Hello and welcome to /r/OnePieceTC’s team building guide. This team building guide will attempt to help players gain a solid understanding of what makes a good crew, how to balance experience among your crew, and how important it is to keep yourself open to changes to come. This guide will emphasize on units available in Global, but I will mention where the Japanese version has shown a future to work toward.
Here is a table of contents you may search for sections which you would like to read.
(This guide is best viewed with “Print Layout” off)
Part: | Topic: |
Part 1 | Stats, Ships, and other basics (Cotton Candy advice added) |
Part 2 | Crew Members |
Part 3 | Mono-type Crews (Strength, Dexterity, Quick, Psychic, Intellect) |
Part 4 | Mono-class Crews (Slasher, Striker, Shooter, Fighter) |
Part 5 | Combo-Chain Crews |
Part 6 | Special/Niche Crews |
Part 7 | Turtle Time and miscellaneous events |
Bonus | Extra links to other resources/guides by other content makers |
Part 1 – Stats and basic introductions to game mechanics
Let us begin with a simpler introduction of how the units in this game work. The main things to cover are that there are 5 TYPES, 4 CLASSES, multiple specials with different uses, and multiple captain abilities.
The 5 Types’ Average stats at max level (70 to 99) | |||
Type | Average Health | Average Attack | Average Recovery |
STR | 2,394 | 1,216 | 92 |
DEX | 2,209 | 1,076 | 228 |
QCK | 2,128 | 1,020 | 219 |
PSY | 1,906 | 916 | 320 |
INT | 2,038 | 1,060 | 208 |
Average | 2,135 | 1,058 | 213 |
Here is a simple diagram explaining how they match up versus the others.
Strength units deal double damage when attacking Dexterity enemies, but they deal half damage when attacking Quick enemies.
Dexterity units deal double damage when attacking Quick enemies, but they deal half damage when attacking Strength enemies.
Quick units deal double damage when attacking Strength enemies, but they deal half damage when attacking Dexterity enemies.
Psychic units deal double damage when attacking Intellect enemies, and standard damage to all others.
Intellect units deal double damage when attacking Psychic enemies, and standard damage to all others.
If the tutorial didn’t explain it well enough, that should cover the most important of the basics. Each type has a stereotypical stat spread as shown above.
Captains
Captains of the crew offer their captain abilities to all 4 sub-crew members and the friend captain. Currently there are 3 optimal captain abilities: 2.5x ATK to one type or class, 2x HP and ATK or one type or class, and combo chain buffers. There are a few exceptions and I will be discussing them in their appropriate sections.
Re-rolling
“Should I re-roll?” and “What is re-rolling?” are common questions from newer players. Re-rolling is the act of restarting the game with a new account by uninstalling and reinstalling the data. The game uses an ID based system with accounts and you can transfer accounts by issuing passwords, once you reinstall the game you will be given a different account. I personally do not recommend re-rolling unless you really want a specific character or really got screwed over, like Coby & Helmeppo as your two initial pulls.
However it is understandable if you want a strong start/late game captain as at least one of your free pulls in the game. If you do plan on re-rolling, an optimal time would be during monthly events called “Sugofest” where Rare Recruit rates go up for stronger characters and are the only times a 6* unit may be pulled (they are pulled in their 5* form). My Most recommended re-roll combo is Rayleigh and Shanks. There is a much faster way of re-rolling if you have a rooted android device or use an emulator like Droid4X. Guides may be found online.
Ships
There are currently two ships worth using with a two others available, but one will not see a lot of use and the other is insanely hard to obtain and is basically impossible without some Rare Recruit luck. New players should always use the Baratie when they start off, but not upgrade it. All cola should be devoted to these ships, with the top of the list having priority. Note: Cola is obtained while doing stages/missions, they are best farmed from long one on half stamina day. A common favorite is Arlong Park Stage 15 (10 battles for 6 stamina). You will generally farm a lot while trying to get a story droppable character like Crocodile.
Ships | Ability | |
The Merry Go/Going Merry Used by default for all crews Obtained from:Clearing Syrup Village story island | LEVEL | BONUSES |
Level 1 | +100 HP to captain | |
Level 2 | +130 HP to captain | |
Level 3 | +150 HP to captain | |
Level 4 | +170 HP to captain | |
Level 5 | +190 HP to captain | |
Level 6 | +210 HP & 1.2x ATK to all crewmates | |
Level 7 | +230 HP & 1.2x ATK to all crewmates | |
Level 8 | +250 HP & 1.2x ATK to all crewmates | |
Level 9 | +270 HP & 1.2x ATK to all crewmates | |
Level 10 | +300 HP & 1.5x ATK to all crewmates | |
The Coffin Ship Used by Slasher crews Obtained from:Clearing Mihawk 0-Stamina Training Isle | LEVEL | BONUSES |
Level 1 | -700 RCV to captain & 1.1x ATK & HP to Slasher-class crewmates | |
Level 2 | -700 RCV to captain & 1.1x ATK & HP to Slasher-class crewmates | |
Level 3 | -700 RCV to captain & 1.2x ATK & HP to Slasher-class crewmates | |
Level 4 | -700 RCV to captain & 1.2x ATK & HP to Slasher-class crewmates | |
Level 5 | -700 RCV to captain & 1.3x ATK & HP to Slasher-class crewmates | |
Level 6 | -700 RCV to captain & 1.3x ATK & HP to Slasher-class crewmates | |
Level 7 | -700 RCV to captain & 1.3x ATK & HP to Slasher-class crewmates | |
Level 8 | -700 RCV to captain & 1.4x ATK & HP to Slasher-class crewmates | |
Level 9 | -700 RCV to captain & 1.4x ATK & HP to Slasher-class crewmates | |
Level 10 | -700 RCV to captain & 1.5x ATK & HP to Slasher-class crewmates | |
The Moby Dick Can be used by everyone and is the best ship for Whitebeard and other low HP based captains Obtained from:Clearing Whitebeard 0-Stamina Training Isle | LEVEL | BONUSES |
Level 1 | Start the quest with 50% HP & 1.2x ATK to all crewmates | |
Level 2 | Start the quest with 50% HP, 1.1x HP & 1.2x ATK to all crewmates | |
Level 3 | Start the quest with 50% HP, 1.1x HP & 1.25x ATK to all crewmates | |
Level 4 | Start the quest with 50% HP, 1.1x HP & 1.3x ATK to all crewmates | |
Level 5 | Start the quest with 50% HP, 1.2x HP & 1.3x ATK to all crewmates | |
Level 6 | Start the quest with 50% HP, 1.2x HP & 1.35x ATK to all crewmates | |
Level 7 | Start the quest with 50% HP, 1.2x HP & 1.4x ATK to all crewmates | |
Level 8 | Start the quest with 50% HP, 1.25x HP & 1.4x ATK to all crewmates | |
Level 9 | Start the quest with 50% HP, 1.3x HP & 1.4x ATK to all crewmates | |
Level 10 | Start the quest with 50% HP, 1.4x HP & 1.5x ATK to all crewmates | |
The Navy Ship Used for Blackbeard and occasionally double 2x HP & ATK captain crews. Will eventually find another home in Strong World Ace crews if the rest of his crew members reach Global. Obtained from:Clearing Shells Town story island | LEVEL | BONUSES |
Level 1 | +10 ATK to Shooter-class crewmates | |
Level 2 | +20 ATK to Shooter-class crewmates | |
Level 3 | +30 ATK to Shooter-class crewmates | |
Level 4 | +40 ATK to Shooter-class crewmates | |
Level 5 | +50 ATK to Shooter-class crewmates & 1.2x HP to all crewmates | |
Level 6 | +60 ATK to Shooter-class crewmates & 1.2x HP to all crewmates | |
Level 7 | +70 ATK to Shooter-class crewmates & 1.2x HP to all crewmates | |
Level 8 | +80 ATK to Shooter-class crewmates & 1.2x HP to all crewmates | |
Level 9 | +90 ATK to Shooter-class crewmates & 1.2x HP to all crewmates | |
Level 10 | +100 ATK to Shooter-class crewmates & 1.5x HP to all crewmates | |
The Flying Merry Go/Going Merry Used for Zombie crews and for a few ranking mission crews Obtained from:Clearing Jaya story island | LEVEL | BONUSES |
Level 1 | Heal 50 HP at the end of the turn | |
Level 2 | Heal 100 HP at the end of the turn | |
Level 3 | Heal 125 HP at the end of the turn | |
Level 4 | Heal 150 HP at the end of the turn | |
Level 5 | Heal 175 HP at the end of the turn | |
Level 6 | Heal 200 HP at the end of the turn | |
Level 7 | Heal 250 HP at the end of the turn & 1.1x ATK to all crewmates | |
Level 8 | Heal 275 HP at the end of the turn & 1.1x ATK to all crewmates | |
Level 9 | Heal 300 HP at the end of the turn & 1.1x ATK to all crewmates | |
Level 10 | Heal 350 HP at the end of the turn & 1.2x ATK to all crewmates |
With a basic understanding of captain abilities and ships now, I will explain the types of crewmembers or sub-units you should consider for your crew. It is important to understand what your crew should be as a captain is only as good as his/her crew.
Cotton Candy Advice
Cotton Candy gives units a bonus to a stat passed their maximum. There are 4 types of candy: HP, ATK, RCV, and ALL. HP gives +1 point for 5HP, ATK gives +1 point for 2ATK, RCV gives +1 point for 1RCV, and ALL gives +3 points for all 3 affects. Each character is allowed a maximum of 200 points.
It is recommended to feed your candies to an evolver like thief penguins since they are cheap to feed and candies get more expensive the more you put in. Candy bonuses are transferred to the unit they are fed to.
Units recommended for each candy type are:
HP- Garp, Zoro, Kuma, Vista, Doflamingo, Namule, Urouge, and Blackbeard as they are HP and ATK bonus captains which means they will benefit the most.
ATK- Doflamingo, Arlong, Monster Chopper, Garp, Whitebeard, and Mihawk as they are generally your last hitters in combo chains which means they benefit the most from the candy. Be sure to prioritize units you use more often such as Arlong over Monster Chopper.
RCV/ALL- Since these both give RCV it is best to feed them to similar units. Golden Pound/Sniper King Usopp, Boa Hancock, and Garp are the most recommended because they either benefit from HP/RCV, have a RCV/Heal bonus, or are used very often in the case of Usopp.
Part 2 – Suggested Crewmembers
There are many possible crews players can run in this game. In this section of the guide some important units to consider when putting together your crew will be discussed.
Offensive Debuffers
Turn Delayers | |||
PSY/Shooter | Usopp | ||
Max Level | Health | Attack | Recovery |
50 | 1,080 | 648 | 144 |
Special Ability Name | Golden Pound | ||
Ability Description | Delay all enemies by 3 turns | ||
Ability Cooldown | 15 Turns (Max: 10 Turns) | ||
Skill Books/Units | Kuro Fortnight Event (Elite Only)Carue Fortnight Event | ||
Obtained From | Evolve from Usopp given for clearing Syrup VillageSyrup Village Stage 1Rare Recruit | ||
PSY/Shooter | Sniper/Sogeking | ||
Max Level | Health | Attack | Recovery |
99 | 1,506 | 690 | 479 |
Special Ability Name | Fire Bird Star | ||
Ability Description | Delay all enemies by 3 turns and deals 15x ATK as PSY damage to all enemies | ||
Ability Cooldown | 20 Turns (Max: 15 Turns) | ||
Skill Books/Units | Kuro Fortnight Event (Expert Only)Hogback Fortnight Event | ||
Obtained From | Evolve Usopp all the wayRare Recruit. | ||
INT/Slasher | Mr. 3 | ||
Max Level | Health | Attack | Recovery |
70 | 1,394 | 818 | 176 |
Special Ability Name | Extra Special Candelabra | ||
Ability Description | Delay all enemies by 1 turn | ||
Ability Cooldown | 13 Turns (Max: 9 Turns) | ||
Skill Books/Units | Smoker Fortnight Event | ||
Obtained From | Little Garden Stages 11 & 15 Alabasta Stage 14Rare Recruit | ||
QCK/Slasher | Jack The Ripper Zoro | ||
Max Level | Health | Attack | Recovery |
99 | 2,094 | 1,063 | 131 |
Special Ability Name | 108 Pound Phoenix: Reaper | ||
Ability Description | Delay all enemies by 1 turn and deals 7x ATK as QCK damage to all enemies. | ||
Ability Cooldown | 18 Turns (Max: 10 Turns) | ||
Skill Books/Units | Midnight Party Fortnight Event | ||
Obtained From | Midnight Party Fortnight Event |
Note: The delays do not stack and may only be used after another if the enemy takes a turn in between.
Armor Reducers | |||
STR/Fighter | Arm Point Tony Tony Chopper | ||
Max Level | Health | Attack | Recovery |
50 | 868 | 820 | 122 |
Special Ability Name | Hoofprint Roseo | ||
Ability Description | Halves enemies’ defense for 2 turns | ||
Ability Cooldown | 15 Turns (Max: 10 Turns) | ||
Skill Books/Units | Morgan Fortnight Event | ||
Obtained From | Evolve Chopper given for clearing Drum IslandRare Recruit | ||
DEX/Striker | Miss Goldenweek | ||
Max Level | Health | Attack | Recovery |
70 | 412 | 390 | 530 |
Special Ability Name | Colors Trap: Calming Green | ||
Ability Description | Halves enemies’ defense for 2 turns | ||
Ability Cooldown | 15 Turns (Max: 10 Turns) | ||
Skill Books/Units | Smoker Fortnight Event | ||
Obtained From | Little Garden Stages 12 & 15Rare Recruit | ||
INT/Fighter | Cabin Boy Helmeppo | ||
Max Level | Health | Attack | Recovery |
50 | 770 | 485 | 130 |
Special Ability Name | Straw Doll Of Resentment | ||
Ability Description | Reduces all enemies’ defense to 0 for 1 turn | ||
Ability Cooldown | 25 Turns (Max: 20 Turns) | ||
Skill Books/Units | Morgan Fortnight EventPerona Fortnight Event | ||
Obtained From | Shelltown Stages 3 & 8Morgan Fortnight EventCoby & Helmeppo Fortnight EventRare Recruit | ||
QCK/Fighter | Manticore | ||
Max Level | Health | Attack | Recovery |
70 | 770 | 485 | 130 |
Special Ability Name | Cursed Wail | ||
Ability Description | Reduces all enemies’ defense to 0 for 1 turn | ||
Ability Cooldown | 33 Turns (Max: 18 Turns) | ||
Skill Books/Units | Sadie Fortnight Event | ||
Obtained From | Sadie Fortnight Event | ||
INT/Evolver | Rainbow Striped Dragon | ||
Max Level | Health | Attack | Recovery |
1 | 1,500 | 800 | 100 |
Special Ability Name | Shield Crusher | ||
Ability Description | Halves all enemies’ defense for 1 turn | ||
Ability Cooldown | 15 Turns (Max: 10 Turns) | ||
Skill Books/Units | Rainbow Dragon Sanctuary and blue pirates | ||
Obtained From | Rainbow Dragon Sanctuary | ||
INT/Striker | Basil Hawkins the Magician | ||
Max Level | Health | Attack | Recovery |
99 | 2,480 | 1,295 | 255 |
Special Ability Name | Demon Face | ||
Ability Description | Reduces all enemies’ HP by 10% and halves enemies’ defense for 3 turns | ||
Ability Cooldown | 23 Turns (Max: 15 Turns) | ||
Skill Books/Units | Brook Fortnight EventShanks and Buggy Fortnight Event | ||
Obtained From | Rare Recruit | ||
STR/Fighter | (Log) Voyage Dream: Chopper | ||
Max Level | Health | Attack | Recovery |
99 | 1,980 | 1,002 | 301 |
Special Ability Name | Rozeo Michelli | ||
Ability Description | Deals 20x character’s ATK in STR damage to one enemy and halves their DEF for 3 turns | ||
Ability Cooldown | 20 Turns (Max: 17 Turns) | ||
Skill Books/Units | |||
Obtained From | Rare Recruit | ||
PSY/Slasher | Black Clad Emperor Shanks | ||
Max Level | Health | Attack | Recovery |
99 | 3,140 | 1,400 | 418 |
Special Ability Name | Conqueror’s Haki: Emperor | ||
Ability Description | Deals 35x character’s ATK in PSY damage to all enemies and reduces their DEF to 0 for two turns | ||
Ability Cooldown | 25 Turns (Max: 20 Turns) | ||
Skill Books/Units | |||
Obtained From | Rare Recruit |
Poisoners | |||
DEX/Striker | Neptunian Squid | ||
Max Level | Health | Attack | Recovery |
50 | 900 | 480 | 180 |
Special Ability Name | Poison Ink | ||
Ability Description | Poisons all enemies (0.5x BASE ATK) | ||
Ability Cooldown | 15 Turns (Max: 12 Turns) | ||
Skill Books/Units | Kalifa Fortnight EventKraken Fortnight Event (Elite & Expert) | ||
Obtained From | Twin Cape Stages 1 & 7Kraken Fortnight Event (Elite & Expert) | ||
INT/Shooter | Don Krieg | ||
Max Level | Health | Attack | Recovery |
99 | 2,734 | 1,057 | 172 |
Special Ability Name | Gas Bomb: MH5 | ||
Ability Description | Poisons all enemies (0.5x BASE ATK) | ||
Ability Cooldown | 15 Turns (Max: 12 Turns) | ||
Skill Books/Units | Don Krieg Fortnight Event (Expert) | ||
Obtained From | Baratie Stage 15 & Don Krieg FortnightRare Recruit | ||
INT/Striker | Mr. 0/Sir Crocodile | ||
Max Level | Health | Attack | Recovery |
99 | 2,210 | 1,220 | 208 |
Special Ability Name | Poison Needle | ||
Ability Description | Poisons 1 enemy (5x BASE ATK) | ||
Ability Cooldown | 17 Turns (Max: 12 Turns) | ||
Skill Books/Units | Candy-chan Fortnight Event | ||
Obtained From | Nanohana Stage 15Alubarna Stages 10 & 15 | ||
QCK/Striker | Former Warlord Sir Crocodile | ||
Max Level | Health | Attack | Recovery |
99 | 2,200 | 1,150 | 188 |
Special Ability Name | Merciless Ploy: Poison Needle | ||
Ability Description | Poisons all enemies (0.5x BASE ATK) and boosts Striker-type damage by 1.5x for 1 turn. | ||
Ability Cooldown | 24 Turns (Max: 14 Turns) | ||
Skill Books/Units | Crocodile: Life on the Inside Fortnight Event | ||
Obtained From | Crocodile: Life on the Inside Fortnight Event |
Damage Reducers | |||
STR/Striker | Smooth-Smooth Fruit Iron Mace Alvida | ||
Max Level | Health | Attack | Recovery |
99 | 1,668 | 999 | 369 |
Special Ability Name | Slip-Slip Tracks | ||
Ability Description | Reduces damage taken by 80% for 1 turn | ||
Ability Cooldown | 15 Turns (Max: 9 Turns) | ||
Skill Books/Units | Alvida Fortnight Event (Expert) | ||
Obtained From | Alvida’s Ship Stage 3Alvida Fortnight EventRare Recruit | ||
DEX/Striker | White Chase Smoker | ||
Max Level | Health | Attack | Recovery |
99 | 2,215 | 1,282 | 338 |
Special Ability Name | White Out | ||
Ability Description | Reduces damage taken by 50% for 3 turns | ||
Ability Cooldown | 22 Turns (Max: 15 Turns) | ||
Skill Books/Units | Smoker Fortnight Event | ||
Obtained From | Logue Town Stage 12Nanohana Stage 2Smoker Fortnight EventRare Recruit | ||
DEX/Fighter | Guard Point Tony Tony Chopper | ||
Max Level | Health | Attack | Recovery |
50 | 1,320 | 408 | 184 |
Special Ability Name | Guard Point | ||
Ability Description | Reduces damage taken by 50% for 3 turns | ||
Ability Cooldown | 22 Turns (Max: 15 Turns) | ||
Skill Books/Units | Morgan Fortnight EventAbsalom Fortnight Event | ||
Obtained From | Evolve Chopper given for clearing Drum Island Rare Recruit |
Damage Negators | |||
DEX/Slasher | Roronoa Zoro | ||
Max Level | Health | Attack | Recovery |
50 | 1,902 | 582 | 19 |
Special Ability Name | Streaming Wolf Swords | ||
Ability Description | Nullifies STR attacks for 1 turn | ||
Ability Cooldown | 15 Turns (Max: 8 Turns) | ||
Skill Books/Units | Rob Lucci Fortnight Event | ||
Obtained From | Rare Recruit | ||
QCK/Fighter | Diamond Jozu | ||
Max Level | Health | Attack | Recovery |
99 | 3,300 | 987 | 231 |
Special Ability Name | Brilliant Punk | ||
Ability Description | Nullifies DEX attacks for 1 turn | ||
Ability Cooldown | 15 Turns (Max: 8 Turns) | ||
Skill Books/Units | Kalifa Fortnight EventMidnight Party Fortnight Event | ||
Obtained From | Rare Recruit | ||
INT/Striker | Nami | ||
Max Level | Health | Attack | Recovery |
50 | 840 | 543 | 219 |
Special Ability Name | Mirage Tempo | ||
Ability Description | Nullifies INT attacks for 1 turn | ||
Ability Cooldown | 15 Turns (Max: 8 Turns) | ||
Skill Books/Units | Arlong Fortnight Event (Elite)Hogback Fortnight Event | ||
Obtained From | Evolve Nami given for clearing Arlong Park (Crab)Rare Recruit | ||
INT/Striker | Kimono Nami | ||
Max Level | Health | Attack | Recovery |
99 | 1,260 | 988 | 361 |
Special Ability Name | Mirage Tempo: The Heavens | ||
Ability Description | Nullifies INT attacks for 1 turn and heals for a random amount | ||
Ability Cooldown | 20 Turns (Max: 10 Turns) | ||
Skill Books/Units | Rising Sun, Rising Fortunes Fortnight Event (New Years) | ||
Obtained From | Rising Sun, Rising Fortunes Fortnight Event | ||
PSY/Fighter | Aisa | ||
Max Level | Health | Attack | Recovery |
50 | 223 | 109 | 475 |
Special Ability Name | Mantra | ||
Ability Description | PSY enemies’ attacks deal no damage for 1 turn | ||
Ability Cooldown | 22 Turns (Max: 8 Turns) | ||
Skill Books/Units | Warriors of Shandia Fortnight Event | ||
Obtained From | Warriors of Shandia Fortnight Event |
Multi-purpose | |||
Dex/Shooter | Perona | ||
Max Level | Health | Attack | Recovery |
99 | 1,598 | 791 | 430 |
Special Ability Name | Negative Hollow | ||
Ability Description | Reduces damage taken by 90% and reduces all enemies’ defense by 80% for 1 turn. Deals 1,000 poison damage at the end of the turn. | ||
Ability Cooldown | 23 Turns (Max: 14 Turns) | ||
Skill Books/Units | Perona Fortnight Event | ||
Obtained From | Perona Fortnight Event | ||
QCK/Fighter | Boa Hancock | ||
Max Level | Health | Attack | Recovery |
99 | 2,860 | 1,320 | 515 |
Special Ability Name | Love-Love Mellow | ||
Ability Description | Recovers 15x RCV and delays all enemies for 1 turn | ||
Ability Cooldown | 17 Turns (Max: 13 Turns) | ||
Skill Books/Units | Domino Fortnight Event (Not Released) | ||
Obtained From | Rare Recruit | ||
QCK/Slasher | Brook | ||
Max Level | Health | Attack | Recovery |
99 | 2,108 | 980 | 332 |
Special Ability Name | Lullaby Parry | ||
Ability Description | Heal 4,343 HP and halves enemies’ defense for 2 turns | ||
Ability Cooldown | 24 Turns (Max: 15 Turns) | ||
Skill Books/Units | Brook Fortnight Event | ||
Obtained From | Brook Fortnight Event | ||
QCK/Shooter | Log Usopp | ||
Max Level | Health | Attack | Recovery |
99 | 2,012 | 938 | 344 |
Special Ability Name | Atlas Comet | ||
Ability Description | Delays all enemies for 2 turns, reduces the defense of all enemies by 50% for 2 turns | ||
Ability Cooldown | 13 Turns (Max: 10 Turns) | ||
Skill Books/Units | |||
Obtained From | Rare Recruit |
Status Reducers | |||
STR/Slasher | |||
Max Level | Health | Attack | Recovery |
70 | 1,600 | 1,000 | 35 |
Special Ability Name | Escapee Axe-Hand | ||
Ability Description | Reduces Bind/Lock duration by 2 turns | ||
Ability Cooldown | 15 Turns (Max: 9 Turns) | ||
Skill Books/Units | Morgan Fortnight Event | ||
Obtained From | Shells Town Stage 9Morgan Fortnight Event | ||
INT/Slasher | Sergeant Helmeppo | ||
Max Level | Health | Attack | Recovery |
99 | 1,998 | 1,060 | 260 |
Special Ability Name | Tempered Kukris | ||
Ability Description | Reduces Bind/Lock duration by 3 turns | ||
Ability Cooldown | 17 Turns (Max: 11 Turns) | ||
Skill Books/Units | Coby & Helmeppo Fortnight Event | ||
Obtained From | Coby & Helmeppo Fortnight Event | ||
INT/Fighter | Dark King Rayleigh | ||
Max Level | Health | Attack | Recovery |
99 | 3,001 | 1,300 | 500 |
Special Ability Name | Dark King’s Aura | ||
Ability Description | Reduces Bind/Lock duration by 5 turns and deals 20x ATK in INT damage to all enemies | ||
Ability Cooldown | 23 Turns (Max: 18 Turns) | ||
Skill Books/Units | Midnight Party Fortnight Event | ||
Obtained From | Rare Recruit Only | ||
DEX/Slasher | Kimono Zoro | ||
Max Level | Health | Attack | Recovery |
99 | 2,175 | 1,188 | 132 |
Special Ability Name | Three Thousand Worlds: The Final Stroke | ||
Ability Description | Reduces Bind/Lock duration by 2 turns and deals 10x ATK in DEX damage to all enemies | ||
Ability Cooldown | 20 Turns (Max: 10 Turns) | ||
Skill Books/Units | Rising Sun, Rising Fortunes Fortnight Event (New Years) | ||
Obtained From | Rising Sun, Rising Fortunes Fortnight Event | ||
DEX/Shooter | Shoujou | ||
Max Level | Health | Attack | Recovery |
50 | 1,334 | 401 | 144 |
Special Ability Name | Havoc Sonar | ||
Ability Description | Reduces Bind/Lock and Silence/Despair durations by 2 turns | ||
Ability Cooldown | 21 Turns (Max: 16 Turns) | ||
Skill Books/Units | Jaya Stage 9 | ||
Obtained From | Jaya Stage 9 | ||
INT/Slasher | Whitey Bay | ||
Max Level | Health | Attack | Recovery |
99 | 2,278 | 993 | 399 |
Special Ability Name | Witch’s Icebreaker | ||
Ability Description | Reduces Bind/Lock and Silence/Despair durations by 2 turns and increases damage toward delayed enemies by 1.2x for 3 turns | ||
Ability Cooldown | 18 Turns (Max: 12 Turns) | ||
Skill Books/Units | |||
Obtained From | Rare Recruit | ||
INT/Fighter | Lil’ Vampire Tony Tony Chopper | ||
Max Level | Health | Attack | Recovery |
99 | 1,548 | 763 | 358 |
Special Ability Name | Scope: Magic | ||
Ability Description | Reduces Silence/Despair duration by 3 turns | ||
Ability Cooldown | 17 Turns (Max: 9 Turns) | ||
Skill Books/Units | Twilight Party Fortnight Event (Halloween) | ||
Obtained From | Twilight Party Fortnight Event | ||
STR/Fighter | Kimono Luffy | ||
Max Level | Health | Attack | Recovery |
99 | 1,748 | 1,250 | 192 |
Special Ability Name | Gum-Gum Bazooka: Supremacy | ||
Ability Description | Reduces Silence/Despair duration by 3 turns and deals 15x ATK in STR damage to one enemy | ||
Ability Cooldown | 23 Turns (Max: 13 Turns) | ||
Skill Books/Units | Rising Sun, Rising Fortunes Fortnight Event (New Years) | ||
Obtained From | Rising Sun, Rising Fortunes Fortnight Event | ||
PSY/Fighter | Nico Robin, Straw Hats | ||
Max Level | Health | Attack | Recovery |
99 | 1,892 | 881 | 351 |
Special Ability Name | Cien Fleur Wing | ||
Ability Description | Reduces Bind/Lock and Silence/Despair duration by 3 turns | ||
Ability Cooldown | 21 Turns (Max: 15 Turns) | ||
Skill Books/Units | |||
Obtained From | Clearing Enies Lobby Front Gate story island |
Part 3 – Single Type/Color Crews
So an obvious approach to creating a crew in the game is to make the crew all one type and have a type boosting captain. This is pretty simple, but there is quite a bit to cover about each type to know how to prioritize making/leveling them.
For this section I will discuss:
- How they stand as a crew
- What are their playstyles
- How good is their orb control
- Possible combos
- Touch on their futures
- List notable farmable units
- List example crews to work toward
I will be discussing the crews in the order of Strength, Dexterity, Quick, Psychic, and Intellect. Then in the next part I will be discussing Slashers, Strikers, Shooters, and Fighters. All levels will be set to max to show their max levels, for required levels look up the appropriate boss guide.
Strength Crews | |
Captains | Crews |
2x ATK2x ATK2x ATK2x ATK & RCV3x ATK but 60% less HP2x HP & ATK2x ATK & STR Special Damage2.25x HP & 2.5x ATK, but 2x damage taken | Currently strength crews are very limited right now. With high average HP and ATK, but low RCV the goal of strength crews is the berserker way of kill before being killed. The strongest standard strength captain is currently Bartholomew Kuma with 2x HP & ATK. However he is Rare Recruit only so Gear Second Luffy, Mr. 5, and CP9 Rob Lucci are suitable given/farmable captains since they give 2x ATK. A strong replacement captain which is farmable is Blackbeard as he gives 2.5x ATK and 2.25x HP! However, you take double damage, up to 4x with double Blackbeard captains.Strength crews have the Blamenco and Kraken orb combo. Kraken converts all orbs to QCK or STR then Blamenco converts QCK to STR. You may substitute the Red Knuckle Ensign for Blamenco since he can convert QCK to STR. With the introduction of Water 7, the combo of CP9 Rob Lucci and Bepo can give a full board of STR orbs. By using Lucci’s special he randomly converts all orbs into either STR, PSY or INT. Then you can use Bepo’s special to convert PSY and INT orbs to STR. Both of these combos require a minimum of 18 turns without sockets to be used.There are currently no strength orb boosters on Global, but Doflamingo is a unit so useful you can make an exception for him to get a 2x orb boost for 1 turn.With the Whitebeard Pirates batch 2 from Sugofest, strength crews now have a type-booster in Fossa, he is Rare Recruit only and provides strength crews with a nice 1.5x damage boost for 1 turn.Strength crews will be lacking a 2.5x ATK captain until the first Strong World batch Sugofest with Strong World Luffy.Monster Chopper is a situational captain which gives 3x ATK but reduces HP by 60%. He may be used for DEX Turtle times and more. Notable Farmable Units (Not Given)Monster Chopper: Monster Chopper 24 Hour Raid EventAlvida: Alvida Fortnight Event, Alvida’s Ship Stage 3Mr. 5: Whiskey Peak Stages 9, 13, & 14, Little Garden Stage 14Laboon: Twin Cape Stages 9 & 10, Kraken Fortnight EventKraken: Kraken Fortnight EventArlong: Arlong Fortnight Event, Arlong Park Stages 14 & 15Morgan: Morgan Fortnight, Shells Town Stage 9Mr. 4: Alubarna Stages 5 & 6Mr. 1: Alubarna Stage 8Wapol: Drum Island Stages 13 & 15Kumacy: Perona Fortnight EventAbsalom: Absalom Fortnight Event (Pervsalom)Franky Frankenstein: Twilight Party Fortnight EventBlackbeard: Blackbeard 24 Hour Raid EventOhm: Sky Island: Upper Yard – Ark Maxim Stages 2 & 10Kimono Luffy: Rising Sun, Rising Fortunes Fortnight EventCP9 Rob Lucci: Water 7 Stage 15Some example crews will be shown below. DEX Turtle Time Crew Standard Crew Farmable Orb Crew Mihawk Raid Event Crews Kalifa Fortnight Crew Farmable Crews for safely clearing Story Islands |
Dexterity Crews | |
Captains | Crews |
2x HP & ATK2x ATK & RCV2.5x ATK3x ATK when at full HP | Currently dexterity crews are in a decent spot. With really well balanced HP, ATK, and RCV they can play either offensively or defensively easily. Law is the strongest dexterity offensive captain in the game with his 2.5x ATK captain ability. For defensive captains, dexterity crews have Ashura Zoro with his 2x HP & ATK captain ability. Law is a Rare Recruit exclusive and Zoro is given to the player.Currently there are two major perfect FULL DEX orb conversion combos: Law & Apoo and Kalifa & Izo. Law converts all orbs to DEX, RCV, or TND then Apoo converts RCV and TND to DEX. Chessmarimo and the Baroque Works Saber Billions are the best farmable replacement for Apoo. You could also have Kalifa convert all orbs to DEX or STR then Izo converts the STR to DEX. You may substitute Zeff of a green fighter pirate for Izo on farmable crews since they also converts the STR to DEX.Dexterity crews may use Paulie as an orb locker to have two turns of FULL DEX orbs.Doflamingo is a 2x orb booster. The boost lasts for 1 turn and you are allowed to swap orbs twice.Miss Doublefinger provides dexterity crews with a nice 1.5x damage boost for 1 turn.Apoo is a situational captain for QCK Turtle times. He may be useable for stages and events without preemptives, but it is better to do some scouting before trying it. It is more convenient to just use Law or Ashura Zoro. Notable Farmable Units (Not Given)Mihawk: Mihawk 24 Hour Raid EventZeff: Baratie Stage 3Smoker: Smoker Fortnight Event, Logue Town Stage 12, Nanohana Stage 2Hatchi: Arlong Fortnight Event, Arlong Park Stages 11, 12, & 15Onigumo: Tsuru Fortnight EventKalifa: Kalifa Fortnight EventPaulie: Kalifa Fortnight EventChess: Drum Island Stages 4, 9, & 12Kuromarimo: Drum Island Stages 5, 10, & 12Miss Goldenweek: Little Garden Stages 12 & 15Miss Doublefinger: Alubarna Stage 9Perona: Perona FortnightJigoro: Absalom Fortnight Event (Pervsalom)Shoujou: Jaya Stage 9Bellamy: Jaya Stages 7 & 15Halloween Monster Luffy: Twilight Party Fortnight EventDevil Girl Nico Robin: Midnight Party Fortnight EventBraham: Sky Island: Angel Island – Upper Yard Stage 13Wyper (Wiper): Sky Island: Upper Yard – Ark Maxim Stage 2Doflamingo: Doflamingo 24 Hour Raid EventKimono Zoro: Rising Sun, Rising Fortunes Fortnight EventRed Leg Zeff: Red Leg Zeff Fortnight Event Some example crews will be shown below. Standard Crew Farmable Crew Optimal Burst Crew Safe Story Crew Rob Lucci Fortnight CrewsKuro Fortnight Crews |
Quick Crews | |
Captains | Crews |
2.5x ATK2x ATK2x HP & ATK2x ATK & RCV2x ATK2.75x ATK and 1.5x RCV when above 70% HP3x ATK when at full HP2.75x ATK and 30% damage reduction when above 70% HP | Quick crews are considered the weakest mono-type crews in the future of the game, but if you have them now live it up. With completely balanced HP, ATK, and RCV they can play either offensively or defensively easily. The strongest offensive captain available is now Boa Hancock with 2.75x ATK & 1.5x RCV and the strongest defensive captain is Jozu with 2x HP & ATK. However both of them are Rare Recruit only so quick crews will have to settle for Hina or Lucci who give 2x ATK. With the introduction of Thunder God Eneru and Marco the 1st Division Commander Quick crews have gained a giant boost in power.With Ivankov, quick crews have a method of obtaining a full board of QCK orbs. By using Ivankov’s special to convert all orbs to either QCK, STR, DEX, or RCV then Capone and Ms. Valentine, Lulu, or Candy Sanji to convert the rest to QCK. A more efficient combo is by using CP9 Kaku to convert all orbs to DEX or QCK and then Capone to convert DEX to QCK. A farmable replacement for Capone is the Blue Striker Pirate.We have Hina as an orb locker to have two turns of FULL QCK orbs. Quick has Kaku (1.5x 2 turns) as their orb booster. With matching orbs, Hina, and Kaku quick crews are able to have 2 turns of 3x damage. As another option Doflamingo, despite being a DEX unit, is a strong alternative due to boosting orbs by 2x for 1 turn. Using Doflamingo removes the need for Kaku and Hina.Pell is a useable damage booster with his special which amplifies damage by 1.25x for 3 turns. Kamakiri is a farmable booster who amplifies by 1.5x for 1 turn, but is outclassed by Thunder God Eneru’s 2x for 1 turn boost.With the Whitebeard Pirates batch 2 release, quick crews now have Thatch as a STR turtle time captain and a solid sub with his special ability which boosts the chance of getting QCK orbs.With the introduction of Thunder God Eneru and Marco the 1st Division Commander Quick crews have gained a powerful combo with a type and orb booster combo. These boosts can be combined by using Eneru’s special first and then healing back up to the threshold with Marco’s special. Notable Farmable Units (Not Given)Kuro: Kuro Fortnight Event, Syrup Village Stages 5 & 13Gin: Don Krieg Fortnight Event, Baratie Stages 4 & 12Tashigi: Smoker Fortnight Event, Logue Town Stage 10Miss Valentine: Whiskey Peak Stages 10, 12, & 14, Little Garden Stage 14Hina: Hina Fortnight EventRob Lucci: Rob Lucci Fortnight EventKaku: Rob Lucci Fortnight EventLulu: Rob Lucci Fortnight EventDog Penguin: Perona Fortnight EventAin: Zephyr 24 Hour Raid EventJackie ‘o Lantern Nami: Twilight Party Fortnight EventIvankov: Ivankov Raid EventJack the Ripper Zoro: Twilight Party Part 2 Fortnight EventBrook: Brook Fortnight EventKamakiri: Warriors of Shandia Fortnight EventFormer Warlord Sir Crocodile: Crocodile: Life on the Inside Fortnight EventEneru Thunder God: Eneru 24 Hour Raid EventCandy Sanji: Little Ms. Candy the Maiden-Hearted! Fortnight EventCP9 Kaku: Water 7 Stage 15Manticore: Sadie Fortnight Event Some example crews will be shown below. Optimal Burst Crew Optimal Tanky Crew Farmable Crew Farmable Crews for safely clearing Story Islands Monster Chopper Crews Marco Crew |
Psychic Crews | |
Captains | Crews |
2.5x ATK3x ATK when at full HP2x HP & ATK2.5x ATK when above 50% HP & 10% reduced damage taken2x ATK & RCV2.75x ATK and 1.5x RCV when above 70% HP2x ATK & 20% reduced damage taken2+0.75x %remaining HP ATK and increased occurrence of PSY orbs | Psychic crews are in a very good position on Global and will see even better crews in the future. Psychic units have slightly-below average ATK and HP but high RCV. With their versatility in special abilities, psychic crews are able to play with offensive and defensive crews easily. With Franky available, Global now has the option or playing offensive or defensive with farmable captains! Also, despite Boa Hancock buffing both quick and psychic units, she is not optimal for psychic crew synergy; her crew’s damage is comparable to Shanks or Franky crews but the majority of the damage will be from the 4 psychic units. With the introduction of Emperor Shanks or better known as Strong World Shanks, PSY crews have begun their reign at the top. SW Shanks offers a 2x to 2.75x ATK boost (based on remaining HP) to PSY units and increases the occurrence of PSY orbs!Psychic crews by far have the best orb control. On Global, you are able to use Mr. 2 with Dorry/Chopper/Gaimon for half-FULL PSY orbs or Garp for a turn of FULL PSY orbs from RCV. Another combo worth mentioning is Cindry and Django, Cindry changes all orbs into PSY and INT then Django converts INT to PSY. If you were lucky enough to pull a Kid Sabo, then don’t be angry as he can be paired up with double Strong World Shanks captains for an unstoppable psychic crew with 3 full turns of PSY orbs!Currently Global only has access to Hina and Paulie as orb lockers. There is a farmable psychic orb locker coming soon, Domino will be available from her fortnight. For now if you are lucky enough to pull Log Robin you have a damage reducer and orb locker.Psychic has Coby (1.5x 2 turns) as their orb booster. Soon you will be able to pair Coby with Domino for at least 2 turns of FULL PSY orbs. Doflamingo is an alternative to Coby for a 2x boost for 1 turn.Global has the best psychic type damage booster Impact Dial Usopp (2x 1 turn) available. Lying Wolf Usopp (1.75x 1 turn) is available from the Twilight Party Fortnight Event with a much higher drop rate. If you do not have either of these Usopps then God Eneru is your last option with a 1.5x boost for 1 turn.Marco is a situational captain for INT Turtle times, which are currently our only recurring turtle time. He may be useable for stages and events without preemptives, heck even Zephyr, but it is often better to use Shanks, Franky, or Garp for most things.Psychic crews are one of 2 type/class crews that make Golden Pound Usopp more useful than just a turn delayer.Garp crews are prefered over the stronger ATK based captains as double Garp provides 4x HP & ATK and 2 turns worth of orbs from Garp specials so orb lockers are not needed. Notable Farmable Units (Not Given)Garp: Garp 24 Hour Raid EventMr. 2: Alubarna Stage 3 & 4Vivi: Twin Cape Stages 5, 6, & 8, Whiskey Peak Stage 4Petty Officer Coby: Coby & Helmeppo Fortnight EventDorry: Little Garden Stage 7Momonga: Tsuru Fortnight EventFranky: Franky Fortnight EventLying Wolf Usopp: Twilight Party Fortnight EventGhost Knight Sanji: Midnight Party Fortnight EventRyuma: Brook Fortnight EventAisa: Warriors of Shandia Fortnight EventGod Eneru: Sky Island: Upper Yard – Ark Maxim Stages 5, 7, & 12Impact Dial Usopp: Water 7 Stage 7 Some example crews will be shown below. Standard Burst Tanky Burst Turtle TimeFarmable Crews for safely clearing Story IslandsZephyr Crews |
Intellect Crews | |
Captains | Crews |
2x ATK2.5x ATK2x HP & ATK3x ATK when below 30% HP2x ATK & 20% damage reduction3x ATK when at full HP2.5x ATK | Intellect crews are in a very good position in the game and have staple in the future meta. Intellect units have balanced stats on average, however the units are actually very polarized in stats. With their versatility in special abilities and stats intellect crews are able to play with offensive and defensive crews easily. Intellect currently relies on a lot of Rare Recruit luck to get going.Intellect crews have very limited orb control, but they generally do not require much more than half-FULL INT orbs. They are able to convert 3 orbs to RCV using Brain Point Chopper or Broggy then convert RCV to INT using Buggy or Bazooka Marine Ensign. They can even combine these two RCV makers to get FULL INT orbs for a turn if a player wants. Currently the common captain of Happiness Punch Nami (Towel Nami) has the ability to convert PSY to INT so you can guarantee neutral to double damage from orbs. If you are lucky enough to pull a Towel Nami, then you are also able to combine her special with Garp+Buggy/Bazooka or with Cindry for FULL INT orbs (Though only 5 at most will be used).Aokiji is the best choice for an orb locker as he locks them for 2 turns and also boosts striker damage by 1.75x for those turns.Due to the nature of INT crews having a 1 turn burst play style, Doflamingo is the best orb booster with a 2x boost for 1 turn.Currently the only INT booster in the game is Robin (2x 1 turn) who is Rare Recruit only.With the release of the Seven Warlords of the Sea batch, intellect crews now have a PSY Turtle Time captain in Gecko Moria. Notable Farmable Units (Not Given)Zephyr: Zephyr 24 Hour Raid EventBazooka Ensign: VariousCabin Boy Helmeppo: Coby & Helmeppo Fortnight Event, Morgan Fortnight Event, Shells Town Stages 3 & 8Buggy: Buggy Fortnight Event, Orange Town Stages 5 & 13, Logue Town Stage 7Don Krieg: Don Krieg Fortnight Event, Baratie Stages 5 & 15Cannon MarineMr. 3: Little Garden Stage 11 & 15, Nanohana Stage 14Sergeant Helmeppo: Coby & Helmeppo Fortnight EventRainbow Striped Dragon: Rainbow Dragon SanctuaryBroggy: Little Garden Stage 6Tsuru: Tsuru Fortnight EventLapin: Drum Island Stages 2 & 3Dr. Hogback: Hogback Fortnight EventMr. 0/Crocodile: Nanohana Stage 15, Alubarna Stage 10 & 15Lil’ Vampire Chopper: Twilight Party Fortnight EventConvict Mr. 1: Crocodile: Life on the Inside Fortnight EventKimono Nami: Rising Sun, Rising Fortunes Fortnight EventAokiji: Aokiji 24 Hour Raid Event Some example crews will be shown below. Garp INT Orb Crew Standard Burst Standard TankyFarmable Crews for safely clearing Story Islands Garp Crews PSY Turtle Time Crew |
Part 4 – Single Class Crews
Class based crews have the benefit of having type coverage.
Slasher Crews | |
Captains | Crews |
2x ATK2.5x ATK2x HP & ATK2x ATK and 10% damage reduction2x ATK and 20% damage reduction2x ATK to the next unit after hitting worse than GOOD or MISS, 2.25x ATK after a GOOD, 2.5x ATK after a GREAT, and 2.75x ATK after a PERFECT | Slasher crews are heralded as the best mono-class crew. Currently they have a lock on the position of strongest offensive crew. With wide type coverage, high attack, and powerful special abilities these crew come in at the top of their league. With the introduction of Doflamingo, Slasher crews now have the versatility to choose between damage and survivability without losing their utility. Arlong is the starter captain for those beginning the game and may be farmed or pulled from Rare Recruit. For damage, the wanted captain is Mihawk who is a 24 hour Raid Event exclusive. Mihawk offers 2.5x ATK to all Slashers and a special which cuts enemies current HP by 30%! For survivability, the captain should be Doflamingo who is also a 24 hour Raid Event exclusive. Doflamingo doubles HP and ATK of all Slashers and when combined with the coffin boat that is an amazing 6x HP & ATK while providing an orb boosting/switching special! With the 1-year Anniversary Sugofest, the new 6-star Mihawk has been released! He offers a potential 2.75x ATK to the last 5 Slashers!Class based crews do not/cannot use multi-person orb manipulators. It is hard to set up orbs for Slasher crews without farming them unless you run a niche mono-type Slasher crew or all members have a “selfish” special. With the introduction of sockets and Doflamingo this becomes less of a problem as it is possible to just socket a majority of Slashers with increased matching orb rate and Doflamingo allows 2 orbs swaps.Doflamingo offers a 2x boost to orbs for 1 turn!Mr. 1 is currently a decent Slasher booster with a 1.25x boost for 1 turn and reduces damage taken by 50% for 1 turn while Convict Mr. 1 is a 1.25x boost for 2 turns and reduces damage taken by 30% for 2 turns. Kohza is a Rare Recruit choice for a 1.5x boost to Slashers.It is possible to farm any turtle time with dual Mihawk captains as Slashers have such high attack.The Coffin Ship rewarded from Mihawk’s 0 Stamina Training Island gives Slasher crews a large advantage over others with a 1.5x bonus to HP & ATK. Notable Farmable Units (Not Given)Arlong: Arlong Fortnight Event, Arlong Park Stages 14 & 15Morgan: Morgan Fortnight Event, Shells Town Stage 9Mihawk: Mihawk 24 Hour Raid EventHatchi: Arlong Fortnight Event, Arlong Park Stages 11, 12, & 15Onigumo: Tsuru Fortnight EventKuro: Kuro Fortnight Event, Syrup Village Stages 5 & 13Tashigi: Smoker Fortnight Event, Logue Town Stage 10Rob Lucci: Rob Lucci Fortnight EventVivi: Twin Cape Stages 5, 6, & 8, Whiskey Peak Stage 4Dorry: Little Garden Stage 7Momonga: Tsuru Fortnight EventBuggy: Buggy Fortnight Event, Orange Town Stages 5 & 13, Logue Town Stage 7Mr. 3: Little Garden Stage 11 & 15, Nanohana Stage 14V2 Helmeppo: Coby & Helmeppo Fortnight EventBroggy: Little Garden Stage 6Crocodile: Nanohana Stage 15, Alubarna Stage 10 & 15Mr. 1: Alubarna Stage 8Jack the Ripper Zoro: Midnight Party Fortnight EventBrook: Brook Fortnight EventRyuma: Brook Fortnight EventOhm: Sky Island: Upper Yard – Ark Maxim Stages 1 & 10Convict Mr. 1: Crocodile: Life on the Inside Fortnight EventDoflamingo: Doflamingo 24 Hour Raid EventKimono Zoro: Rising Sun, Rising Fortunes Fortnight EventCP9 Kaku: Water 7 Stage 15 Some example crews will be shown below. Intellect Crew Standard Crew Safe Crew Garp Raid Crew Zephyr Raid Crew Chopper Raid Crew Mihawk Raid Crews Dexterity Crew |
Striker Crews | |
Captains | Crews |
2x ATK1.5x HP & 2x ATK2.5x ATK2x ATK2x ATK & reduces special ability cooldowns by 3 turns at the start of a mission2x ATK & reduces damage received by 10%2x HP & ATK | Striker crews are perhaps on the rise as mono-class crews. We currently have captains in Urouge and Kid, however they are both Rare Recruit only. Paulie and Kraken are both farmable and usable though. If you are strong enough, then Aokiji is a stronger option as he is a 2x HP & ATK captain.Striker crews, like Slasher crews, do not rely on or even use orb manipulation. Strikers must farm their orbs if they want to do more damage. Sockets can make this a lot easier.Strikers generally have high stats. Currently only Urouge and Kid are strong viable powerful captains. We will not be seeing a strong farmable captain until Aokiji’s release.We have Kaku (1.5x 2 turns) as an orb booster and Paulie (1 turn lock) as the orb locker. Combine them for a strong finish for bosses. Urouge and Former Warlord Sir Crocodile both offer a 1.5x damage bonus to Striker units for 1 turn. Both are solid units and can fill in if you do not have better units of their typing.Having Aokiji takes care of both your locker and booster as he offers a 1.75x boost and orb locks for 2 turns.The drawbacks of not using Slasher crews in favor of Striker crews is losing the double Mihawk special abilities which would lower enemies to 49% HP before even attacking and the loss of the Coffin Ship’s HP bonus.Strikers have it easy when it comes to utility. They have Alvida and Smoker available as farmable units, both at the top of the damage reducers, and Mirage Nami as a niche nullifier.Farming a decent crew is easy but requires patience to gather each member up from their fortnights.The special ship from clearing Alvida missions gives Strikers a small attack bonus with damage reduction, however you are much better off using the Merry Go/Going Merry for 1.5x ATK. Notable Farmable Units (Not Given)Alvida: Alvida Fortnight Event, Alvida’s Ship Stage 3Kraken: Kraken Fortnight EventSmoker: Smoker Fortnight Event, Logue Town Stage 12, Nanohana Stage 2Paulie: Kalifa Fortnight EventGin: Don Krieg Fortnight Event, Baratie Stages 4 & 12Kaku: Rob Lucci Fortnight EventMr. 0/Crocodile: Nanohana Stage 15, Alubarna Stage 10 & 15Jackie ‘o Lantern Nami: Twilight Party Fortnight EventFormer Warlord Sir Crocodile: Crocodile: Life on the Inside Fortnight EventKimono Nami: Rising Sun, Rising Fortunes Fortnight EventThunder God Eneru: Eneru 24 Hour Raid EventAokiji: Aokiji 24 Hour Raid Event Some example crews will be shown below. All Farmable Crew Burst Standard Tanky StandardFarmable Crews for safely clearing Story Islands Mihawk Raid Crew Garp Raid Crew |
Shooter Crews | |
Captains | Crews |
2x ATK2.5x ATK2.25x ATK & 1.5x HP but RCV is reduced to 02.75x ATK while HP is at or below 30%1.5x HP and 2x ATK, but becomes 3x ATK when the member has a matching orb | Shooter crews are on the rise but won’t hit their stride for a long time. Currently we are limited by Zephyr’s arrival. With the introduction of Wyper we now have a farmable captain stronger and tankier than Tsuru. With the arrival of the 1-year Anniversary Sugofest Global gained Black Clad (Strong World) Ace!Farmable units tend to be in 3 of the 5 typings or are very weak if they are not raid bosses.A lot of the better Shooters are Rare Recruits, and lack Shooter crew synergy as they are usually orb manipulators for their respective types.All Shooter crews are currently waiting for Zephyr to fix their lack of burst power.If you manage to get a Little Oars Jr. you have a potential powerhouse Shooter captain, but he is Rare Recruit only and requires being at 30% or lower.If you were lucky enough to pick up a SW Ace I’m sorry to break it to you, but on Global he is basically one of the worst 6-stars until the rest of his crew makes it to the game. He requires at least 2 raid bosses that have yet to arrive on Global and 2 Rare Recruit only units. Zephyr, SW Franky, and SW Usopp have been delayed indefinitely. *NOTE* A completely farmable crew outside of SW Ace that also does more burst damage is possible, but that means waiting for the arrival of 3 raid bosses and farming Wapol. More will be explained below the main SW Ace setup. Credit to /u/koryuken.With SW Ace crews, the burst plan is: 1) Use Heracles’ special to set the board as INT, PSY, RCV from top down on the left and STR, DEX, QCK from top down on the right. 2) The special also allows the player to swap orbs 3 times. So you swap your SW Ace’s orb with SW Franky’s. 3) Swap your friend’s SW Ace’s orb with Zephyr’s. 4) Swap both Ace’s orbs. It should look like the image. 5) Use Ace’s special which reduces your crew’s current HP by 40%, deals 15x the amount of HP subtracted in typeless damage to all enemies, and locks all orbs for 1 turn. 6) Use Zephyr’s special to boost the damage of Shooters by 1.75x for 2 turns. 7) Use Franky’s special to boost the effectiveness of orbs by 1.5x for 2 turns. 8) Enjoy your massive damage for 2 turns. Approximately 47.25x damage each turn with 118.125x damage for your last hitter with a PERFECT chain. Notes: You can use Usopp’s special at the start of the battle for the 10% current HP cut and delay. Because Ace’s special is based on your HP cut by the special it is recommended to use the Marine Ship for the 1.5x HP without the Moby Dick’s HP cut. Without cotton candies, the highest damage Ace’s special can deal is 397446 typeless damage. The future completely farmable crew for SW Ace will be shown below:1) Use Wapol’s special to convert all slots to EMPTY 2) Use Raid Kuma’s special to convert all EMPTY slots to matching slots. 3) Use Zephyr’s special to boost the damage of Shooters by 1.75x for 2 turns. 4) Use Raid Boa’s special to lock the chain multiplier at 2.5x for 2 turns. 5) Enjoy your massive damage for 2 turns. Approximately 78.75x damage to everyone’s attack. With this crew and without cotton candies, the highest damage Ace’s special can deal is 358536 typeless damage. If we do not get Zephyr on Global, then in the future Colosseum events we will have a new version of Apoo which can replace Zephyr, but his special is only for 1 turn instead and has a lot of drawbacks. Here is a side-by-side comparison of the two crews using their burst combo: Main Crew Farmable CrewYou trade the 3 turn delay + 10% HP cut, stronger Ace Specials, and full rainbow coverage for only 1 turn delay and more raw damage. *NOTE* There will eventually be another ship we get that boosts the ATK and HP of Shooters. Notable Farmable Units (Not Given)Mr. 5: Whiskey Peak Stages 9, 13, & 14, Little Garden Stage 14Wapol: Drum Island Stages 13 & 15Mr. 4: Alubarna Stages 5 & 6Lulu: Rob Lucci Fortnight Event (Only farmable quick Shooter)Gaimon: Alvida Fortnight Event, Kraken Fortnight EventFranky: Franky Fortnight EventDon Krieg: Don Krieg Fortnight Event, Baratie Stages 5 & 15Cannon MarineTsuru: Tsuru Fortnight EventPerona: Perona Fortnight EventAbsalom: Absalom Fortnight Event (Pervsalom)Franky Frankenstein: Twilight Party Fortnight EventLying Wolf Ussop: Twilight Party Fortnight Event, Midnight Party Fortnight EventBlackbeard: Blackbeard 24 Hour Raid EventBraham: Sky Island: Angel Island – Upper Yard Stage 13Wyper: Sky Island: Upper Yard – Ark Maxim Stage 2God Eneru: Sky Island: Upper Yard – Ark Maxim Stages 5, 7, & 12 Some example crews will be shown below. Tanky Farmable Crew Zephyr Intellect Crew Strength CrewStandard Zephyr Crew Farmable Zephyr Crew Chopper Raid Crew |
Fighter Crews | |
Captains | Crews |
2.5x ATK2x ATK2.5x ATK1.5x HP & 2x ATK2x ATK2.5x ATK if HP>50% at start of turn | Fighter crews, one of the easier to access early crews in the game. Players are able to farm the go-to Fighter captain, Zeff, from Baratie Stage 3. The problem with Fighter crews is that despite having so much power, they have little to no synergy with each other. We have entered the Fighter crews first power spike since the game’s release now that the Seven Warlords of the Sea batch has released. Now players have the option of Rare Recruiting Jimbe for a well stated captain or farming Zeff for the same captain ability. There isn’t much to go over when talking about Fighter crews since they’re mostly about fire power.Global crews focus on firepower alone, they may use Coby (1.5x 2 turns) and Hina (1 turn lock) to maximize farmed orbs with their boost and lock combo. Soon Domino will give a psychic option for orb locking.With the Whitebeard Pirates batch 2 Sugofest, we have gained Namule who can act as a tanky captain and who can boost damage done by 1.5x for 1 turn. For a farmable alternative there is Hogback who provides a 1.25x boost to damage and a 50% damage reduction buff for 1 turn.Notable Farmable Units (Not Given)Monster Chopper: Monster Chopper 24 Hour Raid EventZeff: Baratie Stage 3Kalifa: Kalifa Fortnight EventMiss Valentine: Whiskey Peak Stages 10, 12, & 14, Little Garden Stage 14Hina: Hina Fortnight EventGarp: Garp 24 Hour Raid EventMr. 2: Alubarna Stage 3 & 4V2 Coby: Coby & Helmeppo Fortnight EventHogback: Hogback Fortnight EventBellamy: Jaya Stages 7 & 15Halloween Monster Luffy: Twilight Party Fortnight EventLil’ Vampire Chopper: Twilight Party Fortnight EventDevil Girl Nico Robin: Midnight Party Fortnight EventKimono Luffy: Rising Sun, Rising Fortunes Fortnight EventCP9 Lucci: Water 7 Stage 15Red Leg Zeff: Red Leg Zeff Fortnight Event Some example crews will be shown below. Farmable Crew Chopper Raid Crew Mihawk Raid Crew |
Part 5 – Combo Chain captain crews
These captains require specific conditions to obtain a captain buff. Most are not type or class locked.
Combo Crews | |
Captain | Crew |
3.5x ATK after hitting 3 PERFECTS in a row2.5x ATK after hitting 2 PERFECTS in a row3.5x ATK after hitting faster than GOOD 3 times in a row4x ATK after hitting a GOOD>GREAT>PERFECT combo chainBoosts chain multiplier by 4 | Here we arrive at the most famous boss killer captains. The captains that players strive to become better with to avoid punishing failure. These crew are not restricted to any specific members so you may use any knowledge from the previous parts of this guide as well as boss/fortnight guides to help you make an educated decision as to who to bring along. I’ll be describing a few of these captain ability requirements in groups. PERFECT ChainsMr. Prince and Gear Third Luffy are the best known captains of these crews. They require you to hit a certain number (2-3) PERFECTS in a row before the crew gains an attack bonus. Gear Third Luffy is heralded as an amazing starter captain with great late game scaling for his massive 3.5x ATK captain ability which with double Gear Third Luffy captains goes up to 12.25x ATK! The drawback of these captains is that the initial PERFECT hitters do not get the captain bonus. Hit ChainsThese captains require something else besides only PERFECTS to become active. On the completely other side of the damage spectrum from Gear Third Luffy, we have Killer who requires you to tap faster than GOOD for your first 4 (the first 3 hits have to be fast so you need to tap a 4th) units before getting a 3.5x ATK bonus for the last 3. This however negates the first half of your combo multiplier which makes Killer one of the weaker top level captains despite a 12.25x ATK bonus with double Killer captains. But Killer is ridiculously useful for ranking missions involving hits of 50,000 damage.A captain considered to be Gear Third’s successor is Voyage Dream or Log Luffy as known by many. Log Luffy boasts an amazing 4x ATK or 16x ATK for your remaining units after hitting a GOOD>GREAT>PERFECT combo. Like Gear Third he can usually only take out 3 units at a time, but unlike Gear Third you can use RCV orbs without lowering your damage because 2 of your required hits allow healing. Here are the differences in multipliers for double Log versus Gear Third Luffy: Hit 1Hit 2Hit 3Hit 4Hit 5Hit 6Log Luffy1x1x1.1×22.4×27.2x32xGear Third Luffy1×1.3×1.6×23.28×26.95×30.63xRayleigh1×5.8×10.6×15.4×20.2x25x Chain MultiplierRayleigh’s captain ability multiplies your combo chain by 4. So with double Rayleigh captains it is multiplied by 16, meaning the highest your combo chain (all PERFECTS) can reach is no longer 2.5x but 25x! Double Rayleigh crews are one of the few able to clear everything that is not type restricted. WeaknessAll of these crews have some common weaknesses.Having any units get locked will hurt these crews drastically more than others, especially if the locked one is a captain.Messing up the required condition to activate the captain abilities will come with a lot of damage so be prepared or practiced before wasting stamina.All are Rare Recruit only. |
Part 6 – Zombie Crews and Niche Crews
This section will cover some less used, but still very powerful or useful crews in the game.
Zombie Crews | |
Captains | Crews |
These crews pretty much give away their purpose with their title. They never die. I will split this section into understanding both types of Zombie crews. True Zombies (Should use the Flying Merry Go/Going Merry or the Miss Love Duck)These crews involve one captain healing after each attacking phase and the other preventing death when going into the enemy phase at a certain percentage. Princess Vivi heals 7x her RCV stat at the end of your turn and Laboon prevents death when entering the enemy phase with over 50% crew HP. Once his captain ability activates it will always leave you with 1 HP going into your turn. The bare minimum the Vivi must heal is 50% of your crews HP. When you hit 1 HP and it heals you will always be above 50% HP. Bosses will generally not give you trouble, the trouble these crews run into will be the stages leading up to the boss. Other usable captains are Kid Sabo (50%), Brook (70%) and Pell (30%).Because it has a minimum percentage benchmark it is HIGHLY recommended to not level the Zombie captain and to level Vivi. This way you can fit stronger units into your crew, such as: Ms. Monday, Lobsters, Black Cat Pirates, Kung Fu Dugongs, Dragons, and heck even Monster Chopper. Tank Zombies (Can use any ships)These crews involve having one captain healing after each player turn and the other reducing damage taken by 80% when entering the enemy turn at above 99% crew HP. Pretty much the same as before but you can take anyone you want with you in your crew and your healer needs to be at the appropriate level to match the occasion. Take for example the Mihawk 30 Stamina Raid Boss. In this fight Mihawk attacks for 5,000 damage a turn and starts dealing 10,000 damage a turn when he drops below 25% HP. Each turn his attack would be reduced to 1,000 damage for Vivi to heal and at his 25% HP phase it is reduced to 2,000 damage. The level requirement for Vivi is approximately Lv72 in her final evolution. In other fights it is important to bring utility units for large damage phases. The Tank Zombie crews trade safety for speed and power.In rare occasions you may use captains who lower damage taken from one type such as Alvida or Pearl.Both tank captains are Rare Recruit only. WeaknessesThese crews cannot deal with having their captains locked, if one captain is locked long enough then it is most likely lights out for your run. (These crews stop being viable after Garp, with a few exceptions)You must also be warned, using these crews can take upwards of a few hundred turns to kill a raid boss (using this crew for Garp will make you wish there was an option to turn off special animations). |
Low HP Captains | |
Captains | Crews |
3x ATK to all3x ATK to INT2.75x ATK to Shooters3x ATK to PSY | These captains give a massive attack bonus to their crew when at or below 30% crew HP. I will mostly be discussing how to play with them and why Whitebeard sees the most play out of the bunch. Type/class LockedThese captains are the ones listed after Whitebeard on the left. They give a massive ATK bonus to their type/class when their health meets the condition. The general play style of these crews are to understand the content you are going into. They require careful planning as to know when and what you can take damage as well as what special events happen. Playing at 30% HP is a scary but adrenaline boosting situation. Once you hit that HP condition you will start flying through the content. Having larger HP pools will help make the 0-30% HP buffer larger.Other captains of this type will be released in the future. WhitebeardWhitebeard is the only low HP captain to not be type locked. When he reaches below 30% HP he gives 3x ATK to all crew members. He comes with very high HP and high ATK to boot. The world’s strongest man comes with the same special as Mihawk, he lowers all enemies’ current HP by 30%, with double Whitebeard captains you lower the enemy to 49% max HP at the start of a fight. Add in Mihawk as a sub and you have your enemies down to 34.3% max HP before even starting your first combo chain! With this sheer damage from specials combined with the constant 9x ATK to all crew members Whitebeard crews are able to clear everything not type restricted on Global and may possibly be able to clear everything in the future. Outside of double Whitebeard crews, there are a few niche roles he can play. Such as Mihawk 40 Stamina Raid Stage. You can pair him up with a Monster Chopper captain to clear your way through to Mihawk and then have Mihawk’s preemptive attack drop you to 30% for the 9x ATK to strength units and 3x to utility units you brought such as Usopp. |
Sengoku | |
Captain | Crews |
With the Whitebeard Pirates batch 2 Sugofest, we gained a new Sugofest exclusive; Sengoku the Buddha! Sengoku is a monstrous captain especially for players who have bad luck with Rare Recruits. He reduces the cooldown of special abilities by 2 at the start of a mission and provides a 3x ATK boosts to his crew if they cost 20 or less to use and himself. Which means double Sengoku captains would give 9x damage to everyone while reducing all special ability turn requirements by 4. Sengoku crews were once weak compared to his fellow legends, but now he is making a rise to the top. His combined 4 turns reduction at the beginning of a mission make fortnights, story, and even some raids/training forests a breeze. Notable farmable/given units you may use in Sengoku Crews:Arlong: Arlong Park Stages 14 & 15, Arlong Fortnight EventAshura Zoro: Evolve ZoroGear 2 Luffy: Evolve LuffySmoker: Logue Town Stage 12, Nanohana Stage 2, Smoker Fortnight EventSir Crocodile: Nanohana Stage 15, Alubarna Stages 10 & 15Tsuru: Tsuru Fortnight EventLucci: Lucci Fortnight EventKraken: Kraken Fortnight EventThunderbolt Tempo Nami: Evolve NamiPaulie: Khalifa Fortnight EventSergeant Helmeppo: Coby & Helmeppo Fortnight EventKuro: Syrup Village Stages 5 & 13, Kuro Fortnight EventDon Krieg: Baratie Stage 15, Don Krieg Fortnight EventMr. 1: Alubarna Stage 8Franky: Franky Fortnight EventDiable Jambe Flambe Sanji: Evolve Sanji All fortnight and story farmables are viable!Which means you can complete sockets very easily for your crew! |
Part 7 – Turtle Time and miscellaneous events
What is Turtle Time?
Turtle time is two 30 minute periods on Monday which allow the player to access a special island which drops 5 INT turtles. For the 30 minute periods you can do the island as much as you want for turtles which give a ton of experience to all units. The periods are separated by 10 hours from start to start so if you have 120 stamina when starting the first time you will have 120 by the start of the next one if you did not refill stamina. Drops can range anywhere from 4 baby turtles and 1 teenage turtle to 3 teenage turtles and 2 elder turtles.
What crews should I run for Turtle Time?
I will list examples of crews below with labels. Starting from the top left to bottom right I will list them from slowest to fastest.
Beginner Tandem Crews: These crews take advantage of tandem attacks which deal true damage to units, negating the turtles’ high defense. To use them simply have one unit with a TND orb and hit a combo chain in the order the flashing numbers show up.
Marine Tandem Black Cat Tandem Gear 3rd Luffy Crews
Mihawk Slasher Crews Shanks/Franky Crews Marco Crews
Every crew outside of tandem crews use a maxed special Fullbody because it is a 5 turn cooldown for a single target 200 true damage nuke which is perfect for elder turtles. High attack psychic units with a PSY orb are able to break an elder turtle’s armor at the end of a perfect chain. With double Marco, a maxed level Merry, a PSY orb, and around 850~ attack a unit can break the armor at 2x chain multiplier with a perfect.
How can I know when it is my Turtle Time?
Check out your ID number and plug in the 6th digit into this website: http://cyung.github.io/optc/
The website above will give you the times of the events going on in the game, Friend Game chest days, and it can provide you with your Turtle Times.
What are these events and Friend Game chests?
These are the daily events of the story island. Each day has a specific event for a different story island such as Double Beli, Half Stamina, and Double Drop Rate. Take advantage of the Half Stamina and Double Drop Rate days to get those rare useful characters like Zeff, Crocodile, and Broggy.
Friend Game chests are rewards for synchronizing with a nearby friend, based on GPS location, and can be wooden, silver, or gold. Each chest has a different drop rate of rewards such as keys, cola, beli, friend points, or teenage turtles. Gold is known for the highest key drop rate, silver for cola, and wood for friend points and beli. The color of your chest is decided by the 6th digit of your ID and changes depending on the day in a pattern of wood, wood, silver, silver, and gold. The reward you get is the color of the chest of your friend.
What are these keys for?
The keys allow you to access the Jeweled Porc Sanctuary. These pigs, or porcs, drop on the island and may be leveled up and evolved for even more experience. A max level porc gives 5,000 exp or 7,500 exp to matching type units. Evolved porcs give 35,000 exp or 52,500 exp to matching type units.
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Well if you made it through the guide then you’re ready to set sail on an adventure. Combine what you learned here with Raid Boss/Fortnight guides to keep your crew strong and prepared for the future.
Additional Resources:
Damage Calculator:
Character List/Locations:
Official Guide (Used to know ability names for skill-ups mostly): http://onepiece-treasurecruise.com/en/
Fortnight guides:
Raid Boss guides:
Story Mission guides: https://www.reddit.com/r/OnePieceTC/wiki/guides/missions
Socket (Hidden Powers) Advice/Guide:
Princess Turtle Time Guide: