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Adventure
  ➥ 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
Gates of Justice
Gates of Justice
Chapter Stamina Battles Quest Boss Conditions
1
14
7
CP9 Makes their Entrance
N/A
2
14
7
Introducing CP9's Top Swordsman
N/A
3
14
7
Zoan Devil Fruit Users
N/A
4
16
7
Showdown! CP9's Kumadori
N/A
5
16
7
Showdown! CP9's Fukuro
N/A
6
16
7
Battle in the Undersea Passage
N/A
7
16
7
Showdown! CP9's Kalifa
N/A
8
16
7
Showdown! CP9's Jabra
N/A
9
16
7
Showdown! CP9's Kaku
N/A
10
16
7
The Wall Before the Gates
N/A
11
16
7
A Red Cloth Bundle
N/A
12
16
7
Showdown! CP9's Lucci
N/A
13
16
7
The Horror of the Buster Call
N/A
14
18
10
Let's Go Home, Guys!
N/A

Chapter Beli Experience EXP/Stamina Rainbow Gem Title Gained Conditions
1
10233
1046
74.71
N/A
Cola
Clear Chapter
2
10643
1048
74.86
N/A
N/A
N/A
3
9920
1047
74.79
N/A
Giraffe
Clear Chapter
4
13236
1320
82.5
N/A
Lion
Clear Chapter
5
13725
1320
82.5
1
N/A
N/A
6
13470
1319
82.44
N/A
N/A
N/A
7
13036
1319
82.44
N/A
N/A
N/A
8
13346
1320
82.5
N/A
Devilish
Clear Chapter
9
13522
1321
82.56
1
The Horizon
Clear Chapter
10
13216
1319
82.44
N/A
N/A
N/A
11
12967
1319
82.44
N/A
N/A
N/A
12
12862
1320
82.5
1
Makings of a Leader
Clear Chapter
13
13543
1320
82.5
N/A
N/A
N/A
14
16359
1612
89.56
1
Sorry
Happiness
Clear Chapter
Clear Chapter 50 times

Rewards
Conditions
Thousand Sunny thumb

F0739

Icon evilfruit
5x Rainbow Gems
Clear all chapters in Tower of Law ~ Gates of Justice



Farming notesEdit

Lucci: Beastman Cat-Cat Fruit, Model: Leopard is a very good unit (his other evolution is less popular). Kaku can find some uses as well due to his specials (Kaku: Six Powers Cipher Pol No. 9 , Kaku: Beastman Ox-Ox Fruit, Model: Giraffe). Jabra: Six Powers Cipher Pol No. 9 is ok if you don't have Nico Robin. Other units are not popular due to relatively bad specials and captain abilities, farm for them only if you really need them due to their color/class/stats.

How to beat Tower of Law ~ Gates of JusticeEdit

Things are tough here, even the grunt mobs can be a problem if you don't have high level units (60-70+). If you are still using double tank Zoro, you will have trouble as its damage output won't be enough to clear all battles. Power rainbow teams such as slasher Mihawk ones or Double Eneru regen are more advisable. Specialized color types targeting bosses also work, as most bosses have a damage cut for the types that they aren't weak against.

  • Chapter 1

Grunts. Not that difficult, but they have decent HP and attack power. If you have trouble here, redesign your team or power up (farm, evolve, etc.) and come back a bit later.

  • Chapter 2

Grunts.

  • Chapter 3

Grunts.

  • Chapter 4

PSY Kumadori Cipher Pol No. 9: ATK 3010 every turn, HP 810000. Preemptively puts up 1 turn debuff protection and reduces all non INT dmg for 4 turns.

  • Chapter 5

STR Fukuro Cipher Pol No. 9: ATK 5110 every 2 turns, HP 1580000. He also negates all damage aside from QCK damage for 2 turns; so if you're using health cutters, use them after those 2 turns.

  • Chapter 6

Grunts.

  • Chapter 7

DEX Kalifa: Six Powers Cipher Pol No. 9: ATK 3380 every 2 turns, HP 968000. Pre-emptively she puts a shield reducing non-STR damage by ?%. At 50%, she casts immunity for 5 turns.

  • Chapter 8

INT Jabra: Six Powers Cipher Pol No. 9: ATK 6940 every 3 turns, HP 980000, 500 DEF. Starts with some DEF/ATK up for ~3 turns. At 50% puts up an non-PSY damage reduction for a ~3 turns. At <20% attacks for ~15k.

  • Chapter 9

STR Kaku: Beastman Ox-Ox Fruit, Model: Giraffe: ATK 2922 every turn, HP 1200000. Will appear twice. First time is on stage 4 where he cuts your HP by 30% as first strike, puts up a def boost for 2 turns, starts with 2 CD and from then on attacks for 2640 on CD of 1. On final stage, he starts with first strike of def up and immunity for 2 turns and CD of 2. Despite that, after a turn he will use a special move and hit you for 6500 or so. Under 20% his special does about 9000 damage.

  • Chapter 10

Grunts.

  • Chapter 11

Grunts. And INT Spandam is pretty much a joke with 10 HP and ATK of 500 (no, that's not a typo) every turn. He does cast an immortality buff on himself for 5 turns - but remember that it does not protect from special damage or poison. If you let him attack when he is at <20% he will hit for 9999, so don't let him do it. The only trick is his very high defense, so it is highly advisable you take a fixed damage unit or a poisoner to finish him off.

  • Chapter 12

QCK Lucci: Beastman Cat-Cat Fruit, Model: Leopard Part 1. ATK 4880 every 2 turns, HP 1300000, 500 DEF. He will first strike you for 33% of your current HP, changes orbs to empty and buff his DEF for 3 turns. If HP < 20% he will deal 8000 damage, chain 2 characters for 2 turns and silences captain+friend for 2 turns, so you probably want to burst him before that happens.

  • Chapter 13

Grunts.

  • Chapter 14

QCK Lucci: Beastman Cat-Cat Fruit, Model: Leopard Part 2. He will appear twice, his first appearance as usual is weaker, but can be a bit of challenge: as pre-emptive, he shuffles orbs to bother/TND/maybe others like blank, and puts up a DEF up for 2 turns. On his forth attack he will cut your health by 90% or so. Finish him off before that, or delay him (he won't cut your health if he is delayed). His final form has ATK 5097 for every 2 turns, HP 1780000, 1000 DEF. He will first strike you for 33% of your current HP, changes orbs to empty or weak/bother. He has a HP < 50% trigger which gives him haste (reduces cooldown to 1), which is a good time to time delay him. At HP < 20% he deals 99% of your remaining HP damage and chains 3 characters for 1 turn, so again, burst him before that happens.

See also Unatratnag's FAQ: How to beat Tower of Law ~ Gates of Justice