
Buddha Sengoku
One Who Leads the Way to Victory
The Navy Fleet Admiral. He enlisted at the same time as Garp and, during the Paramount War, stood with him near Ace while he gave orders. Seeing Ace critically wounded, Garp attempted to attack Akainu, but Sengoku saw this coming and prevented him from moving.
Special
Reduces ATK Down/Despair duration by 4 turns and if 4 or more QCK or PSY characters are on the crew, doubles crew's slot effects and makes RCVTND slots have matching slot effects for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 21 turns | 18 turns |
| Level 2 | 20 turns | 17 turns |
| Level 3 | 19 turns | 16 turns |
| Level 4 | 18 turns | 15 turns |
| Level 5 | 17 turns | 14 turns |
| Level 6 | 16 turns | 13 turns |
| Max | 15 turns | 12 turns |
−1 turn at Limit Break 6
−2 turns at Limit Break 24 (LB+)
Captain Ability
Reduces Special charge time by 1 turn at start of quest, and boosts QCK characters' ATK by 2.5x and HP by 1.2x
Crewmate Ability
Makes character's DEX slots have matching slot effects
Makes QCK characters' PSY slots have matching slot effects
Unlocks at Limit Break 11
Support Ability
Monkey D. Garp
Once per quest, if inflicted with ATK Down or Despair status from the enemy, reduces ATK Down/Despair duration by 1 turn at start of crew's next turn
Show all 5 levels
- Level 1
Once per quest, if inflicted with Despair status from the enemy, reduces Despair duration by 1 turn at start of crew's next turn
- Level 2
Once per quest, if inflicted with Despair status from the enemy, reduces Despair duration by 1 turn at start of crew's next turn
- Level 3
Once per quest, if inflicted with Despair status from the enemy, reduces Despair duration by 1 turn at start of crew's next turn
- Level 4
Once per quest, if inflicted with Despair status from the enemy, reduces Despair duration by 1 turn at start of crew's next turn
- Level 5
Once per quest, if inflicted with ATK Down or Despair status from the enemy, reduces ATK Down/Despair duration by 1 turn at start of crew's next turn
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 989 | 632 | 103 |
| Lv 99 | 2,885 | 1,402 | 312 |
| Lv 150 | 4,327 | 2,103 | 468 |
| Limit Break | 2,985+100 | 1,552+150 | 362+50 |
| Limit Break+ | 3,335+450 | 1,752+350 | 437+125 |
Limit Break
Boosts base RCV by 15
Boosts base HP by 20
Boosts base HP by 20
Potential Ability 1: Critical ATK
Boosts base RCV by 15
Show all 25
Reduces Special charge time by 1 turn
Boosts base HP by 30
Boosts base ATK by 40
Boosts base RCV by 20
Add 1 Power Slot
Add Crewmate Ability 2: Makes QCK characters' PSY slots have matching slot effects
Boosts base HP by 30
Boosts base ATK by 50
Boosts base ATK by 60
Potential Ability 2: Slot Bind Resistance
Expand Limit Break (LB+)
Boosts base RCV by 25
Boosts base RCV by 50
Boosts base HP by 100
Boosts base HP by 100
Boosts base HP by 150
Boosts base ATK by 100
Boosts base ATK by 100
Reduces Special charge time by 2 turns
Potential Ability 3: Bind Ship Ability Resistance
Potential Abilities
If character lands a PERFECT strike, 40% chance of a 7% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 20% chance of a 3% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 25% chance of a 4% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 30% chance of a 5% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 35% chance of a 6% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 40% chance of a 7% damage boost on the last strike
Reduces character's Slot Bind duration by 7 turns
Show all 5 levels
- Level 1
Reduces character's Slot Bind duration by 1 turn
- Level 2
Reduces character's Slot Bind duration by 2 turns
- Level 3
Reduces character's Slot Bind duration by 3 turns
- Level 4
Reduces character's Slot Bind duration by 5 turns
- Level 5
Reduces character's Slot Bind duration by 7 turns
Reduces Bind Ship Ability duration by 5 turns
Show all 5 levels
- Level 1
Reduces Bind Ship Ability duration by 1 turn
- Level 2
Reduces Bind Ship Ability duration by 2 turns
- Level 3
Reduces Bind Ship Ability duration by 3 turns
- Level 4
Reduces Bind Ship Ability duration by 4 turns
- Level 5
Reduces Bind Ship Ability duration by 5 turns
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,054 | 1,484 | 330 |
| Lv 110 | 3,196 | 1,553 | 345 |
| Lv 120 | 3,478 | 1,690 | 376 |
| Lv 130 | 3,761 | 1,828 | 406 |
| Lv 150 | 4,327 | 2,103 | 468 |

















