
Gecko Moria
Fierce Fight Until Dawn
Captain of Thriller Bark. With his power of Shadow Asgard, Moria gathers the shadows throughout Thriller Bark. The combined strength of 1,000 shadows in his fist can even split an island. He traps Luffy with Black Box to deal a direct blow.
Special
Reduces the duration of all enemy barriers by 1 turn, deals heavy QCK damage to all enemies, reduces all enemies' Resilience/DEF Up duration by 5 turns, and doubles Driven and Powerhouse characters' slot effects for 1 turn. If Captain is a Driven or Powerhouse class, boosts damage dealt to enemies affected by Poison, Venom, or progressive Poison by 1.75x for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 35 turns | 20 turns |
| Level 2 | 34 turns | 19 turns |
| Level 3 | 33 turns | 18 turns |
| Level 4 | 32 turns | 17 turns |
| Level 5 | 31 turns | 16 turns |
| Level 6 | 30 turns | 15 turns |
| Level 7 | 29 turns | 14 turns |
| Max | 28 turns | 13 turns |
−1 turn at Limit Break 13
−2 turns at Limit Break 18
−3 turns at Limit Break 22
−4 turns at Limit Break 26
−5 turns at Limit Break 34
Reduces the duration of all enemy barriers by 1 turn, reduces all enemies' ATK by 70% for 2 turns (this effect is not applied to certain effects such as Specials), deals 20x character's ATK in QCK damage to all enemies, reduces all enemies' Resilience/DEF Up duration by 5 turns, boosts Driven and Powerhouse characters' slot effects by 2.25x for 2 turns, and boosts damage dealt to enemies affected by Poison/Venom/progressive Poison by 1.75x for 2 turns. If 6 Driven characters are on the crew, reduces all enemies' Resilience/DEF Up duration by a further 1 turn. If Captain is a Powerhouse class, reduces the duration of all enemy barriers by a further 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 35 turns | 20 turns |
| Level 2 | 34 turns | 19 turns |
| Level 3 | 33 turns | 18 turns |
| Level 4 | 32 turns | 17 turns |
| Level 5 | 31 turns | 16 turns |
| Level 6 | 30 turns | 15 turns |
| Level 7 | 29 turns | 14 turns |
| Max | 28 turns | 13 turns |
Unlocks at Level Limit Break step 5 (Lv 150)
−1 turn at Limit Break 13
−2 turns at Limit Break 18
−3 turns at Limit Break 22
−4 turns at Limit Break 26
−5 turns at Limit Break 34
Captain Ability
Boosts Driven and Powerhouse characters' ATK by 2.25x and HP by 1.1x
Boosts Driven and Powerhouse characters' ATK by 3.5x, HP by 1.5x, and makes their QCK slots have matching slot effects
Unlocks at Limit Break 39
Boosts Driven and Powerhouse characters' ATK by 3.5x, HP by 1.5x, and makes their QCK slots have matching slot effects
Unlocks at Level Limit Break step 3 (Lv 120)
Boosts Driven and Powerhouse characters' ATK by 5x, HP by 1.5x, and makes their QCK slots have matching slot effects
Unlocks at Limit Break 39 + Level Limit Break step 3 (Lv 120)
Crewmate Ability
Boosts Driven and Powerhouse characters' base ATK and HP by 75
Unlocks at Limit Break 7
Character cannot be blown away by attack
Unlocks at Limit Break 30
Support Ability
Driven characters
Adds 7% of character's base stats to supported character's base stats
Show all 5 levels
- Level 1
Adds 3% of character's base stats to supported character's base stats
- Level 2
Adds 4% of character's base stats to supported character's base stats
- Level 3
Adds 5% of character's base stats to supported character's base stats
- Level 4
Adds 6% of character's base stats to supported character's base stats
- Level 5
Adds 7% of character's base stats to supported character's base stats
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,204 | 572 | 109 |
| Lv 99 | 3,010 | 1,429 | 272 |
| Lv 150 | 4,515 | 2,143 | 408 |
| Limit Break | 3,250+240 | 1,639+210 | 412+140 |
| Limit Break+ | 3,600+590 | 1,839+410 | 512+240 |
Limit Break
Add 1 Power Slot
Boosts base ATK by 5
Boosts base ATK by 5
Boosts base ATK by 10
Potential Ability 1: STR Damage Reduction
Show all 50
Power Up Captain Ability
Add Crewmate Ability 1: Boosts Driven and Powerhouse characters' base ATK and HP by 75
Boosts base HP by 10
Boosts base ATK by 10
Boosts base HP by 10
Power Up Captain Ability
Add 1 Power Slot
Reduces Special charge time by 1 turn
Boosts base RCV by 20
Boosts base ATK by 30
Boosts base HP by 30
Power Up Captain Ability
Reduces Special charge time by 2 turns
Boosts base HP by 30
Boosts base HP by 30
Boosts base HP by 30
Reduces Special charge time by 3 turns
Add 1 Power Slot
Boosts base HP by 30
Boosts base ATK by 50
Reduces Special charge time by 4 turns
Power Up Captain Ability
Boosts base RCV by 40
Boosts base RCV by 40
Add Crewmate Ability 2: Character cannot be blown away by attack
Boosts base ATK by 50
Boosts base ATK by 50
Boosts base RCV by 40
Reduces Special charge time by 5 turns
Add 1 Power Slot
Power Up Captain Ability
Boosts base HP by 30
Boosts base HP by 40
Power Up Captain Ability
Potential Ability 2: Critical ATK
Expand Limit Break (LB+)
Boosts base HP by 100
Boosts base RCV by 50
Boosts base HP by 100
Boosts base RCV by 50
Boosts base ATK by 50
Boosts base HP by 150
Boosts base ATK by 50
Boosts base ATK by 100
Potential Ability 3: Provoked ATK Boost/Received Damage Up Resistance
Potential Abilities
Reduces damage taken from STR characters by 5%
Show all 5 levels
- Level 1
Reduces damage taken from STR characters by 1%
- Level 2
Reduces damage taken from STR characters by 2%
- Level 3
Reduces damage taken from STR characters by 3%
- Level 4
Reduces damage taken from STR characters by 4%
- Level 5
Reduces damage taken from STR characters by 5%
If character lands a PERFECT strike, 80% chance of a 7% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 50% chance of a 3% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 50% chance of a 4% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 60% chance of a 5% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 70% chance of a 6% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 80% chance of a 7% damage boost on the last strike
Boosts character's base ATK by 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
Show all 5 levels
- Level 1
Boosts character's base ATK by 25 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 2
Boosts character's base ATK by 50 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 3
Boosts character's base ATK by 75 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 4
Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 5
Boosts character's base ATK by 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,187 | 1,513 | 288 |
| Lv 110 | 3,334 | 1,583 | 301 |
| Lv 120 | 3,629 | 1,723 | 328 |
| New Captain Ability | |||
| Lv 130 | 3,924 | 1,863 | 354 |
| Lv 150 | 4,515 | 2,143 | 408 |
| New Special | |||
Pirate Rumble
- Style
Obstructer- DEF
- 186
- SPD
- 145
- Cost
- 35
Normal Attack → Heal Lv.2 (Medium Range) → Power Attack → Full Attack
Targets enemies with high ATK
Targets enemies within large range for ATK Down Lv.4 (15 s), 50% chance of Paralysis (15 s); targets QCK-type teammates for ATK Up Lv.4 (20 s)
Charge time: 27 s
Show all 10 levels
- Level 1
Targets enemies within large range for ATK Down Lv.1 (10 s), 30% chance of Paralysis (10 s); targets QCK-type teammates for ATK Up Lv.1 (15 s)
Charge time: 27 s
- Level 2
Targets enemies within large range for ATK Down Lv.1 (10 s), 32% chance of Paralysis (10 s); targets QCK-type teammates for ATK Up Lv.1 (15 s)
Charge time: 27 s
- Level 3
Targets enemies within large range for ATK Down Lv.1 (11 s), 34% chance of Paralysis (11 s); targets QCK-type teammates for ATK Up Lv.1 (16 s)
Charge time: 27 s
- Level 4
Targets enemies within large range for ATK Down Lv.1 (11 s), 36% chance of Paralysis (11 s); targets QCK-type teammates for ATK Up Lv.1 (16 s)
Charge time: 27 s
- Level 5
Targets enemies within large range for ATK Down Lv.2 (12 s), 38% chance of Paralysis (12 s); targets QCK-type teammates for ATK Up Lv.2 (17 s)
Charge time: 27 s
- Level 6
Targets enemies within large range for ATK Down Lv.2 (13 s), 40% chance of Paralysis (13 s); targets QCK-type teammates for ATK Up Lv.2 (18 s)
Charge time: 27 s
- Level 7
Targets enemies within large range for ATK Down Lv.2 (13 s), 42% chance of Paralysis (13 s); targets QCK-type teammates for ATK Up Lv.2 (18 s)
Charge time: 27 s
- Level 8
Targets enemies within large range for ATK Down Lv.3 (14 s), 44% chance of Paralysis (14 s); targets QCK-type teammates for ATK Up Lv.3 (19 s)
Charge time: 27 s
- Level 9
Targets enemies within large range for ATK Down Lv.3 (14 s), 46% chance of Paralysis (14 s); targets QCK-type teammates for ATK Up Lv.3 (19 s)
Charge time: 27 s
- Level 10
Targets enemies within large range for ATK Down Lv.4 (15 s), 50% chance of Paralysis (15 s); targets QCK-type teammates for ATK Up Lv.4 (20 s)
Charge time: 27 s
QCK-type teammates ATK Up Lv.5
Show all 5 levels
- Level 1
QCK-type teammates ATK Up Lv.1
- Level 2
QCK-type teammates ATK Up Lv.2
- Level 3
QCK-type teammates ATK Up Lv.3
- Level 4
QCK-type teammates ATK Up Lv.4
- Level 5
QCK-type teammates ATK Up Lv.5
Heal 100 HP at an interval























