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InfoEdit

You are able to access this quest through the Extra Isle. This a special quest where, at the cost of 0 stamina, you can test your crew and obtain the special Ship Coffin Boat.

In this quest you won't obtain any reward from the enemies.

Forest of Training
Quest Boss Stamina Battles Difficulty Conditions Notable Captures/Drops
Forest of Training: Hawk with a Chain Multiplier
F0227
0
20
Master
No Continue
N/A


NotesEdit

  • 1 Rainbow Gem is received upon first clear.
  • Coffin Boat is granted as a reward upon first clear.
  • No character or manual drops.
  • Title earned upon completion: Black Sword

Tips on How to Beat Forest of Training: HawkEdit

FAQsEdit

Recommended CaptainsEdit

The Forest of Training: Hawk Stage is one of the most challenging Stages in the game. You can't "buy" your way through it with gems -- as there are no continues -- and you want to finish it as the Coffin Boat is a must have for Slasher teams. There are teams that may squeak by, and teams that will clear it without breaking a sweat. A lot comes down to grinding your team to be powerful enough and -- with a bit of luck -- pulling the right characters at Sugofest. We've added F2P team as we find them. The following will be a guide of teams that can definitely clear the Stage and secure Mihawk's famed boat!

Note: Tank teams (Vivi and Laboon) will not work on this forest.

Teams that can still win but require finesse or some orb luck

Recommended Support UnitsEdit

For Chain Multipliers, pick your colors carefully. You'll most likely want a powerful INT or QCK character with orb manipulation or that deals mass damage to multiple enemies. You have STR covered with Luffy as a captain, and PSY covered with Usopp and Marco, and DEX covered with Mihawk. Consider Sir Crocodile Warlord of the Sea.

For Slasher, you'll want a strong STR slasher, DEX, and preferably a strong QCK slasher as well. Usopp should be close to a 10 turn cooldown otherwise you'll need some orb luck.

Enemy numbers and attack patterns Edit

Starting from Stage 11, since everything before it is easy. Should you have trouble with earlier stages, you should proceed further in the main story, level up your units and read some guides.

Stage Boss(es) Health Attack Timer Notes
11 Ace 160.220 2.124 Starts at 2, attacks every 2 turns Deals 99.999 after 12 turns
12 Buggy
2 Basic Bazooka
3 Baroque Works
150.000
much less
1.380
1.980
2.252
Starts at 1, attack every turn
Starts at 1, attack every turn

Starts at 1, attack every turn

13 Kuro
Django
300.000
120.000
1.110
1.488
Starts at 1, attacks every turn
Starts at 1-3, attacks every 1-3 turns=
Django turns all your orbs to weak orbs under 20% HP. He can also randomly fail to attack with a "zzz" pop-up.
14 Don Krieg
Fire Pearl
Gin
160.000
150.000
200.000
4.004
2.880
2.202
Starts at 3, attacks every 3 turns
Starts at 1-3, attacks every 2 turns
Starts at 1-3, attacks every 2 turns
First strike from Don Krieg reduces the amount healed by meat for 6 turns (RCV DOWN)
15 Arlong
Hachi
340.000
145.000
6.020
1.560
Starts at 1, attacks every 2 turns
Starts at 1, attacks every turn
Arlong deals 14.910 if under 20% HP.
16 Miss Goldenweek
Mr. 3
Mr. 5
Miss Valentine
190.000
330.000
278.000
292.000
1.005
Binds then 3.336
3.150
2.915
Starts at 1, attacks every turn
Starts at 3, attacks every 3 turns
Starts at 1-3. attacks every 3 turns
Starts at 1-3, attacks every 3 turns
Miss Goldenweek's opens with a First Strike, which include regular attack as well as a special that changes all your orbs to weak orbs. She will attack every turn and recast her special (in addition to attacking) every three turns.
Mr. 3 locks all characters on the left side for 3 turns when he attacks. He then goes on a 2 turn cooldown and attacks for 3.336 each turn after.
Mr. 5 attack strength changes to 8.330 at his 3rd attack or when he is under 20% HP.
17 Smoker
Tashigi
780.000
206.000
5.405
2.500
Starts at 3, attacks every 3 turns
Starts at 1, attacks every 2 turns
First strike from Smoker preemptively locks your captain for 3 turns. If he attacks under 20% HP he also locks the captain again as well as bottom row for 3 turns.
18 Rainbow Dragon
5 C'r'a'b's (all colors)
750.000
45
9.000
1.350
Starts at 3, attacks every 3 turns
Starts at 1, attack every turn
19 Zoro
Luffy
Sanji
Nami
Sogeking
'2.808'Special 32,835 damage
Special 5,000 damage
Special 16,320 damage

Bind, then 1,032
Starts at 3, attacks every turn
Starts at 4, attacks every two turns after
Starts at 3, attacks every turn after.
Starts at 2, attacks every turn after
Starts at 1, attacks every turn after.
Deals 19.980 on his 1st attack, then attacks normally.
He deals 32.835 every round he attacks. No special health triggers below 20% health.
Deals 5.000 damage every round he attacks. No health triggers.
Deals 16.320 damage Every round she attacks. No special health triggers.
Locks all units for 2 turns when he first attacks. Every round after he hits for 1,032
20 Mihawk 1.000.000 10.000 Starts at 1, attacks every turn First strike deals 2.000 damage. Deals 25.000 if under 20% HP.

Walkthroughs for Forest of Training: HawkEdit

G3 or Log Luffy with no Usopp or Special UpsEdit

I'm convinced this is the new Easy Mode team for this forest. Just level up your units, no special ups required, and there's actually safety nets with this team on Stage 19 and 20 which gives most players challenges.

This walkthrough will be with Kalifa but can be done w F2P option of Enel as well. Great for players without MAX Usopp or Doffy and an extremely consistent win team.

Level 3 anti-lock chains makes this team unstoppable. Having less is still workable but puts more strain on auto-heal or a damage reducer need.

Safe Team
Captain Subs Friend Ship
F0217 F0575F0603F0418F0516 F0217 Thousand Sunny thumb
Requirements

Video Walkthrough for Forest of Training with G3 or Log Luffy and No Usopp or Special Ups

How to beat Forest of Training Hawk - No Usopp or Special Ups06:39

How to beat Forest of Training Hawk - No Usopp or Special Ups


G3 or Log Luffy with no DoffyEdit

Forest of Training - Hawk team Luffy Log

Team that cleared stage

Other videos: Double Gear 3rd Luffy, Jozu, Alvida, Mihawk and GP Usopp, Double Gear 3rd Luffy, Sergeant Helmeppo, Alvida, Mihawk and GP Usopp

Safe Team
Captain Subs Friend Ship
F0578 F0227F0408F0251F0015 F0578 Merry
Requirements
  • Luffy above level 80
  • Mihawk's skill level 30 or lower
  • Usopp's skill level 14 or lower
  • Marco's skill level 25 or lower

While this team relies on lucky pulls with Sugofest for the captain, it will easily clear the level, even without all characters being fully maxed out.
Written Walkthrough for G3 or Log Luffy and No Duffy

  • 1-10 - Stall until your specials are ready or near ready. Take no damage from any rounds.
  • 11: Portgas D. Ace - This character should not pose a problem. Take him out as fast as possible and take no damage.
  • 12: Buggy - Attempt to take out all the characters on the first round of attacks. Leave Buggy as the last target. If you did not succeed in killing everyone, you may take a hit from Buggy. Watch for meat orbs to recover.
  • 13: Kuro + Django - Django may occasionally do "ZZZ..." which skips his turn but it is a random occurrence so do not count on it. Target Kuro first as he is likely to activate before Django and take him out before taking any damage from him. If you are hit by Django, watch for meat orbs for recovery.
  • 14: Don Krieg + Gin + Pearl - This stage is all about high defense. Target Gin first. Finish him off by move 5, then use your sixth move to take out Pearl. if you don't have the strength to beat their defense, you most likely will not make it to round 20 as your characters must hit hard. You can bring a defense reduction characters but be aware the Straw Hats won't have a high defense, but still hit hard on round 19. Use Marco to heal if you take too much damage at this point in the game. Do not stall too long to use this special as 25+ cooldown will need the rounds to heal up before Straw Hats on round 19.
  • 15: Arlong + Hachi - Use your Usopp to start this round. Target Arlong first and then take out Hachi without taking any damage. Stall as long as necessary to gain turns back on Usopp's special.
  • 16: Baroque Works Agents - Do NOT let Mr. 3 attack. Ms. Goldenweek has low health, so clearing her with final hits to attack Mr. 3 is preferred. Target Mr. 5 next and take him out before he uses his special. You may have taken some damage at this point. Use meat orbs in your first few attacks and stall where possible on Ms. Valentine until your special for Usopp has returned before entering the next round.
  • 17: Military: Smoke + Tashigi - Use Usopp immediately. Target Tashigi first as her turns will be lower before she attacks. Take out Smoker next. Stall where possible and manage your meat orbs. Your mass attack or orb booster should be ready at this point.
  • 18: Rainbow Dragon + Crabs - Use your character with a mass attack Special to attack all units or your orb booster. For example, a high-level Sir Crocodile Warlord of the Sea will take out all crabs and leave only the dragon. Make sure you have either Usopp's special ready or the combination of Mihawk + both Luffy Voyage Dream's Specials ready before taking out the dragon. It is recommended you have 12,000+ health as well as there will be no more stalling before final stages of Mihawk. You can use Marco here as you will not need him again after this round.
You enter with next stage if you have two rounds of cooldown left on Usopp or Mihawk if you can perform 360,000 damage to take out Usopp on the first round.
Stage Strategy Enemy Info
19 Forest of Training - Hawk 19 Straw Hats.

Under no circumstances should you allow Sogeking to attack. You should plan accordingly to use your Usopp and Mihawk specials on the opening of this round.

In this example screenshot, there was not enough time with a 14 cooldown on Usopp to use it again. However, this is still beatable. After using Mihawk's special you can use both Luffy specials to whittle away the opponents' health. Luffy's special is random damage, but devastating as it will hurt all opposing units. All of the Straw Hats should be at about 30% health or below and can be finished off before their next move. However, make sure you have at least 12,000+ health before moving to the next stage if your Usopp and specials have all been used.

Enemy Hp Attack Pattern
Straw Hats Nami - Thunderbolt Tempo

Health: 260,000

Sogeking Health: 390,000

Diablo Jambe Sanji Health: 450,000

Roronoa Zoro - Ashura Ichibugin Health: 500,004

Monkey D. Luffy - Gear Second Health: 650,000

Nami - Thunderbolt Tempo

Special: 16,320

Sogeking Special: Locks all characters for 3 turns.

Diablo Jambe Sanji Special: 5,000

Roronoa Zoro - Ashura Ichibugin First turn will deal ~18,000 damage Attack: 2,808

Monkey D. Luffy - Gear Second First turn will 32,835 damage

20 Forest of Training - Hawk 20 Hawk Eyes Mihawk.

After braving the first hit, attempt to take Mihawk out as fast a possible. You will want to make sure you have enough health to survive each 10,000 round of damage while still maintaining his health above 20%. Use Usopp if you have his special recharged and wail away. This stage should be easy compared to the Straw Hat stage.
Enemy Hp Attack Pattern
Mihawk ≈1,000.000 1. Attacks preemptively for 2,000 damage

2. Each attack will deal 10,000 damage.

3) Below 20% of his health, he will begin to use his special dealing 25,000 damage.

Congrats! You've now collected the Coffin Boat. Be prepared to spend 200+ colas to level it up! Some report even spending 700 cola... however... it's worth it!
Forest of Training - Hawk clear screenshot Forest of Training - Hawk clear

Slashers (Double Doffy with PSY Marco)Edit

Outside of the Chain Multipliers in the previous section, this island can be rather iffy if you don't have six-star characters. It is definitely passable and we've tested the below walkthroughs several times, but if you get bad orbs at the wrong time, you can just get wrecked. I know it's horrible as you've spent a lot of time to get to stage 19 or 20, but it's just a reality that if you haven't pulled legends like Portgas D. Ace Black Clad Division Commander, it's going to take you a few tries.

I was also hoping I'd find some teams that could have some level 50-60 characters but I found out that even with level 90 characters and some maxed out cooldowns it was still iffy. Most of this is due to the Smoker and Tashigi stage. If you have level 3 anti-lock sockets, most of these issues just go away and you'll find this stage much easier. Below is the most consistent guide I could find of characters without the anti-lock sockets and non-high level QCK characters. Since it only requires your Usopp to be leveled up to 10 round cooldown, the rest of the special cooldowns don't matter. You'll only need the specials once (unless you are unable to beat Arlong on a Usopp clear, then your Marco will need to be around level 25). In the following section after this is a free to play team which was maybe slightly more iffy but can still beat the island.

Mihawk 0 stamina slasher team


Slasher Team
Captain Subs Friend Ship
F0418 F0227F0066F0251F0015 F0418 Merry
Requirements
  • Merry Go MAX
  • High level characters
  • Stall as much as possible


Video Walkthrough for Forest of Training: Hawk with Slashers

Forest of Training Hawk Slasher w IntHawk10:22

Forest of Training Hawk Slasher w IntHawk


Written Walkthrough for Forest of Training: Hawk with Slashers

  • 1-14 - Stall until your specials are ready or near ready. Take as little damage from the rounds as possible without using specials. If you are having any issues, see the Chain Multiplier walkthough which covers these stages, but with a double slasher team you should be dealing out plenty of damage.
  • 15: Arlong + Hachi - Since you don't have a QCK slasher with this squad, you could be at the mercy of your orb luck. As a result, use Usopp to delay both characters for 3 rounds. Take Arlong out first and then focus on Hachi. Take no damage and stall as long as necessary to gain turns back on Usopp's special. While it's not recommended, if you are having a hard time clearing this stage without taking hits, use your Mihawk special or friend Doffy if he has a low cooldown. On the next stage you'll have to spend more time stalling if this is the case.
  • 16: Baroque Works Agents - Do NOT let Mr. 3 attack. First focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3. Once he's out, it's relatively easy. Start your attack chain with Miss Valentine with your DEX units and then switch in mid attack chain to Mr. 5 to finish your Arlong attacks on Mr. 5. The goal is to take out Mr. 5 by his second turn which should be enough time as he has a 3 turn cooldown between each attack. If you are having issues, you can tank many hits on Miss Valentine to get Usopp's and Mihawk's special up and use Marko to heal back up. You'll want to do that now so it has time to recover for stage 19/20. You'll want Usopp's special ready before proceeding to the next round regardless of which path you take.
  • 17: Military: Smoke + Tashigi - Use Usopp immediately. Some teams have had success with bringing Sergeant Helmeppo here to unlock, but I've found Usopp can out-wait if you don't have Level 3 anti-lock sockets and a low level Helmeppo like me. Target Tashigi first as her attack cooldown is lower. Take out Smoker next. Stall where possible and manage your meat orbs.
  • 18: Rainbow Dragon + Crabs - Take out the crabs on your first turn. You'll most likely need to take a hit from the dragon before taking him out. Based on your health, you'll have to make a decision as to whether you proceed to the next round with Usopp or not. If you have Marco close, you might proceed and use him to tank a hit from one of the straw hats. Make sure you have a Mihawk + Doffy Special ready before taking out the dragon. It is recommended you have 12,000+ health as well as there will be no more stalling before final stages of Mihawk. You can use Marco here as you will not need him again after this round.
Stage Strategy Enemy Info
19 Mihawk 0 stamina - 19 Straw Hats.

Under no circumstances do NOT

allow Sogeking to attack. You should plan accordingly to use your Mihawk special special on the opening of this round.

Take out Usopp and Nami with regular attacks. This should be completed in 2 turns.

Next, you will have to take out Zoro, Luffy, and Sanji in a limited period of time. You'll need to constantly switch who you are attacking with this team due to the 2x attack boost, you'll need to be nimble due to only having a 2x attack bonus. Try and find at least one STR orb and two DEX orbs. Once you have them, activate your Doffy and start with the DEX attacks on Sanji and finish by switching your attack chain to attack Luffy with Arlong. You should be able to finish this just in time with average orb luck.

If you have full health, you can tank a hit from Luffy or Zoro, but not both. If you find you don't have the orbs or power to take them out in time, you'll want to make sure you Usopp is ready before proceeding to Mihawk. Additionally, make sure you have at least 2,000 health before moving to the next stage.

Enemy Hp Attack Pattern
Straw Hats Nami - Thunderbolt Tempo

Health: 260,000

Sogeking Health: 390,000

Diablo Jambe Sanji Health: 450,000

Roronoa Zoro - Ashura Ichibugin Health: 500,004

Monkey D. Luffy - Gear Second Health: 650,000

Nami - Thunderbolt Tempo

Special: 16,320

Sogeking Special: Locks all characters for 3 turns.

Diablo Jambe Sanji Special: 5,000

Roronoa Zoro - Ashura Ichibugin First turn will deal ~18,000 damage Attack: 2,808

Monkey D. Luffy - Gear Second First turn will 32,835 damage

20 Mihawk 0 stamina slasher - 20 Hawk Eyes Mihawk.

After braving the first hit, your Usopp should be ready at this point. However, due to the 2x attack multiplier, you'll potentially need more than the 4 rounds to take Mihawk out.

If you didn't in the previous round, activate your Marco to heal back up to allow you to tank 4 more hits. Once you can take no more, activate Usopp and your other Doffy to match a STR orb on your Arlong.

However, if you used your Marco, you'll just need to use your Usopp when needed and look for good orbs. Once you have at least one STR orb and one, preferably two, DEX obs, activate your Doffy and take out the warlord to claim your prize!

Enemy Hp Attack Pattern
Mihawk ≈1,000.000 1. Attacks preemptively for 2,000 damage

2. Each attack will deal 10,000 damage.

3) Below 20% of his health, he will begin to use his special dealing 25,000 damage.


F2P Slashers (Double Mihawks)Edit

See videos of various Double Mihawk F2P teams: Double Mihawk, Arlong, Sergeant Helmeppo, Mr 3, GP Usopp, Double Mihawk, Croc, GP Usopp, HW Zoro, Arlong (split into part 1 and part 2), Double Mihawk, Arlong, Escapee Morgan, Mr 3, GP Usopp, Double Mihawk, Arlong, Lucci, Mr.3, GP Usopp

For a free-to-play slasher team, there are a couple of options to play with. If you have a MAX QCK slasher, you can bring along a Mr. 3 Extra Special Candelabra for an extra stall round or Sergeant Helmeppo for unlocking units against Smoker. Preferably your squad will have a level 3 anti-lock socket but play with your Helmeppo and Mr. 3 to find out what's right for your squad.

I did not have a high enough level QCK slasher to clear Arlong in one turn. My solution was to add a second with a useful special for slashers. Below is a two QCK slasher approach which was difficult, but still worked. You'll find an easier time if you have a MAX QCK slasher and use one of the two above units.


Slasher Team
Captain Subs Friend Ship
F0227 F0322F0066F0424F0015 F0227 Merry
Requirements
  • Merry Go MAX
  • High level characters
  • Stall as much as possible

Video for Forest of Training: Hawk with F2P Slashers

Forest of Training Hawk - F2P Slasher Team - Double Staller Strategy - Super Consistent14:05

Forest of Training Hawk - F2P Slasher Team - Double Staller Strategy - Super Consistent


Written Walkthrough for Forest of Training: Hawk for F2P Slashers

  • 1-14 - Stall until your specials are ready or near ready. Take as little damage from the rounds as possible without using specials. If you are having any issues, see the Chain Multiplier walkthough which covers these stages, but with a double slasher team you should be dealing out plenty of damage.
Stage Strategy Enemy Info
15 Mihawk 0 stamina - 15 dm Arlong + Hachi

You can actually take out Arlong on your first turn with no stalling. If you have a matching QCK orb, you can use your fifth attack to take him out and then switch over to Hachi for your STR attack and finish the stage in one go.
Enemy Hp Attack Pattern
Arlong + Hatchi Enraged Arlong Shark On Tooth

Health: 340,000

Six-Sword Hachi Health: 140,000

Enraged Arlong Shark On Tooth

Attacks for 6,020 When his health falls below 20% he will attack for 14,910 damage

Six-Sword Hachi Attacks for 1,560

16 Mihawk 0 stamina - 16 dm Baroque Works Agents

Do NOT let Mr. 3 attack. First activate your Usopp.

Focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3.

Once he's out, it's relatively easy. Start your attack chain with Miss Valentine with your DEX units and then switch in mid attack chain to Mr. 5 to finish your Arlong attacks on Mr. 5. The goal is to take out Mr. 5 by his second turn which should be enough time as you have 6 turns with Usopp.

Enemy Hp Attack Pattern
Baroque Works Agents Miss Goldenweek Colors Trap: Calming Green

190,000 hp

Mr. 5 Breeze Breath Bomb 270,000 hp

Miss Valentine 10,000 Kilo Guillotine 290,000 hp

Mr. 3 Extra Special Candelabra 330,000 hp

Miss Goldenweek Colors Trap: Calming Green

Attacks every turn for 1,005.

Every 3 turns she will switch all your orbs to their weak versions.

Mr. 5 Breeze Breath Bomb Attacks every 3 turns for 3,150

Under 20% health, Mr. 5 will deal 8,330 damage

Miss Valentine 10,000 Kilo Guillotine Attacks every 3 turns for 2,915

Mr. 3 Extra Special Candelabra On his first turn he will lock your entire squad for 7 turns.

17 Mihawk 0 stamina - 17 dm Military: Smoke + Tashigi

Some teams have had success with bringing Sergeant Helmeppo here to unlock Smoker's preemptive lock. Having level 3 anti-lock sockets is ideal but you can still take out Tashigi before her attack. Depending on your orb luck, you may be able to take Smoker out as well before he attacks.

If not, just tank the hit and stall before taking him out. The advantage of tanking a hit is you can get Usopp's special up for the next round and you can look for meat obs in the meantime. This team will have plenty of RCV to recover.

Enemy Hp Attack Pattern
Military: Smoke + Tashigi Smoker the White Hunter

780,000 hp

Tashigi Navy HQ Ensign 200,000 hp

Smoker the White Hunter

Smoker will preemptively lock your captain for 3 turns.

He attacks every 3 turns for 5,405

Under 20% health, he will lock a unit for 3 turns again. Tashigi Navy HQ Ensign Attacks every turn for 2,500

18 Mihawk 0 stamina - 18 dm Rainbow Dragon + Crabs

Activate your Humming Swordsman Brook special to lower defenses and heal if you took a hit on the previous round.

Take out the crabs on your first turn. If you don't have Usopp's special up, you'll potentially need to tank a hit from the dragon before taking him out.

Based on your health, you'll have to make a decision as to whether you proceed to the next round with Usopp's special charged or not. If you can't take the Straw Hats out in 4 rounds, you'll need either a Mr. 3 or Usopp special ready. If you didn't activate Brook yet, activate him before proceeding to raise your health.

Enemy Hp Attack Pattern
Rainbow Dragon + Crabs Rainbow Striped Dragon

750,000 hp

Crabs 45 hp each

Rainbow Striped Dragon

Attacks every 3 turns for 9,000

Crabs Attack every turn for 1,350

19 Mihawk 0 stamina - 19 dm Straw Hats.

Under no circumstances should you allow Sogeking to attack. You should plan accordingly to use both of your Mihawk specials immediately upon entering this round.

You'll have to feel out your damage for how to proceed from here. If you can clear this round with no stalling, you can just go and save Usopp for the next round. If you find that you're relying on Usopp and won't have him ready in tme and only need one more turn, try a team with Mr. 3. His special can be used here just barely clear the Straw Hats in most cases. If not, you'll have to use Usopp special on the opening of this round.

Take out Usopp and Nami with regular attacks. This should be completed in 2 turns.

Next, you will have to take out Zoro, Luffy, and Sanji in a limited period of time. You'll need to constantly switch who you are attacking. You'll need to be nimble and use your Arlong to attack Zoro, your QCK characters to attack Luffy, and DEX characters to attack Sanji. Sanji and Zoro fall a lot faster than Luffy so it's best to save the Luffy switch for the end.

You should be able to finish this just in time with average orb luck or Mr. 3. If you did NOT use your Usopp and need just a bit of an extra push still, you can use Arlong and Lucci specials to help clear out Luffy and Zoro.

The reason it's important to consider Usopp's usage is with Mihawk for the next stage, having two QCK units lowers your attacks so you'll have to be careful and use the extra specials there. So, if you used your Usopp make sure you move forward with a minimum of 12,000 health to survive two attacks from Mihawk and the extra damage specials.

If this is still not possible, you can tank a hit from Sanji to stall longer and build up Usopp's special. Don't forget you get a free turn with Mihawk's preemptive attack. You'll need only 2,000 health if you can stall on the first round with Mihawk.

Enemy Hp Attack Pattern
Straw Hats Nami - Thunderbolt Tempo

Health: 260,000

Sogeking Health: 390,000

Diablo Jambe Sanji Health: 450,000

Roronoa Zoro - Ashura Ichibugin Health: 500,004

Monkey D. Luffy - Gear Second Health: 650,000

Nami - Thunderbolt Tempo

Special: 16,320

Sogeking Special: Locks all characters for 3 turns.

Diablo Jambe Sanji Special: 5,000

Roronoa Zoro - Ashura Ichibugin First turn will deal ~18,000 damage Attack: 2,808

Monkey D. Luffy - Gear Second First turn will 32,835 damage

20 Mihawk 0 stamina - 0 dm Hawk Eyes Mihawk.

If you have Usopp ready, use him immediately and you should be clear to take him out in the 4 rounds.

If your Usopp is not ready, you'll need to take out Mihawk in two turns which can require a bit of orb luck. Use your Arlong and Lucci specials to help chip away at his damage before attacking.

Enemy Hp Attack Pattern
Hawk Eyes Mihawk ≈1,000,000 1. Attacks preemptively for 2,000 damage

2. Each attack will deal 10,000 damage.

3) Below 20% of his health, he will begin to use his special dealing 25,000 damage.


Double RayleighEdit

Videos: Double Rayleigh, Jozu, Alvida, Mihawk and GP Usopp

Double Rayleigh
Captain Subs Friend Ship
F0367 F0227F0578F0251F0015 F0367 Merry
Requirements
  • Merry Go MAX
  • High level characters
  • Stall as much as possible

Written Walkthrough for Double Rayleigh

  • 1-11 - Stall until your specials are ready or near ready. Take no damage from the rounds as possible without using specials.
Stage Strategy Enemy Info
12 Hawk DualRayleigh 0 stamina - 12 Buggy + 5 Grunts

Use Rayleigh Special on this one to clear the grunts and then finish off Buggy taking no damage
Enemy Hp Attack Pattern
Buggy + 5 Grunts Buggy the Clown

Health: 150,000

Buggy the Clown

Attacks for 1,380

13 WB DualRayleigh 0 stamina - 13 Kuro of a Hundred Plans + One-Two Django

Finish off Kuro by using Mihawk last. Django may occasionally do "ZZZ..." which skips his turn but it is a random occurrence so do not count on it. Since he does less damage and activates after Kuro, finish him off second anyway.
Enemy Hp Attack Pattern
Kuro + Django Kuro of a Hundred Plans

Health: 300,000

One-Two Django Health: 120,000

Kuro of a Hundred Plans

Attacks for 1,488

One-Two Django Attacks for 1,110

14 Hawk DualRayleigh 0 stamina - 14 Gin + Pearl + Don Krieg

Attack Gin 1st leaving Mihawk for 5th in the chain which will kill him, and follow up with your strongest character (mine was log luffy) on Pearl also finishing him off. Leaving 2 turns to kill Don Krieg taking no damage.
Enemy Hp Attack Pattern
Don Krieg + Pearl + Gin Don Krieg Poison Gas Bomb MH5

Health: 160,000

Fire Pearl Health: 150

Gin the Man-Demon Health: 200,000

Don Krieg Poison Gas Bomb MH5

Attacks for 4,004

Fire Pearl Attacks for 2,880

Gin the Man-Demon Attacks for 2,202

15 WB DualRayleigh 0 stamina - 15 Arlong + Hachi

Use your Usopp here and kill Arlong. Stall the remaining turns on Hachi and kill him taking no damage.
Enemy Hp Attack Pattern
Arlong + Hatchi Enraged Arlong Shark On Tooth

Health: 340,000

Six-Sword Hachi Health: 140,000

Enraged Arlong Shark On Tooth

Attacks for 6,020 When his health falls below 20% he will attack for 14,910 damage

Six-Sword Hachi Attacks for 1,560

16 WB DualRayleigh 0 stamina - 16 Baroque Works Agents

Do NOT let Mr. 3 attack.

Focus on Ms. Goldenweek who has low health and should be cleared quickly. Next, target Mr. 3.

Once he's out, it's relatively easy. Kill Mr. 5 next and stall on Miss Valentine until you regain Usopp's Special.

Enemy Hp Attack Pattern
Baroque Works Agents Miss Goldenweek Colors Trap: Calming Green

190,000 hp

Mr. 5 Breeze Breath Bomb 270,000 hp

Miss Valentine 10,000 Kilo Guillotine 290,000 hp

Mr. 3 Extra Special Candelabra 330,000 hp

Miss Goldenweek Colors Trap: Calming Green

Attacks every turn for 1,005.

Every 3 turns she will switch all your orbs to their weak versions.

Mr. 5 Breeze Breath Bomb Attacks every 3 turns for 3,150

Under 20% health, Mr. 5 will deal 8,330 damage

Miss Valentine 10,000 Kilo Guillotine Attacks every 3 turns for 2,915

Mr. 3 Extra Special Candelabra On his first turn he will lock your entire squad for 7 turns.

17 Hawk DualRayleigh 0 stamina - 17 Military: Smoke + Tashigi

Use your Usopp here. Finish off Tashigi before her attack and drill down on Smoker while recovering some HP, finish him off before he attacks as well.
Enemy Hp Attack Pattern
Military: Smoke + Tashigi Smoker the White Hunter

780,000 hp

Tashigi Navy HQ Ensign 200,000 hp

Smoker the White Hunter

Smoker will preemptively lock your captain for 3 turns.

He attacks every 3 turns for 5,405

Under 20% health, he will lock a unit for 3 turns again. Tashigi Navy HQ Ensign Attacks every turn for 2,500

18 Hawk DualRayleigh 0 stamina - 18 Rainbow Dragon + Crabs

Use Rayleigh again and all the crabs will be gone. Kill off the dragon before he attacks.
Enemy Hp Attack Pattern
Rainbow Dragon + Crabs Rainbow Striped Dragon

750,000 hp

Crabs 45 hp each

Rainbow Striped Dragon

Attacks every 3 turns for 9,000

Crabs Attack every turn for 1,350

19 Hawk DualRayleigh 0 stamina - 19 Straw Hats.

Under no circumstances should you allow Sogeking to attack. Use Mihawk special immediately upon entering this round and then Log Luffy and Rayleigh and it should shave some nice HP off them.

On the first turn concentrate your damage on Sogeking he should die on on the 4th of 5th in the chain and kill Nami next in the same turn. On the 2nd turn ignore Sanji and instead go for Zoro and bring him down. 3rd turn bring down Luffy's health, you will need to tank a hit from Sanji. 4th turn finish off Luffy and reserve Mihawk for Sanji and bring both down.

Enemy Hp Attack Pattern
Straw Hats Nami - Thunderbolt Tempo

Health: 260,000

Sogeking Health: 390,000

Diablo Jambe Sanji Health: 450,000

Roronoa Zoro - Ashura Ichibugin Health: 500,004

Monkey D. Luffy - Gear Second Health: 650,000

Nami - Thunderbolt Tempo

Special: 16,320

Sogeking Special: Locks all characters for 3 turns.

Diablo Jambe Sanji Special: 5,000

Roronoa Zoro - Ashura Ichibugin First turn will deal ~18,000 damage Attack: 2,808

Monkey D. Luffy - Gear Second First turn will 32,835 damage

20 Hawk DualRayleigh 0 stamina - 20 Hawk Eyes Mihawk.

Use Usopp immediately and you should be clear to take him out in the 4 rounds.

I ended up not using Marco but if you don't hit consistent Perfects you may need him

Enemy Hp Attack Pattern
Hawk Eyes Mihawk ≈1,000,000 1. Attacks preemptively for 2,000 damage

2. Each attack will deal 10,000 damage.

3) Below 20% of his health, he will begin to use his special dealing 25,000 damage.

Double EnelEdit

Using two Enel's isn't too bad. It's really frustrating getting to 19 and 20 as the orb luck can devastate you going against all DEX units like Zoro and Mihawk. Here's a walkthrough with a team I've put together, you're welcome to switch out Zoro for other units that may work better for you! Good alternatives are Hina, Thatch, and Capone.

Strikers (RR Kid required)Edit

Videos: Double Captain Kid, Whitebeard, Urouge, Smoker and GP Usopp, Double Captain Kid, Smoker, Kaku, Alvida and GP Usopp Video Credits

Kid+Aokiji with Urouge walkthrough:

Strikers aren't the most reliable with the units available at the time of writing. Many rely on Rare Recruit pulls such as Eustass Kid as a lead. However, we do have a team that seems to work quite well. We did it with the Rare Recruit Kid lead, and Mad Monk Urouge as a secondary booster, but we suspect that Prison Croc would work as a substitute for Urouge if needed.


Striker Team
Captain Subs Friend Ship
F0357 F0575F0314F0324F0015 F0575 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters
  • Must hunt for orbs on Stage 18


Video Walkthrough for Striker Teams

How to beat the Forest of Training Hawk with Strikers OPTC12:20

How to beat the Forest of Training Hawk with Strikers OPTC



Powerhouse Team (Double Jabra with Urouge and INT Blamenco)Edit

Powerhouse teams work just fine for this forest. You'll want them mostly MAX as they aren't as flexible as some Slasher and Rainbow teams.

You'll want to hunt for orbs for Stage 19 burst round. You'll want to Usopp right away and then use one Jabra and a Blueno to take out the Straw Hats. Look for a STR orb for Arlong before proceeding to Mihawk. On Mihawk, use your second Jabra and Urouge and you'll clear the forest!

Legend Lucchi on stage 18 will make the orbs process a breeze for the Straw Hats. Additionally, 3D2Y Sanji helps with two rounds of burst if you pulled him.


Powerhouse Team
Captain Subs Friend Ship
F0754 F0756F0314F0066F0015 F0754 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters 90+
  • Must hunt for orbs on Stage 18
  • Must hunt for STR orb on Arlong for Stage 19.
  • Replace a Jabra with Rob Lucci CP9’s Strongest
    for an easy run!
  • 3d2y Sanji can replace Blueno


F2P STR TeamEdit

All STR teams work just fine for this forest. You'll want them almost completely MAX as they aren't as flexible as some Slasher and Rainbow teams. This team is more of a gimmick, but it's just to show you when you power up your units, you can clear this forest. Stop complaining!

Below is a very consistent team to do this. It has been accomplished by OPTC Blog with JUST STR units just to show off how powerful STR/Easy this forest can be.


STR Team
Captain Subs Friend Ship
F0249 F0656F0030F0227F0015 F0249 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • High level characters
  • Must hunt for orbs on Stage 18
  • Auto-heal makes this forest auto-easy


Double BB TeamEdit

Cleared by User:Carefree living Free Spirit, bug him for a better write up. From his comment:

"So what I did was, on stage 19, kill all Strawhats and leave Sanji (here I stall on him coz he will always do fixed damage of 5000) until my remaining HP was around 12,000 (but at that time my GPU special was not yet ready!!!)

Now, on the last stage the remaning cooldown of my GPU special was still 1!!! But with a bit of orb luck I got 4 STR orbs, one on friend captain, my captain, MC, and Alvida, moreover here is what even made me luckier: when I activate MC special, it almost dealt half of Mihawk's HP!!!"

Double WB TeamEdit

Whitebeard teams are reported as viable for this.

Video 1: Double Whitebeard, Jozu, Alvida, Mihawk and GP Usopp

Video 2: Double WB, Mihawk, Alvida, Jozu, GPU

Double PSY MarcoEdit

Double PSY Marco has been shown to be able to clear this. See video: Double Marco, Garp, Shanks, Franky and GP Usopp

Double Raid ZephyrEdit

Double Raid Zephyr has been shown to be able to clear this. See video: Double Zephyr, Perona, Absalom, Franky and GP Usopp

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