Combos

Suship Going Second OTK Combos

Board breaks into Ikura Dreadnought lethal damage

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Gunkan Suship Going Second OTK Combos

Going second with Gunkan Suship is when the rogue Rank 4 strategy feels like a meta deck. Your goal is not to set up long games—it is to break one or two disruptions, equip an offensive topping, overlay into Gunkan Suship Ikura-class Dreadnought, and punch through remaining life totals with multiple attacks or boosted ATK. This guide covers lethal thresholds, when Gunkan Suship Uni replaces Ikura for clearance, how Daily Special wins damage steps, and sequencing from core lines adapted for opponent-turn fields.

Lethal math basics

Master Duel starts at 8000 LP. Ikura-class Dreadnought wins when your equipped board generates enough ATK and consecutive attacks to deal 8000 or more. Gunkan Suship Ikura boosts the host ship before overlay, and Dreadnought inherits that pressure. Track opponent life after Gunkan Suship Uni destruction effects chip small bodies—OTK often requires only one clean battle phase if they at 6000 or less from prior turns.

Use calculator mode in training duels until estimating damage becomes instinct. Cross-reference Extra Deck stats and main deck topping bonuses when unsure.

Standard OTK — break, double Shari, Ikura Dreadnought

Hand: Shari, Shari or Red, Ikura, Sushipyard, board break or Uni.

  1. Clear opponent’s negate or monster with hand trap, Uni effect after equipping, or generic spell/trap from competitive side.
  2. Activate Gunkan Sushipyard.
  3. Normal Summon Shari; special summon second Shari.
  4. Equip Gunkan Suship Ikura via Sushipyard (or Shari Red if Red is the bridge).
  5. Overlay into Ikura-class Dreadnought.
  6. Enter battle phase; attack in order that clears defenders first, using Dreadnought’s extra battle opportunities when available.
  7. Direct attack remaining monsters or player for lethal.

If Imperm hits Dreadnought, you still have Shari bodies in grave for follow-up only if Catch was set—OTK lines rarely set Catch first going second unless you pivot to grind.

Uni removal into Rank 5 finish

When the opponent’s board requires destruction before battle, equip Gunkan Suship Uni, destroy the problem card, then overlay into Uni-class Dreadnought if Rank 5 is available. Uni Dreadnought clears remaining obstacles and swings for large damage even if Ikura OTK is impossible. This hybrid line saves games where Ikura was sided out or not drawn.

Daily Special battle tricks

Gunkan Suship Daily Special at quick speed during the battle phase equips Ikura or Uni to raise ATK before damage calculation. Opponents who calculate safe life totals before battle get punished when you equip mid-phase. Read timing rules on spells and traps and practice in solo mode.

Playing through common disruptions

Infinite Impermanence on Shari’s deck special summon leaves one Shari—use Red or another Normal Summon if available. Veiler on Dreadnought’s effects may still leave enough ATK to clear the veiler monster in battle. Maxx “C” challenges you to OTK in one turn anyway—commit if math works or play for Catch grind if not.

Budget players without Evenly or Lightning Storm should still OTK weak boards by attacking into smaller monsters first; see budget build for minimal breaker lists.

When to abandon OTK

If two hard negations stop your summon and equip, set Catch-of-the-Day if possible, summon one Shari, pass, and treat the duel as going-first next turn. Forcing OTK into Draco Bespoke-style boards wastes resources. Recognizing fail states is advanced rogue skill.

Side deck going second

Side Evenly Matched, Lightning Storm, or Dark Hole equivalents to clear bodies before Shari summons. Side out passive hand traps that do not affect combo decks. Keep at least one Gunkan Suship monster searchable via Catch in main deck after siding—do not over-side engine pieces.

Drill checklist

Can you OTK from 8000 through one Effect Veiler monster? Through a set Mirror Force if you attack smallest first? Through halved damage effects? If not, replay core combo Line B until yes. Report misplay patterns on the combos hub and tune engine package Ikura counts upward if OTK wins dominate your replays.

FAQ

Frequently Asked Questions

Quick answers duelist ask most often.

How much ATK does Ikura-class Dreadnought need for OTK?

There is no fixed number—8000 LP divided by your number of attacks determines required per-hit damage. Ikura equips and Dreadnought effects combine; calculate each duel.

Should I set Catch going second?

Only if OTK fails or you need grind game. Setting Catch costs time and trap slot when you plan lethal that turn.

Ikura or Uni for going second?

Ikura for raw OTK; Uni when you must destroy a card before xyz. Many hands run both toppings—see [main deck guide](/cards/main-deck/).

Can Shirauo-class Light Carrier OTK?

Carrier is defensive; OTK routes use **Ikura-class Dreadnought**. Carrier into grind is covered on [going first](/combos/going-first/).

What if opponent has multiple negates?

Use board breaks from side deck or bait negates with first Shari before committing equip and xyz. Sometimes passing is correct.