
Akainu
Pirate-Chasing Admiral
One of the Navy Admirals. After killing Ace during the Paramount War, he continues his pursuit of Luffy. Despite the wounds he received from Whitebeard, his vicious attacks are unrelenting.
Special
Deals 70x character's ATK in DEX damage to one enemy, applies Ignited status (deals 100x enemy ATK in non-type damage at end of enemy turn) to all enemies for 1 turn, reduces crew's Despair/Burn duration by 6 turns, and if Captain is a Driven class, boosts damage dealt to Ignited enemies by 2.25x for 1 turn. After that, boosts damage dealt to Ignited enemies by 1.75x for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 34 turns | 19 turns |
| Level 2 | 33 turns | 18 turns |
| Level 3 | 32 turns | 17 turns |
| Level 4 | 31 turns | 16 turns |
| Level 5 | 30 turns | 15 turns |
| Level 6 | 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
Captain Ability
Boosts Driven characters' ATK by 2.5x, HP by 1.1x, makes their DEXPSY slots have matching slot effects, and reduces crew's Despair duration by 1 turn
Boosts Driven characters' ATK by 4x, HP by 1.3x, makes their DEXPSY slots have matching slot effects, and reduces crew's Despair duration by 2 turns
Unlocks at Limit Break 39
Crewmate Ability
Boosts Driven characters' base ATK by 100
Unlocks at Limit Break 7
Makes Driven characters' DEXPSY slots have matching slot effects
Unlocks at Limit Break 31
Support Ability
Sengoku, Kuzan (Aokiji), Borsalino (Kizaru)
Adds 11% of character's base HP to supported character's base HP
Show all 5 levels
- Level 1
Adds 5% of character's base HP to supported character's base HP
- Level 2
Adds 6% of character's base HP to supported character's base HP
- Level 3
Adds 7% of character's base HP to supported character's base HP
- Level 4
Adds 9% of character's base HP to supported character's base HP
- Level 5
Adds 11% of character's base HP to supported character's base HP
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,820 | 726 | 80 |
| Lv 99 | 3,640 | 1,452 | 160 |
| Lv 150 | 5,460 | 2,178 | 240 |
| Limit Break | 4,040+400 | 1,652+200 | 280+120 |
| Limit Break+ | 4,390+750 | 1,852+400 | 380+220 |
Limit Break
Add 1 Power Slot
Boosts base HP by 20
Boosts base HP by 20
Boosts base ATK by 10
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Show all 50
Power Up Captain Ability
Add Crewmate Ability 1: Boosts Driven characters' base ATK by 100
Boosts base ATK by 10
Boosts base RCV by 20
Boosts base RCV by 20
Power Up Captain Ability
Add 1 Power Slot
Reduces Special charge time by 1 turn
Boosts base ATK by 30
Boosts base HP by 30
Boosts base HP by 30
Power Up Captain Ability
Reduces Special charge time by 2 turns
Boosts base RCV by 40
Boosts base ATK by 30
Boosts base HP by 30
Reduces Special charge time by 3 turns
Add 1 Power Slot
Boosts base HP by 60
Boosts base HP by 60
Reduces Special charge time by 4 turns
Power Up Captain Ability
Boosts base ATK by 30
Boosts base HP by 70
Boosts base ATK by 30
Add Crewmate Ability 2: Makes Driven characters' DEXPSY slots have matching slot effects
Boosts base RCV by 40
Boosts base ATK by 30
Reduces Special charge time by 5 turns
Add 1 Power Slot
Power Up Captain Ability
Boosts base HP by 80
Boosts base ATK by 30
Power Up Captain Ability
Potential Ability 2: Pinch Healing
Expand Limit Break (LB+)
Boosts base ATK by 60
Boosts base RCV by 40
Boosts base RCV by 60
Boosts base ATK by 60
Boosts base ATK by 80
Boosts base HP by 110
Boosts base HP by 120
Boosts base HP by 120
Potential Ability 3: Limit Special Uses Resistance
Potential Abilities
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 50 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- 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
- 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
- Level 4
Boosts character's base ATK by 125 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
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
Reduces Limit Special Uses duration by 2 turns
Show all 5 levels
- Level 1
Reduces Limit Special Uses duration by 1 turn
- Level 2
Reduces Limit Special Uses duration by 1 turn
- Level 3
Reduces Limit Special Uses duration by 1 turn
- Level 4
Reduces Limit Special Uses duration by 1 turn
- Level 5
Reduces Limit Special Uses duration by 2 turns
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,854 | 1,537 | 169 |
| Lv 110 | 4,032 | 1,608 | 177 |
| Lv 120 | 4,389 | 1,750 | 192 |
| Lv 130 | 4,746 | 1,893 | 208 |
| Lv 150 | 5,460 | 2,178 | 240 |
Pirate Rumble
- Style
Attacker- DEF
- 127
- SPD
- 161
- Cost
- 35
Normal Attack → Power Attack → Heal Lv.1 (Small Range) → Normal Attack
Targets closest enemies
Targets teammates within medium range for Critical % Up Lv.6 (20 s): targets 2 enemies for ATK x 1.7 damage
Charge time: 31 s
Show all 10 levels
- Level 1
Targets teammates within medium range for Critical % Up Lv.1 (20 s): targets 2 enemies for ATK x 0.7 damage
Charge time: 31 s
- Level 2
Targets teammates within medium range for Critical % Up Lv.1 (20 s): targets 2 enemies for ATK x 0.8 damage
Charge time: 31 s
- Level 3
Targets teammates within medium range for Critical % Up Lv.2 (20 s): targets 2 enemies for ATK x 0.9 damage
Charge time: 31 s
- Level 4
Targets teammates within medium range for Critical % Up Lv.2 (20 s): targets 2 enemies for ATK x 1 damage
Charge time: 31 s
- Level 5
Targets teammates within medium range for Critical % Up Lv.3 (20 s): targets 2 enemies for ATK x 1.1 damage
Charge time: 31 s
- Level 6
Targets teammates within medium range for Critical % Up Lv.3 (20 s): targets 2 enemies for ATK x 1.2 damage
Charge time: 31 s
- Level 7
Targets teammates within medium range for Critical % Up Lv.4 (20 s): targets 2 enemies for ATK x 1.3 damage
Charge time: 31 s
- Level 8
Targets teammates within medium range for Critical % Up Lv.4 (20 s): targets 2 enemies for ATK x 1.4 damage
Charge time: 31 s
- Level 9
Targets teammates within medium range for Critical % Up Lv.5 (20 s): targets 2 enemies for ATK x 1.5 damage
Charge time: 31 s
- Level 10
Targets teammates within medium range for Critical % Up Lv.6 (20 s): targets 2 enemies for ATK x 1.7 damage
Charge time: 31 s
DEX-type teammates HP Up Lv.5, ATK Up Lv.5
Show all 5 levels
- Level 1
DEX-type teammates HP Up Lv.1, ATK Up Lv.1
- Level 2
DEX-type teammates HP Up Lv.2, ATK Up Lv.2
- Level 3
DEX-type teammates HP Up Lv.3, ATK Up Lv.3
- Level 4
DEX-type teammates HP Up Lv.4, ATK Up Lv.4
- Level 5
DEX-type teammates HP Up Lv.5, ATK Up Lv.5
60% chance to evade Paralysis, reduce damage taken from QCK by 30%































