
St. Topman Warcury
Godhead of Justice of the Five Elders, the Highest Authority of the World Government
Godhead of Justice of the Five Elders, the highest authority of the World Government. As if in response to St. Saturn's voice, he emerges from a magic circle alongside the other Five Elders, the highest authority of the World Government, to stop Vegapunk's broadcast.
Special
Deals 250x character's ATK in non-type damage to one enemy (ignoring all defensive effects and DEF), and reduces crew's Bind duration by 20 turns. Boosts Driven and Powerhouse characters' type effects up to 5x based on total Cost of crew at start of quest including Friend Captains and Support Characters (4x for less than 500 Cost, 4.25x for 500 or more Cost, 4.5x for 600 or more Cost, 4.75x for 700 or more Cost, and 5x for 750 or more Cost) for 1 turn. Further increases crew's damage dealt to delayed enemies boost by up to 1.5x based on outcome of Action Special (1.1x for MISS, 1.2x for GOOD, 1.3x for GREAT, 1.4x for PERFECT, 1.5 for EXCELLENT; maximum value is 10x). If every type is on the crew, increases all enemies' damage taken by 1.75x for 2 turns ignoring immunity to status effects
| Base | Limit Break | |
|---|---|---|
| Level 1 | 37 turns | 35 turns |
| Level 2 | 36 turns | 34 turns |
| Level 3 | 35 turns | 33 turns |
| Level 4 | 34 turns | 32 turns |
| Level 5 | 33 turns | 31 turns |
| Max | 32 turns | 30 turns |
−1 turn at Limit Break 16
−1 turn at Limit Break 40 (LB+)
Captain Ability
Boosts QCK, Driven, and Powerhouse characters' ATK by 6x, and makes crew's QCKRCV slots have matching slot effects. If character is a Captain (Friend/Helper Captain does not count) and performs EXCELLENT for the Action Special, for 3 turns, "Boosts Five Elders Celestial Dragon Navy characters' ATK by 1.1x" becomes "Boosts Five Elders Celestial Dragon Navy characters' ATK by 1.3x". If crew has type effect boost and crew uses Specials to boost type effects, the effect of that type effect boost instead further increases the effect of existing type effect boost (Captain Ability effect does not stack. Further raising effects can only happen once per Special. Not stackable with other further raising effects) [Applies following effect based on number of applicable Character Tags on crew] Boosts Five Elders Celestial Dragon Navy characters' ATK by 1.1x, HP by 2x, and reduces Five Elders Celestial Dragon characters' Special charge time by 15 turns at start of quest. If 5 or more Five Elders Celestial Dragon Navy characters are on the crew and every type is on the crew, allows damage to deal up to 1.3x of enemies' damage limit effect
Crewmate Ability
Boosts Driven and Powerhouse characters' base stats by 150, and makes their QCK slots have matching slot effects
Tapping on this character with a TND slot will further increase crew's damage dealt to delayed enemies boost by +0.2
Unlocks at Limit Break 25
Support Ability
Characters with a Cost of 99 or more
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 3 turns at start of crew's next turn
Show all 5 levels
- Level 1
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 1 turn at start of crew's next turn
- Level 2
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 1 turn at start of crew's next turn
- Level 3
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 2 turns at start of crew's next turn
- Level 4
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 2 turns at start of crew's next turn
- Level 5
Once per quest, if inflicted with Bind status from the enemy, reduces crew's Bind duration by 3 turns at start of crew's next turn
Super Special

When crew has [Slot Relations] at 8x or more or receives [Over Heal] status (can be launched when character is a crewmate)
Reduces crew's Burn duration by 6 turns, reduces damage taken by 70% for 1 turn, changes QCK characters to Super QCK, and changes Driven characters to Super Driven
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 2,851 | 1,224 | 117 |
| Lv 99 | 5,702 | 2,447 | 234 |
| Lv 150 | 8,553 | 3,670 | 351 |
| Limit Break | 6,202+500 | 2,647+200 | 334+100 |
| Limit Break+ | 6,702+1,000 | 2,847+400 | 384+150 |
Limit Break
Boosts base ATK by 10
Boosts base ATK by 10
Boosts base HP by 20
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Boosts base HP by 30
Show all 40
Boosts base RCV by 10
Boosts base ATK by 10
Boosts base HP by 30
Boosts base ATK by 10
Boosts base ATK by 20
Boosts base RCV by 20
Boosts base HP by 40
Boosts base HP by 40
Boosts base ATK by 20
Potential Ability 2: Super Tandem Boost
Reduces Special charge time by 1 turn
Boosts base HP by 40
Boosts base RCV by 20
Boosts base ATK by 30
Boosts base RCV by 20
Boosts base HP by 50
Boosts base RCV by 30
Boosts base HP by 50
Boosts base HP by 60
Add Crewmate Ability 2: Tapping on this character with a TND slot will further increase crew's damage dealt to delayed enemies boost by +0.2
Boosts base HP by 60
Boosts base HP by 80
Boosts base ATK by 40
Boosts base ATK by 50
Potential Ability 3: Damage Limit Break: Class
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base ATK by 50
Boosts base HP by 150
Boosts base RCV by 50
Boosts base ATK by 50
Boosts base HP by 150
Boosts base HP by 200
Boosts base ATK by 50
Reduces Special charge time by 1 turn
Potential Abilities
Boosts character's base ATK by 500 the next turn after taking damage and reduces crew's [Damage Increase] duration by 5 turns
Show all 5 levels
- Level 1
Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 2
Boosts character's base ATK by 200 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 3
Boosts character's base ATK by 300 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
- Level 4
Boosts character's base ATK by 400 the next turn after taking damage and reduces crew's [Damage Increase] duration by 4 turns
- Level 5
Boosts character's base ATK by 500 the next turn after taking damage and reduces crew's [Damage Increase] duration by 5 turns
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.2 for 1, +.0.3 for 2, +0.4 for 3, +0.5 for 4, +0.6 for 5, +0.75 for 6
Show all 5 levels
- Level 1
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.1 for 1, +.0.1 for 2, +0.1 for 3, +0.1 for 4, +0.2 for 5, +0.3 for 6
- Level 2
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.1 for 1, +.0.1 for 2, +0.1 for 3, +0.2 for 4, +0.3 for 5, +0.4 for 6
- Level 3
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.1 for 1, +.0.1 for 2, +0.2 for 3, +0.3 for 4, +0.4 for 5, +0.5 for 6
- Level 4
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.1 for 1, +.0.1 for 2, +0.2 for 3, +0.4 for 4, +0.5 for 5, +0.6 for 6
- Level 5
Boosts Damage Limit Break effect based on number of Driven characters on the crew (except as Support Characters): +0.2 for 1, +.0.3 for 2, +0.4 for 3, +0.5 for 4, +0.6 for 5, +0.75 for 6
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 6,037 | 2,590 | 247 |
| Lv 110 | 6,316 | 2,710 | 259 |
| Lv 120 | 6,875 | 2,950 | 282 |
| Lv 130 | 7,434 | 3,190 | 305 |
| Lv 150 | 8,553 | 3,670 | 351 |
Evolution
Pirate Rumble
- Style
Defender- DEF
- 274
- SPD
- 111
- Cost
- 55
Normal Attack → Normal Attack → Power Attack → Heal Self Lv.2
Targets closest enemies
Targets enemies within large range ignoring DEF for ATK x 1.2 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 100% chance to evade fixed damage (20 s), 100% chance to evade damage ignoring DEF (20 s), 100% chance to evade percent damage (20 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.3 (20 s)
Charge time: 25 s
Show all 10 levels
- Level 1
Targets enemies within large range ignoring DEF for ATK x 0.7 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 70% chance to evade fixed damage (11 s), 70% chance to evade damage ignoring DEF (11 s), 70% chance to evade percent damage (11 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.1 (11 s)
Charge time: 25 s
- Level 2
Targets enemies within large range ignoring DEF for ATK x 0.75 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 73% chance to evade fixed damage (12 s), 73% chance to evade damage ignoring DEF (12 s), 73% chance to evade percent damage (12 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.1 (12 s)
Charge time: 25 s
- Level 3
Targets enemies within large range ignoring DEF for ATK x 0.8 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 76% chance to evade fixed damage (13 s), 76% chance to evade damage ignoring DEF (13 s), 76% chance to evade percent damage (13 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.1 (13 s)
Charge time: 25 s
- Level 4
Targets enemies within large range ignoring DEF for ATK x 0.85 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 79% chance to evade fixed damage (14 s), 79% chance to evade damage ignoring DEF (14 s), 79% chance to evade percent damage (14 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.1 (14 s)
Charge time: 25 s
- Level 5
Targets enemies within large range ignoring DEF for ATK x 0.9 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 82% chance to evade fixed damage (15 s), 82% chance to evade damage ignoring DEF (15 s), 82% chance to evade percent damage (15 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.1 (15 s)
Charge time: 25 s
- Level 6
Targets enemies within large range ignoring DEF for ATK x 0.95 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 85% chance to evade fixed damage (16 s), 85% chance to evade damage ignoring DEF (16 s), 85% chance to evade percent damage (16 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.2 (16 s)
Charge time: 25 s
- Level 7
Targets enemies within large range ignoring DEF for ATK x 1 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 88% chance to evade fixed damage (17 s), 88% chance to evade damage ignoring DEF (17 s), 88% chance to evade percent damage (17 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.2 (17 s)
Charge time: 25 s
- Level 8
Targets enemies within large range ignoring DEF for ATK x 1.05 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 91% chance to evade fixed damage (18 s), 91% chance to evade damage ignoring DEF (18 s), 91% chance to evade percent damage (18 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.2 (18 s)
Charge time: 25 s
- Level 9
Targets enemies within large range ignoring DEF for ATK x 1.1 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 94% chance to evade fixed damage (19 s), 94% chance to evade damage ignoring DEF (19 s), 94% chance to evade percent damage (19 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.2 (19 s)
Charge time: 25 s
- Level 10
Targets enemies within large range ignoring DEF for ATK x 1.2 damage; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, targets self for 100% chance to evade fixed damage (20 s), 100% chance to evade damage ignoring DEF (20 s), 100% chance to evade percent damage (20 s), Special CT Speed Down Lv.5 (50 s); targets Navy World Government teammates for Shield Lv.3 (20 s)
Charge time: 25 s
QCK-type/Driven class/Five Elders teammates ATK Up Lv.7; DEF Up Lv.5; when remaining HP is 50% or below, self Special CT Speed Up Lv.5; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.5; revives self up to 2 times at 50% HP; Navy World Government teammates DEF Up Lv.3; Blow Away % Up Lv.5
Show all 5 levels
- Level 1
QCK-type/Driven class/Five Elders teammates ATK Up Lv.2; DEF Up Lv.1; when remaining HP is 50% or below, self Special CT Speed Up Lv.1; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.1; revives self up to 1 time at 30% HP; Navy World Government teammates DEF Up Lv.1; Blow Away % Up Lv.1
- Level 2
QCK-type/Driven class/Five Elders teammates ATK Up Lv.3; DEF Up Lv.2; when remaining HP is 50% or below, self Special CT Speed Up Lv.2; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.2; revives self up to 1 time at 35% HP; Navy World Government teammates DEF Up Lv.1; Blow Away % Up Lv.2
- Level 3
QCK-type/Driven class/Five Elders teammates ATK Up Lv.4; DEF Up Lv.3; when remaining HP is 50% or below, self Special CT Speed Up Lv.3; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.3; revives self up to 1 time at 40% HP; Navy World Government teammates DEF Up Lv.2; Blow Away % Up Lv.3
- Level 4
QCK-type/Driven class/Five Elders teammates ATK Up Lv.5; DEF Up Lv.4; when remaining HP is 50% or below, self Special CT Speed Up Lv.4; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.4; revives self up to 1 time at 45% HP; Navy World Government teammates DEF Up Lv.2; Blow Away % Up Lv.4
- Level 5
QCK-type/Driven class/Five Elders teammates ATK Up Lv.7; DEF Up Lv.5; when remaining HP is 50% or below, self Special CT Speed Up Lv.5; if 5 or more Driven characters or 5 or more Five Elders characters are on the team, self for Shield Lv.5; revives self up to 2 times at 50% HP; Navy World Government teammates DEF Up Lv.3; Blow Away % Up Lv.5
Completely evades Damage Over Time, heal 400 HP at an interval, reduce damage taken from STR by 30%
Grand Party
QCK-type/Five Elders teammates HP Up Lv.6, DEF Up Lv.4, Special CT Speed Up Lv.3; Driven/Powerhouse class teammates ATK, SPD Up Lv.6, Blow Away % Up Lv.3; Navy World Government teammates HP Up Lv.4, DEF Up Lv.2, Blow Away % Up Lv.3
Show all 5 levels
- Level 1
QCK-type/Five Elders teammates HP Up Lv.2, DEF Up Lv.1, Special CT Speed Up Lv.1; Driven/Powerhouse class teammates ATK, SPD Up Lv.2, Blow Away % Up Lv.1; Navy World Government teammates HP Up Lv.1, DEF Up Lv.1, Blow Away % Up Lv.1
- Level 2
QCK-type/Five Elders teammates HP Up Lv.3, DEF Up Lv.2, Special CT Speed Up Lv.2; Driven/Powerhouse class teammates ATK, SPD Up Lv.3, Blow Away % Up Lv.2; Navy World Government teammates HP Up Lv.2, DEF Up Lv.1, Blow Away % Up Lv.2
- Level 3
QCK-type/Five Elders teammates HP Up Lv.4, DEF Up Lv.3, Special CT Speed Up Lv.2; Driven/Powerhouse class teammates ATK, SPD Up Lv.4, Blow Away % Up Lv.2; Navy World Government teammates HP Up Lv.3, DEF Up Lv.1, Blow Away % Up Lv.2
- Level 4
QCK-type/Five Elders teammates HP Up Lv.5, DEF Up Lv.3, Special CT Speed Up Lv.3; Driven/Powerhouse class teammates ATK, SPD Up Lv.5, Blow Away % Up Lv.3; Navy World Government teammates HP Up Lv.3, DEF Up Lv.2, Blow Away % Up Lv.2
- Level 5
QCK-type/Five Elders teammates HP Up Lv.6, DEF Up Lv.4, Special CT Speed Up Lv.3; Driven/Powerhouse class teammates ATK, SPD Up Lv.6, Blow Away % Up Lv.3; Navy World Government teammates HP Up Lv.4, DEF Up Lv.2, Blow Away % Up Lv.3
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 100% chance to evade percent damage (20 s), Shield Lv.5 (20 s); targets all enemies for 6000 damage
After dealing Blow Away 6 times
Can be used 3 times
Show all 5 levels
- Level 1
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 80% chance to evade percent damage (16 s), Shield Lv.1 (20 s); targets all enemies for 4000 damage
- Level 2
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 85% chance to evade percent damage (17 s), Shield Lv.2 (20 s); targets all enemies for 4500 damage
- Level 3
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 90% chance to evade percent damage (18 s), Shield Lv.3 (20 s); targets all enemies for 5000 damage
- Level 4
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 95% chance to evade percent damage (19 s), Shield Lv.4 (20 s); targets all enemies for 5500 damage
- Level 5
Targets DEX/QCK-type/Driven/Powerhouse class teammates for 100% chance to evade percent damage (20 s), Shield Lv.5 (20 s); targets all enemies for 6000 damage
Super Tandem
Raises Boost Level of Celestial Dragon World Government Navy characters by 5 and raises Boost Level of Five Elders characters by 7 for 1 turn
When a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
Show all 5 levels
- Level 1
Raises Boost Level of Five Elders Celestial Dragon World Government Navy characters by 1 for 1 turn
ConditionWhen a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
- Level 2
Raises Boost Level of Five Elders Celestial Dragon World Government Navy characters by 2 for 1 turn
ConditionWhen a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
- Level 3
Raises Boost Level of Five Elders Celestial Dragon World Government Navy characters by 3 for 1 turn
ConditionWhen a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
- Level 4
Raises Boost Level of Celestial Dragon World Government Navy characters by 4 and raises Boost Level of Five Elders characters by 5 for 1 turn
ConditionWhen a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
- Level 5
Raises Boost Level of Celestial Dragon World Government Navy characters by 5 and raises Boost Level of Five Elders characters by 7 for 1 turn
ConditionWhen a Five Elders Celestial Dragon World Government Navy character performs Super Tandem
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