
Jinbe
Helmsman Entering Battle
Straw Hat Pirates helmsman. He confronts the enemies within Uta World. He clears the way with his Ocean Current Shoulder Throw.
Special
Deals 20x character's ATK in PSY damage to all enemies, reduces PSY characters' Special charge time by 1 turn, reduces all enemies' [Damage Cut] and DEF Up duration by 2 turns, and reduces damage taken by 60% for 1 turn
Deals 50x character's ATK in PSY damage to all enemies, reduces PSY characters' Special charge time by 2 turns, reduces all enemies' [Damage Cut] and DEF Up duration by 5 turns, and reduces damage taken by 90% for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 13 / 20 turns | 12 / 19 turns |
| Level 2 | 12 / 19 turns | 11 / 18 turns |
| Level 3 | 11 / 18 turns | 10 / 17 turns |
| Level 4 | 10 / 17 turns | 9 / 16 turns |
| Level 5 | 9 / 16 turns | 8 / 15 turns |
| Level 6 | 8 / 15 turns | 7 / 14 turns |
| Max | 7 / 14 turns | 6 / 13 turns |
−1 turn at Limit Break 14
Captain Ability
Boosts PSY and Fighter characters' ATK by 3x, HP by 1.5x, and reduces damage taken by 10%
Crewmate Ability
Reduces character's Special Reverse by 3 turns
Boosts crew's base HP by 150
Unlocks at Limit Break 12
Support Ability
PSY Fighter characters
Once per quest, if supported character uses a Special, reduces damage taken by 25% for 1 turn
Show all 5 levels
- Level 1
Once per quest, if supported character uses a Special, reduces damage taken by 5% for 1 turn
- Level 2
Once per quest, if supported character uses a Special, reduces damage taken by 10% for 1 turn
- Level 3
Once per quest, if supported character uses a Special, reduces damage taken by 15% for 1 turn
- Level 4
Once per quest, if supported character uses a Special, reduces damage taken by 20% for 1 turn
- Level 5
Once per quest, if supported character uses a Special, reduces damage taken by 25% for 1 turn
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,700 | 728 | 138 |
| Lv 99 | 3,400 | 1,456 | 276 |
| Lv 150 | 5,100 | 2,184 | 414 |
| Limit Break | 3,600+200 | 1,556+100 | 326+50 |
| Limit Break+ | 3,800+400 | 1,756+300 | 426+150 |
Limit Break
Boosts base RCV by 20
Boosts base HP by 30
Boosts base ATK by 30
Potential Ability 1: Critical ATK
Boosts base ATK by 30
Show all 25
Boosts base HP by 30
Boosts base RCV by 30
Add 1 Power Slot
Boosts base HP by 30
Boosts base ATK by 40
Boosts base HP by 30
Add Crewmate Ability 2: Boosts crew's base HP by 150
Boosts base HP by 80
Reduces Special charge time by 1 turn
Potential Ability 2: Pinch Healing
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base RCV by 50
Boosts base RCV by 50
Boosts base ATK by 50
Boosts base HP by 100
Boosts base HP by 100
Boosts base ATK by 50
Boosts base ATK by 50
Potential Ability 3: Provoked ATK Boost/Received Damage Up Resistance
Potential Abilities
If character lands a PERFECT strike, 70% chance of a 8% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 30% chance of a 4% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 40% chance of a 5% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 50% chance of a 6% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 60% chance of a 7% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 70% chance of a 8% damage boost on the last strike
Heals 1.5x 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 1x 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 1.5x character's RCV if HP is 50% or less and character lands a PERFECT strike
Boosts character's base ATK by 200 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 75 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 2
Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 3
Boosts character's base ATK by 125 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 4
Boosts character's base ATK by 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 5
Boosts character's base ATK by 200 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,600 | 1,541 | 292 |
| Lv 110 | 3,766 | 1,613 | 305 |
| Lv 120 | 4,100 | 1,755 | 332 |
| Lv 130 | 4,433 | 1,898 | 359 |
| Lv 150 | 5,100 | 2,184 | 414 |
Pirate Rumble
- Style
Supporter- DEF
- 188
- SPD
- 132
- Cost
- 30
Normal Attack → Power Attack → Heal Lv.1 (Medium Range) → Normal Attack
Targets closest enemies
Targets teammates within medium range for SPD Up Lv.5 (15 s); targets PSY-type teammates for ATK Up Lv.5 (15 s), Critical % Up Lv.5 (15 s)
Charge time: 27 s
Show all 10 levels
- Level 1
Targets teammates within medium range for SPD Up Lv.1 (6 s); targets PSY-type teammates for ATK Up Lv.1 (6 s), Critical % Up Lv.1 (6 s)
Charge time: 27 s
- Level 2
Targets teammates within medium range for SPD Up Lv.1 (7 s); targets PSY-type teammates for ATK Up Lv.1 (7 s), Critical % Up Lv.1 (7 s)
Charge time: 27 s
- Level 3
Targets teammates within medium range for SPD Up Lv.1 (8 s); targets PSY-type teammates for ATK Up Lv.1 (8 s), Critical % Up Lv.1 (8 s)
Charge time: 27 s
- Level 4
Targets teammates within medium range for SPD Up Lv.2 (9 s); targets PSY-type teammates for ATK Up Lv.2 (9 s), Critical % Up Lv.2 (9 s)
Charge time: 27 s
- Level 5
Targets teammates within medium range for SPD Up Lv.2 (10 s); targets PSY-type teammates for ATK Up Lv.2 (10 s), Critical % Up Lv.2 (10 s)
Charge time: 27 s
- Level 6
Targets teammates within medium range for SPD Up Lv.3 (11 s); targets PSY-type teammates for ATK Up Lv.3 (11 s), Critical % Up Lv.3 (11 s)
Charge time: 27 s
- Level 7
Targets teammates within medium range for SPD Up Lv.3 (12 s); targets PSY-type teammates for ATK Up Lv.3 (12 s), Critical % Up Lv.3 (12 s)
Charge time: 27 s
- Level 8
Targets teammates within medium range for SPD Up Lv.3 (13 s); targets PSY-type teammates for ATK Up Lv.3 (13 s), Critical % Up Lv.3 (13 s)
Charge time: 27 s
- Level 9
Targets teammates within medium range for SPD Up Lv.4 (14 s); targets PSY-type teammates for ATK Up Lv.4 (14 s), Critical % Up Lv.4 (14 s)
Charge time: 27 s
- Level 10
Targets teammates within medium range for SPD Up Lv.5 (15 s); targets PSY-type teammates for ATK Up Lv.5 (15 s), Critical % Up Lv.5 (15 s)
Charge time: 27 s
PSY-type teammates Blow Away % Up Lv.5, Critical % Up Lv.5
Show all 5 levels
- Level 1
PSY-type teammates Blow Away % Up Lv.1, Critical % Up Lv.1
- Level 2
PSY-type teammates Blow Away % Up Lv.2, Critical % Up Lv.2
- Level 3
PSY-type teammates Blow Away % Up Lv.3, Critical % Up Lv.3
- Level 4
PSY-type teammates Blow Away % Up Lv.4, Critical % Up Lv.4
- Level 5
PSY-type teammates Blow Away % Up Lv.5, Critical % Up Lv.5
Heal 100 HP at an interval
How to get
Featured · Sep 12, 2022 – Oct 8, 2022
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