
Monkey D. Luffy
Ending the World
Straw Hat Pirates captain. He confronts the menace within Uta World. Determined to stop Uta's world, he coordinates a synchronized attack from both the real world and Uta World with Shanks.
Special
Deals 200x character's ATK in non-type damage to one enemy (ignoring all defensive effects and DEF). If crew has [ATK Up] status when Special is launched, boosts PSY, Fighter, and Free Spirit characters' slot effects by 2.75x for 1 turn. If crew has both [ATK Up] and slot effect boosts, changes all slots (including BLOCK slots) to character's own type and further increases crew's [ATK Up] and slot effect boost by +0.25. If character has used "Ending King Cobra" 4 times or more and crew does not have [ATK Up] status, boosts PSY, Fighter, and Free Spirit characters' slot effects by 2.75x for 1 turn. After that, boosts PSY, Fighter, and Free Spirit characters' ATK by 3.25x for 1 turn.
| Base | Limit Break | |
|---|---|---|
| Level 1 | 19 turns | 17 turns |
| Level 2 | 18 turns | 16 turns |
| Level 3 | 17 turns | 15 turns |
| Level 4 | 16 turns | 14 turns |
| Level 5 | 15 turns | 13 turns |
| Max | 14 turns | 12 turns |
−1 turn at Limit Break 16
−1 turn at Limit Break 39 (LB+)
Captain Ability
Boosts PSY, Fighter, and Free Spirit characters' ATK by 5x, and boosts their ATK by 5.5x in turns where "Ending King Cobra" is used. If "Roronoa Zoro, Sanji, Usopp, Nami, Tony Tony Chopper, Nico Robin, Franky, Brook, Jinbe or Shanks" is a crewmate and they use a Special, completely removes character's Special Bind and sets character's Special charge to MAX (this effect can be activated up to 5 times total during a quest; up to 3 times in a single turn)
Crewmate Ability
Makes character immune to Paralysis and Special Reverse
Unlocks at Limit Break 5
Reduces character's Special charge time by 4 turns at start of crew's next turn after receiving damage
Unlocks at Limit Break 29
Support Ability
All characters
Adds 13% of character's base stats to supported character's base stats
Show all 5 levels
- Level 1
Adds 9% of character's base stats to supported character's base stats
- Level 2
Adds 10% of character's base stats to supported character's base stats
- Level 3
Adds 11% of character's base stats to supported character's base stats
- Level 4
Adds 12% of character's base stats to supported character's base stats
- Level 5
Adds 13% of character's base stats to supported character's base stats
Super Special

When 2 or more of the following characters are on the crew (except as Support Characters): Roronoa Zoro, Sanji, Usopp, Nami, Tony Tony Chopper, Nico Robin, Franky, Brook, Jinbe; or Shanks is on the crew
Deals 120x character's ATK in non-type damage to one enemy (ignoring all defensive effects and DEF), reduces crewmates' Special charge time by 2 turns, and changes PSY characters to Super PSY
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 2,178 | 898 | 122 |
| Lv 99 | 4,356 | 1,796 | 244 |
| Lv 150 | 6,534 | 2,694 | 366 |
| Limit Break | 4,856+500 | 1,996+200 | 344+100 |
| Limit Break+ | 5,356+1,000 | 2,196+400 | 394+150 |
Limit Break
Boosts base RCV by 10
Boosts base ATK by 10
Boosts base HP by 10
Boosts base HP by 10
Add Crewmate Ability 1: Makes character immune to Paralysis and Special Reverse
Show all 40
Potential Ability 1: Pinch Healing
Boosts base ATK by 10
Boosts base ATK by 10
Boosts base RCV by 10
Boosts base HP by 20
Boosts base HP by 30
Boosts base ATK by 10
Boosts base RCV by 20
Boosts base HP by 40
Potential Ability 2: Critical ATK
Reduces Special charge time by 1 turn
Boosts base RCV by 20
Boosts base HP by 50
Boosts base ATK by 20
Boosts base HP by 80
Boosts base HP by 80
Boosts base HP by 80
Boosts base HP by 100
Boosts base ATK by 20
Boosts base RCV by 40
Boosts base ATK by 40
Boosts base ATK by 40
Boosts base ATK by 40
Add Crewmate Ability 2: Reduces character's Special charge time by 4 turns at start of crew's next turn after receiving damage
Potential Ability 3: Final Tap Sugo Special
Expand Limit Break (LB+)
Boosts base HP by 100
Boosts base RCV by 20
Boosts base RCV by 30
Boosts base HP by 100
Boosts base HP by 100
Boosts base ATK by 100
Boosts base ATK by 100
Reduces Special charge time by 1 turn
Boosts base HP by 200
Potential Abilities
Heals 2x character's RCV if HP is 50% or less and character lands a PERFECT strike
Show all 5 levels
- Level 1
Heals 1x character's RCV if HP is 10% or less and character lands a PERFECT strike
- Level 2
Heals 1x character's RCV if HP is 20% or less and character lands a PERFECT strike
- Level 3
Heals 1.5x character's RCV if HP is 30% or less and character lands a PERFECT strike
- Level 4
Heals 1.5x character's RCV if HP is 40% or less and character lands a PERFECT strike
- Level 5
Heals 2x character's RCV if HP is 50% or less and character lands a PERFECT strike
If character lands a PERFECT strike, 80% chance of a 8% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 40% chance of a 4% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 50% chance of a 5% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 60% chance of a 6% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 80% chance of a 8% damage boost on the last strike
Boosts character's base ATK by +2000 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
On the turn Special is launched during final Battle
Show all 5 levels
- Level 1
Boosts character's base ATK by +750 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
ConditionOn the turn Special is launched during final Battle
- Level 2
Boosts character's base ATK by +1000 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
ConditionOn the turn Special is launched during final Battle
- Level 3
Boosts character's base ATK by +1250 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
ConditionOn the turn Special is launched during final Battle
- Level 4
Boosts character's base ATK by +1500 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
ConditionOn the turn Special is launched during final Battle
- Level 5
Boosts character's base ATK by +2000 (stacks with effects from Special) and makes character's normal attacks hit all enemies for 1 turn
ConditionOn the turn Special is launched during final Battle
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 4,612 | 1,901 | 258 |
| Lv 110 | 4,825 | 1,989 | 270 |
| Lv 120 | 5,252 | 2,165 | 294 |
| Lv 130 | 5,679 | 2,341 | 318 |
| Lv 150 | 6,534 | 2,694 | 366 |
Evolution
Pirate Rumble
- Style
Defender- DEF
- 318
- SPD
- 123
- Cost
- 55
Normal Attack → Power Attack → Heal Lv.1 (Small Range) → Normal Attack
Targets closest enemies
Targets PSY-type teammates for ATK Up Lv.7 (20 s), DEF Up Lv.7 (20 s); targets self to activate Provoke (30 s), Shield Lv.5 (30 s); 300 HP per interval healing (30 s)
Charge time: 33 s
Show all 10 levels
- Level 1
Targets PSY-type teammates for ATK Up Lv.2 (11 s), DEF Up Lv.2 (11 s); targets self to activate Provoke (21 s), Shield Lv.1 (21 s); 100 HP per interval healing (21 s)
Charge time: 33 s
- Level 2
Targets PSY-type teammates for ATK Up Lv.2 (12 s), DEF Up Lv.2 (12 s); targets self to activate Provoke (22 s), Shield Lv.1 (22 s); 120 HP per interval healing (22 s)
Charge time: 33 s
- Level 3
Targets PSY-type teammates for ATK Up Lv.3 (13 s), DEF Up Lv.3 (13 s); targets self to activate Provoke (23 s), Shield Lv.2 (23 s); 140 HP per interval healing (23 s)
Charge time: 33 s
- Level 4
Targets PSY-type teammates for ATK Up Lv.3 (14 s), DEF Up Lv.3 (14 s); targets self to activate Provoke (24 s), Shield Lv.2 (24 s); 160 HP per interval healing (24 s)
Charge time: 33 s
- Level 5
Targets PSY-type teammates for ATK Up Lv.4 (15 s), DEF Up Lv.4 (15 s); targets self to activate Provoke (25 s), Shield Lv.3 (25 s); 180 HP per interval healing (25 s)
Charge time: 33 s
- Level 6
Targets PSY-type teammates for ATK Up Lv.4 (16 s), DEF Up Lv.4 (16 s); targets self to activate Provoke (26 s), Shield Lv.3 (26 s); 200 HP per interval healing (26 s)
Charge time: 33 s
- Level 7
Targets PSY-type teammates for ATK Up Lv.5 (17 s), DEF Up Lv.5 (17 s); targets self to activate Provoke (27 s), Shield Lv.4 (27 s); 220 HP per interval healing (27 s)
Charge time: 33 s
- Level 8
Targets PSY-type teammates for ATK Up Lv.5 (18 s), DEF Up Lv.5 (18 s); targets self to activate Provoke (28 s), Shield Lv.4 (28 s); 240 HP per interval healing (28 s)
Charge time: 33 s
- Level 9
Targets PSY-type teammates for ATK Up Lv.6 (19 s), DEF Up Lv.6 (19 s); targets self to activate Provoke (29 s), Shield Lv.5 (29 s); 260 HP per interval healing (29 s)
Charge time: 33 s
- Level 10
Targets PSY-type teammates for ATK Up Lv.7 (20 s), DEF Up Lv.7 (20 s); targets self to activate Provoke (30 s), Shield Lv.5 (30 s); 300 HP per interval healing (30 s)
Charge time: 33 s
PSY-type teammates ATK Up Lv.6, Guard % Up Lv.6, HP Up Lv.6; after receiving damage, up to 3 times self Blow Away % Up Lv.2
Show all 5 levels
- Level 1
PSY-type teammates ATK Up Lv.2, Guard % Up Lv.2, HP Up Lv.2; after receiving damage, up to 3 times self Blow Away % Up Lv.1
- Level 2
PSY-type teammates ATK Up Lv.3, Guard % Up Lv.3, HP Up Lv.3; after receiving damage, up to 3 times self Blow Away % Up Lv.1
- Level 3
PSY-type teammates ATK Up Lv.4, Guard % Up Lv.4, HP Up Lv.4; after receiving damage, up to 3 times self Blow Away % Up Lv.1
- Level 4
PSY-type teammates ATK Up Lv.5, Guard % Up Lv.5, HP Up Lv.5; after receiving damage, up to 3 times self Blow Away % Up Lv.1
- Level 5
PSY-type teammates ATK Up Lv.6, Guard % Up Lv.6, HP Up Lv.6; after receiving damage, up to 3 times self Blow Away % Up Lv.2
Completely evades Action Bind, reduce damage taken from INT by 30%
Grand Party
PSY-type teammates HP, Critical % UP, Guard % Up Lv.6; DEX-type teammates ATK, SPD Up Lv.3, DEF Up Lv.2; Fighter class teammates ATK, SPD Up Lv.3, DEF Up Lv.2
Show all 5 levels
- Level 1
PSY-type teammates HP, Critical % UP, Guard % Up Lv.2; DEX-type teammates ATK, SPD Up Lv.1, DEF Up Lv.1; Fighter class teammates ATK, SPD Up Lv.1, DEF Up Lv.1
- Level 2
PSY-type teammates HP, Critical % UP, Guard % Up Lv.3; DEX-type teammates ATK, SPD Up Lv.2, DEF Up Lv.1; Fighter class teammates ATK, SPD Up Lv.2, DEF Up Lv.1
- Level 3
PSY-type teammates HP, Critical % UP, Guard % Up Lv.4; DEX-type teammates ATK, SPD Up Lv.2, DEF Up Lv.2; Fighter class teammates ATK, SPD Up Lv.2, DEF Up Lv.2
- Level 4
PSY-type teammates HP, Critical % UP, Guard % Up Lv.5; DEX-type teammates ATK, SPD Up Lv.3, DEF Up Lv.2; Fighter class teammates ATK, SPD Up Lv.3, DEF Up Lv.2
- Level 5
PSY-type teammates HP, Critical % UP, Guard % Up Lv.6; DEX-type teammates ATK, SPD Up Lv.3, DEF Up Lv.2; Fighter class teammates ATK, SPD Up Lv.3, DEF Up Lv.2
Targets 1 teammate with high DEF for ATK Up Lv.15 (30 s), ATK x 3 Counter stance (30 s), activate Provoke (30 s), 1000 per interval healing (30 s)
When 3 teammates are defeated
Can be used 2 times
Show all 5 levels
- Level 1
Targets 1 teammate with high DEF for ATK Up Lv.5 (22 s), ATK x 1 Counter stance (22 s), activate Provoke (22 s), 500 per interval healing (22 s)
- Level 2
Targets 1 teammate with high DEF for ATK Up Lv.7 (24 s), ATK x 1.5 Counter stance (24 s), activate Provoke (24 s), 625 per interval healing (24 s)
- Level 3
Targets 1 teammate with high DEF for ATK Up Lv.10 (26 s), ATK x 2 Counter stance (26 s), activate Provoke (26 s), 750 per interval healing (26 s)
- Level 4
Targets 1 teammate with high DEF for ATK Up Lv.12 (28 s), ATK x 2.5 Counter stance (28 s), activate Provoke (28 s), 875 per interval healing (28 s)
- Level 5
Targets 1 teammate with high DEF for ATK Up Lv.15 (30 s), ATK x 3 Counter stance (30 s), activate Provoke (30 s), 1000 per interval healing (30 s)
How to get
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