Bartholomew Kuma

Rampaging Incident at the Sacred Land

One of the former Warlords of the Sea. He climbs the Red Line and arrives at Marijoa. There, he is attacked by Navy Fleet Admiral Sakazuki, but Kuma ignores the onslaught and continues his relentless march.

Special

Charging Through Fiercely

Reduces Cerebral and Powerhouse characters' Special charge time by 1 turn and Switch Effect by 3, reduces crew's Blown Away duration by 4 turns, and boosts crew's ATK based on the damage reduction effect applied on the crew (e.g. if crew has 80% damage reduction, boosts ATK by 1.8x) for 3 turns. If crew has 4 or more Paramythia-type Egghead Revolutionary Army characters on the crew, further increases crew's additive chain multiplier boost (except multiplicative boosts) by +1.0, and boosts the chain multiplier by +1.6 for 3 turns (by +1.4 for 1 turn otherwise; allows this boost effect to be further increased up to 2 times)

BaseLimit Break
Level 121 turns19 turns
Level 220 turns18 turns
Level 319 turns17 turns
Level 418 turns16 turns
Level 517 turns15 turns
Max16 turns14 turns

−1 turn at Limit Break 16

−1 turn at Limit Break 40 (LB+)

Captain Ability

Relentless Dash to the Destination

Reduces crew's Special charge time by 1 turn at start of quest, boosts Cerebral and Powerhouse characters' ATK by 5.25x, HP by 1.4x, and makes their PSYRCVTND slots have matching slot effects, and reduces crew's Paralysis duration by 10 turns [Applies following effect based on number of applicable Character Tags on crew] If 4 or more Egghead characters are on the crew, boosts Cerebral and Powerhouse characters' ATK by a further 1.1x. If 5 or more Egghead characters are on the crew, reduces crew's Despair duration by 2 turns. Boosts Paramythia-type Revolutionary Army characters' base HP by +1500

Crewmate Ability

RES

Reduces character's Special Reverse by 3 turns

RES

Character cannot be blown away by attack

Unlocks at Limit Break 25

Support Ability

Supported Characters

Jewelry Bonney

Level 5 (Max)

Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.7 and reduces crew's Despair duration by 2 turns

Show all 5 levels
  1. Level 1

    Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.3

  2. Level 2

    Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.4

  3. Level 3

    Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.5

  4. Level 4

    Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.7

  5. Level 5

    Once per quest, if supported character uses a Special, further increases crew's additive chain multiplier boosts (except multiplicative boosts) by +0.7 and reduces crew's Despair duration by 2 turns

Super Special

Super Class
Condition

When any of the following characters are on the crew (except as Support Characters): Jewelry Bonney, Dr. Vegapunk (Stella), Dr. Vegapunk "Shaka the Good", Dr. Vegapunk "Lilith the Evil", Dr. Vegapunk "Edison the Thinker", Dr. Vegapunk "Pythagoras the Wise", Dr. Vegapunk "Atlas the Violent", Dr. Vegapunk "York the Greedy", Sabo, Emporio Ivankov, Belo Betty, Morley, Karasu, Lindbergh, Koala, Hack, Inazuma, Nico Robin

Reduces Cerebral and Powerhouse characters' Special charge time by 1 turn, boosts their slot effects by 2.25x for 3 turns, and changes Cerebral characters to Super Cerebral

Stats

HPATKRCV
Lv 12,43887976
Lv 994,8751,757152
Lv 1507,3122,635228
Limit Break5,375+5001,957+200252+100
Limit Break+5,875+1,0002,157+400302+150

Limit Break

01

Boosts base HP by 10

02

Boosts base HP by 20

03

Boosts base ATK by 10

04

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

05

Boosts base HP by 20

Show all 40
06

Boosts base HP by 30

07

Boosts base RCV by 10

08

Boosts base ATK by 20

09

Boosts base ATK by 20

10

Boosts base HP by 30

11

Boosts base RCV by 20

12

Boosts base ATK by 20

13

Boosts base ATK by 30

14

Boosts base HP by 40

15

Potential Ability 2: Fear Resistance

16

Reduces Special charge time by 1 turn

17

Boosts base HP by 40

18

Boosts base RCV by 30

19

Boosts base ATK by 30

20

Boosts base HP by 40

21

Boosts base RCV by 40

22

Boosts base ATK by 30

23

Boosts base HP by 50

24

Boosts base HP by 50

25

Add Crewmate Ability 2: Character cannot be blown away by attack

26

Boosts base HP by 50

27

Boosts base HP by 60

28

Boosts base HP by 60

29

Boosts base ATK by 40

30

Potential Ability 3: Bind Ship Ability Resistance

31

Expand Limit Break (LB+)

32

Boosts base HP by 100

33

Boosts base ATK by 50

34

Boosts base HP by 100

35

Boosts base RCV by 50

36

Boosts base ATK by 50

37

Boosts base HP by 150

38

Boosts base HP by 150

39

Boosts base ATK by 100

40

Reduces Special charge time by 1 turn

Potential Abilities

Provoked ATK Boost/Received Damage Up Resistance
Level 5 (Max)

Boosts character's base ATK by 300 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 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 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn

  4. Level 4

    Boosts character's base ATK by 225 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn

  5. Level 5

    Boosts character's base ATK by 300 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns

Fear Resistance
Level 5 (Max)

Reduces character's Fear duration by 5 turns

Show all 5 levels
  1. Level 1

    Reduces character's Fear duration by 1 turn

  2. Level 2

    Reduces character's Fear duration by 2 turns

  3. Level 3

    Reduces character's Fear duration by 3 turns

  4. Level 4

    Reduces character's Fear duration by 4 turns

  5. Level 5

    Reduces character's Fear duration by 5 turns

Bind Ship Ability Resistance
Level 5 (Max)

Reduces Bind Ship Ability duration by 5 turns

Show all 5 levels
  1. Level 1

    Reduces Bind Ship Ability duration by 1 turn

  2. Level 2

    Reduces Bind Ship Ability duration by 2 turns

  3. Level 3

    Reduces Bind Ship Ability duration by 3 turns

  4. Level 4

    Reduces Bind Ship Ability duration by 4 turns

  5. Level 5

    Reduces Bind Ship Ability duration by 5 turns

Level Limit Break

HPATKRCV
Lv 1055,1611,860160
Lv 1105,4001,946168
Lv 1205,8782,118183
Lv 1306,3562,290198
Lv 1507,3122,635228
New Pirate Rumble skills

Pirate Rumble

Style
Defender
DEF
332
SPD
106
Cost
55
Action

Normal Attack → Power Attack → Heal Lv.1 (Small Range) → Normal Attack

Targets closest enemies

Charging Through Fiercely
Level 10 (Max)

Targets enemies within large range for ATK x 3 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.6 (20 s); activates Provoke on self (20 s); targets self for ATK x 3 Counter stance (20 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 100% chance of Forced Out (8 s)

Charge time: 32 s

Show all 10 levels
  1. Level 1

    Targets enemies within large range for ATK x 1.5 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.2 (20 s); activates Provoke on self (11 s); targets self for ATK x 2.1 Counter stance (11 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 71% chance of Forced Out (8 s)

    Charge time: 32 s

  2. Level 2

    Targets enemies within large range for ATK x 1.65 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.2 (20 s); activates Provoke on self (12 s); targets self for ATK x 2.2 Counter stance (12 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 74% chance of Forced Out (8 s)

    Charge time: 32 s

  3. Level 3

    Targets enemies within large range for ATK x 1.8 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.3 (20 s); activates Provoke on self (13 s); targets self for ATK x 2.3 Counter stance (13 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 77% chance of Forced Out (8 s)

    Charge time: 32 s

  4. Level 4

    Targets enemies within large range for ATK x 1.95 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.3 (20 s); activates Provoke on self (14 s); targets self for ATK x 2.4 Counter stance (14 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 80% chance of Forced Out (8 s)

    Charge time: 32 s

  5. Level 5

    Targets enemies within large range for ATK x 2.1 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.4 (20 s); activates Provoke on self (15 s); targets self for ATK x 2.5 Counter stance (15 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 83% chance of Forced Out (8 s)

    Charge time: 32 s

  6. Level 6

    Targets enemies within large range for ATK x 2.25 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.4 (20 s); activates Provoke on self (16 s); targets self for ATK x 2.6 Counter stance (16 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 86% chance of Forced Out (8 s)

    Charge time: 32 s

  7. Level 7

    Targets enemies within large range for ATK x 2.4 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.5 (20 s); activates Provoke on self (17 s); targets self for ATK x 2.7 Counter stance (17 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 89% chance of Forced Out (8 s)

    Charge time: 32 s

  8. Level 8

    Targets enemies within large range for ATK x 2.55 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.5 (20 s); activates Provoke on self (18 s); targets self for ATK x 2.8 Counter stance (18 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 92% chance of Forced Out (8 s)

    Charge time: 32 s

  9. Level 9

    Targets enemies within large range for ATK x 2.7 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.6 (20 s); activates Provoke on self (19 s); targets self for ATK x 2.9 Counter stance (19 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 95% chance of Forced Out (8 s)

    Charge time: 32 s

  10. Level 10

    Targets enemies within large range for ATK x 3 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.6 (20 s); activates Provoke on self (20 s); targets self for ATK x 3 Counter stance (20 s); if 8 or more Cerebral/Powerhouse class characters are on the team, targets 2 high ATK enemies for 100% chance of Forced Out (8 s)

    Charge time: 32 s

Ability
Level 5 (Max)

PSY-type/Cerebral class teammates HP Up Lv.7, DEF Up Lv.7; self Guard % Up Lv.10; revives self up to 1 time at 50% HP

Show all 5 levels
  1. Level 1

    PSY-type/Cerebral class teammates HP Up Lv.3, DEF Up Lv.3; self Guard % Up Lv.6; revives self up to 1 time at 50% HP

  2. Level 2

    PSY-type/Cerebral class teammates HP Up Lv.4, DEF Up Lv.4; self Guard % Up Lv.7; revives self up to 1 time at 50% HP

  3. Level 3

    PSY-type/Cerebral class teammates HP Up Lv.5, DEF Up Lv.5; self Guard % Up Lv.8; revives self up to 1 time at 50% HP

  4. Level 4

    PSY-type/Cerebral class teammates HP Up Lv.6, DEF Up Lv.6; self Guard % Up Lv.9; revives self up to 1 time at 50% HP

  5. Level 5

    PSY-type/Cerebral class teammates HP Up Lv.7, DEF Up Lv.7; self Guard % Up Lv.10; revives self up to 1 time at 50% HP

Resilience

Completely evades Forced Out, reduce damage taken from INT by 30%

Super Special

Targets enemies within large range for ATK x 3.5 damage; targets Cerebral class/PSY-type teammates for DEF Up Lv.7 (30 s); activates Provoke on self (30 s), targets self for ATK x 4 Counter stance (30 s); if 8 or more Cerebral/Powerhouse characters are on the team, targets 2 high ATK enemies for 100% chance of Forced Out (10 s)

Condition

After character receives enemy's Rumble Special 3 times

Grand Party

GP Leader Skill
Level 5 (Max)

Team ATK Up Lv.3, HP, SPD Up Lv.3

Show all 5 levels
  1. Level 1

    Team ATK Up Lv.1, HP, SPD Up Lv.1

  2. Level 2

    Team ATK Up Lv.1, HP, SPD Up Lv.2

  3. Level 3

    Team ATK Up Lv.2, HP, SPD Up Lv.2

  4. Level 4

    Team ATK Up Lv.2, HP, SPD Up Lv.3

  5. Level 5

    Team ATK Up Lv.3, HP, SPD Up Lv.3

GP Burst
Level 5 (Max)

Targets all enemies for 1000 damage

Condition

When 2 teammates are defeated

Can be used 2 times

Show all 5 levels
  1. Level 1

    Targets all enemies for 500 damage

  2. Level 2

    Targets all enemies for 625 damage

  3. Level 3

    Targets all enemies for 750 damage

  4. Level 4

    Targets all enemies for 875 damage

  5. Level 5

    Targets all enemies for 1000 damage

How to get

Medal Exchange

600 medals · Ongoing

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Family

Bartholomew Kuma
Bartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaBartholomew KumaTyrant Bartholomew Kuma: NeoTyrant Bartholomew Kuma: NeoBartholomew KumaBartholomew KumaTyrant Bartholomew KumaTyrant Bartholomew KumaBartholomew KumaBartholomew Kuma
Linked families
Dragon & Ivankov & KumaIvankov & KumaKuma & Ginny