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General Info[]

Clash!! Buster Call Banner
Quest Boss Difficulty Conditions Notable Captures/Drops
Clash!! Buster Call: Dispatch
F0771

Expert
N/A
F0771

F0770

F0772

F0775

F0774

F0773

Clash!! Buster Call: Vaporize
F0771

Master
N/A

Difficulty/Stamina
Battles
Experience
Beli
Title
Expert
30
8
3125
18921
Golden
Master
40
8
6886
29480
Buster Call

Notes[]

  • This Raid was announced July 21st, and first launched July 24th.
  • 1 Rainbow Gem will be received upon full clear.
  • Limited-Time Event.
  • 40 Stamina is a 100% drop rate for ALL Marine Generals
  • No one knows the drop rate for lower staminas. It's speculated to be in the 15-30% range for each unit.

How to Beat Clash!! Buster Call[]

FAQs[]

General Information[]

Buster Call involves 8 stages with 6 bosses! They all have a trick so it's about building a team around flexibility and longevity. You can't have all units burst each round since you'll have 6 bosses in a row!

Recommended Captains[]

  • Dark King Rayleigh: A lot of people shy away from Rayleigh due to a 5 turn combo chain lock which devastates Rayleigh's damage. Bring along Usopp, Marco, and Perona and you can bypass this issue by stalling, healing, and reducing. Having said that, other captains will work better.
  • Hawk Eyes Mihawk and Hawk Eyes Mihawk World's Strongest Swordsman: Hawk Eyes can squeak by, but you should really bring a Legend Mihawk if you have one or as a friend. Stage three reduces Slasher damage by 30% and an Usopp still will just run out before you have to take a hit. Additionally, the INT damage will really help on taking out Momonga as well. However, Mihawk will work just fine as a F2P lead, you just have to really plan your team out and have a Coffin Boat MAX.
  • Donquixote Doflamingo Warlord of the Sea: He can replace Mihawk, but you really should look at upgrading to a 2.5x attack as you need to clear the guys quickly, not look at taking lots of hits to survive! Doffy will really need a healer as any mistakes can drastically hurt a Doffy team's HP.

Recommended Support Units[]

  • Aokiji Ice Man: Good sockets and special for Strikers. His high attack make him a very valuable member to most rainbow teams and is really critical for taking out Momonga with his own ATK boost.
  • Mad Monk Urouge: Urouge works well to boost Strikers if your Aokiji hasn't been properly farmed yet. He is a bit weaker for Momonga so you'll need to make sure you team has other Orb/INT damage hitters to push Momonga out.
  • Donquixote Doflamingo Warlord of the Sea: Orb boost is amazing! His attack is no slouch either so he's very valuable for your stage 6-8 burst rounds.
  • Emporio Ivankov Revolutionary Army: His ability to heal AND reduce damage is a miracle for this raid! If you have him he's incredibly valuable to your rainbow/Free Spirit teams. He also is really useful for finishing Chain Combo units' attack on Momonga.
  • Eneru, Lightning Incarnate 200,000,000 Volt Amaru: Good for rainbow teams and boosting his own attack. Since the Dalmatian stage is all STR, you'll want a good QCK hitter to take him out since you cannot stall.
  • Iron-Mace Alvida Smooth-Smooth Fruit: Her damage reduction is very valuable, and even needed for a Whitebeard team!
  • Mr. 1 Human Sword: A great F2P booster for slasher teams.
  • Time Delay Units: Consider bringing one... or two! They are very useful for Rayleigh or Slasher teams that need to stall, as well as the Stage 3 and 4 back to back turns where one more turn of pushing back the marines' attack will really help.
  • Stage 4 units - These units can handle high defense squads and generally have other uses

Recommended Sockets[]

Level two anti-bind sockets are highly recommended. Level one will greatly help as well.

Matching Orbs and Auto-heal will help with the longevity of this stage as well.

Recommended Teams[]

Free to Play Slasher Team
Captain Subs Friend Ship
F0227 F0408F0204F0418F0015 F0718 Coffin Boat
Requirements
  • Coffin Boat MAX
  • High level characters
  • Mr. 3 can be replaced with Halloween Zoro
  • Stall as much as possible
  • Double RaidHawk isn't as good as one
    IntHawk at least due to his special
    being able to clear a stage
    quickly after a burst round.


G3 or Logfy Team
Captain Subs Friend Ship
F0217 F0603F0575F0418F0015 F0217 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters
  • Aokiji can be replaced with Ivankov
  • Enel can be replaced with Kalifa or Marco
  • Mihawk and Monet are good
    additions to the team if you need to
    stall or your raid boss cooldowns/damage
    is not enough.



Whitebeard Team
Captain Subs Friend Ship
F0261 F0030F0603F0418F0015 F0261 Moby Dick ship
Requirements
  • Moby Dick MAX
  • High level characters
  • Usopp should really be MAX special,
    all other specials don't matter.
  • Alvida not required at any specific point,
    but can be used to save your @$$
    on any stage where cooldowns could
    wreck you. She's replaceable with other
    flexible Damage Reducers
  • Stage 1: Take out all units except Marine.
    Let him hit you for captain health boost.
  • Stage 2: Stall for Usopp GP for use on
    next level.
  • Stage 3: Usopp right away
  • Stage 4: Smash
  • Stage 5: Smash
  • Stage 6: Usopp right away
  • Stage 7: Smash
  • Stage 8: Usopp, double WB, Doffy, and win!!


Sengoku Team
Captain Subs Friend Ship
F0459 F0408F0204F0263F0015 F0459 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters
  • Prison Croc or Story Enel can replace Mr. 3
  • Kaku can replace Coby if you need
    more QCK damage.
  • Other good alts: Sanji (helps with stage 4),
    Smoker, Momonga, Breed
  • Stage 1-3: Smash, stall as needed on turtles.
  • Stage 4: Thousand Sunny or Sanji
  • Stage 5: TS, Sengoku Special or Mr. 3
  • Stage 6: Usopp
  • Stage 7: Sengoku Special or just smash
  • Stage 8: Thousand Sunny,
    Sengoku Special, Usopp, burst


Shooter Team
Captain Subs Friend Ship
F0562 F0844F0516F0058F0015 F0562 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters
  • Baby 5 replaceable with Blackbeard
    or Kuma.
  • Heracles can be replaced with fortnight
    Franky or Log Franky
  • Krieg's special for stage 4


40 Stamina Walkthrough[]

Video Walkthroughs for Buster Call 40 Stamina[]

Written Walkthrough for Buster Call 40 Stamina[]

This stage is about longevity, so don't blow your load on one stage! Be careful of falling for the 2x ATK/HP captains. These stages can deal a LOT of damage. You'll almost certainly want a Marco or other unit healing up to full. A better approach is work on a team that can deal massive damage as you'll need to consistently beat the enemies before they beat you as a recipe for success!

Stage Strategy Enemy Info
1 Buster Call - 1 Marines

You'll encounter 6 marines. The stage isn't hard but stall where you can here.
Enemy Hp Attack Pattern
Marines ~5,000 hp

1-3 turn cooldown.

2 Buster Call - 2 Daimyo Turtles

This is the stage you need to stall. The turtles only hit for 950 damage and have 6hp, so it's a great place to stall. Watch your health and move forward when you need to.
Enemy Hp Attack Pattern

Turtles

6 hp

Start with a 2-4 turn cooldown and attack for 950 damage.

3 Buster Call - 3 Shu and Marines

If you are running a slasher team, immediately GP Usopp. Since you have 5 turns with a reduced attack, you'll need to plan your attacks appropriately. Auto-target is horrible on this stage so be careful with the order that you attack!

Generally you want to kill all the guys on the outside first. However, if you can take Shu out and the units have a longer cooldown it might be worth taking Shu out first to avoid any respawn issues. If you get Shu under 20% HP he'll respawn the minions ruining your hard work.

Otherwise, smash away at the units, and then take out Shu! Don't bother looking for orbs as the next rounds shuffles your orbs.

Enemy Hp Attack Pattern

Shu

360,000 hp

Preemptively lowers slasher characters attack by 30% for 5 turns.

Attacks every turn for 2,880 damage.

Under 20% hp, the boss will respawn all Marines

4 Buster Call - 4 Very Good and Marines

The marines have high defense, but only 5 hp. If you stalled the Thousand Sunny or most area damage units can take them out, but it probably won't be necessary. A better approach would be if you brought two stallers. You might have used Usopp on previous stage, here's where you'd use Monet, Mr. 3, or Halloween Zoro.

Additionally, you can also use a area special like Captain Kid to perform one hit point of damage letting all units take them out.

If you brought Perona, Kuma, or other base damage units their specials works great to clear the room.

A final approach is you can poison the room and just let the poison take them out.

If you don't have the above options, the Marines lock the units they are weak against for 5 turns. Which is fine for stalling, BUT be careful you don't put yourself in a situation where you can't take out Very Good due to units being locked. Very Good does hit hard, so finish your attack chains with a DEX unit and take him out before he attacks. If you can't, you'll want to activate a damage reducer as he hits really hard!

Enemy Hp Attack Pattern

Very Good

Marines

592,000 hp

5 hp

Preemptively shuffles orbs and potentially give you BLOCK orbs which will significantly reduce a characters damage (50%).

Turn 1) Marines will lock whatever they are weak to on their first turn for 5 turns.

Turn 2) Very Good will shuffle your orbs. You could get RCV orbs which can be helpful for healing.

Turn 4) Very Good attacks for 10,512 damage on his first turn.

Under 20% hp, the boss will respawn all Marines.

5 Buster Call - 5 Strawberry and Marines

Use an area damage special like the Thousand Sunny, Sir Croc, or G3 to clear out or hurt the marines.

Focus on taking out Strawberry since he doesn't respawn, but does hit for massive damage. Use a damage reducer if you are going to hit him belwo 20%, otherwise take him out quickly.

Enemy Hp Attack Pattern

Strawberry

490,00

Turn 1) Attacks for 6,702 damage.

Turn 2) Locks random unit for 2 turns then goes on a two turn cooldown.

Loop 1) Every two turns Strawberry will lock a random unit for 2 turns, and attack for 6,702 damage.

Under 20%hp, deals 10,000 damage.

6 Buster Call - 6 Onigumo and Marines

This is the stage that initially made players thing Rayleigh wasn't possible. Don't trust old guides videos. Most other possible leads work better, but if Rayleigh is your only option, you can still easily do this! Just bring Usopp to stall 3 rounds, use Perona to heal. It's always recommended you bring a healer, so Marco or others will work just fine. It's a lot of specials, but if you have Rayleigh, it will work just fine!

For Log Luffy, you never go over 2x anyways, so it's not a problem. Otherwise, most teams will see a slight debuff in you later chain attacks since it won't go over 2x. Therefor, don't use your attack or orb boosters here, it will only be a waste. Use your stallers if you need to and push through the stage with just standard attacks! Since the next stage has a stall immunity, you won't need him again until the following stages. Additionally, if you have an area damage special like G3, Sir Croc, Thousand Sunny etc, you can use one here to help with taking out units as well.

Enemy Hp Attack Pattern

Onigumo

592,000 hp

Preemptively lowers your combo chain from going over 2x.

Turn 1) Attacks for 3,328.

Under 20% hp, locks 3 units for 2 turns.

7 Buster Call - 7 Dalmatian and Marines

At this piont your specials should be ready, even if you've never put in work on Mihawk and Doffy. You're going to want to spend some of your damage increasers here, and some on the next stage with Momonga. Figure out what works better for you in terms of your orbs and use some of the specials here to take Dalmatian out without taking damage. Also, Dalmatian hits really hard under 20%, so you'll want to push him out quickly!

Enel actually works great to take out all the units and smash Dalmatian. Sure you lose health, but you should have plenty of specials ready to take out Momonga with taking no damage if you followed our team building guide!

Enemy Hp Attack Pattern

Dalmatian

360,000 hp

Starts with a 1-3 turn cooldown. Attacks for 9,800 damage.

Under 20% hits for 30,000

8 Buster Call - 8 Momonga

Since his defense boost is a percentage boost, here's where you should be thinking attack boosters or health cutters. Use Usopp if your cooldown has recovered from stage 6.

Push Momonga out with a bit of priority.

Enemy Hp Attack Pattern

Momonga

790,000 hp

Preemptively boosts defense a percentage amount for 4 turns.

Every 2 turns resummons lost Marines. Attacks for 7,200 damage on 2 CD. Under 20% hp, Attacks for 9,200 damage.

If you kill grunts, be ready to deal with them again after they are resummoned, or clear the stage before it happens. Time delay works well here. Ex. wipe board and/or tank if needed (Alvida, Smoker, etc.), delay reinforcements, burst and clear.


Team Builder Helper[]

Characters who Boost Attack


Characters who Delay Time

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