
Zephyr
Neo Marines Leader
Leader of the Neo Marines and former Navy Admiral. Goes by the name "Z." Used Armament Haki while in the Navy, and gained the name "Black Arm Zephyr" due to the way his arms turned black when using it.
Special
Boosts Shooter characters' ATK by 1.75x for 2 turns
| Base | Limit Break | |
|---|---|---|
| Level 1 | 30 turns | 27 turns |
| Level 2 | 29 turns | 26 turns |
| Level 3 | 28 turns | 25 turns |
| Level 4 | 27 turns | 24 turns |
| Level 5 | 26 turns | 23 turns |
| Level 6 | 25 turns | 22 turns |
| Level 7 | 24 turns | 21 turns |
| Level 8 | 23 turns | 20 turns |
| Level 9 | 22 turns | 19 turns |
| Level 10 | 21 turns | 18 turns |
| Level 11 | 20 turns | 17 turns |
| Level 12 | 19 turns | 16 turns |
| Level 13 | 18 turns | 15 turns |
| Level 14 | 17 turns | 14 turns |
| Max | 16 turns | 13 turns |
−1 turn at Limit Break 7
−1 turn at Limit Break 11
−1 turn at Limit Break 24 (LB+)
Delays all enemies for 1 turn ignoring, and adds 50x character's ATK in non-type damage on top of tap-timing bonuses for 3 turns. If crew has [ATK Up] when Special is launched, boosts Shooter characters' base ATK by +1500 for 2 turns, and reduces damage taken by 60% for 1 turn. If crew has 3 or more Neo Marines Navy characters, boosts Shooter characters' ATK by 3x for 2 turns, boosts crew's ATK based on the damage reduction effect applied on the crew (e.g. if crew has 60% damage reduction, boosts ATK by 1.6x) for 2 turns, and reduces character's Special charge time by 6 turns (boosts Shooter characters' ATK by 2.5x for 2 turns otherwise)
| Base | Limit Break | |
|---|---|---|
| Level 1 | 29 turns | 26 turns |
| Level 2 | 28 turns | 25 turns |
| Level 3 | 27 turns | 24 turns |
| Level 4 | 26 turns | 23 turns |
| Level 5 | 25 turns | 22 turns |
| Level 6 | 24 turns | 21 turns |
| Level 7 | 23 turns | 20 turns |
| Level 8 | 22 turns | 19 turns |
| Level 9 | 21 turns | 18 turns |
| Level 10 | 20 turns | 17 turns |
| Level 11 | 19 turns | 16 turns |
| Level 12 | 18 turns | 15 turns |
| Level 13 | 17 turns | 14 turns |
| Level 14 | 16 turns | 13 turns |
| Max | 15 turns | 12 turns |
Unlocks at Level Limit Break step 5 (Lv 150)
−1 turn at Limit Break 7
−1 turn at Limit Break 11
−1 turn at Limit Break 24 (LB+)
Captain Ability
Boosts Shooter characters' ATK by 2.5x
Boosts Shooter characters' ATK by 2.5x and HP by 1.2x, and heals 300 HP at end of turn
Unlocks at Limit Break 13
Crewmate Ability
Boosts Shooter characters' base stats by 20
Unlocks at Limit Break 10
Makes crew's INTBOMB slots have matching slot effects
Unlocks at Limit Break 21
Support Ability
Shooter characters
Adds 7% of character's base ATK to supported character's base ATK
Show all 5 levels
- Level 1
Adds 3% of character's base ATK to supported character's base ATK
- Level 2
Adds 4% of character's base ATK to supported character's base ATK
- Level 3
Adds 5% of character's base ATK to supported character's base ATK
- Level 4
Adds 6% of character's base ATK to supported character's base ATK
- Level 5
Adds 7% of character's base ATK to supported character's base ATK
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,550 | 680 | 11 |
| Lv 99 | 3,702 | 1,252 | 88 |
| Lv 150 | 5,553 | 1,878 | 132 |
| Limit Break | 3,782+80 | 1,312+60 | 158+70 |
| Limit Break+ | 3,982+280 | 1,512+260 | 258+170 |
Limit Break
Boosts base ATK by 10
Add 1 Power Slot
Boosts base RCV by 10
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Boosts base RCV by 20
Show all 25
Boosts base ATK by 20
Reduces Special charge time by 1 turn
Boosts base HP by 30
Boosts base ATK by 30
Add Crewmate Ability 1: Boosts Shooter characters' base stats by 20
Reduces Special charge time by 1 turn
Boosts base RCV by 40
Power Up Captain Ability
Boosts base HP by 50
Potential Ability 2: Barrier Pierce
Expand Limit Break (LB+)
Boosts base ATK by 50
Boosts base RCV by 100
Boosts base HP by 100
Boosts base ATK by 50
Add Crewmate Ability 2: Makes crew's INTBOMB slots have matching slot effects
Boosts base ATK by 100
Boosts base HP by 100
Reduces Special charge time by 1 turn
Potential Ability 3: Final Tap Sugo Special
Potential Abilities
Boosts character's base ATK by 100 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 20 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 2
Boosts character's base ATK by 30 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 3
Boosts character's base ATK by 40 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 4
Boosts character's base ATK by 50 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 5
Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
Character's normal attack is unaffected by all barriers if HP is 50% or higher at start of attack
Show all 5 levels
- Level 1
Character's normal attack is unaffected by all barriers if HP is full at start of attack
- Level 2
Character's normal attack is unaffected by all barriers if HP is full at start of attack
- Level 3
Character's normal attack is unaffected by all barriers if HP is full at start of attack
- Level 4
Character's normal attack is unaffected by all barriers if HP is 80% or higher at start of attack
- Level 5
Character's normal attack is unaffected by all barriers if HP is 50% or higher at start of attack
Boosts character's base ATK by +1000 (stacks with effects from Special) for 1 turn
At final battle and crew has damage reduction status
Show all 5 levels
- Level 1
Boosts character's base ATK by +200 (stacks with effects from Special) for 1 turn
ConditionAt final battle and crew has damage reduction status
- Level 2
Boosts character's base ATK by +400 (stacks with effects from Special) for 1 turn
ConditionAt final battle and crew has damage reduction status
- Level 3
Boosts character's base ATK by +600 (stacks with effects from Special) for 1 turn
ConditionAt final battle and crew has damage reduction status
- Level 4
Boosts character's base ATK by +800 (stacks with effects from Special) for 1 turn
ConditionAt final battle and crew has damage reduction status
- Level 5
Boosts character's base ATK by +1000 (stacks with effects from Special) for 1 turn
ConditionAt final battle and crew has damage reduction status
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,919 | 1,325 | 93 |
| Lv 110 | 4,101 | 1,387 | 97 |
| Lv 120 | 4,464 | 1,509 | 106 |
| Lv 130 | 4,827 | 1,632 | 114 |
| Lv 150 | 5,553 | 1,878 | 132 |
| New Special · New Crewmate Ability 1 | |||
Evolution
Pirate Rumble
- Style
Attacker- DEF
- 167
- SPD
- 158
- Cost
- 30
Power Attack → Full Attack → Normal Attack → Normal Attack
Targets closest enemies
Targets enemies within small range (frontal) for ATK x 0.5 damage; targets Shooter class teammates for Critical % Up Lv.7 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.7 (15 s)
Charge time: 48 s
Show all 10 levels
- Level 1
Targets enemies within small range (frontal) for ATK x 0.32 damage; targets Shooter class teammates for Critical % Up Lv.3 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.2 (15 s)
Charge time: 48 s
- Level 2
Targets enemies within small range (frontal) for ATK x 0.34 damage; targets Shooter class teammates for Critical % Up Lv.4 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.2 (15 s)
Charge time: 48 s
- Level 3
Targets enemies within small range (frontal) for ATK x 0.36 damage; targets Shooter class teammates for Critical % Up Lv.4 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.3 (15 s)
Charge time: 48 s
- Level 4
Targets enemies within small range (frontal) for ATK x 0.38 damage; targets Shooter class teammates for Critical % Up Lv.5 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.3 (15 s)
Charge time: 48 s
- Level 5
Targets enemies within small range (frontal) for ATK x 0.4 damage; targets Shooter class teammates for Critical % Up Lv.5 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.4 (15 s)
Charge time: 48 s
- Level 6
Targets enemies within small range (frontal) for ATK x 0.42 damage; targets Shooter class teammates for Critical % Up Lv.5 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.4 (15 s)
Charge time: 48 s
- Level 7
Targets enemies within small range (frontal) for ATK x 0.44 damage; targets Shooter class teammates for Critical % Up Lv.6 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.5 (15 s)
Charge time: 48 s
- Level 8
Targets enemies within small range (frontal) for ATK x 0.46 damage; targets Shooter class teammates for Critical % Up Lv.6 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.5 (15 s)
Charge time: 48 s
- Level 9
Targets enemies within small range (frontal) for ATK x 0.48 damage; targets Shooter class teammates for Critical % Up Lv.6 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.6 (15 s)
Charge time: 48 s
- Level 10
Targets enemies within small range (frontal) for ATK x 0.5 damage; targets Shooter class teammates for Critical % Up Lv.7 (15 s); if current team is 3 teammates or less; targets self for ATK Up Lv.7 (15 s)
Charge time: 48 s
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.5; when remaining time is less than 50 s, self DEF Up Lv.5
Show all 5 levels
- Level 1
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.1; when remaining time is less than 50 s, self DEF Up Lv.5
- Level 2
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.2; when remaining time is less than 50 s, self DEF Up Lv.5
- Level 3
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.3; when remaining time is less than 50 s, self DEF Up Lv.5
- Level 4
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.4; when remaining time is less than 50 s, self DEF Up Lv.5
- Level 5
When remaining time is less than 50 s, Shooter class teammates ATK Up Lv.5; when remaining time is less than 50 s, self DEF Up Lv.5





