
Ain
Dedicated to Her Master
Vice-Admiral of the Neo Marines. She is ex-Navy and was taught by Zephyr. She confronts Zoro, who was on his way to Zephyr, and uses her Back-Back Fruit ability to reanimate lava to utilize in their fight.
Special
Reduces all enemies' DEF Up duration by 6 turns, reduces crew's Bind duration by 6 turns, applies Ignited status to all enemies for 2 turns (deals 100x enemy ATK in non-type damage at end of enemy turn), boosts Shooter and Cerebral characters' slot effects by 2.75x for 2 turns, reduces damage taken by 60% for 3 turns, and if crew has 2 turns or more of [Damage Plus] status when Special is launched, applies increase damage taken status to all enemies by 2.25x for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 20 turns | 18 turns |
| Level 2 | 19 turns | 17 turns |
| Level 3 | 18 turns | 16 turns |
| Level 4 | 17 turns | 15 turns |
| Level 5 | 16 turns | 14 turns |
| Max | 15 turns | 13 turns |
−1 turn at Limit Break 16
−1 turn at Limit Break 39 (LB+)
Captain Ability
Reduces crew's Special charge time by 1 turn at start of quest, boosts Shooter and Cerebral characters' ATK by 5.25x when slots match (5x otherwise), HP by 1.2x, makes crew's QCKBOMBTND slots have matching slot effects, slightly boosts crew's chance of landing on TND slots, and tapping on this character with a BOMBSUPERBOMBTND slot will apply -10% Shooter Resistance to all enemies for 1 turn
Crewmate Ability
Makes Shooter and Cerebral characters' QCKTND slots have matching slot effects
Boosts Shooter and Cerebral characters' base ATK by 100
Unlocks at Limit Break 25
Support Ability
QCK Shooter characters
Reduces damage taken by 30% for 2 turns at start of final battle
Show all 5 levels
- Level 1
Reduces damage taken by 10% for 1 turn at start of final battle
- Level 2
Reduces damage taken by 15% for 1 turn at start of final battle
- Level 3
Reduces damage taken by 20% for 1 turn at start of final battle
- Level 4
Reduces damage taken by 25% for 1 turn at start of final battle
- Level 5
Reduces damage taken by 30% for 2 turns at start of final battle
Super Special

When 6 Shooter characters are on the crew (except as Support Characters) or when crew has [Damage Plus]
Changes character's slot to TND, extends the duration of crew's slot effect and type effect boosts by 1 turn, further increases crew's ATK boosts by +0.25, and changes QCK characters to Super QCK
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,493 | 1,108 | 93 |
| Lv 99 | 3,936 | 1,683 | 383 |
| Lv 150 | 5,904 | 2,524 | 574 |
| Limit Break | 4,236+300 | 1,983+300 | 583+200 |
| Limit Break+ | 4,536+600 | 2,283+600 | 733+350 |
Limit Break
Boosts base ATK by 20
Boosts base HP by 20
Boosts base RCV by 20
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Boosts base HP by 20
Show all 40
Boosts base ATK by 30
Boosts base HP by 20
Boosts base RCV by 20
Boosts base ATK by 30
Boosts base ATK by 30
Boosts base HP by 20
Boosts base ATK by 40
Boosts base RCV by 20
Boosts base ATK by 40
Potential Ability 2: Barrier Pierce
Reduces Special charge time by 1 turn
Boosts base ATK by 50
Boosts base RCV by 20
Boosts base HP by 20
Boosts base HP by 30
Boosts base RCV by 30
Boosts base HP by 40
Boosts base HP by 40
Boosts base RCV by 40
Add Crewmate Ability 2: Boosts Shooter and Cerebral characters' base ATK by 100
Boosts base HP by 40
Boosts base RCV by 50
Boosts base HP by 50
Boosts base ATK by 60
Potential Ability 3: Super Tandem
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base RCV by 50
Boosts base HP by 50
Boosts base ATK by 100
Boosts base HP by 100
Boosts base ATK by 150
Boosts base RCV by 100
Reduces Special charge time by 1 turn
Boosts base HP by 150
Potential Abilities
Boosts character's base ATK by 300 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 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 4
Boosts character's base ATK by 225 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 5
Boosts character's base ATK by 300 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
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 90% or higher at start of attack
- Level 3
Character's normal attack is unaffected by all barriers if HP is 80% or higher at start of attack
- Level 4
Character's normal attack is unaffected by all barriers if HP is 70% 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 | 4,167 | 1,781 | 405 |
| Lv 110 | 4,360 | 1,864 | 424 |
| Lv 120 | 4,746 | 2,029 | 461 |
| Lv 130 | 5,132 | 2,194 | 499 |
| Lv 150 | 5,904 | 2,524 | 574 |
Evolution
Pirate Rumble
- Style
Healer- DEF
- 124
- SPD
- 169
- Cost
- 55
Normal Attack → Heal Lv.2 (Medium Range) → Normal Attack → Heal Lv.2 (Small Range)
Targets closest enemies
Targets Shooter class teammates for ATK Up Lv.5 (20 s); targets 3 high current HP enemies for 100% chance of Halves Stats (15 s)
Charge time: 28 s
Show all 10 levels
- Level 1
Targets Shooter class teammates for ATK Up Lv.1 (11 s); targets 3 high current HP enemies for 50% chance of Halves Stats (6 s)
Charge time: 28 s
- Level 2
Targets Shooter class teammates for ATK Up Lv.1 (12 s); targets 3 high current HP enemies for 55% chance of Halves Stats (7 s)
Charge time: 28 s
- Level 3
Targets Shooter class teammates for ATK Up Lv.1 (13 s); targets 3 high current HP enemies for 60% chance of Halves Stats (8 s)
Charge time: 28 s
- Level 4
Targets Shooter class teammates for ATK Up Lv.2 (14 s); targets 3 high current HP enemies for 65% chance of Halves Stats (9 s)
Charge time: 28 s
- Level 5
Targets Shooter class teammates for ATK Up Lv.2 (15 s); targets 3 high current HP enemies for 70% chance of Halves Stats (10 s)
Charge time: 28 s
- Level 6
Targets Shooter class teammates for ATK Up Lv.3 (16 s); targets 3 high current HP enemies for 75% chance of Halves Stats (11 s)
Charge time: 28 s
- Level 7
Targets Shooter class teammates for ATK Up Lv.3 (17 s); targets 3 high current HP enemies for 80% chance of Halves Stats (12 s)
Charge time: 28 s
- Level 8
Targets Shooter class teammates for ATK Up Lv.3 (18 s); targets 3 high current HP enemies for 85% chance of Halves Stats (13 s)
Charge time: 28 s
- Level 9
Targets Shooter class teammates for ATK Up Lv.4 (19 s); targets 3 high current HP enemies for 90% chance of Halves Stats (14 s)
Charge time: 28 s
- Level 10
Targets Shooter class teammates for ATK Up Lv.5 (20 s); targets 3 high current HP enemies for 100% chance of Halves Stats (15 s)
Charge time: 28 s
Shooter class teammates HP Up Lv.5, SPD Up Lv.5, Critical % Up Lv.5; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.4
Show all 5 levels
- Level 1
Shooter class teammates HP Up Lv.1, SPD Up Lv.1, Critical % Up Lv.1; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.1
- Level 2
Shooter class teammates HP Up Lv.2, SPD Up Lv.2, Critical % Up Lv.2; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.2
- Level 3
Shooter class teammates HP Up Lv.3, SPD Up Lv.3, Critical % Up Lv.3; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.3
- Level 4
Shooter class teammates HP Up Lv.4, SPD Up Lv.4, Critical % Up Lv.4; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.3
- Level 5
Shooter class teammates HP Up Lv.5, SPD Up Lv.5, Critical % Up Lv.5; if 3 or more Shooter characters are on the team, Shooter class teammates DEF Up Lv.4
Completely evades Action Bind, reduce damage taken from STR by 30%
Grand Party
Team ATK Up Lv.3, HP, SPD Up Lv.3
Show all 5 levels
- Level 1
Team ATK Up Lv.1, HP, SPD Up Lv.1
- Level 2
Team ATK Up Lv.1, HP, SPD Up Lv.2
- Level 3
Team ATK Up Lv.2, HP, SPD Up Lv.2
- Level 4
Team ATK Up Lv.2, HP, SPD Up Lv.3
- Level 5
Team ATK Up Lv.3, HP, SPD Up Lv.3
Targets all enemies for 1000 damage
When 2 teammates are defeated
Can be used 2 times
Show all 5 levels
- Level 1
Targets all enemies for 500 damage
- Level 2
Targets all enemies for 625 damage
- Level 3
Targets all enemies for 750 damage
- Level 4
Targets all enemies for 875 damage
- Level 5
Targets all enemies for 1000 damage
Super Tandem
Boosts damage dealt to Ignited enemies by 2x for 1 turn and applies ATK Boost (Tandem) of 2.25x to Shooter and Cerebral characters for 1 turn
When any 1 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
Show all 5 levels
- Level 1
Applies ATK Boost (Tandem) of 1.5x to Shooter and Cerebral characters for 1 turn
ConditionWhen any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
- Level 2
Applies ATK Boost (Tandem) of 1.75x to Shooter and Cerebral characters for 1 turn
ConditionWhen any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
- Level 3
Applies ATK Boost (Tandem) of 2x to Shooter and Cerebral characters for 1 turn
ConditionWhen any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
- Level 4
Boosts damage dealt to Ignited enemies by 1.5x for 1 turn and applies ATK Boost (Tandem) of 2x to Shooter and Cerebral characters for 1 turn
ConditionWhen any 1 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
- Level 5
Boosts damage dealt to Ignited enemies by 2x for 1 turn and applies ATK Boost (Tandem) of 2.25x to Shooter and Cerebral characters for 1 turn
ConditionWhen any 1 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Zephyr (Z), Binz, Kuzan (Aokiji), Borsalino (Kizaru), Sakazuki (Akainu), Hina
How to get
Featured · Oct 21, 2023 – Oct 29, 2023






