
Jinbe
Escaping with the Swordsman
Straw Hat Pirates helmsman. To escape from Egghead, Jinbe rushes to aid Zoro against Rob Lucci, who remains standing despite having taken Zoro's full-power attack. Jinbe unleashes a blow on Rob Lucci, and in the ensuing opening, he takes Zoro and withdraws from the battlefield.
Special
Reduces all enemies' Resilience duration by 5 turns, changes left column slots (including BLOCK slots) to TND, and doubles INT, Free Spirit, and Cerebral characters' slot effects for 1 turn. If 3 or more Straw Hat Pirates or 5 or more Egghead Arc characters are on the crew, can choose to completely remove crew's Swap Captains effect
Reduces crew's Despair duration by 6 turns, reduces damage taken by 80% for 1 turn, and boosts INT, Free Spirit, and Cerebral characters' slot effects by 2.75x for 2 turns. If 3 or more Straw Hat Pirates or 5 or more Egghead Arc characters are on the crew, and if character is a crewmate, swaps character with the Captain for 3 turns, and reduces character's Special charge time by 10 turns (Special charge time reduction effect of "Fish-Man Karate: Five Thousand-Brick Chop" can be activated up to 1 time including any Specials with similar effect)
| Base | Limit Break | |
|---|---|---|
| Level 1 | 13 / 21 turns | 12 / 20 turns |
| Level 2 | 12 / 20 turns | 11 / 19 turns |
| Level 3 | 11 / 19 turns | 10 / 18 turns |
| Level 4 | 10 / 18 turns | 9 / 17 turns |
| Level 5 | 9 / 17 turns | 8 / 16 turns |
| Level 6 | 8 / 16 turns | 7 / 15 turns |
| Max | 7 / 15 turns | 6 / 14 turns |
−1 turn at Limit Break 14
Captain Ability
Boosts crew's HP by 1.35x, makes crew's QCKTND slots have matching slot effects, boosts INT, Free Spirit, and Cerebral characters' ATK by 3.5x, and boosts crew's ATK by a further 1.3x if character became Captain during the quest (in addition to the 3.5x boost). If crew uses Specials to reduce or remove enemies' Resilience, adds 1 turn to the duration reduction
Crewmate Ability
Makes Free Spirit and Cerebral characters' QCKTND slots have matching slot effects
Boosts INT, Free Spirit, and Cerebral characters' base ATK by 60
Unlocks at Limit Break 12
Support Ability
Characters with the following Character Tag
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 25% for 1 turn and reduces INT characters' VS Effect gauge by 1
Show all 5 levels
- Level 1
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 10% for 1 turn
- Level 2
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 15% for 1 turn
- Level 3
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 20% for 1 turn
- Level 4
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 25% for 1 turn
- Level 5
Once per quest, if supported character uses a Special to inflict [Damage Increase] on the enemy, reduces damage taken by 25% for 1 turn and reduces INT characters' VS Effect gauge by 1
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 2,001 | 789 | 81 |
| Lv 99 | 4,002 | 1,578 | 162 |
| Lv 150 | 6,003 | 2,367 | 243 |
| Limit Break | 4,202+200 | 1,678+100 | 212+50 |
Limit Break
Boosts base HP by 40
Boosts base ATK by 20
Boosts base HP by 50
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Boosts base ATK by 20
Show all 15
Boosts base RCV by 20
Boosts base ATK by 30
Add 1 Power Slot
Boosts base RCV by 30
Boosts base HP by 50
Boosts base ATK by 30
Add Crewmate Ability 2: Boosts INT, Free Spirit, and Cerebral characters' base ATK by 60
Boosts base HP by 60
Reduces Special charge time by 1 turn
Potential Ability 2: Pinch Healing
Potential Abilities
Boosts character's base ATK by 200 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 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 1 turn
- 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 2 turns
Heals 1.5x character's RCV if HP is 50% or less and character lands a PERFECT strike
Show all 5 levels
- Level 1
Heals 1x character's RCV if HP is 10% or less and character lands a PERFECT strike
- Level 2
Heals 1x character's RCV if HP is 20% or less and character lands a PERFECT strike
- Level 3
Heals 1x character's RCV if HP is 30% or less and character lands a PERFECT strike
- Level 4
Heals 1.5x character's RCV if HP is 40% or less and character lands a PERFECT strike
- Level 5
Heals 1.5x character's RCV if HP is 50% or less and character lands a PERFECT strike
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 4,237 | 1,670 | 171 |
| Lv 110 | 4,433 | 1,748 | 179 |
| Lv 120 | 4,825 | 1,902 | 195 |
| Lv 130 | 5,218 | 2,057 | 211 |
| Lv 150 | 6,003 | 2,367 | 243 |
How to get
Featured · Nov 10, 2025 – Dec 27, 2025
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