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DEAD or TREAT!! ~Midnight Party~ Banner
Quest Boss Difficulty Conditions Notable Captures/Drops
Midnight Party!
Shiver
F0766

F0767

F0768

F0769

Rookie
N/A
F0766

F0767

F0768

F0769

F0762

Dark King’s Aura Manual

Brilliant Punk Manual

Blue Flame Rebirth Manual

Flame Mirror Manual

Impact Manual

Spring Hopper Manual

Hot Blooded Bat Manual

RCV Slot Storm Manual (Dorry)

Midnight Party!
Sweat
F0766

F0767

F0768

F0769

Veteran
N/A
Midnight Party!
Shake
F0766

F0767

F0768

F0769

Elite
N/A
Midnight Party!
Tremble
F0766

Expert
N/A
Difficulty/Stamina
Battles
Experience
Beli
Title
Rookie
5
5
508
5048
-
Veteran
10
5
1250
8875
-
Elite
15
9
2358
12432
Trick
Expert
30
9
5564
26256
Ghost

NotesEdit

  • 1 Rainbow Gem will be received upon full clear of all difficulty levels.
  • Limited-Time Event.
  • All difficulties get a chance to drop Rayleigh's, Dorry's, Mr. 9's, Ace's, Jozu's, Bellamy's, Usopp's and Marco's Manuals.
  • The higher the difficulty level, the higher the chance you'll have of getting one of the manuals listed above.

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 DEAD or TREAT!! ~Midnight Party~Edit

FAQsEdit

General InformationEdit

This fortnight was released the month of October leading up to Halloween. Unlike most stages that feature a main boss, it will feature the straw hats as moderately difficult bosses with health triggers.

On 30 stamina, you'll have to deal with Nico Robin (DEX), Brook (INT), Sanji (PSY), and the final boss Zoro (QCK). The secret boss is Lying Wolf Usopp (PSY) who is rare, but able to show up on any difficulty.

Rainbow teams will work pretty well, and everybody's favorite Slasher team is certainly viable. However, with the introduction of the new Powerhouse class, you may want to take a long look at bringing along a powerhouse crew for this fortnight. STR-based teams do well due to a preemptive STR orb change by Sanji on stage 8, but make sure you still have a mix as Zoro will potentially be the most dangerous stage.

Recommended CaptainsEdit

Recommended Support UnitsEdit

  • Powerhouse Teams
  • Slasher Teams
  • Donquixote Doflamingo Warlord of the Sea: Great for a Zoro burst round as well as finishing the attack chain with Zoro. Note, his special is not use-able past Sanji's turn.
  • Koza Rebel Leader: Save his special for a burst round against Zoro.
  • Ryuma: Useful for finishing an attack chain against Brook. His special is too high to consider for this fortnight, so he's a beatstick and can be replaced with any other hard hitting PSY slasher you may have.
  • Sir Crocodile Warlord of the Sea: Great for finishing attack chain against Sanji. He can give himself a matching orb if you find yourself ona 1 turn cooldown with Sanji and need to take him out.
  • Striker Teams
  • INT Speedrun team - Must have level 2 cooldown reduction sockets
Where are Orb Boosters?!?!?!
So there's a strange thing with Sanji where he actually gives you an Orb boost for many rounds. Therefore, you can't use your own Orb Booster on Zoro.

Recommended SocketsEdit

No sockets are really required for this stage, though anti-lock and anti-despair do come into play.

Level 2 anti-lock is useful for the high defense character round and buying some more time, as well as against Robin in the case that you find a unit locked for 5 turns. In the rare case that you run into the secret boss, Usopp Lying Wolf, you'll find a level 2 anti-lock helps but is not required.

A level 1 anti-despair is nice in case you are hit by Brook's sub 50% move, but not required.

As usual, matching orbs and cooldown sockets will help.

Recommended TeamsEdit

Powerhouse Team
Captain Subs Friend Ship
F0754 F0756F0737F0066F0314 F0754 Thousand Sunny thumb
Requirements
  • MAX Thousand Sunny
  • This team has a lot of
    alternates you can bring.
    Most are beatsticks except for Blueno
    who has a useful special for bursting Zoro.


Striker Team
Captain Subs Friend Ship
F0575 F0261F0510F0268F0314 F0357 Thousand Sunny thumb
Requirements
  • MAX Thousand Sunny
  • Aokiji and Whitebeard can one-shot
    Sanji and Zoro with the 2
    round boost from Aokiji.
  • Kid's special will be ready to
    take out Robin
  • Smoker is just a beatstick for
    Zoro. Try and get a
    matching DEX orb for your final
    round against him.



F2P Slasher Team
Captain Subs Friend Ship
F0227 F0425F0322F0066F0015 F0227 Coffin Boat
Requirements
  • Coffin Boat MAX
  • Most units are beatsticks with damage
    specials. Can be replaced.
  • Arlong can act as captain as well
    if you don't have Mihawk



Speed INT Team
Captain Subs Friend Ship
F0414 F0408F0599F0210F0221 F0414 Merry
Requirements
  • MAX Merry Go suffices
  • Must have level 2 cooldown sockets
  • Buggy's special is recommended to be ready for round 6
  • MAX/MAX Nico Robin for round 9 to be ready with no stalling
  • Nami's special ready for round 7


Double Eneru Safe Team
Captain Subs Friend Ship
F0603 F0365F0737F0870F0993 F0603 Merry
Requirements
  • MAX Merry Go suffices but
    TS special can help with a burst
  • No specials needed - don't bother stalling.
  • The higher Eneru+CC level
    the safer the run.
    At near max Eneru+CC levels
    you can tank nearly everything.
  • This team has a lot of
    alternates you can bring.
    Most are beatsticks except for Capone
    who has a useful special for bursting Brook.


30 Stamina WalkthroughEdit

Most Mid to High-level teams should be able to clear this level without an issue. This walkthrough will be a stall walkthrough where a team may be looking for 17-22 rounds of stall time.

Stage Strategy Enemy Info
1 Dead or Night Midnight - 1 Grunts and Porc

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

1-3 turn cooldown

2 Dead or Night Midnight - 2 Grunts and Evolvers

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

Blue Treasure Turtle

4 hp

Cooldown varies 1-3 turns.

3 Dead or Night Midnight - 3 Grunts and Evolvers

Take out grunts and stall on the turtles. If you have taken no hits at this point, you should have between 7-10 turns stalled at this point.
Enemy Hp Attack Pattern

Blue Daimyo Turtle

Blue Treasure Turtle

8 hp

4 hp

-

4 Dead or Night Midnight - 4 Grunts and Evolvers

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

Blue Armored Crab

8 hp

-

5 Dead or Night Midnight - 5 High-defense Marines and Blue Daimyo Turtle

Take out the grunts and stall on the evolvers without taking a hit.

You will have stalled to about 14-18 turns based on the cooldowns you've received after this point. This can increase if you decide to take damage, but beware many of the straw hats will hit hard.

Enemy Hp Attack Pattern

Marines

Blue Daimyo Turtle

4 hp

8 hp

Marines will lock the unit that they are weak to for two turns.

6 Dead or Night Midnight - 6 Nico Robin Devil Girl

Try and finish your attack chain with a STR unit with a STR orb. Your goal is to cause as much damage as possible in the first round. Consider using a Mihawk here to begin with to reduce her health to as low as possible. Do not worry about any health triggers for the first round, just CAUSE DAMAGE!!

After your first attack, she will put up a percentage damage reducer for 3 rounds. Each hit will only cause 30% of the max damage for these three rounds. Continue to try and take her out as fast as possible with standard attacks and don't use any specials at this point that aren't Base Damage.

Under 20% health (assuming it is not her defense buff round in which case she skips), she will lock a random unit for 5 turns. It does not matter if it's her turn to attack or not, she will immediately lock the unit if her health falls below this mark.

Enemy Hp Attack Pattern

Nico Robin Devil Girl

380,000 hp with 100 defense

She will begin with a 1 to 3 turn cooldown. After one turn, regardless of what happens, she will put up a 70% defense buff which will cut all damage to her by 70% (Base Damage and Percentage Cuts still work).

Loop: She will attack for 4,252 ever three turns.

Once her health falls below 20%, she will lock a unit for 5 turns.

7 Dead or Night Midnight - 7 Brook Cowardly Skeleton

Unless you have a damage reducer, this will be your last stage to really 'stall'. Brook hits consistently, but not too hard for 2,512 damage each turn.

Under 50% health, he poisons your squad to cause 600 damage each turn. This can add up for teams that don't heal, like Slasher teams. Your goal is to get him right above 50% health. Then burst attack him and finish your chain with your PSY unit. You can consider using a special or Thousand Sunny to push him below 50% before starting your round, but save your Orb and Attack boosters if you have brought only one.

Enemy Hp Attack Pattern

Brook Cowardly Skeleton

400,000 hp and 100 defense

Brook preemptively changes all your orbs to weak.

Brook attacks every round for 2,512 damage with a one turn cooldown.

Under 50%, Brook will poison your squad for 999 turns which causes 600 damage each turn. He will also despair both captains for 1 turn. He will continue to attack for 2,512 each round.

8 Dead or Night Midnight - 8 Sanji Ghost Knight

Phew, finally a breather! Sanji will heal your for a small amount as well as boost your orbs. We're not sure what amount is healed, it seems to be random. He also changes all your orbs to STR. If you want to manipulate any orbs, now is the time to activate them and smash away at Sanji.

Don't worry about triggering any health-based attacks, Sanji will always attack ONLY when his cooldown reaches 0 so you'll always have 3 turns to plan your damage against him. However, he hits SUPER hard (9,999 damage!). Activate a damage reducer if you brought one and are about to take a hit. Otherwise, plan around his 20% health damage and you'll be fine! Prep any specials you'll need for Zoro on the next round!

Enemy Hp Attack Pattern

Sanji Ghost Knight

690,000 hp with 500 defense

Attacks every 3 turns for 7,690 damage.

Once his health is below 20%, his next attacks will be for 9,999 damage.

9 Dead or Night Midnight - 9 Roronoa Zoro Jack the Ripper

Zoro is the trickiest but not necessarily the hardest fight. At all costs, you must avoid hitting him below 50% health unless you kill him on that turn. The other stages gave you more flexibility if you fell below a health trigger, but Zoro's will outright kill you if you don't have the health to survive. Under 50% he will negate 100% damage against him, so you just have to sit back and wait.

The strategy is to get him to just above 50% health. Activate all unused specials to cause as much damage as possible, and then make sure you don't miss your attacks!

Enemy Hp Attack Pattern

Roronoa Zoro Jack the Ripper

600,000 hp with 200 defense

Begins with a 1-3 turn cooldown. Zoro hits for ~4,600 damage every 2 turns.

When his health falls below 50%, he immediately gives himself Damage Immunity for 2 turns (Nothing will harm him, not even health-based attacks like Mihawk). He will attack for 6,000 every two turns and also change your orbs to [TND] each time he attacks.

Secret Stage Dead or Treat Midnight - Sec Usopp Lying Wolf

Usopp can appear on any stage between 1-8. If he appears where a boss would have appeared, that boss will not appear during your run.

Take Usopp out in one round if you can cause the damage. Otherwise, take him out in two so as not to trigger his 50% unit lock.

Enemy Hp Attack Pattern

Usopp Lying Wolf

~300,000 hp

Begins with a 1-3 turn cooldown. He then attacks every two turns. Under 50% health, Usopp will lock a random unit for two turns.


Team Builder HelperEdit

Powerhouse Characters who Change Orbs


Powerhouse Characters who Delay Turns


Powerhouse Characters who Boost Attack


Powerhouse Characters who Reduce Damage


Slasher Characters who Change Orbs


Slasher Characters who Delay Turns


Slasher Characters who Boost Attack


Slasher Characters who Reduce Damage


Any Type Characters who Boost Orb Damage

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