Sakazuki

Admiral Determined to Eradicate Evil

One of the Navy HQ Admirals. During the Paramount War, he persistently tries to take Luffy's life. His burning fist penetrates Jinbe who was protecting Luffy from the attack.

Special

Magma Fists Against the Brothers
Stage 1

Applies Ignited status to all enemies for 1 turn (deals 30x enemy ATK in non-type damage at end of enemy turn; Ignited damage effect will not be applied after an enemy's preemptive action), reduces all enemies' [Damage Cut] duration by 2 turns, boosts Fighter and Powerhouse characters' advantageous class effect by 1.25x for 1 turn, and extends the duration of crew's [Continuous Restore] by 1 turn

Stage 2

Reduces crew's Special charge time by 2 turns, applies Ignited status to all enemies for 2 turns (deals 70x enemy ATK in non-type damage at end of enemy turn; Ignited damage effect will not be applied after an enemy's preemptive action), reduces all enemies' [Damage Cut] duration by 5 turns, and adds 80x character's ATK in non-type damage on top of tap-timing bonuses for 5 turns. If crew's [Continuous Restore] status has 5 or more turns when Special is launched, extends the duration of crew's [Continuous Restore] by 3 turns, and boosts Fighter and Powerhouse characters' slot effects by 2.25x for 3 turns (up to 2 slot boost increasing effects can be applied). If crew does not have [Continuous Restore] status or crew's [Continuous Restore] status has 4 or fewer turns or when Special is launched, boosts Fighter and Powerhouse characters' slot effects by 2.25x for 2 turns (up to 2 slot boost increasing effects can be applied), then after that, if crew's HP is 80% or above when Special is launced, cuts crew's HP by 20% of crew's max HP but reduces character's Special charge turn by 4 turns

BaseLimit Break
Level 111 / 21 turns10 / 20 turns
Level 210 / 20 turns9 / 19 turns
Level 39 / 19 turns8 / 18 turns
Level 48 / 18 turns7 / 17 turns
Level 57 / 17 turns6 / 16 turns
Level 66 / 16 turns5 / 15 turns
Max5 / 15 turns4 / 14 turns

−1 turn at Limit Break 15

Captain Ability

Persistent Navy Admiral

Boosts Fighter and Powerhouse characters' ATK by 4x, boosts crew's HP by 1.3x, makes Fighter and Powerhouse characters' TND slots have matching slot effects, and boosts crew's chance of landing on TND slots

Crewmate Ability

UNIQ

Sets all slots to QCK at start of quest (no stacking identical abilities), and reduces character's Special Reverse by 3 turns

UNIQ

Reduces character's Burn duration by 1 turn, and if field has "Territory: Fighter class" or "Territory: Powerhouse class", boosts crew's base ATK by 200

Unlocks at Limit Break 25

Support Ability

Supported Characters

QCK characters

Level 5 (Max)

Adds 10% of character's base HP to supported character's base HP

Show all 5 levels
  1. Level 1

    Adds 2% of character's base HP to supported character's base HP

  2. Level 2

    Adds 4% of character's base HP to supported character's base HP

  3. Level 3

    Adds 6% of character's base HP to supported character's base HP

  4. Level 4

    Adds 8% of character's base HP to supported character's base HP

  5. Level 5

    Adds 10% of character's base HP to supported character's base HP

Super Special

Super Type
Condition

When any of the following characters are on the crew (except as Support Characters; can be launched when character is a crewmate): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

Applies "Territory: Fighter class" to the field (boosts crew's ATK up to 1.5x and reduces damage taken up to 25% based on number of characters matching the territory) for 1 turn, and changes QCK characters to Super QCK

Stats

HPATKRCV
Lv 11,608806114
Lv 993,2161,612227
Lv 1504,8242,418340
Limit Break3,416+2001,712+100277+50
Limit Break+3,916+7001,912+300327+100

Limit Break

01

Boosts base ATK by 10

02

Boosts base HP by 20

03

Boosts base ATK by 20

04

Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance

05

Boosts base ATK by 20

Show all 25
06

Boosts base HP by 30

07

Boosts base HP by 40

08

Boosts base HP by 50

09

Potential Ability 2: Critical ATK

10

Add 1 Power Slot

11

Boosts base RCV by 20

12

Boosts base ATK by 50

13

Boosts base HP by 60

14

Boosts base RCV by 30

15

Reduces Special charge time by 1 turn

16

Expand Limit Break (LB+)

17

Boosts base ATK by 50

18

Boosts base ATK by 50

19

Boosts base ATK by 50

20

Boosts base HP by 200

21

Boosts base RCV by 50

22

Potential Ability 3: Super Tandem

23

Boosts base ATK by 50

24

Boosts base HP by 300

25

Add Crewmate Ability 2: Reduces character's Burn duration by 1 turn, and if field has "Territory: Fighter class" or "Territory: Powerhouse class", boosts crew's base ATK by 200

Potential Abilities

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 75 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 100 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 125 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

Critical ATK
Level 5 (Max)

If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike

Show all 5 levels
  1. Level 1

    If character lands a PERFECT strike, 30% chance of a 3% damage boost on the last strike

  2. Level 2

    If character lands a PERFECT strike, 40% chance of a 4% damage boost on the last strike

  3. Level 3

    If character lands a PERFECT strike, 50% chance of a 5% damage boost on the last strike

  4. Level 4

    If character lands a PERFECT strike, 60% chance of a 6% damage boost on the last strike

  5. Level 5

    If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike

Level Limit Break

HPATKRCV
Lv 1053,4051,706240
Lv 1103,5621,785251
Lv 1203,8781,943273
Lv 1304,1932,101295
Lv 1504,8242,418340

Evolution

Akainu
Super Evolution · 30,000 Beli
Sakazuki

Pirate Rumble

Style
Attacker
DEF
200
SPD
189
Cost
20
Action

Normal Attack → Normal Attack → Power Attack → Full Attack

Targets closest enemies

Magma Fists Against the Brothers
Level 10 (Max)

Targets enemies within medium range (horizontal) for ATK x 3 damage; targets STR-type enemies for ATK Down Lv.10 (15 s)

Charge time: 28 s

Show all 10 levels
  1. Level 1

    Targets enemies within medium range (horizontal) for ATK x 1.2 damage; targets STR-type enemies for ATK Down Lv.1 (15 s)

    Charge time: 28 s

  2. Level 2

    Targets enemies within medium range (horizontal) for ATK x 1.4 damage; targets STR-type enemies for ATK Down Lv.2 (15 s)

    Charge time: 28 s

  3. Level 3

    Targets enemies within medium range (horizontal) for ATK x 1.6 damage; targets STR-type enemies for ATK Down Lv.3 (15 s)

    Charge time: 28 s

  4. Level 4

    Targets enemies within medium range (horizontal) for ATK x 1.8 damage; targets STR-type enemies for ATK Down Lv.4 (15 s)

    Charge time: 28 s

  5. Level 5

    Targets enemies within medium range (horizontal) for ATK x 2 damage; targets STR-type enemies for ATK Down Lv.5 (15 s)

    Charge time: 28 s

  6. Level 6

    Targets enemies within medium range (horizontal) for ATK x 2.2 damage; targets STR-type enemies for ATK Down Lv.6 (15 s)

    Charge time: 28 s

  7. Level 7

    Targets enemies within medium range (horizontal) for ATK x 2.4 damage; targets STR-type enemies for ATK Down Lv.7 (15 s)

    Charge time: 28 s

  8. Level 8

    Targets enemies within medium range (horizontal) for ATK x 2.6 damage; targets STR-type enemies for ATK Down Lv.8 (15 s)

    Charge time: 28 s

  9. Level 9

    Targets enemies within medium range (horizontal) for ATK x 2.8 damage; targets STR-type enemies for ATK Down Lv.9 (15 s)

    Charge time: 28 s

  10. Level 10

    Targets enemies within medium range (horizontal) for ATK x 3 damage; targets STR-type enemies for ATK Down Lv.10 (15 s)

    Charge time: 28 s

Ability
Level 5 (Max)

QCK-type teammates HP Up Lv.5, ATK Up Lv.5; STR-type enemies ATK Down Lv.5

Show all 5 levels
  1. Level 1

    QCK-type teammates HP Up Lv.1, ATK Up Lv.1; STR-type enemies ATK Down Lv.1

  2. Level 2

    QCK-type teammates HP Up Lv.2, ATK Up Lv.2; STR-type enemies ATK Down Lv.2

  3. Level 3

    QCK-type teammates HP Up Lv.3, ATK Up Lv.3; STR-type enemies ATK Down Lv.3

  4. Level 4

    QCK-type teammates HP Up Lv.4, ATK Up Lv.4; STR-type enemies ATK Down Lv.4

  5. Level 5

    QCK-type teammates HP Up Lv.5, ATK Up Lv.5; STR-type enemies ATK Down Lv.5

Resilience

80% chance to evade Special Bind, reduce damage taken from STR by 20%

Super Tandem

Super Tandem
Level 5 (Max)

Applies ATK Boost (Tandem) of 1.75x to crew for 1 turn

Condition

When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

Show all 5 levels
  1. Level 1

    Applies ATK Boost (Tandem) of 1.2x to crew for 1 turn

    Condition

    When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

  2. Level 2

    Applies ATK Boost (Tandem) of 1.3x to crew for 1 turn

    Condition

    When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

  3. Level 3

    Applies ATK Boost (Tandem) of 1.4x to crew for 1 turn

    Condition

    When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

  4. Level 4

    Applies ATK Boost (Tandem) of 1.5x to crew for 1 turn

    Condition

    When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

  5. Level 5

    Applies ATK Boost (Tandem) of 1.75x to crew for 1 turn

    Condition

    When any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Sengoku, Monkey D. Garp, Kuzan (Aokiji), Borsalino (Kizaru), Tsuru, Issho (Fujitora), Aramaki (Ryokugyu)

Family

Sakazuki (Akainu)
SakazukiAkainuSakazukiAkainuSakazukiSakazukiSakazukiAkainuFleet Admiral SakazukiSakazukiAkainuAkainuFleet Admiral SakazukiFleet Admiral SakazukiAkainuSakazukiFleet Admiral SakazukiFleet Admiral SakazukiFleet Admiral SakazukiSakazukiAkainuSakazukiAkainuAkainu: NeoAkainu: NeoAkainuAkainuSakazukiAkainuAkainuAkainuAkainu
Linked families
Ace VS AkainuSakazuki & BorsalinoSakazuki & Issho