
Aokiji
Ice Man
Navy admiral and Chill-Chill Fruit user. Can freeze his body instantly, reforming it if it shatters, as well as freeze anyone and anything that touches him. Sometimes, he freezes the ocean so he can ride his bicycle on top of it.
Special
Freezes crew's slots in place and boosts Striker characters' ATK by 1.75x for 2 turns
| Base | Limit Break | |
|---|---|---|
| Level 1 | 33 turns | 30 turns |
| Level 2 | 32 turns | 29 turns |
| Level 3 | 31 turns | 28 turns |
| Level 4 | 30 turns | 27 turns |
| Level 5 | 29 turns | 26 turns |
| Level 6 | 28 turns | 25 turns |
| Level 7 | 27 turns | 24 turns |
| Level 8 | 26 turns | 23 turns |
| Level 9 | 25 turns | 22 turns |
| Level 10 | 24 turns | 21 turns |
| Level 11 | 23 turns | 20 turns |
| Level 12 | 22 turns | 19 turns |
| Level 13 | 21 turns | 18 turns |
| Level 14 | 20 turns | 17 turns |
| Level 15 | 19 turns | 16 turns |
| Max | 18 turns | 15 turns |
−1 turn at Limit Break 10
−2 turns at Limit Break 24 (LB+)
Locks crew's slots for 2 turns, and changes crew's slots (including BLOCK slots) TND. If crew has [ATK Up] when Special is launched, boosts chain multiplier by +1.4 for 1 turn, and heals crew's HP by 40% of maximum HP. If crew has 3 or more Navy characters, boosts Striker characters' ATK by 3x for 2 turns, reduces crew's Special Bind duration by 6 turns, and applies increase damage taken status to all enemies by 1.75x for 2 turns ignoring immunity to status effects (boosts Striker characters' ATK by 2.5x for 2 turns otherwise)
| Base | Limit Break | |
|---|---|---|
| Level 1 | 32 turns | 29 turns |
| Level 2 | 31 turns | 28 turns |
| Level 3 | 30 turns | 27 turns |
| Level 4 | 29 turns | 26 turns |
| Level 5 | 28 turns | 25 turns |
| Level 6 | 27 turns | 24 turns |
| Level 7 | 26 turns | 23 turns |
| Level 8 | 25 turns | 22 turns |
| Level 9 | 24 turns | 21 turns |
| Level 10 | 23 turns | 20 turns |
| Level 11 | 22 turns | 19 turns |
| Level 12 | 21 turns | 18 turns |
| Level 13 | 20 turns | 17 turns |
| Level 14 | 19 turns | 16 turns |
| Level 15 | 18 turns | 15 turns |
| Max | 17 turns | 14 turns |
Unlocks at Level Limit Break step 5 (Lv 150)
−1 turn at Limit Break 10
−2 turns at Limit Break 24 (LB+)
Captain Ability
Doubles Striker characters' ATK and HP
Crewmate Ability
Boosts Striker characters' base ATK by 50
Unlocks at Limit Break 12
Boosts crew's base HP by 200 and makes their INT slots have matching slot effects
Unlocks at Limit Break 21
Support Ability
Borsalino (Kizaru), Sakazuki (Akainu)
Adds 6% of character's base stats to supported character's base stats
Show all 5 levels
- Level 1
Adds 2% of character's base stats to supported character's base stats
- Level 2
Adds 3% of character's base stats to supported character's base stats
- Level 3
Adds 4% of character's base stats to supported character's base stats
- Level 4
Adds 5% of character's base stats to supported character's base stats
- Level 5
Adds 6% of character's base stats to supported character's base stats
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,093 | 644 | 122 |
| Lv 99 | 2,465 | 1,435 | 251 |
| Lv 150 | 3,697 | 2,152 | 376 |
| Limit Break | 2,665+200 | 1,525+90 | 301+50 |
| Limit Break+ | 2,865+400 | 1,725+290 | 401+150 |
Limit Break
Boosts base ATK by 20
Boosts base HP by 20
Boosts base HP by 20
Potential Ability 1: Slot Bind Resistance
Boosts base RCV by 20
Show all 25
Boosts base ATK by 30
Boosts base RCV by 30
Boosts base ATK by 40
Boosts base HP by 30
Reduces Special charge time by 1 turn
Boosts base HP by 60
Add Crewmate Ability 1: Boosts Striker characters' base ATK by 50
Boosts base HP by 70
Add 1 Power Slot
Potential Ability 2: PSY Damage Reduction
Expand Limit Break (LB+)
Boosts base RCV by 50
Boosts base ATK by 100
Boosts base RCV by 50
Boosts base HP by 100
Add Crewmate Ability 2: Boosts crew's base HP by 200 and makes their INT slots have matching slot effects
Boosts base ATK by 100
Boosts base HP by 100
Reduces Special charge time by 2 turns
Potential Ability 3: Super Tandem
Potential Abilities
Reduces character's Slot Bind duration by 5 turns
Show all 5 levels
- Level 1
Reduces character's Slot Bind duration by 1 turn
- Level 2
Reduces character's Slot Bind duration by 2 turns
- Level 3
Reduces character's Slot Bind duration by 3 turns
- Level 4
Reduces character's Slot Bind duration by 4 turns
- Level 5
Reduces character's Slot Bind duration by 5 turns
Reduces damage taken from PSY characters by 5%
Show all 5 levels
- Level 1
Reduces damage taken from PSY characters by 1%
- Level 2
Reduces damage taken from PSY characters by 2%
- Level 3
Reduces damage taken from PSY characters by 3%
- Level 4
Reduces damage taken from PSY characters by 4%
- Level 5
Reduces damage taken from PSY characters by 5%
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 2,609 | 1,519 | 265 |
| Lv 110 | 2,730 | 1,589 | 277 |
| Lv 120 | 2,972 | 1,730 | 302 |
| Lv 130 | 3,213 | 1,870 | 326 |
| Lv 150 | 3,697 | 2,152 | 376 |
| New Special · New Crewmate Ability 1 | |||
Evolution
Pirate Rumble
- Style
Supporter- DEF
- 162
- SPD
- 159
- Cost
- 30
Normal Attack → Power Attack → Power Attack → Normal Attack
Targets closest enemies
Targets enemies within medium range (frontal) for ATK x 0.7 damage; targets Striker class teammates for ATK Up Lv.6 (25 s)
Charge time: 28 s
Show all 10 levels
- Level 1
Targets enemies within medium range (frontal) for ATK x 0.45 damage; targets Striker class teammates for ATK Up Lv.2 (15 s)
Charge time: 28 s
- Level 2
Targets enemies within medium range (frontal) for ATK x 0.47 damage; targets Striker class teammates for ATK Up Lv.2 (16 s)
Charge time: 28 s
- Level 3
Targets enemies within medium range (frontal) for ATK x 0.48 damage; targets Striker class teammates for ATK Up Lv.2 (17 s)
Charge time: 28 s
- Level 4
Targets enemies within medium range (frontal) for ATK x 0.5 damage; targets Striker class teammates for ATK Up Lv.3 (18 s)
Charge time: 28 s
- Level 5
Targets enemies within medium range (frontal) for ATK x 0.52 damage; targets Striker class teammates for ATK Up Lv.3 (19 s)
Charge time: 28 s
- Level 6
Targets enemies within medium range (frontal) for ATK x 0.54 damage; targets Striker class teammates for ATK Up Lv.4 (20 s)
Charge time: 28 s
- Level 7
Targets enemies within medium range (frontal) for ATK x 0.55 damage; targets Striker class teammates for ATK Up Lv.4 (21 s)
Charge time: 28 s
- Level 8
Targets enemies within medium range (frontal) for ATK x 0.57 damage; targets Striker class teammates for ATK Up Lv.4 (22 s)
Charge time: 28 s
- Level 9
Targets enemies within medium range (frontal) for ATK x 0.59 damage; targets Striker class teammates for ATK Up Lv.5 (23 s)
Charge time: 28 s
- Level 10
Targets enemies within medium range (frontal) for ATK x 0.7 damage; targets Striker class teammates for ATK Up Lv.6 (25 s)
Charge time: 28 s
Striker class teammates Critical % Up Lv.6
Show all 5 levels
- Level 1
Striker class teammates Critical % Up Lv.2
- Level 2
Striker class teammates Critical % Up Lv.3
- Level 3
Striker class teammates Critical % Up Lv.4
- Level 4
Striker class teammates Critical % Up Lv.5
- Level 5
Striker class teammates Critical % Up Lv.6
Super Tandem
Applies ATK Boost (Tandem) of 2.25x to Navy characters for 1 turn
At final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp
Show all 5 levels
- Level 1
Applies ATK Boost (Tandem) of 1.2x to Navy characters for 1 turn
ConditionAt final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp
- Level 2
Applies ATK Boost (Tandem) of 1.4x to Navy characters for 1 turn
ConditionAt final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp
- Level 3
Applies ATK Boost (Tandem) of 1.6x to Navy characters for 1 turn
ConditionAt final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp
- Level 4
Applies ATK Boost (Tandem) of 1.8x to Navy characters for 1 turn
ConditionAt final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp
- Level 5
Applies ATK Boost (Tandem) of 2.25x to Navy characters for 1 turn
ConditionAt final battle and any 2 of the following characters are on the crew (except as Support Characters; Double Characters counts as 1): Borsalino (Kizaru), Sakazuki (Akainu), Sengoku, Monkey D. Garp



























