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Clash!! Kuma, The Tyrant!





Kuma is here for the first time in extra island as a 40 and 60 stamina raid boss. He might prove to be a challenge, but this guide will cover all essential points to defeat him.

Same as in previous guides, this one will have a unit analysis and a stage by stage overview with the most appropriate teams


Tyrant Bartholomew Kuma , Government’s Human Weapon


Type: STR                                                  HP: 3,090
Classes: Cerebral, Powerhouse                ATK: 1,455           
Slots: 3                                                        RCV: 90
                      
Captain Ability: Boosts ATK and HP of Cerebral units by 2x, deals 5x damage received in previous turn in STR damage to all units

Special Ability (28 -> 14 turns) : Changes RCV, TND, Empty, Bother and Bomb orbs into matching orbs and amplifies orb effect by 1.75x for 1 turn

Kuma, the Tyrant is a really powerful unit. As a raidboss, he is one of the best farmable units. With his amazing stats and abilities, he will prove to be a great addition to your teams.

His captain ability is the typical 2x ATK and HP, but to Cerebral characters, which allows him to be tanky and strong at the same time. 

However, his true power relies on his special. With the right units’ combination he gives full matching orbs as well as a 1,75x orb amplification. Of course there are other units, such as Doflamingo, that boosts orbs by 2x, but with Kuma, matching orbs can be guaranteed!

Paired with units that change slots into RCV, TND or Empty orbs, you have an excellent burst combination. Wapol is the best example, since he empties all slots, with the addition of being a farmable unit. Having both specials maxed allows you to have a decent burst at fairly low cooldown.


In addition to this, he has 3 socket slots, which makes this Pacifista an even better unit, worth to farm!

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Stage by Stage Walktrough

IMPORTANT NOTE: Do not bother stalling, since you can stall almost forever in stage 4 (read the guide on stage 4 for more information)

Stage 1



General Zombie has 45,000 HP and can have an ATK interval from 1 to 3 turns. However, he will enrage all after turn one, so focus on him first.

The other mobs have 15,000 HP and will attack for 5,022 damage, and can have 1 or 2 turns interval.

You can stall here 2 turns without taking damage, and it’s not recommended to get hit






Stage 2




The general zombies have 45,000 HP and attacks for 9090 while the other ones have 15,000 and will attack for 5,022 damage.

The turtle has 5 HP and deals 1,220 damage while the lobster will deal 5,876 damage and has 10HP

You can stall here for 2 to 5turns without taking damage, depending on the lobster ATK interval







Stage 3 




The General and the Knights have 45,000HP. 

The General hits for 7,490 while the others hit for 9,090. The Zombie Soldier has 15,000HP and attacks for 5,022.

You can stall 2 turns without taking damage. Kill the General first since he will enrage the others. It’s not necessary to stall for extra turns here





Stage 4




The soldiers have 15,000 HP and will deal 5,022 damage. 

The Elder has 8HP and will lock a random unit for 8 turns. The zombies have 2,000HP

You MUST kill the Seahorses first.

Now, comes the most interesting part of this fight. The two front row zombies WON'T attack you EVER. 





The INT one wll change your captain's orbs while the PSY one will heal for around 1,000 every 3 turns. If you bring a low ATK unit (like robber penguin) you can stall here almost



BOSS STAGE - Kuma, The Tyrant


HP: 3,200,000 (1,000 DEF)

Attack Pattern:

Preemptive – Puts up a debuff protector for 99 turns. Negates damage from STR and DEX units for 5 turns. Takes out one of the 2 bottom row units from the fight (you will not be able to use them, since they are permanently removed)

Turn 1 to 3 – Does nothing

Turn 4 – Attacks for 9,296 damage and boosts DEF for 99 turns. Heals 90,000 HP every turn for 3 turns and takes out permanently one of the middle row units.




Turn 5 to 7 – Does nothing

Turn 8 – Attacks for 9,296 and heals 90,000HP each turn for 3 turns. Knocks the other bottom row unit off the fight.

Turn 9 to 11 – Does nothing

Turn 12 – Attacks for 9,296 and heals with the same pattern as before. Removes the remaining middle row unit from the fight

Turn 13+ - Attacks for 9,296 and heals with the same pattern as before every 4 turns.

HP < 20% - Attacks for 90,000 damage

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Recommended Teams

NOTES:
- Maxed Sunny/Merry is highly recommended

- Since you can stall a lot in stage 4, there is no need to have any specials maxed

- Specials, suchas Sabo's r Baby 5's, that require to hit all perfects to get boost, won't work, since the 6th unit is removed from the fight.



Thatch/Marco teams




Double Thatch or Double Marco works great either.

This team may have problems on stage 3, if mobs' cooldown is really low.

Robber penguin is there for stalling purposes on stage 4.

In the boss fight, you should have your specials ready. Use Thatch's special, then, n the next turn, use Enel's and Marco's specials (this order exactly). you now have 1 turn with QCK boost and 2 turns with orb amplification.

If you run double Thatch, you can't use Enel special since you don't have anyone to heal the HP lost, but it's doable as well.





Enel F2P Team




This team can be paired with a Thatch or Marco captain, and it does the job easily.

You can fit unit such as QCK story Lucci or Hina, and with Doflamingo's and Kaku's special boost, this fight won't give you much of a trouble.

With double Enel, assuming all specials are maxed, there is no need for the penguin, so you can have a QCK unit replacing him, since the heal allows you to take damage and recover easily that loss

This F2P version has lots of alternatives, so even if you're not lucky with rare recruits, Kuma won't be a problem either.





Legend Doflamingo




There's not much to say about this team. As long as you don't miss perfects this is an overpowered team.

The empty slots can be filed with strong QCK Driven units, such as Nero or Halloween Zoro.

The penguin is for stage 4











Ace/Gladius 





This team can be paired with many captains (Ace has the same captain ability as Glaidus so either will work, though Gladius has better ATK stats).

Double Gladius/Ace, Gladius/Marco, Gladius/Thatch are some of the many combinations you can have.

This team shouldn't have problems defeating Kuma










Sengoku Team





A regular Sengoku team. Bottom units can be any strong QCK character with 20 cost or below, such as Ganfall or Halloween Zoro, for example.

If you want to stall, take the penguin and stall on stage 4














This is it for now, I hope you find this guide helpful and feel free to comment with a suggestion or our opinion!

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