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  ➥ East Blue  ➥ Fushia Village  ➥ Alvida's Hideout  ➥ Shells Town  ➥ Orange Town  ➥ Syrup Village  ➥ Baratie  ➥ Arlong Park  ➥ Loguetown
  ➥ Grand Line Entry Zone  ➥ Twin Cape  ➥ Whiskey Peak  ➥ Little Garden  ➥ Drum Island
  ➥ Kingdom of Alabasta  ➥ Nanohana ► Rainbase  ➥ Alubarna
  ➥ Grand Line Entrance to Skypiea  ➥ Jaya
  ➥ Skypiea  ➥ Angel Island ~ Upper Yard  ➥ Upper Yard ~ Ark Maxim
  ➥ Grand Line, Vicinity of Water 7  ➥ Long Ring Long Land  ➥ Water Seven  ➥ Enies Lobby Front Gate  ➥ Tower of Law ~ Gates of Justice
  ➥ Thriller Bark  ➥ Mouth Gate ~ Hogback’s Mansion  ➥ Moria's Mast Mansion
  ➥ Grand Line Halfway Point  ➥ Sabaody Archipelago
  ➥ Grand Line Calm Belt  ➥ Amazon Lily  ➥ Impel Down
  ➥ Grand Line Marineford  ➥ Marineford Bay  ➥ The Bay - Oris Plaza
  ➥ Location of the Straw Hat Pirates  ➥ 3D2Y
  ➥ Grand Line Entrance to the New World  ➥ Sabaody Archipelago Redux
  ➥ Fish-Man Island  ➥ Deep-Sea Aphotic Zone to Ryugu Palace  ➥ Execution Platform of the King To Ark of Noah
  ➥ Punk Hazard  ➥ Burning Island to Research Lab Entrance>  ➥ Land of Ice to Lab R-1
  ➥ Dressrosa  ➥ Port Town Acacia To Coliseum
  ➥ Extra Isle  ➥ Forests of Training  ➥ Limited Time Events (Daily Events, Fortnights, Clashes, others)  ➥ Jeweled Porc Sanctuary
Execution Platform of the King To Ark of Noah
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Chapter Stamina Battles Quest Boss Conditions
1
11
5
The Three Greats of Ryugu Kingdom
Story-appropriate characters will be powered up!
2
12
5
Final Promise to Mother
Story-appropriate characters will be powered up!
3
12
5
Only Room for One King of Pirates!
Story-appropriate characters will be powered up!
4
12
5
A Cocky Monster
Story-appropriate characters will be powered up!
5
12
7
Burning with Rage
Story-appropriate characters will be powered up!
6
12
5
Vander Decken's Scheme
Story-appropriate characters will be powered up!
7
12
5
What Those 2 Years Were For
Story-appropriate characters will be powered up!
8
12
5
Warm-Up for the New World
Story-appropriate characters will be powered up!
9
12
5
Soul's Power Restored
F1557

Story-appropriate characters will be powered up!
10
12
5
Enemy Without Substance
Story-appropriate characters will be powered up!
11
12
5
We're Friends, Aren't We?
Story-appropriate characters will be powered up!
12
12
5
Showdown! Wadatsumi, The Giant Monk
Story-appropriate characters will be powered up!
13
12
5
A Frog from a Very Tiny Pond
Story-appropriate characters will be powered up!
14
20
7
To Nothing
Story-appropriate characters will be powered up!

Chapter Beli Experience EXP/Stamina Rainbow Gem Title Gained Conditions
1
12582
1097
99.73
N/A
Killer Drunk
Clear Chapter
2
12591
1098
91.5
1
N/A
N/A
3
12596
1100
91.67
N/A
Wimpy-Hoshi
Clear Chapter
4
12600
1100
91.67
N/A
Commander
Clear Chapter
5
12623
1100
91.67
N/A
N/A
N/A
6
11624
1100
91.67
N/A
N/A
N/A
7
12631
1101
91.75
1
N/A
N/A
8
12650
1101
91.75
N/A
Jumbo Dumpling
Clear Chapter
9
12651
1102
91.83
N/A
N/A
N/A
10
12670
1102
91.83
N/A
Holy War
Clear Chapter
11
12672
1102
91.83
N/A
N/A
N/A
12
12690
1103
91.92
N/A
N/A
N/A
13
12692
1104
92
1
Ugly Frog
Clear Chapter
14
24229
2024
101.2
1
Red Hawk
Ancient Weapon Poseidon
Clear Chapter
Clear chapter 30 times

Rewards
Conditions
Icon evilfruit
5x Rainbow Gems
Clear all chapters in Execution Platform of the King to Ark of Noah



How to Beat Execution Platform of the King To Ark of NoahEdit

  • Chapter 1: Mostly grunts, with the exception of a Blue Plated Lobster. Easily beatable with a DEX team using 5+ Zoro or a similar captain.
  • Chapter 2: Hody puts up a 98 turn immunity buff and 2 turn DEF buff on a 2 turn cooldown and attacks for 8124 damage every 2 turns. Below 50% he heals himself every few turns. Below 20% he heals himself for 829301 HP and attacks for 24000 damage.
  • Chapter 3: Final Stage has 3 STR grunts and 2 PSY grunts. If you leave just 1 of either color, he'll call in a 2nd of the same color, so you have to take out each of the same color in the same turn.
  • Chapter 4: Daruma preemptively shuffles your slots randomly (bother, rcv, bad, empty) and has immunity for 99 turns with a 1 turn cooldown. 2nd turn he attacks for 4000 damage and empties all your slots and casts special bind on your middle row for 1 turn. 3rd turn he attacks for 30% of your hp. This repeats until dead.
  • Chapter 5: Ikaros preemptively attacks for 3000 damage or about 25% of total HP. After 1 turn, Dosun removes all buffs/debuffs and attacks for 8000 damage. After being attacked or loosing his partner, Dosun blows one of your crew members away , doing so upon every of his attacks. He will later clear all debuffs again (at least delay / end-of-turn damage from Diamante)
  • Chapter 6: Vander Decken preemptively shuffles your orbs to [BOMB] and empty, has a 7 hit barrier and deals end of turn damage for 99 turns with a 1 turn cooldown. After the first turn, he binds your orbs for 1 turn.
  • Chapter 7: Hody preemptively puts up 99 turn immunity and 2 turn DEF buffs. He attacks for 8000 damage on a 2 turn cooldown first, then a 1 turn cooldown. He revives with a 99 turn ATK buff and attacks for 12000 damage. Under 20 % he attacks for 24000.
  • Chapter 8: Hammond preemptively binds your Captain for 1 turn and your left (or right) column crew members for 2 turns, and special binds your top and bottom left characters for 1 turn. Grunts will blind, make STR/DEX orbs unfavorable and makes it more difficult to land PERFECTs. Weak PSY grunts use moderate healing at end of every turn.
  • Chapter 9: Zeo preemptively puts up 99 turn immunity buff and 2 turn ATK and DEF buffs. He attacks for 4000 damage on a 1 turn cooldown and cancels damage taken for 1 turn after first attack. After his second attack he changes his type to INT.
  • Chapter 10: On Stage 4, Daruma preemptively deals 8000 damage and changes your slots to [BLOCK] or STR. Under 50% Daruma will lock the top-left, middle-right, and bottom-left units for two turns and in addition will deal a 2 turn special reverse to the top-right, middle-left, and bottom-right units. Daruma does nothing under 20%. On Stage 5, Ikaros preemptively reduces special charge time for top-right, middle-left, and bottom-right characters for 1 turn. After one turn, Ikaros reduces special charge time once again by one turn to the top-left, middle-right, and bottom-left characters. He will continue in this pattern, reducing special charge time every turn by one. Ikaros makes no change in his attack pattern when under 50%. Under 20%, Ikaros removes one of your characters (in my case the captain) and deals 17,000 damage.
  • Chapter 11: Dosun preemptively casts immunity for 99 turns. Attacks for 8000 damage on a 2 turn cooldown and blows one of your characters away on his first attack. Under 20% he will use his "Megaboom" attack and will blow away all character's but your captain.
  • Chapter 12: Wadatsumi preemptively casts immunity for 99 turns and has a 3 turn cooldown and attacks for 12,090 damage. After the first turn, he empties all your orbs. After the fifth turn, he hastes himself. Under 20% he performs a special attack dealing about 28,000 damage.
  • Chapter 13: Hyouzou preemptively poisons for 8 turns and paralyzes your crew for 1 turn. After 2 turns he puts up an 8 hit barrier that lasts for 8 turns.
  • Chapter 14: Stage 1: Hody preemptively casts a 2 turn DEF buff and attacks for 4400 damage on a 2 turn cooldown. After being defeated, he fully revives and immediately leaves. Stage 7: Hody preemptively casts immunity for 99 turns and a DEF buff for 2 turns. He attacks for 4400 damage on a 1 turn cooldown and sets your orbs to QCK/PSY/[BLOCK] and makes it harder to land PERFECTs after 1 turn and every 2 turns. Below 30% HP he attacks for 24000 damage and special binds 4 characters for 2 turns. He revives with 20%? HP immunity and ATK boost for 99 turns, binds your slots for 1 turn and makes it harder to land PERFECTs for 1 turn.