
Garp & Coby
Combined Fists of Mentor and Protege
Navy HQ Vice Admiral, and Navy HQ Captain and a member of SWORD. The two face enemies on the Pirate Island, Fullalead. Mentor and protege bring down their fists of justice to strike down the approaching enemies.
Special
Reduces crew's Special charge time by 1 turn, deals 300x character's ATK in non-type damage to one enemy (ignoring all defensive effects and DEF), reduces crew's Despair duration by 7 turns, and reduces all enemies' [Damage Cut] duration by 7 turns. If crew has type effect boost when Special is launched, boosts the ATK of the next final tap performed by crew by 50% (similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect), otherwise, boosts the type effects of normal attacks for QCK and DEX characters by 3.25x for 3 turns. If crew's [Continuous Restore] status has 5 or more turns or crew's [Damage Plus] status has 5 or more turns when Special is launched, further increases crew's type effect boost by 1.2x (up a maximum of 5x; effect applies to type effect boost from this Special), 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 2 turns, then after that, becomes "Garp & Coby" for 3 turns
| Base | Limit Break | |
|---|---|---|
| Level 1 | 20 turns | 18 turns |
| Level 2 | 19 turns | 17 turns |
| Level 3 | 18 turns | 16 turns |
| Level 4 | 17 turns | 15 turns |
| Level 5 | 16 turns | 14 turns |
| Max | 15 turns | 13 turns |
−1 turn at Limit Break 16
−1 turn at Limit Break 40 (LB+)
Captain Ability
Reduces crew's Special charge time by 1 turn and Switch Effect by 1 at start of quest, boosts QCK, DEX, Fighter, and Powerhouse characters' HP by 1.35x, ATK by 5.75x, and boosts other characters' ATK by 4x. If a QCK or DEX crewmate uses a Special, reduces character's Switch Effect use by 1, and adds 5% ATK to crew's next final tap (can be launched up to 7 times, both effects will count towards the total regardless of crew's status; similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect). If the final tap ATK boost effect activates before the final battle, effect accumulates until the final battle. At the start of the final battle, applies a final tap ATK boost based on the accumulated value [Applies following effect based on number of applicable Character Tags on crew] If 4 or more Egghead Arc Navy characters are on the crew and [ATK Up] or [Slot] is applied on the crew (does not apply to statuses applied by Captain Ability or Crewmate Ability), further increases crew's [ATK Up][Slot] by 1.1x (up to a maximum 8x, cannot be further increased)
Reduces crew's Special charge time by 1 turn and Switch Effect by 1 at start of quest, boosts QCK, Fighter, and Powerhouse characters' HP by 1.35x, ATK by 4.75x, and boosts other characters' ATK by 3.5x. If a QCK or DEX crewmate uses a Special, reduces character's Switch Effect use by 1, and adds 5% ATK to crew's next final tap (can be launched up to 7 times, both effects will count towards the total regardless of crew's status; similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect). If the final tap ATK boost effect activates before the final battle, effect accumulates until the final battle. At the start of the final battle, applies a final tap ATK boost based on the accumulated value [Applies following effect based on number of applicable Character Tags on crew] If 4 or more Egghead Arc Navy characters are on the crew and [ATK Up] or [Slot] is applied on the crew (does not apply to statuses applied by Captain Ability or Crewmate Ability), further increases crew's [ATK Up][Slot] by 1.1x (up to a maximum 8x, cannot be further increased)
Reduces crew's Special charge time by 1 turn and Switch Effect by 1 at start of quest, boosts DEX, Fighter, and Powerhouse characters' HP by 1.35x, ATK by 4.75x, and boosts other characters' ATK by 3.5x. If a QCK or DEX crewmate uses a Special, reduces character's Switch Effect use by 1, and adds 5% ATK to crew's next final tap (can be launched up to 7 times, both effects will count towards the total regardless of crew's status; similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect). If the final tap ATK boost effect activates before the final battle, effect accumulates until the final battle. At the start of the final battle, applies a final tap ATK boost based on the accumulated value [Applies following effect based on number of applicable Character Tags on crew] If 4 or more Egghead Arc Navy characters are on the crew and [ATK Up] or [Slot] is applied on the crew (does not apply to statuses applied by Captain Ability or Crewmate Ability), further increases crew's [ATK Up][Slot] by 1.1x (up to a maximum 8x, cannot be further increased)
Crewmate Ability
Reduces crew's Special charge time by 1 turn at start of quest
Reduces character's Special Reverse by 5 turns
Unlocks at Limit Break 25
Reduces crew's Special charge time by 1 turn at start of quest
Reduces crew's Special charge time by 1 turn at start of quest
Super Special

When character becomes "Garp & Coby" with Super Switch effect and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1; can be launched when character is a crewmate): Helmeppo, Prince Grus, Kujaku, Hibari, X Drake, Sakazuki (Akainu), Kuzan (Aokiji), Borsalino (Kizaru), Issho (Fujitora), Aramaki (Ryokugyu), Sengoku, Tsuru, Tashigi, Vice Admiral Doll, Monkey D. Luffy, Portgas D. Ace, Sabo
Reduces all enemies' damage reduction from certain slots effect duration by 2 turns, allows crew's type effect boost to be further increased up to 2 times, reduces character's Special charge time by 10 turns, changes Fighter characters to Super Fighter, and changes Powerhouse characters to Super Powerhouse
Switch Effect
Changes character's slot (including BLOCK slot) to character's own type, and boosts the ATK of the next final tap performed by crew by 5% (similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect)
Changes character's slot (including BLOCK slot) to character's own type, boosts the ATK of the next final tap performed by crew by 10% (similar effects can stack, up to 200%; the effect will be spent during the final tap when attacking with all available characters regardless of the type/class requirement of the effect), further increases crew's base ATK boost by +300, applies -15% QCK, DEX, Fighter, and Powerhouse Resistance to all enemies for 1 turn, and becomes "Garp & Coby" for 3 turns
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 2,142 | 937 | 156 |
| Lv 99 | 4,284 | 1,873 | 312 |
| Lv 150 | 6,426 | 2,809 | 468 |
| Limit Break | 4,784+500 | 2,073+200 | 412+100 |
| Limit Break+ | 5,284+1,000 | 2,273+400 | 462+150 |
Limit Break
Boosts base RCV by 10
Boosts base ATK by 10
Boosts base HP by 20
Potential Ability 1: Pinch Healing
Boosts base ATK by 10
Show all 40
Boosts base ATK by 10
Boosts base HP by 20
Boosts base ATK by 10
Boosts base HP by 20
Boosts base HP by 30
Boosts base RCV by 20
Boosts base HP by 30
Boosts base ATK by 10
Boosts base ATK by 20
Potential Ability 2: Provoked ATK Boost/Received Damage Up Resistance
Reduces Special charge time by 1 turn
Boosts base HP by 50
Boosts base ATK by 30
Boosts base RCV by 30
Boosts base HP by 50
Boosts base HP by 60
Boosts base ATK by 30
Boosts base HP by 60
Boosts base ATK by 30
Add Crewmate Ability 2: Reduces character's Special Reverse by 5 turns
Boosts base RCV by 40
Boosts base HP by 80
Boosts base ATK by 40
Boosts base HP by 80
Potential Ability 3: Super Tandem Boost
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base ATK by 50
Boosts base HP by 150
Boosts base ATK by 50
Boosts base RCV 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
Heals 2x 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 1.5x 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 2x character's RCV if HP is 50% or less and character lands a PERFECT strike
Boosts character's base ATK by 300 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 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 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 3
Boosts character's base ATK by 200 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 4
Boosts character's base ATK by 250 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 5
Boosts character's base ATK by 300 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 4,536 | 1,983 | 330 |
| Lv 110 | 4,746 | 2,074 | 345 |
| Lv 120 | 5,166 | 2,258 | 376 |
| Lv 130 | 5,586 | 2,441 | 406 |
| Lv 150 | 6,426 | 2,809 | 468 |
| New Pirate Rumble skills | |||
Pirate Rumble
- Style
Attacker- DEF
- 180
- SPD
- 185
- Cost
- 55
Normal Attack → Normal Attack → Power Attack → Full Attack
Targets closest enemies
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.6 (20 s), DEF Up Lv.6 (20 s); if 2 or more SWORD characters are on the team, targets team for 100% chance to remove ATK Down; targets enemies within large range (horizontal) for 15000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 15 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
Show all 10 levels
- Level 1
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.2 (11 s), DEF Up Lv.2 (11 s); if 2 or more SWORD characters are on the team, targets team for 73% chance to remove ATK Down; targets enemies within large range (horizontal) for 10500 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 10.5 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 2
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.2 (12 s), DEF Up Lv.2 (12 s); if 2 or more SWORD characters are on the team, targets team for 76% chance to remove ATK Down; targets enemies within large range (horizontal) for 11000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 11 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 3
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.3 (13 s), DEF Up Lv.3 (13 s); if 2 or more SWORD characters are on the team, targets team for 79% chance to remove ATK Down; targets enemies within large range (horizontal) for 11500 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 11.5 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 4
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.3 (14 s), DEF Up Lv.3 (14 s); if 2 or more SWORD characters are on the team, targets team for 82% chance to remove ATK Down; targets enemies within large range (horizontal) for 12000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 12 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 5
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.4 (15 s), DEF Up Lv.4 (15 s); if 2 or more SWORD characters are on the team, targets team for 85% chance to remove ATK Down; targets enemies within large range (horizontal) for 12500 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 12.5 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 6
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.4 (16 s), DEF Up Lv.4 (16 s); if 2 or more SWORD characters are on the team, targets team for 88% chance to remove ATK Down; targets enemies within large range (horizontal) for 13000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 13 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 7
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.5 (17 s), DEF Up Lv.5 (17 s); if 2 or more SWORD characters are on the team, targets team for 91% chance to remove ATK Down; targets enemies within large range (horizontal) for 13500 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 13.5 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 8
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.5 (18 s), DEF Up Lv.5 (18 s); if 2 or more SWORD characters are on the team, targets team for 94% chance to remove ATK Down; targets enemies within large range (horizontal) for 14000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 14 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 9
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.6 (19 s), DEF Up Lv.6 (19 s); if 2 or more SWORD characters are on the team, targets team for 97% chance to remove ATK Down; targets enemies within large range (horizontal) for 14500 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 14.5 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
- Level 10
If 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, targets self for ATK Up Lv.6 (20 s), DEF Up Lv.6 (20 s); if 2 or more SWORD characters are on the team, targets team for 100% chance to remove ATK Down; targets enemies within large range (horizontal) for 15000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 15 spread damage (damage on each enemy reduced based on number of total enemies)
Charge time: 31 s
Fighter/Powerhouse class and Navy teammates HP Up Lv.6, SPD Up Lv.6, DEF Up Lv.4, Guard % Up Lv.5; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 20% reduction
Show all 5 levels
- Level 1
Fighter/Powerhouse class and Navy teammates HP Up Lv.2, SPD Up Lv.2, DEF Up Lv.1, Guard % Up Lv.1; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 12% reduction
- Level 2
Fighter/Powerhouse class and Navy teammates HP Up Lv.3, SPD Up Lv.3, DEF Up Lv.1, Guard % Up Lv.2; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 14% reduction
- Level 3
Fighter/Powerhouse class and Navy teammates HP Up Lv.4, SPD Up Lv.4, DEF Up Lv.2, Guard % Up Lv.3; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 16% reduction
- Level 4
Fighter/Powerhouse class and Navy teammates HP Up Lv.5, SPD Up Lv.5, DEF Up Lv.2, Guard % Up Lv.4; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 18% reduction
- Level 5
Fighter/Powerhouse class and Navy teammates HP Up Lv.6, SPD Up Lv.6, DEF Up Lv.4, Guard % Up Lv.5; if 6 or more Powerhouse/Fighter class or 5 or more Navy characters are on the team, and self is KO'd, launches Rumble Special 1 time; when appearing on the field, targets (not including self) SWORD teammates for Special CT 20% reduction
Completely evades Confusion, reduce damage taken from Shooter and Cerebral by 30%
Targets Fighter/Powerhouse class and Navy teammates for ATK Up Lv.7 (30 s), DEF Up Lv.7 (30 s); if 2 or more SWORD characters are on the team, targets team for 100% chance to remove ATK Down; targets enemies within large range (horizontal) for 20000 spread damage (damage on each enemy reduced based on number of total enemies); targets enemies within large range for ATK x 20 spread damage (damage on each enemy reduced based on number of total enemies); targets Navy SWORD teammates for 50% chance to evade Special CT delay (20 s)
After character receives team's Rumble Special 4 times
Super Tandem
Raises Boost Level of Straw Hat Pirates Egghead Arc characters by 4 and raises Boost Level of Navy SWORD characters by 6 for 1 turn
When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
Show all 5 levels
- Level 1
Raises Boost Level of Navy SWORD Straw Hat Pirates Egghead Arc characters by 2 for 1 turn
ConditionWhen a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
- Level 2
Raises Boost Level of Straw Hat Pirates Egghead Arc characters by 2 and raises Boost Level of Navy SWORD characters by 3 for 1 turn
ConditionWhen a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
- Level 3
Raises Boost Level of Straw Hat Pirates Egghead Arc characters by 3 and raises Boost Level of Navy SWORD characters by 4 for 1 turn
ConditionWhen a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
- Level 4
Raises Boost Level of Straw Hat Pirates Egghead Arc characters by 3 and raises Boost Level of Navy SWORD characters by 5 for 1 turn
ConditionWhen a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
- Level 5
Raises Boost Level of Straw Hat Pirates Egghead Arc characters by 4 and raises Boost Level of Navy SWORD characters by 6 for 1 turn
ConditionWhen a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem
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