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

Inherited Fists of Justice

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

BaseLimit Break
Level 120 turns18 turns
Level 219 turns17 turns
Level 318 turns16 turns
Level 417 turns15 turns
Level 516 turns14 turns
Max15 turns13 turns

−1 turn at Limit Break 16

−1 turn at Limit Break 40 (LB+)

Captain Ability

Garp & CobyDual
Justice-Bearing Mentor and Protege

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)

Monkey D. Garp
Fists Passed Down to the Protege

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)

Coby
Fists Passed Down from the Mentor

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

Garp & CobyDual
UNIQ

Reduces crew's Special charge time by 1 turn at start of quest

RES

Reduces character's Special Reverse by 5 turns

Unlocks at Limit Break 25

Monkey D. Garp
UNIQ

Reduces crew's Special charge time by 1 turn at start of quest

Coby
UNIQ

Reduces crew's Special charge time by 1 turn at start of quest

Super Special

EX Super
Condition

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

Base

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)

Super SwitchSwitch times · 7

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

HPATKRCV
Lv 12,142937156
Lv 994,2841,873312
Lv 1506,4262,809468
Limit Break4,784+5002,073+200412+100
Limit Break+5,284+1,0002,273+400462+150

Limit Break

01

Boosts base RCV by 10

02

Boosts base ATK by 10

03

Boosts base HP by 20

04

Potential Ability 1: Pinch Healing

05

Boosts base ATK by 10

Show all 40
06

Boosts base ATK by 10

07

Boosts base HP by 20

08

Boosts base ATK by 10

09

Boosts base HP by 20

10

Boosts base HP by 30

11

Boosts base RCV by 20

12

Boosts base HP by 30

13

Boosts base ATK by 10

14

Boosts base ATK by 20

15

Potential Ability 2: Provoked ATK Boost/Received Damage Up Resistance

16

Reduces Special charge time by 1 turn

17

Boosts base HP by 50

18

Boosts base ATK by 30

19

Boosts base RCV by 30

20

Boosts base HP by 50

21

Boosts base HP by 60

22

Boosts base ATK by 30

23

Boosts base HP by 60

24

Boosts base ATK by 30

25

Add Crewmate Ability 2: Reduces character's Special Reverse by 5 turns

26

Boosts base RCV by 40

27

Boosts base HP by 80

28

Boosts base ATK by 40

29

Boosts base HP by 80

30

Potential Ability 3: Super Tandem Boost

31

Expand Limit Break (LB+)

32

Boosts base ATK by 50

33

Boosts base ATK by 50

34

Boosts base HP by 150

35

Boosts base ATK by 50

36

Boosts base RCV by 50

37

Boosts base HP by 150

38

Boosts base HP by 200

39

Boosts base ATK by 50

40

Reduces Special charge time by 1 turn

Potential Abilities

Pinch Healing
Level 5 (Max)

Heals 2x character's RCV if HP is 50% or less and character lands a PERFECT strike

Show all 5 levels
  1. Level 1

    Heals 1x character's RCV if HP is 10% or less and character lands a PERFECT strike

  2. Level 2

    Heals 1x character's RCV if HP is 20% or less and character lands a PERFECT strike

  3. Level 3

    Heals 1.5x character's RCV if HP is 30% or less and character lands a PERFECT strike

  4. Level 4

    Heals 1.5x character's RCV if HP is 40% or less and character lands a PERFECT strike

  5. Level 5

    Heals 2x character's RCV if HP is 50% or less and character lands a PERFECT strike

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 3 turns

Show all 5 levels
  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

HPATKRCV
Lv 1054,5361,983330
Lv 1104,7462,074345
Lv 1205,1662,258376
Lv 1305,5862,441406
Lv 1506,4262,809468
New Pirate Rumble skills

Pirate Rumble

Style
Attacker
DEF
180
SPD
185
Cost
55
Action

Normal Attack → Normal Attack → Power Attack → Full Attack

Targets closest enemies

Inherited Fists of Justice
Level 10 (Max)

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
  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

Ability
Level 5 (Max)

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
  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

Resilience

Completely evades Confusion, reduce damage taken from Shooter and Cerebral by 30%

Super Special

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)

Condition

After character receives team's Rumble Special 4 times

Super Tandem

Super Tandem Boost
Level 5 (Max)

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

Condition

When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

Show all 5 levels
  1. Level 1

    Raises Boost Level of Navy SWORD Straw Hat Pirates Egghead Arc characters by 2 for 1 turn

    Condition

    When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

  2. 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

    Condition

    When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

  3. 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

    Condition

    When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

  4. 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

    Condition

    When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

  5. 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

    Condition

    When a Navy SWORD Straw Hat Pirates Egghead Arc character performs Super Tandem

How to get

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Family

Garp & Coby
Linked families
Alvida & CobyBlueno & CobyCobyCoby & HelmeppoGarp & Tashigi & HelmeppoMonkey D. GarpSengoku & Garp