Zunesha

An elephant so large its head is literally in the clouds. It has been alive for more than 1,000 years and never stops its meandering. It resembles an island since on its back is a tower from which the Minks view the forests and rivers and the towns in which they live. Twice a day, Zunesha showers itself in what the locals call a "rain-ruption". The Minks use this essential water in their daily lives, as well as catch fish from it.

Ship Ability

Lv 12

Boosts Powerhouse and Cerebral characters' ATK by 1.85x, HP by 1.5x, makes their RCVTND slots have matching slot effects, and makes it much easier to land PERFECT strikes

Show all 12 levels
  1. Lv 11

    Boosts Powerhouse and Cerebral characters' ATK by 1.65x, HP by 1.35x, makes their RCVTND slots have matching slot effects, and makes it much easier to land PERFECT strikes

  2. Lv 10

    Boosts Powerhouse and Cerebral characters' ATK by 1.55x and HP by 1.25x, makes their RCVTND slots have matching slot effects, and makes it much easier to land PERFECT strikes

  3. Lv 9

    Boosts Powerhouse and Cerebral characters' ATK by 1.5x and HP by 1.2x, makes their RCVTND slots have matching slot effects, and makes it easier to land PERFECT strikes

  4. Lv 8

    Boosts Powerhouse and Cerebral characters' ATK by 1.4x and HP by 1.2x, makes their RCVTND slots have matching slot effects, and makes it easier to land PERFECT strikes

  5. Lv 7

    Boosts Powerhouse and Cerebral characters' ATK by 1.3x and HP by 1.2x, makes their RCVTND slots have matching slot effects, and makes it a little easier to land PERFECT strikes

  6. Lv 6

    Boosts Powerhouse and Cerebral characters' ATK by 1.3x and HP by 1.1x, makes their RCVTND slots have matching slot effects, and makes it a little easier to land PERFECT strikes

  7. Lv 5

    Boosts Powerhouse and Cerebral characters' ATK by 1.3x and HP by 1.1x, and makes their RCVTND slots have matching slot effects

  8. Lv 4

    Boosts Powerhouse and Cerebral characters' ATK by 1.2x and HP by 1.1x, and makes their RCVTND slots have matching slot effects

  9. Lv 3

    Boosts Powerhouse and Cerebral characters' ATK by 1.2x and HP by 1.1x, and makes their RCV slots have matching slot effects

  10. Lv 2

    Boosts Powerhouse and Cerebral characters' ATK by 1.2x, and makes their RCV slots have matching slot effects

  11. Lv 1

    Boosts Powerhouse and Cerebral characters' ATK by 1.1x, and makes their RCV slots have matching slot effects

Upgrade Cost

Lv 26
Lv 39
Lv 412
Lv 515
Lv 618
Lv 723
Lv 830
Lv 939
Lv 1050
Lv 115,0005
Lv 1210,00015
Total15,20220

Level 12 Boost

Phase 1

Reduces Special charge time by 1 turn at start of quest, boosts Powerhouse and Cerebral characters' ATK by 1.85x, HP by 1.5x, makes their RCVTND slots have matching slot effects, and makes it much easier to land PERFECT strikes

Phase 2

Reduces Special charge time by 1 turn at start of quest, boosts Powerhouse and Cerebral characters' ATK by 1.85x, HP by 1.5x, makes their RCVTND slots have matching slot effects, reduces crew's Special Bind duration by 1 turn, and makes it much easier to land PERFECT strikes

Special

Special (11 turns): Deals 300,000 non-type damage to one enemy, and reduces all enemies' damage reduction (except [Damage Cut]) duration by 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.