
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
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
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
| Base | Limit Break | |
|---|---|---|
| Level 1 | 11 / 21 turns | 10 / 20 turns |
| Level 2 | 10 / 20 turns | 9 / 19 turns |
| Level 3 | 9 / 19 turns | 8 / 18 turns |
| Level 4 | 8 / 18 turns | 7 / 17 turns |
| Level 5 | 7 / 17 turns | 6 / 16 turns |
| Level 6 | 6 / 16 turns | 5 / 15 turns |
| Max | 5 / 15 turns | 4 / 14 turns |
−1 turn at Limit Break 15
Captain Ability
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
Sets all slots to QCK at start of quest (no stacking identical abilities), and reduces character's Special Reverse by 3 turns
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
QCK characters
Adds 10% of character's base HP to supported character's base HP
Show all 5 levels
- Level 1
Adds 2% of character's base HP to supported character's base HP
- Level 2
Adds 4% of character's base HP to supported character's base HP
- Level 3
Adds 6% of character's base HP to supported character's base HP
- Level 4
Adds 8% of character's base HP to supported character's base HP
- Level 5
Adds 10% of character's base HP to supported character's base HP
Super Special

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
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,608 | 806 | 114 |
| Lv 99 | 3,216 | 1,612 | 227 |
| Lv 150 | 4,824 | 2,418 | 340 |
| Limit Break | 3,416+200 | 1,712+100 | 277+50 |
| Limit Break+ | 3,916+700 | 1,912+300 | 327+100 |
Limit Break
Boosts base ATK by 10
Boosts base HP by 20
Boosts base ATK by 20
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Boosts base ATK by 20
Show all 25
Boosts base HP by 30
Boosts base HP by 40
Boosts base HP by 50
Potential Ability 2: Critical ATK
Add 1 Power Slot
Boosts base RCV by 20
Boosts base ATK by 50
Boosts base HP by 60
Boosts base RCV by 30
Reduces Special charge time by 1 turn
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base ATK by 50
Boosts base ATK by 50
Boosts base HP by 200
Boosts base RCV by 50
Potential Ability 3: Super Tandem
Boosts base ATK by 50
Boosts base HP by 300
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
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
- 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 2 turns
- 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 3 turns
If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 30% chance of a 3% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 40% chance of a 4% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 50% chance of a 5% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 60% chance of a 6% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,405 | 1,706 | 240 |
| Lv 110 | 3,562 | 1,785 | 251 |
| Lv 120 | 3,878 | 1,943 | 273 |
| Lv 130 | 4,193 | 2,101 | 295 |
| Lv 150 | 4,824 | 2,418 | 340 |
Evolution
Pirate Rumble
- Style
Attacker- DEF
- 200
- SPD
- 189
- Cost
- 20
Normal Attack → Normal Attack → Power Attack → Full Attack
Targets closest enemies
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
QCK-type teammates HP Up Lv.5, ATK Up Lv.5; STR-type enemies ATK Down Lv.5
Show all 5 levels
- Level 1
QCK-type teammates HP Up Lv.1, ATK Up Lv.1; STR-type enemies ATK Down Lv.1
- Level 2
QCK-type teammates HP Up Lv.2, ATK Up Lv.2; STR-type enemies ATK Down Lv.2
- Level 3
QCK-type teammates HP Up Lv.3, ATK Up Lv.3; STR-type enemies ATK Down Lv.3
- Level 4
QCK-type teammates HP Up Lv.4, ATK Up Lv.4; STR-type enemies ATK Down Lv.4
- Level 5
QCK-type teammates HP Up Lv.5, ATK Up Lv.5; STR-type enemies ATK Down Lv.5
80% chance to evade Special Bind, reduce damage taken from STR by 20%
Super Tandem
Applies ATK Boost (Tandem) of 1.75x to crew for 1 turn
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
- Level 1
Applies ATK Boost (Tandem) of 1.2x to crew for 1 turn
ConditionWhen 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)
- Level 2
Applies ATK Boost (Tandem) of 1.3x to crew for 1 turn
ConditionWhen 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)
- Level 3
Applies ATK Boost (Tandem) of 1.4x to crew for 1 turn
ConditionWhen 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)
- Level 4
Applies ATK Boost (Tandem) of 1.5x to crew for 1 turn
ConditionWhen 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)
- Level 5
Applies ATK Boost (Tandem) of 1.75x to crew for 1 turn
ConditionWhen 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)































