Law & Kid

Cooperating Captains

Captain of the Heart Pirates and captain of the Kid Pirates. They coordinate a combination attack against Big Mom. Their attack sends Big Mom flying into the ocean by repelling her with magnetic force and slamming her with a boulder via ROOM Takt.

Special

Magnetic ROOM Combination

Deals 80x character's ATK In DEX damage to all enemies (ignoring all defensive effects), boosts Cerebral and Striker characters' chain multiplier growth rate of normal attacks up to +0.4 (GOOD +0.2; GREAT +0.3; PERFECT +0.4) for 3 turns, heals crew by 5,000 HP at end of turn for 3 turns, deals 80x character's ATK In DEX damage to all enemies at end of turn for 3 turns, and if Captain is a Cerebral or Striker class, sets the chain multiplier's minimum value at 2.25 and maximum value at 10.0 for 3 turns

BaseLimit Break
Level 120 turns19 turns
Level 219 turns18 turns
Level 318 turns17 turns
Level 417 turns16 turns
Level 516 turns15 turns
Level 615 turns14 turns
Max14 turns13 turns

−1 turn at Limit Break 14

Captain Ability

Unlikely Team-up

Reduces character's Special charge time by 3 turns at start of quest, and boosts DEX, Cerebral, and Striker characters' ATK by 4x and HP by 1.3x. If character uses "Magnetic ROOM Combination", character's Captain Ability is the following for 3 turns: Boosts DEX, Cerebral, and Striker characters' ATK by 4.5x, HP by 1.3x, and reduces crew's Despair duration by 3 turns

Crewmate Ability

+STATS

Boosts Cerebral and Striker characters' base ATK by 75

UNIQ

Makes Cerebral and Striker characters' DEX slots have matching slot effects

Unlocks at Limit Break 12

Support Ability

Supported Characters

DEX characters

Level 5 (Max)

Reduces damage taken from QCK characters by 3% and adds 7% of character's base stats to supported character's base stats

Show all 5 levels
  1. Level 1

    Reduces damage taken from QCK characters by 1% and adds 3% of character's base stats to supported character's base stats

  2. Level 2

    Reduces damage taken from QCK characters by 1% and adds 4% of character's base stats to supported character's base stats

  3. Level 3

    Reduces damage taken from QCK characters by 2% and adds 5% of character's base stats to supported character's base stats

  4. Level 4

    Reduces damage taken from QCK characters by 2% and adds 6% of character's base stats to supported character's base stats

  5. Level 5

    Reduces damage taken from QCK characters by 3% and adds 7% of character's base stats to supported character's base stats

Stats

HPATKRCV
Lv 11,301745135
Lv 992,6021,489270
Lv 1503,9032,233405
Limit Break2,802+2001,589+100320+50

Limit Break

01

Boosts base RCV by 10

02

Boosts base RCV by 10

03

Boosts base ATK by 20

04

Potential Ability 1: Slot Bind Resistance

05

Boosts base HP by 30

Show all 15
06

Boosts base HP by 40

07

Boosts base ATK by 30

08

Add 1 Power Slot

09

Boosts base ATK by 50

10

Boosts base HP by 60

11

Boosts base RCV by 30

12

Add Crewmate Ability 2: Makes Cerebral and Striker characters' DEX slots have matching slot effects

13

Boosts base HP by 70

14

Reduces Special charge time by 1 turn

15

Potential Ability 2: Provoked ATK Boost/Received Damage Up Resistance

Potential Abilities

Slot Bind Resistance
Level 5 (Max)

Reduces character's Slot Bind duration by 5 turns

Show all 5 levels
  1. Level 1

    Reduces character's Slot Bind duration by 1 turn

  2. Level 2

    Reduces character's Slot Bind duration by 2 turns

  3. Level 3

    Reduces character's Slot Bind duration by 3 turns

  4. Level 4

    Reduces character's Slot Bind duration by 4 turns

  5. Level 5

    Reduces character's Slot Bind duration by 5 turns

Provoked ATK Boost/Received Damage Up Resistance
Level 5 (Max)

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
  1. Level 1

    Boosts character's base ATK by 50 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn

  2. Level 2

    Boosts character's base ATK by 75 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn

  3. Level 3

    Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns

  4. 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

  5. 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

HPATKRCV
Lv 1052,7551,576285
Lv 1102,8821,649299
Lv 1203,1371,795325
Lv 1303,3921,941352
Lv 1503,9032,233405

Pirate Rumble

Style
Defender
DEF
274
SPD
118
Cost
30
Action

Normal Attack → Heal Lv.2 (Medium Range) → Normal Attack → Heal Lv.2 (Small Range)

Targets closest enemies

Magnetic ROOM Combination
Level 10 (Max)

Targets teammates within medium range for DEF Up Lv.4 (15 s); targets self for ATK x ×1.2 Counter stance (20 s)

Charge time: 31 s

Show all 10 levels
  1. Level 1

    Targets teammates within medium range for DEF Up Lv.1 (15 s); targets self for ATK x ×0.3 Counter stance (20 s)

    Charge time: 31 s

  2. Level 2

    Targets teammates within medium range for DEF Up Lv.1 (15 s); targets self for ATK x ×0.4 Counter stance (20 s)

    Charge time: 31 s

  3. Level 3

    Targets teammates within medium range for DEF Up Lv.1 (15 s); targets self for ATK x ×0.5 Counter stance (20 s)

    Charge time: 31 s

  4. Level 4

    Targets teammates within medium range for DEF Up Lv.1 (15 s); targets self for ATK x ×0.6 Counter stance (20 s)

    Charge time: 31 s

  5. Level 5

    Targets teammates within medium range for DEF Up Lv.2 (15 s); targets self for ATK x ×0.7 Counter stance (20 s)

    Charge time: 31 s

  6. Level 6

    Targets teammates within medium range for DEF Up Lv.2 (15 s); targets self for ATK x ×0.8 Counter stance (20 s)

    Charge time: 31 s

  7. Level 7

    Targets teammates within medium range for DEF Up Lv.2 (15 s); targets self for ATK x ×0.9 Counter stance (20 s)

    Charge time: 31 s

  8. Level 8

    Targets teammates within medium range for DEF Up Lv.3 (15 s); targets self for ATK x ×1 Counter stance (20 s)

    Charge time: 31 s

  9. Level 9

    Targets teammates within medium range for DEF Up Lv.3 (15 s); targets self for ATK x ×1.1 Counter stance (20 s)

    Charge time: 31 s

  10. Level 10

    Targets teammates within medium range for DEF Up Lv.4 (15 s); targets self for ATK x ×1.2 Counter stance (20 s)

    Charge time: 31 s

Ability
Level 5 (Max)

DEX-type teammates HP Up Lv.5, Guard % Up Lv.3

Show all 5 levels
  1. Level 1

    DEX-type teammates HP Up Lv.1, Guard % Up Lv.1

  2. Level 2

    DEX-type teammates HP Up Lv.2, Guard % Up Lv.1

  3. Level 3

    DEX-type teammates HP Up Lv.3, Guard % Up Lv.2

  4. Level 4

    DEX-type teammates HP Up Lv.4, Guard % Up Lv.2

  5. Level 5

    DEX-type teammates HP Up Lv.5, Guard % Up Lv.3

Resilience

60% chance to evade Damage Over Time

Family

Law & Kid
Law & KidLaw & Kid
Linked families
Blackbeard VS LawCorazon & LawEustass KidKid & KillerLaw & BepoLaw & ChopperLaw & RobinLuffy & LawLuffy & Law & KidShanks VS KidTrafalgar Law