
Yamato
Aspiring Beyond the Horizon
Son of Kaido. Yamato was trapped in the sacred cave and met samurai who were trapped before him. With their help, Yamato reads through "Oden's Travels" and aspires to sail out of Wano to become stronger for the country.
Special
Reduces crew's Despair duration by 6 turns, reduces all enemies' Resilience duration by 6 turns, applies -15% PSY Resistance to all enemies for 2 turns, and if crew lands 3 PERFECT strikes in this turn, applies increase damage taken status to all enemies by 1.5x the next turn. If character's slot is RCV when Special is launched, boosts the type effects of normal attacks for Slasher characters by 2.25x for 2 turns, and applies -20% Slasher Resistance to all enemies for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 33 turns | 18 turns |
| Level 2 | 32 turns | 17 turns |
| Level 3 | 31 turns | 16 turns |
| Level 4 | 30 turns | 15 turns |
| Level 5 | 29 turns | 14 turns |
| Level 6 | 28 turns | 13 turns |
| Max | 27 turns | 12 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 Fighter and Free Spirit characters' HP by 1.1x and ATK by 2.5x
Reduces crew's Special charge time by 1 turn at start of quest, boosts Fighter and Free Spirit characters' HP by 1.35x, ATK by 4x, boosts their ATK by 4.5x if any enemies were defeated in the previous turn, and makes their PSYINTRCV slots have matching slot effects
Unlocks at Limit Break 39
Crewmate Ability
Makes Fighter, Free Spirit, and Slasher characters' PSY slots have matching slot effects
Unlocks at Limit Break 7
Boosts Fighter, Free Spirit, and Slasher characters' base ATK by 100
Unlocks at Limit Break 31
Support Ability
PSY characters
Reduces damage taken from INT characters by 5%
Show all 5 levels
- Level 1
Reduces damage taken from INT characters by 1%
- Level 2
Reduces damage taken from INT characters by 2%
- Level 3
Reduces damage taken from INT characters by 3%
- Level 4
Reduces damage taken from INT characters by 4%
- Level 5
Reduces damage taken from INT characters by 5%
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,821 | 651 | 105 |
| Lv 99 | 3,641 | 1,301 | 210 |
| Lv 150 | 5,461 | 1,951 | 315 |
| Limit Break | 4,041+400 | 1,501+200 | 330+120 |
| Limit Break+ | 4,391+750 | 1,701+400 | 430+220 |
Limit Break
Add 1 Power Slot
Boosts base RCV by 10
Boosts base ATK by 10
Boosts base HP by 10
Potential Ability 1: Critical ATK
Show all 50
Power Up Captain Ability
Add Crewmate Ability 1: Makes Fighter, Free Spirit, and Slasher characters' PSY slots have matching slot effects
Boosts base ATK by 20
Boosts base RCV by 10
Boosts base RCV by 20
Power Up Captain Ability
Add 1 Power Slot
Reduces Special charge time by 1 turn
Boosts base HP by 30
Boosts base ATK by 20
Boosts base HP by 30
Power Up Captain Ability
Reduces Special charge time by 2 turns
Boosts base RCV by 20
Boosts base ATK by 30
Boosts base HP by 50
Reduces Special charge time by 3 turns
Add 1 Power Slot
Boosts base ATK by 30
Boosts base HP by 60
Reduces Special charge time by 4 turns
Power Up Captain Ability
Boosts base HP by 60
Boosts base ATK by 40
Boosts base RCV by 30
Add Crewmate Ability 2: Boosts Fighter, Free Spirit, and Slasher characters' base ATK by 100
Boosts base HP by 70
Boosts base HP by 90
Reduces Special charge time by 5 turns
Add 1 Power Slot
Power Up Captain Ability
Boosts base ATK by 50
Boosts base RCV by 30
Power Up Captain Ability
Potential Ability 2: Pinch Healing
Expand Limit Break (LB+)
Boosts base RCV by 40
Boosts base HP by 100
Boosts base HP by 120
Boosts base ATK by 60
Boosts base ATK by 70
Boosts base HP by 130
Boosts base RCV by 60
Boosts base ATK by 70
Potential Ability 3: Recovery ATK Boost/Hunger 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
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 3
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 50 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 100 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 150 and reduces Hungry status by 2
- 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 3
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,855 | 1,377 | 222 |
| Lv 110 | 4,033 | 1,441 | 232 |
| Lv 120 | 4,390 | 1,568 | 253 |
| Lv 130 | 4,747 | 1,696 | 273 |
| Lv 150 | 5,461 | 1,951 | 315 |
Pirate Rumble
- Style
Defender- DEF
- 207
- SPD
- 120
- Cost
- 20
Normal Attack → Heal Lv.2 (Medium Range) → Normal Attack → Heal Lv.2 (Small Range)
Targets closest enemies
Targets PSY-type teammates for HP 1000 healing, Guard % Up Lv.4 (18 s)
Charge time: 28 s
Show all 10 levels
- Level 1
Targets PSY-type teammates for HP 100 healing, Guard % Up Lv.1 (9 s)
Charge time: 28 s
- Level 2
Targets PSY-type teammates for HP 200 healing, Guard % Up Lv.1 (10 s)
Charge time: 28 s
- Level 3
Targets PSY-type teammates for HP 300 healing, Guard % Up Lv.1 (11 s)
Charge time: 28 s
- Level 4
Targets PSY-type teammates for HP 400 healing, Guard % Up Lv.1 (12 s)
Charge time: 28 s
- Level 5
Targets PSY-type teammates for HP 500 healing, Guard % Up Lv.2 (13 s)
Charge time: 28 s
- Level 6
Targets PSY-type teammates for HP 600 healing, Guard % Up Lv.2 (14 s)
Charge time: 28 s
- Level 7
Targets PSY-type teammates for HP 700 healing, Guard % Up Lv.2 (15 s)
Charge time: 28 s
- Level 8
Targets PSY-type teammates for HP 800 healing, Guard % Up Lv.3 (16 s)
Charge time: 28 s
- Level 9
Targets PSY-type teammates for HP 900 healing, Guard % Up Lv.3 (17 s)
Charge time: 28 s
- Level 10
Targets PSY-type teammates for HP 1000 healing, Guard % Up Lv.4 (18 s)
Charge time: 28 s
PSY-type teammates HP Up Lv.5, DEF Up Lv.3
Show all 5 levels
- Level 1
PSY-type teammates HP Up Lv.1, DEF Up Lv.1
- Level 2
PSY-type teammates HP Up Lv.2, DEF Up Lv.1
- Level 3
PSY-type teammates HP Up Lv.3, DEF Up Lv.2
- Level 4
PSY-type teammates HP Up Lv.4, DEF Up Lv.2
- Level 5
PSY-type teammates HP Up Lv.5, DEF Up Lv.3
Heal 150 HP at an interval










