Mister Luffy Go

A ship owned by the Barto Club Pirates. Bartolomeo and his crew modeled the prow, the front edge of the ship required to effectively cut through water, after their beloved Luffy. There's also a cabin modeled after the Merry's own prow, a tangerine tree, and many other references to the Straw Hat Pirates.

Ship Ability

Lv 12

Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, and boosts PSY and Driven characters' ATK by 1.1x. If 6 PSY characters or 6 Striker characters are on the crew, boosts crew's ATK by a further 1.75x, and if 6 Striker characters are on the crew, boosts crew's HP by 1.2x

Special

Special (12 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 3,000 for 1 turn

Show all 12 levels
  1. Lv 11

    Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, and if 6 Striker characters are on the crew, boosts ATK by 1.7x and HP by 1.2x

    Special

    Special (13 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 5,000 for 1 turn

  2. Lv 10

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.5x and HP by 1.2x if crew has 6 of them

    Special

    Special (17 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  3. Lv 9

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.4x and HP by 1.2x if crew has 6 of them

    Special

    Special (17 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  4. Lv 8

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.4x and HP by 1.2x if crew has 6 of them

    Special

    Special (17 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  5. Lv 7

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.3x and HP by 1.2x if crew has 6 of them

    Special

    Special (17 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  6. Lv 6

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.3x and HP by 1.2x if crew has 6 of them

    Special

    Special (18 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  7. Lv 5

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.2x and HP by 1.2x if crew has 6 of them

    Special

    Special (18 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  8. Lv 4

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.2x and HP by 1.2x if crew has 6 of them

    Special

    Special (19 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  9. Lv 3

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.2x and HP by 1.1x if crew has 6 of them

    Special

    Special (19 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  10. Lv 2

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.2x and HP by 1.1x if crew has 6 of them

    Special

    Special (20 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

  11. Lv 1

    Reduces Special charge time by 1 turn at start of quest for Striker characters, and boosts ATK by 1.1x and HP by 1.1x if crew has 6 of them

    Special

    Special (20 turns): Vastly reduces a portion of each enemies' dealt damage that exceeds 10,000 for 1 turn

How to get

Exchange shop

Shop · 7,500

Upgrade Cost

Lv 21
Lv 35
Lv 49
Lv 513
Lv 619
Lv 725
Lv 832
Lv 940
Lv 1050
Lv 115,0005
Lv 1210,00015
Total15,19420

Level 12 Boost

Phase 1

Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, and reduces damage taken by 10%. If 5 or more PSY characters are on the crew, boosts Striker characters' ATK by a further 1.25x, and boosts PSY and Driven characters' ATK by 1.1x. If 6 PSY characters or 6 Striker characters are on the crew, boosts crew's ATK by a further 1.75x, and if 6 Striker characters are on the crew, boosts crew's HP by 1.2x

Special

Special (12 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 3,000 for 1 turn

Phase 2

Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, and reduces damage taken by 10%. If 5 or more PSY characters are on the crew, boosts Striker characters' ATK by a further 1.25x, and boosts PSY and Driven characters' ATK by 1.1x. If 6 PSY characters or 6 Striker characters are on the crew, boosts crew's ATK by a further 1.75x, and if 6 Striker characters are on the crew, boosts crew's HP by 1.6x

Special

Special (12 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 3,000 for 1 turn, extends the duration of crew's Critical ATK boost by 1 turn, and boosts crew's Critical rate by 20% for 2 turns

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.