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10 Things Only Pro Players Know You Can Do In One Piece Odyssey

Jun 15, 2023Jun 15, 2023

You've got to be a prop to pull these off in One Piece Odyssey.

One Piece Odyssey is a simple turn-based RPG at first glance. The game provides a fast-forward and auto-battle option for combat, which really emphasizes a casual romp. There are enough enemies on the main path to over-level characters without trying. Despite this, there is still a level of depth in the game that will only be reached by the truly dedicated.

Related: One Piece Odyssey: Best Bosses

The game doesn't point out everything at its disposal. Several mechanics won't be introduced until a comfortable rhythm has been reached, and it may be difficult to veer from these patterns. Still, it's possible to go above and beyond, and these tips and changes made in the menus will optimize gameplay.

Odyssey presents the accessory feature after the prologue. In chapter 3 the ability to fuse their abilities together is unlocked. This is where the game immediately breaks itself in half for the player who can be bothered. When fusing accessories there is a small chance for a "triumph!" where the stats of the fused item are doubled.

This chance is determined when the fusion is made. This means it's possible to save the game, attempt the fusion, and reload if it isn't a triumph. This can be tedious, but it's also broken. An extra 100 points in a stat can make a huge difference, especially early on.

Status affects are introduced at the start of the game, and their usefulness becomes readily apparent. The early game enemies are all extremely susceptible to status ailments. Given that bleed and burn reduce the enemies attack and defense stat respectfully, enemies will often be at a disadvantage.

Related: Things That Make No Sense In One Piece Odyssey

This advantage will diminish throughout the game, however. As the story progresses enemies will become increasingly resistant to most status effects. Key word: most. Enemies in the late game will typically have at least one status effect they're weak to. Once that status effect has been found, it can be spammed.

This isn't a hidden quirk of any system. More so, it's a smart use of the turn based combat. Because characters can move in whatever order desired, the turn order can be wrapped so the character who moves last one turn can move first the next.

This becomes heavily advantageous when a battle objective has been added. Often times a character will be tasked with killing an enemy they are weak to damage. Whittle away the enemy with other characters before taking two turns with the same character. This can ensure the kill much more often.

When in the game world, enemies will agro towards the characters once seen. They do not care about level differences or type match ups. They exist to choose violence and nothing more. The agro mechanic does have one neat feature though, a very limited agro range.

This means that an enemy will only chase the player so far, and enemies will never leave their marked zone. When chased to the edge of their agro zone they will simply turn around and walk away. Walking into an enemy's back will begin the combat encounter with raised critical hit chance. This means most enemies can be encountered with extra crit chance once the enemy has turned their back.

Area-of-effect attacks are some of the strongest attacks in the game. The games' field system when in battle means enemies can be spread far and thin. Only attacking one enemy at a time on a field of ten enemies can feel like a waste. While AOEs initially have lower damage, they do more damage overall once spread over the field.

Related: Things Only Fans Of The Series Noticed In One Piece Odyssey

To truly take advantage of AOEs, use Nami and give her nothing but attack increasing accessories. Most AOEs, even late game ones, target one whole field at a time, but Nami's first AOE targets all four fields. Later on, accessories which increase critical hit chance can be obtained to really drive home the mayhem. Entire encounters will be cleared with a single attack.

Odyssey, if the name isn't a signifier, is a large game. The world map feels like it keeps expanding, and sooner or later a fast-travel mechanic starts to sound really appealing. Also, the game keeps presenting traffic signs that say "taxi." Wouldn't a taxi be just the tops right now?

Turns out a taxi service is exactly what it is! Only it won't be unlocked until halfway through Alabasta. Additionally, it doesn't unlock all the previous taxi locations unless they were physically interacted with. Thankfully, a dedicated player, or perhaps a paranoid one, would have been interacting with them anticipating this event.

It's easy to neglect party members in Odyssey. There are only three damage types, four party slots, and three of each type in the party. This means as long as one of each type is in combat, there is a lot of choice in party composition. Eventually, favorites will be chosen.

However, this is a trap. For story reasons, certain characters will become unavailable. This means players may be caught fighting a boss with characters with no equipment or upgraded abilities. Avoid this altogether and don't neglect party members.

The field system keeps encounters from being too formulaic. For every encounter, enemies will be separated throughout 4 fields and player characters will be separated randomly as well. If in a field with an enemy, that character can't move to another field without swapping them out.

There is one move on all characters that is easy to overlook that ignores being locked in a field. Bond arts are typically saved for high damaging attacks, but every character is equipped with an ability that lets them move to any field with an enemy already in it. This can save another party member locked in a field with something they're weak to.

In addition to being able to move characters to enemy locations, characters have the option to swap out with any party member in reserve. This saves them from being locked in a field with something dangerous, but if abused it kind of breaks the game. Having characters locked into fields means players can't always place their characters where they'll be most useful. This supposedly adds strategy to the game.

That is unless a player were to just swap characters already in the field with each other. The game doesn't tell you this is possible, and it almost feels unintended. If Nami and Luffy are on the field, but they are both locked in a field against their weakness, players would be expected to have to swap both characters out. Or, just swap them with each other. Being locked in a field will suddenly be meaningless.

This option should really be enabled from the start, or the game should at least have the common courtesy to mention it exists. The walking speed in Odyssey isn't abysmal, but it's not exactly brisk. Running on the other hand is controlled with the right trigger. This becomes extremely tedious when frequent stops must be made.

Save your fingers the strain and turn auto-run on in the settings. Its hiding away in the gameplay features with shockingly few other options. It's as if this were meant to be the only option found, as it's the best option. Now, simply pressing forward will bring the characters to a run. Next: Changes To Make One Piece Odyssey Go From Good To Great

Devlin Powers attended Central Michigan University where they studied literature and history. Analyzing games is just as fun to them as reading a good book, Their favorite games include Ocarina of TIme and Team Fortress 2.