmation's Normal ATK does 10,000 and Special ATK does 30,000 damage!

Dalmation’s Normal ATK does 10,000 and Special ATK does 30,000 damage!

Time to stop the Buster Call!

Battle 8

Battle 8

We’re sorry to have kept you waiting so long Momonga! Our last Marine from HQ will use Vice Admiral’s Resolve right off the bat, reducing taken damage by half and calling for reinforcements so his crew totals five by the end of the first turn. So wait and make sure you Golden Pound all of them and not just Momonga! Plus, he’ll call for more reinforcements every three turns, so it’s better we save the others for later and focus on defeating Momonga first!

Time your Delay for after the reinforcements!

Time your Delay for after the reinforcements!

When the halve damage effect wears off, it’s time to use both of Eneru’s 200,000,000 Volt Amaru! If and when your slots are matching, launch Mountain Wind to increase their effect and finish off the enemy!

Success! We stopped the Buster Call!!

Success! We stopped the Buster Call!

We were successful in recruiting all the Captains and Vice-Admirals from this quest and obtaining the Buster Call title as proof of our win!

We got all the Captains and Admirals plus a new title!!

We got all the Captains and Admirals plus a new title!

So what other crews can lead you to victory in this battle? It might be a bit easier to pass this quest with captains whose Captain Abilities don’t favor specific types, such as Whitebeard and Sengoku the Buddha. Nonetheless, make sure you have Usopp Golden Pound in your crew with his Special leveled up. Make your battles even easier by boosting your ATK by 1.5x by using the Merry Go or Thousand Sunny! Try the quest a few times and see what works for you!


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