Rocketman

A prototype Sea Train built by the crew from Tom's Workers. Its pointed nose, like the head of a shark, is its primary characteristic. Its inability to control its own speed made it impossible to use commercially, but the Straw Hats would later harness that speed to make it past the Gates of Justice in Enies Lobby.

Ship Ability

Lv 12

Boosts Powerhouse characters' ATK by 1.85x, cuts crew's HP by 30%, but heals HP at end of turn based on number of Powerhouse characters in the crew (up to 2,500 HP), and if 6 Powerhouse characters are on the crew, boosts PSY characters' ATK by a further 1.1x

Special

Special (11 turns): Deals 99,999 non-type damage to one enemy, further increases crew's type effect boost by +0.2, then after that, boosts the type effects of normal attacks for Powerhouse characters by 2x for 1 turn

Show all 12 levels
  1. Lv 11

    Boosts Powerhouse characters' ATK by 1.7x, cuts crew's HP by 30%, but heals HP at end of turn based on number of Powerhouse characters in the crew (up to 1,500 HP)

    Special

    Special (11 turns): Deals 99,999 non-type damage to one enemy and boosts the type effects of normal attacks for Powerhouse characters by 1.75x for 1 turn

  2. Lv 10

    Boosts Powerhouse characters' ATK by 1.55x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (17 turns): Heavy non-type damage to one enemy

  3. Lv 9

    Boosts Powerhouse characters' ATK by 1.4x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (18 turns): Non-type damage to one enemy

  4. Lv 8

    Boosts Powerhouse characters' ATK by 1.4x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (19 turns): Non-type damage to one enemy

  5. Lv 7

    Boosts Powerhouse characters' ATK by 1.3x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (19 turns): Non-type damage to one enemy

  6. Lv 6

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (19 turns): Non-type damage to one enemy

  7. Lv 5

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (20 turns): Non-type damage to one enemy

  8. Lv 4

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (21 turns): Non-type damage to one enemy

  9. Lv 3

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (22 turns): Non-type damage to one enemy

  10. Lv 2

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (23 turns): Non-type damage to one enemy

  11. Lv 1

    Boosts Powerhouse characters' ATK by 1.2x, drastically cuts other classes' HP, and heals HP at end of turn (more depending on number of Powerhouses in crew)

    Special

    Special (25 turns): Non-type damage to one enemy

How to get

Exchange shop

Shop · 7,500

Upgrade Cost

Lv 22
Lv 34
Lv 46
Lv 510
Lv 614
Lv 722
Lv 826
Lv 949
Lv 1095
Lv 115,0005
Lv 1210,00015
Total15,22820

Level 12 Boost

Phase 1

Reduces Powerhouse characters' Special charge time by 1 turn at start of quest, boosts their ATK by 1.85x, cuts crew's HP by 30%, but boosts PSY-type Powerhouse characters' ATK by a further 1.15x, heals HP at end of turn based on number of Powerhouse characters in the crew (up to 2,500 HP), and if 6 Powerhouse characters are on the crew, boosts PSY characters' ATK by a further 1.1x

Special

Special (11 turns): Deals 99,999 non-type damage to one enemy, further increases crew's type effect boost by +0.2, then after that, boosts the type effects of normal attacks for Powerhouse characters by 2x for 1 turn

Phase 2

Reduces Powerhouse characters' Special charge time by 1 turn at start of quest, boosts their ATK by 1.85x, cuts crew's HP by 30%, but boosts PSY-type Powerhouse characters' ATK by a further 1.15x, reduces crew's Paralysis duration by 1 turn, heals HP at end of turn based on number of Powerhouse characters in the crew (up to 2,500 HP), and if 6 Powerhouse characters are on the crew, boosts PSY characters' ATK by a further 1.1x

Special

Special (11 turns): Deals 99,999 non-type damage to one enemy, reduces all enemies' Resilience duration by 1 turn, further increases crew's type effect boost by +0.2, boosts Powerhouse characters' slot effects by 2.25x for 1 turn, then after that, boosts the type effects of normal attacks for Powerhouse characters by 2.25x for 1 turn

Ship Modification

Once a ship reaches Lv 12 it can be modified. Each modify adds HP, ATK and RCV bonuses to the ship, paid with cola or super cola plus berries.

HP+150
ATK+150
RCV+150
Modification ranks
  • +121–150
  • +91–120
  • +61–90
  • +31–60
  • +1–30

The same ranges apply to HP, ATK and RCV. The higher the rank, the bigger the boost.

Special Effect
91+91+91+

When all three bonuses are ★4 or better, the ship's Special Effect activates. The effect differs by ship.

Keep modifying the same ship

Each modify on the same ship fills a bonus gauge. When it is full, the next modify is guaranteed at least one ★4 or better bonus.