Clash!! Eneru

For 24 hours only! Clash!! with Eneru. Can your crew stand up to divine retribution?

This time we’ll be bringing you a strategy for Clash!! Eneru on Master difficulty. Clash!! Eneru: Worship

A Clash!! …with Conditions.

ake damage from Judgement

Take damage from Judgement

As usual, the enemies you’ll go up against during a Clash!! event are not for the faint of heart, this time we’re going to find ourselves in even more hostile territory than usual, with map damage being dealt every three turns in the form of Judgement. We haven’t seen Eneru since we defeated him on Skypiea, and we’re not quite sure how much stronger he’s gotten since then. Well, we aren:t taking any chances so let’s put together a DEX team, to give us the biggest advantage against QCK type Eneru.

Today's lineup.

Today’s lineup.

Our Captain and Friend Captain are both going to be Donquixote Doflaming Warlord of the Sea. The two of them together will quadruple the ATK and HP of Slasher class characters, something we’re going to utilize fully by adding Roronoa Zoro Ashura Ichibugin and Hawk Eyes Mihawk to our crew. Our Captains also let us use Overheat twice, boosting slot effects and freely swapping slots two times. We feel pretty good about this crew so far.

We fully expect to be taking a lot of damage, both from the environment and Eneru himself, so our next member is going to be Marco the Phoenix, who’s Special will let us fully restore our HP. Finally, we’ll really have to choose our moment, but we want Usopp Golden Pound and his ability to stall the enemy by three turns, for sure.

Charge!

The most important thing we’re going to need to do along the way to the Boss is charge, charge, charge. Make sure you charge your specials, even if you need to take a hit or two to do it. Judgement’s map damage will hit the enemy as well as you, so keep that in mind.

Lightning strikes every three turns, and for Battle 1 you should aim to finish off your enemies by the time it strikes twice, or on the sixth turn.

Battle 1

Battle 1

On to battle 2! Turtles and lobsters have pretty high defense so, so you’re going to want to attack them all out. Try not to take any damage this time. If you can’t manage to defeat them both, at least make sure you don’t take a hit from the Lobster. Then, just let Judgement finish off your enemies for you and push through!

Battle 2

Battle 2

When you get to Battle 3, the QCK type Skypiea Enforcer is going to hit your pre-emptively with DuoChrome Bind, locking all INT and PSY Types in your crew. Not only that, but the other Enforcers are going to attack you after the first turn, and when you do, they’ll hit you with more Bind attacks. The STR, DEX, and QCK types will Bind INT and PSY, and vise versa. You’re going to want to focus on the PSY and INT Enforcers to make sure you don’t get completely tied up.

For this battle, aim to defeat everyone two turns after the next Judgement!

Battle 3

Battle 3

Battle four is kind of a nightmare, with every one of your enemies capable of Binding your crew. The Sea Stallion’s bind will last for six long turns.

If you’ve timed the Judgement right, death from above should finish off your enemies for you at the end of the first turn.

Battle 4: Bind Hell

Battle 4: Bind Hell

The Boss, Eneru is going to start off with a few pre-emptive defense moves, Mantra and Logia Power: Halve Damage, making himself immune from status effects for three turns and cutting the damage he takes in half. Our first mission then, is to stay in the game until his defenses wear off!

Eneru's Pre-emptive Attack

Eneru’s Preemptive Attack

Next: Starting at the end of the first turn, and on every third turn thereafter, Eneru will use All shall return to nothing as an interrupt. That’s going to shuffle your slots and clear the field, erasing any buffs you might have given your crew, as well as any debuffs you might have given him, including any Delay effects. The best time for you to use your Specials is goin to be right after he casts All shall return to nothing, so watch your timing and don’t let your Specials go to waste!

Return to the void!

Return to the void!

Striking Twice

Our first run through on Ultimate was not met with glorious victory in battle, nor were the several after that… In the end we weren’t able to charge our Specials as much as we thought we’d be, and getting hit by 6,000 damage every single turn made us see how entirely unprepared we were for that kind of a beating. In the end we decided to switch to Master difficulty.

Nothing about the basic flow of our strategy has really changed, but we’ll have a lot more room to breathe since every enemy is just that much weaker. Feel free to take a few more (2-3) hits in Battle 1 if it lets you charge your Specials.

Charge, charge, charge!

Charge, charge, charge!

When you get to this part, try to get hit with the INT/PSY Bind, while avoiding getting your DEX characters locked up. After that, leave just one of the Skypiea Enforcers around and charge your Specials for a few more turns. Make sure you watch the timing on Judgement before you move onto the fourth Battle!

Use his own Specials against him as much as you can.

Use his own Specials against him as much as you can.

Time for our climactic showdown…

Even on Master level he's pretty formidable.

Even on Master level he’s pretty formidable.

It’s alright if your specials aren’t immediately useable right when you arrive at the final battle. Getting the timing right will be tough, but we’re going to want to sit on these until we really need them. First we need to fight until Mantra and Logia Power: Halve Damage run out, and even then, fight until our HP gets too low to fight any longer. Once our HP is skirting disaster, we’ll use Blue Flame Rebirth!

 


Wait until the very last moment!

Wait until the very last moment!

 

Several turns of attacking later, when we’ve got his HP down to about half, Eneru is going to stop playing around. Not only does he use 20,000 Amaru to cut our HP in half, he starts hitting us for major damage with normal attacks, too. He’ll be using 200,000,000 Volt Amaru every turn from here on out, so we’d best get used to it.

Eneru gets serious!!

Eneru gets serious!!

At this point, our biggest enemy is time. Eneru has just used his status nullifying attack, so it’s time to immediately use Golden Pound and buy ourselves three turns. Then, we hit him with Hawk-Eyes Mihawk’s Black Blade Ship Cutter!

 


Time to go on the offense!

Time to go on the offense!

 

We let loose with every Special we’ve got left and finally manage to get Eneru on the ropes. One last Overheat, and as long as we don’t mess up our tap timing, we should be able to come out on top…!

 


All together now...!

All together now…!

 

We’ve defeated Eneru!

What is a god to a nonbeliever?

What is a god to a nonbeliever?

Unfortunately, we didn’t manage to Recruit the man himself, but we did get a new Title, Rumble!!

Got a new Title!!

Got a new Title!!

We weren’t able to take on Ultimate level this time, but we’ve got the feeling that there are a lot of other ways to approach the challenge. Getting our levels up higher before we try again is an obvious one, as well as raising our Special levels to make charging them easier. We may have been able to do better if we’d done more prep time beforehand.

Perhaps consider including White Chase Smoker to keep yourself in the game longer with his defensive special White Out, or including some more slot control to boost your standard attacks. Try out a bunch of different strategies, and see what works best for you!

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