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Blueno CP9's Strongest: Blueno can also be considered as he is a INT unit and will benefit from your captain's attack boosts.Aisa can completely negate a PSY attack which is obviously incredibly useful for Garp.
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Damage Reduction: Since Garp hits hard, you might want to consider something to absorb his 4th turn.Expect to spend 20-40 minutes to take Garp down with this setup. Zombie Team: Nefertari Vivi/ Laboon - These teams will work for Garp.Sengoku: this legend with some burst subs (Robin, Breed, Noland, Log Nami) will quickly deal with Garp.Make sure you can survive at least one more round after your burst round so that you can use his special. Use him after any of your burst rounds with his special and it will almost always be lights out. Hawk Eyes Mihawk World's Strongest Swordsman: A great INT slasher and captain for Garp.Choose 3-4 slasher subs that are also INT to help increase your Slasher team damage to Garp. If you are going to mix with a Donquixote, try and use your captain as the Donquixote so that you can still have two Mihawks to bring down 51% of Garp's health with his special. Hawk Eyes Mihawk: A slasher captain will work.However she will provide the 2.5x boost if you have it, try and bring a friend Nami if you can. However, Whitey Bay is a weaker option for Garp since he is immune to time delay thereby making her special useless. Ice Witch Whitey Bay: White Bay is normally considered a stronger unit when compared with Nami.Vista has a bit more health and having him as a supporting unit with your captain being a Nami will add more health to your team. If you decide to mix a Nami and a Vista, try and use your Nami. Nami Happiness Punch: A pure power team that must take out Garp before his fourth attack.Bring along a Striker attack booster and Striker orb booster to help your stronger striker INT units. Also, if you don't have his cooldown boosted, you can pretty much ignore his special as an initial cooldown of 33 is WAY too long for this stage. He is a class booster instead and there aren't many INT strikers worth bringing. Aokiji Ice Man: Aokiji is a very strong back-up if you don't have Vista.Flower Sword Vista: A double Vista team in the 70+ range can consistently beat this boss.Follow our stalling guide in the walk through and the locks won't impact you. While there are locking units on this stage, it's not worth trading in attack power or valuable specials to get anti-lock sockets. Try and up to a 2.5x captain as soon as possible to more quickly farm your Garps. However, this does take some time and the burst rounds won't be as effective.
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If you're not strong enough (70+ character levels) it's generally recommended you use double health double attack captains like Flower Sword Vista. Generally, you can play with how much health and strength you need between Captains. See Tips for New OPTC Players and Roadmap.
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Tips on How to Beat Vice-Admiral Garp FAQs