
Capone "Gang" Bege
Overwhelming Military Power
Captain of the Firetank Pirates and one of the Worst Generation. Fearing that the incident at Sabaody Archipelago would attract the attention of a Navy Admiral, he hurried his crew to sail off the island.
Special
Changes crew's slots (including BLOCK slots) to character's own type, reduces crew's Paralysis duration by 6 turns, and boosts Shooter and Driven characters' slot effects by 2.25x for 1 turn. If Captain is a Shooter class, reduces crew's Bind duration by 6 turns. If Captain is a Driven class, locks crew's slots for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 36 turns | 21 turns |
| Level 2 | 35 turns | 20 turns |
| Level 3 | 34 turns | 19 turns |
| Level 4 | 33 turns | 18 turns |
| Level 5 | 32 turns | 17 turns |
| Level 6 | 31 turns | 16 turns |
| Max | 30 turns | 15 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
Captain Ability
Boosts crew's HP by 1.1x, boosts Shooter and Driven characters' ATK the lower crew's HP is before attacking (minimum 2x, maximum 3x), and reduces damage taken by 4%
Boosts crew's HP by 1.3x, boosts Shooter and Driven characters' ATK the lower crew's HP is before attacking (minimum 3.5x, maximum 4.5x), and reduces damage taken by 10%
Unlocks at Limit Break 39
Crewmate Ability
Boosts Shooter and Driven characters' base ATK and RCV by 60
Unlocks at Limit Break 7
Character cannot be blown away by attack
Unlocks at Limit Break 31
Support Ability
INT Shooter characters
Adds 7% of character's base ATK and HP to supported character's base ATK and HP
Show all 5 levels
- Level 1
Adds 2% of character's base ATK and HP to supported character's base ATK and HP
- Level 2
Adds 3% of character's base ATK and HP to supported character's base ATK and HP
- Level 3
Adds 4% of character's base ATK and HP to supported character's base ATK and HP
- Level 4
Adds 5% of character's base ATK and HP to supported character's base ATK and HP
- Level 5
Adds 7% of character's base ATK and HP to supported character's base ATK and HP
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,601 | 748 | 109 |
| Lv 99 | 3,202 | 1,495 | 218 |
| Lv 150 | 4,803 | 2,242 | 327 |
| Limit Break | 3,602+400 | 1,695+200 | 338+120 |
| Limit Break+ | 3,952+750 | 1,895+400 | 438+220 |
Limit Break
Add 1 Power Slot
Boosts base HP by 20
Boosts base ATK by 10
Boosts base HP by 20
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Show all 50
Power Up Captain Ability
Add Crewmate Ability 1: Boosts Shooter and Driven characters' base ATK and RCV by 60
Boosts base ATK by 10
Boosts base HP by 30
Boosts base RCV by 30
Power Up Captain Ability
Add 1 Power Slot
Reduces Special charge time by 1 turn
Boosts base ATK by 20
Boosts base HP by 40
Boosts base HP by 50
Power Up Captain Ability
Reduces Special charge time by 2 turns
Boosts base ATK by 20
Boosts base RCV by 30
Boosts base ATK by 25
Reduces Special charge time by 3 turns
Add 1 Power Slot
Boosts base HP by 60
Boosts base HP by 80
Reduces Special charge time by 4 turns
Power Up Captain Ability
Boosts base HP by 100
Boosts base RCV by 30
Boosts base ATK by 25
Add Crewmate Ability 2: Character cannot be blown away by attack
Boosts base ATK by 30
Boosts base RCV by 30
Reduces Special charge time by 5 turns
Add 1 Power Slot
Power Up Captain Ability
Boosts base ATK by 30
Boosts base ATK by 30
Power Up Captain Ability
Potential Ability 2: Recovery ATK Boost/Hunger Resistance
Expand Limit Break (LB+)
Boosts base ATK by 70
Boosts base RCV by 40
Boosts base HP by 70
Boosts base ATK by 130
Boosts base HP by 90
Boosts base HP by 90
Boosts base RCV by 60
Boosts base HP by 100
Potential Ability 3: Barrier Pierce
Potential Abilities
Boosts character's base ATK by 200 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 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 1 turn
- 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 2 turns
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 250 and reduces Hungry status by 2
Show all 5 levels
- Level 1
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 100 and reduces Hungry status by 1
- Level 2
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 150 and reduces Hungry status by 1
- Level 3
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 175 and reduces Hungry status by 1
- Level 4
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 200 and reduces Hungry status by 2
- Level 5
If the amount of HP healed from the end of the previous turn until crew's next action is over 3,000, boosts character's base ATK by 250 and reduces Hungry status by 2
Character's normal attack is unaffected by all barriers if HP is 50% or higher at start of attack
Show all 5 levels
- Level 1
Character's normal attack is unaffected by all barriers if HP is full at start of attack
- Level 2
Character's normal attack is unaffected by all barriers if HP is 80% or higher at start of attack
- Level 3
Character's normal attack is unaffected by all barriers if HP is 70% or higher at start of attack
- Level 4
Character's normal attack is unaffected by all barriers if HP is 60% or higher at start of attack
- Level 5
Character's normal attack is unaffected by all barriers if HP is 50% or higher at start of attack
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,390 | 1,582 | 230 |
| Lv 110 | 3,547 | 1,656 | 241 |
| Lv 120 | 3,861 | 1,802 | 262 |
| Lv 130 | 4,175 | 1,949 | 284 |
| Lv 150 | 4,803 | 2,242 | 327 |
Pirate Rumble
- Style
Obstructer- DEF
- 188
- SPD
- 129
- Cost
- 35
Normal Attack → Power Attack → Heal Lv.1 (Small Range) → Normal Attack
Targets closest enemies
Targets enemies within medium range for ATK Down Lv.6 (20 s), Miss % Up Lv.6 (20 s); targets self for DEF Up Lv.4 (15 s)
Charge time: 31 s
Show all 10 levels
- Level 1
Targets enemies within medium range for ATK Down Lv.1 (11 s), Miss % Up Lv.1 (11 s); targets self for DEF Up Lv.1 (15 s)
Charge time: 31 s
- Level 2
Targets enemies within medium range for ATK Down Lv.1 (12 s), Miss % Up Lv.1 (12 s); targets self for DEF Up Lv.1 (15 s)
Charge time: 31 s
- Level 3
Targets enemies within medium range for ATK Down Lv.2 (13 s), Miss % Up Lv.2 (13 s); targets self for DEF Up Lv.1 (15 s)
Charge time: 31 s
- Level 4
Targets enemies within medium range for ATK Down Lv.2 (14 s), Miss % Up Lv.2 (14 s); targets self for DEF Up Lv.1 (15 s)
Charge time: 31 s
- Level 5
Targets enemies within medium range for ATK Down Lv.3 (15 s), Miss % Up Lv.3 (15 s); targets self for DEF Up Lv.2 (15 s)
Charge time: 31 s
- Level 6
Targets enemies within medium range for ATK Down Lv.3 (16 s), Miss % Up Lv.3 (16 s); targets self for DEF Up Lv.2 (15 s)
Charge time: 31 s
- Level 7
Targets enemies within medium range for ATK Down Lv.4 (17 s), Miss % Up Lv.4 (17 s); targets self for DEF Up Lv.2 (15 s)
Charge time: 31 s
- Level 8
Targets enemies within medium range for ATK Down Lv.4 (18 s), Miss % Up Lv.4 (18 s); targets self for DEF Up Lv.3 (15 s)
Charge time: 31 s
- Level 9
Targets enemies within medium range for ATK Down Lv.5 (19 s), Miss % Up Lv.5 (19 s); targets self for DEF Up Lv.3 (15 s)
Charge time: 31 s
- Level 10
Targets enemies within medium range for ATK Down Lv.6 (20 s), Miss % Up Lv.6 (20 s); targets self for DEF Up Lv.4 (15 s)
Charge time: 31 s
INT-type teammates ATK Up Lv.5; Shooter class teammates Blow Away % Up Lv.3
Show all 5 levels
- Level 1
INT-type teammates ATK Up Lv.1; Shooter class teammates Blow Away % Up Lv.1
- Level 2
INT-type teammates ATK Up Lv.2; Shooter class teammates Blow Away % Up Lv.1
- Level 3
INT-type teammates ATK Up Lv.3; Shooter class teammates Blow Away % Up Lv.2
- Level 4
INT-type teammates ATK Up Lv.4; Shooter class teammates Blow Away % Up Lv.2
- Level 5
INT-type teammates ATK Up Lv.5; Shooter class teammates Blow Away % Up Lv.3
60% chance to evade Special Bind















