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General InfoEdit

Apprentices Shanks and Buggy Banner
Quest Boss Difficulty Conditions Notable Captures/Drops
Apprentices Shanks and Buggy: Upstarts
F0598

Rookie
N/A
F0598

F0600

Demon Face Manual

Doppelman Manual

Conqueror’s Haki Manual

Snow-Slicing Blade Manual

Surprise Dial Illusion Manual

Surprise Ball Dragon Manual

Mountain Belly Manual

Crystal Shield PSY Manual

Apprentices Shanks and Buggy: Apprentices
F0598

Veteran
N/A
Apprentices Shanks and Buggy: Passable
F0599

Elite
No using two of the same character, including Friends or Helpers.
Apprentices Shanks and Buggy: Masters
F0599

Expert
No using two of the same character, including Friends or Helpers.
Difficulty/Stamina
Battles
Experience
Beli
Title
Rookie
5
5
524
2960
-
Veteran
10
5
1268
8754
-
Elite
15
7
2364
11032
Apprentice
Expert
30
7
5566
26124
Youngster

NotesEdit

  • A special trait to this level is you may rarely find a 500,000 beli bag on the mini boss stage with Buggy. It is speculated to represent Captain John's Treasure!
  • 1 Rainbow Gem will be received upon full clear in the Expert mode.
  • Limited-Time Event.
  • All difficulties get a chance to drop the manual or secret boss.
  • The higher the difficulty level, the higher the chance you'll have of getting one of the manual or secret boss to appear.

Drop ratesEdit

  • Do you want to know what are the precise drop chances of a poster or manual? Now you can see them here (for Elite and Expert). Also, please help refine that data by sharing the results of your drops through this form.


How to Beat Apprentices! Shanks and Buggy!Edit

FAQsEdit

General InformationEdit

The stages here are rather uninteresting and straight forward. The turtles have high cooldowns for plenty of stalling. The real challenge is your team composition and sockets.

Recommended CaptainsEdit

It is usually recommended you bring a PSY team against an INT boss since they have no weaknesses against any color and are strong against INT characters. However, Shanks as a mini boss, or on the final stage, and Buggy arriving with baroque works can cause massive issues for PSY only teams.

An anti-lock socket level of two helps but it's best to avoid these all-in strategies. Bring a striker or fighter team comprised of PSY and INT units and you'll have all you need to beat this level. The new Powerhouse teams with Lucci also rip up this level.

As usual, a slasher team works too but the options in the fighter, powerhouse, and striker class are currently better.

  • Striker leads
  • Fighter leads
  • Powerhouse leads
  • Slasher leads
  • PSY leads
  • INT leads

Recommended Support UnitsEdit

  • PSY teams
  • Usopp Usopp Golden Pound if you need to stall. You can bring Usopp Impact if you are running speeds runs against the level, but his Cooldown must be ready by level 7 in case you face baroque works buggy version.
  • INT teams
  • Powerhouse teams
  • Striker teams
  • Fighter teams
  • Monkey D. Luffy Davy Back Fight: Combat is useful if you get the Giants version or Shanks version of the final stage. He can turn the Block orbs into STR orbs. Since the Shanks version will lock the orbs for two turns, having 3 rounds of 1/2 damage can be devastating. Any orb changer that removes Block orbs can work here.
  • Caroline or Dark King Rayleigh to remove locked units.
  • Slasher teams

Recommended SocketsEdit

level 1 anti-lock sockets make the stages a breeze. Level 2 stops the lower left unit from being locked on a variation but isn't a big deal.

As usual, matching orbs, cooldown, and even auto-heal help as you'll probably take some hits from buggy and preemptives.

Recommended TeamsEdit

Speed Striker Team
Captain Subs Friend Ship
F0453 F0643F0314F0422F0204 F0575 Merry
Requirements
  • This team has a lot of
    alternates you can bring.
    Only Nami and Mr. 3's special are used.
  • Rakuyo, while weaker, tends to run this
    mission faster due to his cooldown
    reducer ability. He's best replaced by Kid.
  • Mr. 3 can be replaced by
    Gecko Moria Warlord of the Sea if you aren't
    going to use his special.


Free to Play PSY team
Captain Subs Friend Ship
F0306 F0208F0425F0263F0015 F0768 Merry
Requirements
  • Most sub units can be replaced
    with other hard-hitting PSY units.


Power INT Team
Captain Subs Friend Ship
F0221 F0408F0414F0210F0204 F0255 Merry
Requirements
  • N/A


30 Stamina WalkthroughEdit

Apprentices Buggy and Shanks 30 Stamina - Striker-based team07:57

Apprentices Buggy and Shanks 30 Stamina - Striker-based team

Most Mid to High-level teams should be able to clear this level without an issue. The trick is making sure you have both a INT and PSY unit team and to be patient to not push the bosses under 20%.

It is recommended to bring a level-2 anti-lock for this stage.

Stage Strategy Enemy Info
1 Apprentices - 1 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern
Grunts -

-

2 Apprentices - 2 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern

Grunts

-

-

3 Apprentices - 3 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern

Grunts

-

-

4 Apprentices - 4 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern

Grunts

-

-

5 Apprentices - 5 buggy Grunts and Buggy Pirate Apprentice

Take out the grunts first, then focus on Buggy

Make sure not to push Buggy below 20% and take Buggy out.

Enemy Hp Attack Pattern

Buggy Pirate Apprentice

~300,000

Buggy will preemptively attack for 1,440 and lock a random unit for one turn with his first attack.

He continues to attack with a 1 turn Cooldown for 1,770.

6 Apprentices - 6 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern

Grunts

-

-

7 Apprentices - 7 standard Grunts + Buggy Roger Pirates

This is one version of the Final Stage. On Global there are four possible final rooms. You could also get the Baroque Works (alternate 1), Giants (alternate 2), or Shanks and Buggy (Alternate 3).

Focus on taking out the grunts first. If you have a Time Delay character activate them now.

When you get to Buggy, DO NOT push him under 20% unless you can kill him. His "cannot be defeated" and attack buff can be an annoyance that is best avoided. You can bring a Mihawk or unit that poisons and it will beat the defense, but it's best to just bring strong hitting units and avoid this status all together.

Enemy Hp Attack Pattern

Buggy Roger Pirates

~500,000

Preemptively attacks for 2,320 and locks the bottom left unit for two turns.

When his health falls below 50%, he will perform an ATK buff and hit for 3,480

Under 20% health, he prevents defeat for 2 turns

Alternate Boss 1 Apprentices - 7 Giants Giants + Buggy Roger Pirates

If you have a Time Delay character or Damage Reducer, activate them on the first round. This will give you time to get rid of Block orbs.

Focus on the giants and then attack Buggy. Follow the same strategy as stage 7 for Buggy.

Enemy Hp Attack Pattern

Buggy Roger Pirates

Giants

~500,000

~120,000

Buggy will preemptively attack for 2,440 and change all orbs to Block (1/2 damage).

When his health falls below 50%, he will perform an ATK buff and hit for 3,480HP every turn.

Under 20% health he will prevent defeat for 2 turns

Alternate Boss 2 Apprentices - Sec2 Shanks Roger Pirates + Buggy Roger Pirates

The final stage will sometimes include both Shanks and Buggy. The only thing to be cautious of is to NOT push the bosses below 20%. Either take them completely out or stop your attack before pushing them into the danger zone as you will receive massive damage if you don't.
Enemy Hp Attack Pattern

Shanks Roger Pirates

Buggy Roger Pirates

-

-

They will preemptively change your orbs to Block and lock them in place for 2 turns which gives you three straight turns of Block.

Buggy follows his stage seven version's attack pattern of a one turn Cooldown and deals over 1,000 damage. Under 50% he performs an attack buff, and under 20% he puts up a cannot be defeated buff for two turns.

Shanks hits every two turns for under 5,000 damage,

Alternate Boss 3 Apprentices - Baroque Baroque Works + Buggy Roger Pirates

This stage is the reason you don't bring an all PSY team. You can survive with anti-lock and proper planning but why bother?

Bring along a few PSY and INT units with a class boosting captain and you'll be fine. When you PSY units are locked you can use a Time Delay character or damage reducer like Nami Mirage Tempo: The Heavens who completely negates all INT damage for a round. This will give you plenty of time to take out some of the Grunts while you PSY units wait to be unlocked.

Take out the grunts first and then focus on Buggy. His attack strategy is the same as the main stage Buggy.

Enemy Hp Attack Pattern

Buggy Roger Pirates

~500,000

Preemptively cuts your teams HP in half and chains ALL PSY units for 1 turn.

He attacks every turn for 2,320 damage.

When his health falls below 50%, he buffs his ATK and hits for 3,480

Under 20% health, he prevents defeat for 2 turns

Secret Stage Apprentices - Sec Shanks Roger Pirates + Buggy Roger Pirates

The Random stage will sometimes include both Shanks and Buggy. The only thing to be cautious of is to NOT push the bosses below 20%. Either take them completely out or stop your attack before pushing them into the danger zone as you will receive massive damage if you don't.
Enemy Hp Attack Pattern

Shanks Roger Pirates

Buggy Roger Pirates

~300,000

~200,000

Shanks deals 3,624 damage every 2 turns. Under 20% hp, he will attack for 4,032 damage.

If his health falls below 20%, he will heal back to 80% for his turn but won't attack.


Team Builder HelperEdit

PSY Characters with Attack Boost


PSY Characters with Orb Boost


INT Characters with Attack Boost


INT Characters with Orb Boost

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