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General InfoEdit

Hina's Resort Getaway Banner
Quest Boss Difficulty Conditions Notable Captures/Drops
Hina is Calm
F0231

Rookie
N/A
F0231

F0049

F0043

Happiness Punch Manual

Double Hyper Straight Manual

Double Cross Dance Manual

Bombardier Arabesque Manual

Demonic Dance Manual

Dance Heaven Manual

Guffaw Palm Bomb Manual

Hina is Shaken
F0231

Veteran
N/A
Hina is Truly Mortified
F0232

Elite
N/A
Hina is Very Angry
F0196

F0232

F0198

Expert
N/A
Difficulty/Stamina
Battles
Experience
Beli
Title
Rookie
10
5
1152
4425
-
Veteran
15
7
2260
7190
-
Elite
15
7
2620
7981
Unexpected
Expert
30
7
5705
19533
Boredom

NotesEdit

  • 1 Rainbow Gem will be received upon clearing all 4 difficulties.
  • Limited-Time Event.
  • All difficulties get a chance to drop Nami's, Fullbody's, Django's, Mr.2, Gin's and Kuroobi'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.

15 Stamina Elite Ranking ChallengeEdit

In the Extra Island quest Hina is Truly Mortified aim for the High Score, which will be based on the combination of crew cost, turns taken, and tap accuracy.

No one knows the exact formula. Bring a maxed out Roronoa Zoro Ashura Ichibugin, Chef Zeff, Green Armored Crab, Green Plated Lobster, and Green Hermit Crab and a friend Roronoa Zoro Ashura Ichibugin and you can pass the gold challenge if you hit most of your perfects in 9-10 rounds clear time.

Note: The above team with 11 rounds and all perfects except for one great cleared 770,000.

How to Beat Hina's Resort GetawayEdit

FAQsEdit

General informationEdit

This is one of the earlier fortnights, and as such, on the easier side. Hina attacks for a decent amount, and does so every turn, plus she has an annoying <20%HP trigger - but all of this can be countered with time delay, and thus is clearable by mid-level f2p Roronoa Zoro Ashura Ichibugin without too much hassle. Everyone gets a Zoro, after all, and can evolve to a Ichibugin so this level can be cleared by almost all players once they've put enough EXP into their DEX squad.

Mid-boss is Fullbody, who will hit you for a decent amount and on his first turn. Try to take him out before he can attack (doable for Slasher teams, less so for double Zoro all-Dex tankers).

Recommended CaptainsEdit

Bring a 2x HP DEX captain (i.e Zoro) if you are lower level. Mid to high-level teams should bring a 2.5x captain for a speed run. You can clear with double Garp or Vista if you have the characters available, but beware her health as the only tricky part about her is that she will lock a unit for 13 turns every turn when her health falls below 50%.

Recommended Support UnitsEdit

Recommended TeamsEdit

Slasher
Captain Subs Friend Ship
F0227 F0322F0008F0308F0418 F0227 Coffin Boat
Requirements
  • Lucci only brought for stats
    and as a QCK combo finisher against Ironfist.
    He can be replaced with any QCK slasher.
  • Any DEX slasher can be switched
    out for other hard-hitting slashers

Recommended SocketsEdit

Nothing is really needed here. Aim for cooldown sockets if you're running a doublefinger-based speedfarm team. The round before Hina you'll need to use at least 5 units. It's best to try and save an orb on Doffy for a one turn kill on Hina.

30 Stamina WalkthroughEdit

Stage Strategy Enemy Info
1 Hina - 1 Grunts

Take out the grunts and take no hits.
Enemy Hp Attack Pattern
Grunts ~35,000 and ~4,500

-

2 Hina - 2 Grunts

Take out the grunts and take no hits.
Enemy Hp Attack Pattern

Grunts

~60,000

Attacks for 3,804

3 Hina - 3 Grunts + Evolvers

Take out the grunts and stall on evolvers if you need to wait for specials
Enemy Hp Attack Pattern

Turtle

Penguin

20hp

~1,000

Attacks every 2 turns for 750

Attacks for 504

4 Hina - 4 Double Ironfist Fullbody

Take out the grunts and Doublefist as fast as possible. If you're bringing an all DEX team, you may take a hit from Fullbody due to being weak against STR.

If your Usopp GP is MAX on his special, you can use him here and use him a second time for Hina.

Enemy Hp Attack Pattern

Double Ironfist Fullbody

80,000 hp

His special attacks for 4,800 damage on his first turn. He attacks for 3,000 every turn after that.

5 Hina - 5 Grunts

Take out the grunts and take no hits. The grunts have a little bit of armor here, so you may need to finish some attack chains on the characters to actually pierce through. It's estimated the defense is about 50,000.
Enemy Hp Attack Pattern

Grunts

30hp

Attacks every turn for 4,5000

6 Hina - 6 Grunts + Evolvers

Take out the grunts and stall on turtles as long as possible.
Enemy Hp Attack Pattern

Turtle

Crab

20hp

30hp

Attacks every 2 turns for 750

Hits for 1250 every 3 turns.

7 Hina - 7 Black Cage Hina

If you brought a Time Delay character, use them immediately to buy time. You may consider switching your attack to Hina and take her out before she can lock your characters. Otherwise, keep her above 50% health and burst her down so she doesn't attack after falling below this critical level.
Enemy Hp Attack Pattern

Black Cage Hina

510,000hp

Hits for 2,220 every 1 turn.

Below 50%, binds characters for 13 turns as well as attacks.

Secret Stage Hina - Sec Double Crosser Django

Django isn't too difficult, take him out before he attacks.
Enemy Hp Attack Pattern

Double Crosser Django

150,000hp

Attacks every two turns for 3,945


Team Builder HelperEdit

DEX Characters who Boost Attack


DEX Characters who can reduce binding

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