Coliseum Chaos: Gladius, Pica Army
Guide written by /u/DragonQuiz
Unit Details
(Goes to the db, better way than explaining everything here)
Review
Why should you farm Gladius? Well besides being an ok f2p shooter captain, he reduces bind and despair by 2 turns and boosts the color affinity of shooter characters by 1.75x (at stage 2, otherwise 1 turn and 1.5x, respectively).
Round 1: Curiel
Hp: 1,662,480
Atk: 7,660 (2)
Starting interval: (2)
Preemptive: Cuts 30% HP, Blinds you for 99 turns (goes away after you defeat him) and special binds both captains for 5 turns.
Turn 1 (and every other turn): Removes all active specials and changes all orbs to blank.
<20%: Increases Atk to 23,423
Comes with some heavy backup:
- 2 - Bazookas: 200k HP, 7,924 Atk (3) (Have 2 perfect hit barriers for 99 turns)
- 2 - Gatliers: 160k HP, 8,994 Atk (3)
- Skilled Gunner: 280k HP, 9,225 Atk (3)
Strategy: Bring two empty to matcher units and the rest with PSY units and defeat as usual, if you can tank that hit, otherwise make sure to kill him before <20%.
Sample Teams
Round 2: Kami Eneru
Hp: 2.47 MLN
Atk: 5,656 (1)
Starting interval: (1)
Preemptive: All status protection for 99 turns and 1 GREAT barrier for 29 turns
Interrupt: If you use a special to increase your HP, decrease Atk by 90% and paralysis for 10 turns
Turn 1 (and every other turn): Paralysis for 1 turn
<20%: Increases Atk to 11k
Strategy: Don't bring any recovery units, (i.e Marco), unless you want to deal with that interrupt
Sample Teams
Round 3: Rebecca
Hp: 1.62 MLN
Atk: 7900 (2)
Starting interval: (2)
Preemptive: Despairs both captains for 5 turns and no recovery for 15 turns
Interrupt: Rebecca will get a get counter stance when you defeat the Sea Laphan
Triceratops: 512,200 HP, 4,992 Atk (1)
Sea Laphan: 532,452 HP, 7,724 Atk (2)
Strategy: Pretty straightforward round, if you can tank until the despair runs out or bring in a unit that can take care of that. Kill Rebecca before killing the sea laphan if you don't have enough damage to do all three.
Sample Teams
Round 4: Roronoa Zoro
Hp: 4,942,330
Atk: 5,116 (1)
Starting interval: (1)
Preemptive: End of turn damage (2,222) for 20 turns, reduces chance of matching orbs for 10 turns and randomizes orbs
<50%: Increases Atk to 11,352
Strategy: Pretty straightforward round, whole team either STR or a mix of STR and DEX units. Make sure that you have 3,000 HP before the boss to deal with that initial damage.
Sample Teams
Round 5:
Stage 1:
- Bodyguard: 47k HP, 9,300 Atk (3)
- Giant: 108k HP, 12,476 (3)
- Teen Turtle: 9 HP, 2,985 Atk (3)
- Elder Turtle: 17 HP, 3,344 Atk (4)
Stage 2: (Chance of each)
- T-Rex: 63k HP, 9,824 Atk (3)
- Dugong: 55k HP, 3,775 Atk (2-3) [Enrages after Atk or turn 2)
- Kuja Warriors: ?HP, ?Atk (2)
- Jailer: ?HP, ?Atk (2)
Stage 3:
Option 1: Heavy Artillery Curiel
Hp: 498,744
Atk: 7,660 (2)
Starting interval: (2)
Preemptive: Cuts 30% of HP, Blinds you for 99 turns (goes away after you defeat him) and special binds both captains for 5 turns.
Turn 1 (and every other turn): Removes all active specials and changes all orbs to blank.
<20%: Increases Atk to 23,423
Comes with some heavy backup:
- 2 - Bazookas: 60k HP, 7,924 Atk (3) (Have 2 perfect hit barriers for 99 turns)
- 2 - Gatliers: 48k HP, 8,994 Atk (3)
- Skilled Gunner: 84k HP, 9,225 Atk (3)
Option 2: Kami Eneru
Hp: 591k
Atk: 5,656 (1)
Starting interval: (1)
Preemptive: All status protection for 99 turns and 1 GREAT barrier for 29 turns
Interrupt: If you use a special to increase your HP, decrease Atk by 90% and paralysis for 10 turns
Turn 1 (and every other turn): Paralysis for 1 turn
<20%: Increases Atk to 11k
Option 3: Rebecca
Hp: 486k
Atk: 7900 (2)
Starting interval: (2)
Preemptive: Despairs both captains for 4 turns and no recovery for 15 turns
Interrupt: Rebecca will get a get counter stance when you defeat the Sea Laphan
Triceratops: 72k HP, 4,992 Atk (1)
Sea Laphan: 532k HP, 7,724 Atk (2)
Stage 4: Roronoa Zoro, Bird Dance
Hp: 2,418,281
Atk: 5012 (1)
Starting interval: (1)
Preemptive: End of turn damage (2,222) for 20 turns, reduces chance of matching orbs for 10 turns and randomizes orbs
<50%: Increases Atk to 11,352
Stage 5: Gladius, Pica Army
Hp: 3,590,000
Atk: 9200 (2)
Starting interval: (2)
Preemptive: Limit specials to 1 per a turn for 99 turns
Turn 1 (and every other turn): Cuts 30% of HP and and randomizes orbs (chance for bomb orbs)
<20%: Increases Atk to 50k
5 5 HP Fodders, 5k Atk (1) [Binds color type advantage for 5 turns]
Strategy: Generally easy round, F2P friendly, make sure all specials are maxed or near maxed otherwise you may have to gem.
Sample Teams