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The Ultimate Kami Eneru Guide (Part 2) - Mob Stalling and Walkthrough Doffy/Mihawk Team

Guide

This guide will continue from part 1 of our Enel Guide Series.

Initially it is the same as the Dbl Doffy guide with some slight changes in the boss stage and when/where you can stall extra. The most varied part will be the discussion at the end about alternative team combinations. While this is not THE DEFINITIVE list of all possible teams it should be enough to give you an idea on what typical teams work. No doubt there will be other possible combinations. Thanks to u/Madara for the layout from part 1.


Part 1 Doffy/Doffy Team

Part 3 Dbl Rayleigh and Dbl Mihawk Teams

#Stalling Guide

Since the Stalling Guide was covered already you can find it here in more detail. I will just give a quick recap below:

  • Remember, lightning strikes every 3 turns. For 60 stamina that's 1,800 to your team in total and 10,000 to each enemy unit.

 

Stage 1: Stall 3-5 turns.

Depending on mobs here you will want to stall as long as you can without taking damage. You can take one hit here if you wish to stall a bit more for additional CD time but cannot stall further on stage 3.

 

Stage 2: Stall 1-2 Turns.

This will depend on what turn you exited stage 1. If you were there for 3 turns you will get 2 turns stalled here. If you were there for 4 you will get 1 stall before lightning clears the mobs. If you made it 5 turns you will get 1 stall here.

 

Stage 3: Here you will stall anywhere from 3-5 turns. IMPORTANT

Leave the highest CD unit alive to bind your units. Preferably one of the INT units in the back row. The first time they attack they will instead bind your units that are strong type to them for 1 turn. Thus giving you two more turns to stall. You NEED to end this stage one turn after lightning strikes for stage 4.

This means:

  • Lightning Strikes
  • You take your turn (don't clear yet)
  • On your second turn clear this stage

You may stall for an additional 2-3 turns here if you did NOT stall on Stage 1. This is because we will have around 10k Health left when we either spike down Enel or stall him with Usopp.

 

Stage 4: You should stall 2 turns here.

Hopefully you heeded my warning and left 2 turns until lightning strikes. If not keep in mind Seahorses bind a unit for 6-turns and Angels bind for 2 and hit for 4,038 damage if no bind unit type available. After your attack on one unit the lightning should clear this stage completely. Onto the Boss God Enel.

  • Key differences in the 3 different difficulties is Lightning damage:
  • 30 Stamina: 1,000 damage from Lightning

  • 40 Stamina: 1,320 damage from Lightning

  • 60 Stamina: 1,800 damage to you 10,000 to enemy units from lightning

Doflamingo/Mihawk Walkthrough

Here's another spin on the Doflamingo team from part 1. This team will benefit from a bit more Damage than the Double Doffy team but will have less overall HP. I will present this initially as an F2P team and add some variations at the end with some RR units.


#Required Team Members

CharacterSpecialRecommended CDComments
Donquixote DoflamingoSwitches orbs between slots twice, amplifies the effect of orbs by 2x for 1 turn21 max is the most we can stall around forHe's big, he's bad, he's got pink feathers on his back and he's ideally going to be your captain
Hawk Eyes MihawkCuts the current HP of each enemy by 30%17For this guide we will use him as a crew member and friend captain.
Sir Crocodile Warlord of the SeaChanges own orb into INT and randomizes every other orb, deals 15x character's ATK in INT damage to all enemies21Trafalgar Law is ideal but with some toying around Crocodile can get you some DEX orbs
Miss DoublefingerBoosts ATK of DEX characters by 1.5x for 1 turn15 (initial)Can be replaced by Koza for a boost to Slashers
Golden PoundDelays all enemies for 3 turns15 (initial)Can be replaced with Sogeking
  • Ship - MAX Coffin Boat
  • MAX level characters required for this F2P team
  • CD limits are explained in the stage run down above

Boss Fight Walkthrough

Follow the stalling guide above to stall for 13 turns (14 after the preemptive).

Using this team to calculate how much damage you can do. With this purely F2P team there's not much wiggle room.

#Stage 5

| Boss | HP | Attack Pattern | :-: | :-: | :-: | :-: | | Eneru | 4,000,000 HP | Check below for his attack pattern

TurnBehavior
PreemptiveActivates an immunity buff (debuff protector) and a "50% damage reduction" buff for 3 turns
1Attacks for 6,335 damage then removes all buffs and shuffles your orbs (if he’s delayed then he won’t attack but he’ll remove the delay and get his CD back to 1)
26,335 damage
36,335 damage
4+Repeats the 1-3 cycle as long as his HP is above 50%. Orb shuffles every three turns.
HP below 50%Reduces your HP by 50% then attacks for 6,335 damage
HP below 20%95,656 damage roasting
  • You’ll have to take at least 4 turns of damage before you can delay him. If you’re using Usopp, make sure to delay him right after he removes the debuffs on turn 4 so that you can get the most out of it.

After the 4th turn: [17 turns stalled; 32,540-36,830 damage]

Stage | Mobs | HP | Strategy| Team HP approximation :-: | :-: | :-: | :-: | :-: | :-: Boss Stage | Eneru | 4,000,000 HP | | 33,223 1 | | 4,000,000 | Just attack normally for the next few turns, saving your specials and being mindful not to get him below 50% HP | 33,223 2 | | 3,853,421 | All debuffs cleared by Enel | 26,888 3 | | 3,706,842 | Thunder strike at the end of this turn | 20,553 4 | | 3,560,263 | 50% damage reduction and the debuff protector expire after this turn | 12,418 5 | | 3,267,087 | All debuffs cleared. Use Usopp special here and both Mihawk's specials | 12,418 6 | | 1,307,696 | thunder strike after this turn | 12,418 7 | | 1,014,520 | Regular attack | 10,618 8 | | 721,344 | This is the last turn so use Crocodile, Doflamingo and Miss Doublefinger. You have to keep *rerolling Crocodile’s special until you get at least 1 DEX orb on anyone, then use Doflamingo’s special to put those orbs on your hardest hitting DEX slashers. burst damage | 10,618 9 | | 0 | Roasted Eneru

  • Rerolling Crocodile's special consists of the following steps
    • use the special
    • if you don't get 2 DEX orbs then force close the app
    • launch the app again and resume the battle, you'll go back to the start of the turn, specials unused
    • use the special again
    • repeat until you get the orbs you need

Relevant Videos

Doffy, Mihawk, Law, Apoo, Miss Doublefinger, Mihawk

Doffy, Mihawk, StrongWorld Zoro, GP Usopp, Koza, Mihawk

Mihawk, Doffy, Mihawk, Law, Mr. 3, GP Usopp

Dbl Doffy, Mihawk, GP Usopp, Marco and Law A bit more relevant to the part 1 guide though


#Alternate Team Members

CharacterSpecialRecommended CDComments
LawChanges all non DEX orbs to either DEX RCV or TND20 (initial) but near 17 if possiblePaired with Apoo He's the key to a full team of DEX orbs
Scratchman ApooChanges all RCV and TND orbs to DEX20 (initial) but lower if you've been luckyPart of the Law combo to get DEX orbs.
WhitebeardReduces enemies current HP by 30%At least 20 but closer to 17 is betterGoing to help you reduce [Enel[(/qck) total HP on stage 5

#Alternative Teams with Doffy/Mihawk

As mentioned by user u/daouaich - Doffy cpt, Mihawk frnd, Law, Mihawk, Whitebeard, GP Usopp Initial HP of ~40,000*

  • Average Team damage per turn after Eneru debuff ends: 319,000 damage

Stage | Mobs | HP | Strategy| Team HP approximation :-: | :-: | :-: | :-: | :-: | :-: Boss Stage | Eneru | 4,000,000 HP | | 33,429 1 | | 4,000,000 | Just attack normally for the next few turns, saving your specials and being mindful not to get him below 50% HP | 33,429 2 | | 3,840,273 | All debuffs cleared by Enel | 27,094 3 | | 3,680,546 | Thunder strike at the end of this turn | 20,759 4 | | 3,520,819 | 50% damage reduction and the debuff protector expire after this turn | 12,624 5 | | 3,201,349 | All debuffs cleared. Use Usopp special here and both Mihawk's and Whitebeard specials | 6,289 6 | | 778,592 | thunder strike after this turn | 6,289 7 | | 459,122 | Regular attack | 4,489 8 | | 139,652 | This is the last turn so use Law special. burst damage | 4,489 9 | | 0 | Eneru should be lightly toasted | 4,489

  • This team should be doable, unless I'm off by one. Which I don't believe I am. Whitebeard owners with low CDs rejoice! Because, of the remaining HP you really cannot stall much on the previous stages outside of recommended amounts above. But you may be able to use your spike a turn sooner if you get [Enel] low enough to broil him.

Another variation Doffy cptn, Mihawk frnd, Law, Mihawk, Apoo, Usopp

  • Average Team damage per turn after Eneru debuff ends: 323,000 damage

Stage | Mobs | HP | Strategy| Team HP approximation :-: | :-: | :-: | :-: | :-: | :-: Boss Stage | Eneru | 4,000,000 HP | | 32,330 1 | | 4,000,000 | Just attack normally for the next few turns, saving your specials and being mindful not to get him below 50% HP | 32,330 2 | | 3,838,371 | All debuffs cleared by Enel | 25,995 3 | | 3,676,742 | Thunder strike at the end of this turn | 19,660 4 | | 3,515,113 | 50% damage reduction and the debuff protector expire after this turn | 11,525 5 | | 3,191,838 | All debuffs cleared. Use Usopp special here and both Mihawk's specials | 5,190 6 | | 1,240,725 | thunder strike after this turn | 5,190 7 | | 917,450 | Regular attack | 3,390 8 | | 594,175 | This is the last turn so use Law and Apoo special. burst damage | 3,390 9 | | 0 | Eneru, BOOM! Roasted | 3,390

  • This team can stall one additional round of turns in Stage 1 because of your remaining HP being enough to withstand a hit and still survive Eneru's onslaught. In order to properly roast your Enel please ensure you start the boss stage with at least 30,000 HP.

Another team for those who are confident in their tapping abilities Doffy cptn, Mihawk frnd, Mihawk, Law, Apoo, Miss Doublefinger

Stage | Mobs | HP | Strategy| Team HP approximation :-: | :-: | :-: | :-: | :-: | :-: Boss Stage | Eneru | 4,000,000 HP | | 32,331 1 | | 4,000,000 | Just attack normally for the next few turns, saving your specials and being mindful not to get him below 50% HP | 32,331 2 | | 3,838,371 | All debuffs cleared by Enel | 25,996 3 | | 3,676,742 | Thunder strike at the end of this turn | 19,661 4 | | 3,515,113 | 50% damage reduction and the debuff protector expire after this turn | 11,525 5 | | 3,190,408 | All debuffs cleared. Use both Miahwk specials. Use your burst here with Doflamingo, Law, Apoo and Miss Doublefinger burst damage | 5,191 6 | | 0 | You already know what happened to Enel by this point | 5,191

  • This burst team can drop a cool 1,948,000 Damage on Enel for the win. This or a team with Koza replacing Miss Doublefinger for a 1,924,000 damage burst. This team type is more risky but definitely in your fastest clearing farm team category. You will need to have Doffy around 20 turns CD for these teams with the removal of Usopp. Because of your HP being 11,526 you can stall a few more turns in Stages 1 as long as you do not exceed this amount. So maybe take a few more turns with that mob on Stage 1. Go on, you know you want to.

With that we will wrap up this part of the guide. I hope you found it informative. Keep an eye out for more to come!

P.S. I know there are uses of both Enel and Eneru in this guide. I wanted to use both to touch on both the Japanese and English pronunciations. Just because :-P

Edit: Modified some damage counters on the boss fight walkthrough. Turn off by 1 issues. Have been debugged.

 

**Thunder Warning:**Also, clarifying that stalling for extra turns is best done on Stage 1 so you do not throw off the DELICATE balance that you have to maintain when stalling in this raid. Seriously, it's very delicate. If you don't utilize the lightning properly you may be the one to get shocked (which in this case might be a wipe). So take this Thunder warning seriously. Thanks to u/Daouaich for bringing this up. I was not clear enough on this matter.

Posted Jan 11, 2016, 4:54 PM UTC · edited

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