Special to the Max!!
   Top 5 Units

 Alvida's Romance has been announced for a re-release! It will last for a week and I want to use this moment (before it's released) to discuss the top 5 units whose special you should MAX.

Leveling a unit's special is a tedious and elaborate process that takes a lot of time, effort and luck. However, finally "max-ing" a character's special is an extremely rewarding achievement that can significantly increase the team's strength. 

The following is a "Top 5" list of the units that specials should be as low as possible to help with both current and future content. These are listed in no particular order (as different player runs different teams and has different needs).

(Note: This does NOT mean it HAS to 100% be MAX but lowering the special cooldown as low as possible is recommended)

1. Dracule Mihawk/Hawkeye Mihawk

Special: Cut all foes' HP by 30%
Initial Level: 32
Max Level: 17

It shouldn't be much of a surprise that Mihawk made it on the list. Mihawk's special is considered one of the most sought after/powerful specials in the game. With double Mihawks (or a Mihawk and Whitebeard), players can cut down 51% of any enemies' health without much effort.

However, 32 turns is far too long for any normal stage (or Raid Boss). It would take a herculean effort to stall for that long without taking significant damage. As such, lowering the cooldown is essential if you plan on using it.

In terms of future content, Mihawk teams has been shown/seen to be able to clear majority of the content including the new (and harder) 0-Stamina Training Forest "Hawk" alongside a library of Raid Bosses.

Thus with a powerful special and a long cooldown, Mihawk is one character you want to lower the special cooldown on.

2. Golden Pound Usopp

Special: Delay all enemies' attacks by 3 turns
Initial Level: 15
Max Level: 10

Golden Pound Usopp is considered one of the "must-have" units in the game. It's a "God-Tier" unit that is practically given to every player for free. Players familiar with Usopp knows its power when it comes to guaranteeing/securing victories. While 15 turns may not be hard to stall for, reducing its cooldown will ensure that it is up when you need it and also opens the possibility of firing it off twice in a stage.

In terms of future content, Usopp is used in a fair few Raid Bosses as well as definite usage in every Training Forest in JPN. It isn't uncommon to see the pre-requisite of these stages read "Max Special Golden Pound Usopp required" either.

Thus - Golden Pound Usopp is a unit that is 100% required to be maxed if you plan on clearing the Training Forests. He will definitely find use time and time again.

3. Iron Mace Alvida Smooth-Smooth Fruit

Special: For 1 turn, reduce all incoming damage by 80%
Initial Level: 15
Max Level: 9

 Queen Alvida is one of those units that can find its way onto all sorts of teams. Her damage reduction is currently unmatched (in Global) and the extremely short cooldown (when maxed) means that the possibility of firing it twice a stage or even twice a boss fight is possible.

Alvida may not be run much now - but as enemies start hitting harder and harder, she will see a lot more play. In terms of Training Forest, she's often paired with Golden Pound Usopp to survive almost any punishment that can be thrown at them. Having Alvida is essential, but her special is fairly tough to max as her island comes once in a blue moon.

Maxing Alvida is a move for the future. Although the power of her damage reduction should already be proven to be very effective against bosses such as Mihawk and Garp.

4. Petty Officer Coby

Special: Boosts Orbs effectiveness for 2 turns
Initial Level: 17
Max Level: 10

 The only orb-booster in Global at the moment. Coby has been found making a splash in burst teams of other attributes (such as the INT burst team) which speaks volumes for his potential. Coby boosts orb's effectiveness by 1.5x - which is essentially giving everyone (regardless of attribute or typing) an additional attack buff.

Burst teams love to finish things fast and are generally squishier than other teams of the same attribute/type. They don't tend to stall well for extended period of time thus leveling Coby is essential. Not just for burst teams but PSY teams as well.

While there will be other orb boosters in the future, none of them will really replace Coby except for Doflamingo (who is quite a while off). Thus due to his good special and versatility in team choices, Coby is one of those units whose special you should max.

5. Mr. 3 - Extra Special Candelabra

Special: Delay all enemies' attacks by 1 turn
Initial Level: 13
Max Level: 9

To end the list is Mr. 3 - Extra Special Candelabra, While Mr. 3's special is evidently worse than Usopp, putting more utility in Slasher teams is never a bad thing. In fact, Mihawk teams attempting the upcoming Training Forest requires both Mr. 3 and Usopp.

Mr. 3 is more useful in some cases due to his capabilities of being a unit that can actually deal damage in the commonly used Slasher team. This is unlike Golden Pound Usopp who is only splashed in purely for his special. If a 1 turn delay is all that's required, Mr. 3 would be used instead of good ol' Usopp. This also applies to INT teams who also are fairly popular in their own right.

Thus as a support unit that can be used for offensive purposes, Mr. 3 will likely find a fit in teams here and there. His special is required for Training Forest and is a fairly valuable unit to hold for "now and again".

 So that's the list of character's specials you should max (or try to), if you only could max some/a few. The characters on this list is listed mainly for Training Forest and Raid Bosses which are the two hardest type of islands in the game. We want to wish you the best of luck farming Alvida books (and Zoro books) in the re-release of the 30-Stamina island!

Raid Boss
   Clash!! Vice-Admiral Garp

The long anticipated Monkey D Garp's Raid Boss has arrived!! Monkey D. Garp is an extremely powerful unit for PSY Teams and is arguably what makes them playable at this point in time.

There is an UPDATED Garp Guide (click here)!


Monkey D. Garp
Classification: PSY Fighter
Health: 2,852
Attack: 1,220
Recovery: 225

Captain Skill: PSY units gain 2x Health and Attack
Special (28 Turns ->  13 Turns): Turn all orbs to [PSY] or [Meat]

NOTE: Both evolved and non-evolved Garp has the same Special

Sergeant Helmeppo and Petty Officer Coby

They both drop from the island with extremely low rate. Like... if you're thinking of farming for one... forget it. If you get one... you should go play the lottery. (But they do drop!)

Conditions: None
Stamina: 40 (Master Difficulty)
Experience: 6,650
Beri: ~Varies

Only one version of this island exists - 40 Stamina and Garp is a guaranteed drop.
All images credit to GameWith & Zeenigami's Garp Video
Stage Stage Details
Stage 1/5

2 Mobs every time - Note the Attribute of the mobs may change.

Depending on their turn order and your team, you generally can stall for 1-2 turns here.
Stage 2/5

The Elder Seahorse with 5 Armored Mobs.

You have 2 routes you can take:

  • Leave the Seahorse (Thus you stall 1 turn) in exchange for one of your units getting "Sealed". If you plan to stall on the Turtle in the next stage anyway, this is the recommended action
  • Kill Seahorse first - usually if you don't plan to stall (who knows why) and you just wanna burst down the competition... This is a viable option
Each Armored Mob has 4 HP
The Elder Seahorse has 7 HP
Stage 3/5

MINIBOSS: Sergeant Helmeppo

Helmeppo will preemptively attack your team for 2,250 damage

Helmeppo is not difficult to defeat but if you somehow cannot finish him will deal 3,350 damage. (But odds are almost any team can kill him within 1 turn)

The Turtle is nice and tanky at 29 HP which means tons of potential stall turns if you want/need it.
Stage 4/5

MINIBOSS: Petty Officer Coby
Coby's Health: ~25,000

The reason why double Monkey D. Luffy Gear 3 is NOT recommended for this island.

The Marine preemptively locks every unit except your Captain for 2 turns,

This means that if you do not kill both the Marine and Coby within 2 turns... You'll be taking a fist full of damage.

Fortunately both of them aren't very tanky... unless you have 0x ATK boost (cough Gear Third/Vivi teams).

Coby has the attack pattern of spending 1 turn to boost his ATK (like Monster Chopper) before hitting for 12,000 damage.

The Marine hits for a lot lower 1,104 but can be handled with 2 Captains (even Tank teams) without much difficulty.

Stage 5/5

BOSS: Monkey D. Garp

Monkey D. Garp
Health: 2,100,000
Attack: 2,980
Special: 10,000

Monkey D. Garp will preemptively put up a debuff protector for 999 turns. This means that any poison, turn delays etc. will not work.

He then has the following attack pattern

  1. Attack for 2,980 damage
  2. Attack for 2,980 damage
  3. Attack for 2,980 damage
  4. Use Special for 18,000 damage
  5. Attack for 2,980 damage
  6. Spam Special for 10,000 damage every turn
As such, most teams will have around 5 turns to burst/kill Garp. Or you'll tank too much damage to deal with. 

Every team is recommended to have a strong damage reducer like Alvida or Smoker to block the 4th hit.

"Tank Zoro"/Vivi teams - You need a damage reducer for the 18,000 damage hit. If you do not reduce it properly, you will lose.
(Alternatively you could bring Chopper and turn stuff to [Meat] orbs to heal or some recovery engine)

Recommended Teams
Some Teams are recommendations submitted from the GameWith community. All recommendations are using Global-only units.

Mihawk Team
Requirements: MAX Skill Mihawk; Smoker Cooldown should be 20

The reason why the "Reduce all enemies' health by 30%" is highly valued in the game. A Mihawk team can reduce Garp's health by 1,050,000 without doing much. Follow this with a 6.25x boost and enough damage reduction to tank through Garp's damage.

Whitebeard Burst Team
Requirements: None

The reason why Whitebeard is considered the strongest is because he can clear everything. With double Whitebeard's special, Nico Robin and Coby's special, you should be able to plow through Garp well before his 4th turn.
Helmeppo is only there as a high Stat INT unit (just FYI).

Vivi/Zoro Team
Requirements: A damage reducer ~or~ Recovery/Healing Engine, Vivi Level 72+

The Legendary Vivi team comes back for the third time in Global. Unlike the other two Raid Bosses before, Bandai made it a tad bit harder. To beat Garp, you will need to organize something to help you return to full health after Garp's 4th hit.
 Since Garp's 4th hit does 18,000 damage, it will be reduced to 3,600 damage (which is above what Vivi can heal) thus you will not be able to tank without attention to the initial rounds of the fight.
For example: Tsuru is the Recovery engine in this team (She heals 2,000 health)

INT Team
Requirements: Hina, Coby and Robin Cooldowns are all 14 or lower

The famous INT burst team. They unfortunately do not have the best orb manipulation... However, they can remove their weakest orbs which is quite beneficial. Usually people that run these teams will reserve/save PSY orbs in the fight before reaching Garp. Thus when reaching Garp, Nami's special can be activated to great effect (leave nothing to chance).

In either case... Nico Robin's boost with Coby's boost will exponentially increase the damage dealt to Garp. Hina will lock orbs ensuring at least 2 turns of great orbs. Don Krieg is merely there as a high stat unit.

Fortnight Island
   Tsuru's Morning Stroll

 Tsuru's Morning Stroll is finally announced for Global! With Tsuru comes the possibility of Shooter Teams (at long last) as well as some new units to play with.


Tsuru "The Crane"
Classification: INT Shooter
Health: 1,151
Attack: 1,210
Recovery: 366

Captain Skill: Shooter Units gain 2x ATK
Special (20 Turn -> 12 Turn) : Randomize all units; Heal 2,000 Health

 Tsuru opens the possibility of the Shooter teams in Global. While it won't be on the same tier level as Slashers, it does open the door to the most utility based typing. Tsuru's health isn't high but she does feature a fairly high attack stat. She's a decent INT filler unit for those that want it.


Vice-Admiral Momonga
Classification: PSY Slasher
Health: 632
Attack: 815
Recovery: 255

Captain Skill: Heart Units gain 2x Health
Special (25 Turn -> 18 Turn): Deal 25x this Character's ATK to a single enemy

 Momonga isn't a good PSY unit. But if you lack PSY units, Momonga is better than nothing...


Vice-Admiral Onigumo 
Classification: DEX Slasher
Health: 944
Attack: 920
Recovery: 131

Captain Skill: DEX Units gain 2x ATK
Special (21 Turn -> 16 Turn): Reduce all enemies' health by 10%

Called "Mini-Mihawk", Onigumo can find room in Vivi teams with low health and percentage damage special. His stats are usable but doesn't mean he's a "must-use" unit. 

Notable Skill-books

Unit Name
Initial Cooldown
Maximum Cooldown
Monkey D. Luffy - Gear Third
Impact Dial: Usopp
Miss Valentines - 10,000 Kilogram Guillotine
Mr 5 - Breeze Breath Bomb

Island Conditions
 There are 7 different Stages in the island. The following images are provided by GameWith.

Stage Stage Details
Stage 1/7

The island opens with a fairly basic set of mobs.

You should be able to stall a 1-3 turns at this stage.
Stage 2/7

Another mob stage.

All Shooters for your Tsuru team.
Stage 3/7

Turtles and Mob Stage

As usual - clear the mobs and stall on turtles (or send them flying)
Stage 4/7 (MINI-BOSS)

You'll fight Momonga with mobs. As usual, Momonga will use his special when he's at 20% or below health.

Health: 180,000
Damage: 3,580
Special: 6,100
Stage 5/7

Some armored mobs. Luckily they can be cleared without taking much damage. 
Stage 6/7

If you aren't used to Bandai's "Stage before the final Boss" formula... This is a good example.

A Crab, a Turtle, a Pirate Penguin and mobs. They are all droppable (if you need the penguin). 
Stage 7/7 (BOSS)

Tsuru with 5 mobs. Depending on your damage and team, you may be able to focus Tsuru before the mobs. If not (and you want to play safe), clear the mobs before Tsuru.

Health: 525,000
Attack: 4,020 (2-Turn Interval)
Special: Heal all enemies' health by a "certain amount" (Around 50,000)
Secret Stage (Onigumo)

Onigumo appears randomly.

He'll pre-emptively bind a random unit for 2 turns.

Onigumo will attack for 2,880 damage and is about as tanky as Momonga.

Recommended Units

Recommended Units for this Fortnight Notes
Golden Pound Hammer Usopp
 Due to the large amounts of mobs and the fact that there are no debuff blocker - GP Usopp will be a valuable asset to your team when clearing 30-Stamina
Petty Officer Coby
Coby is an orb-booster and a PSY unit which is the natural enemy of the INT units. Coby is a highly valuable unit for your fight against Vice-Admiral Tsuru.
Monkey D. Garp
As a island with an INT Boss, Garp will likely be the easiest/best team for this island to date. With a ton of HP and decent firepower, you can stall your way through even taking hits when needed
Red-Haired Shanks
The other PSY leader. While Garp is preferred, some people prefer to simply burst down their competition at which case - nothing is wrong with Red-Haired Shanks. 

Best of luck with the fight against Vice-Admiral Tsuru!!~
   ~ Join My Crew ~ Whitebeard + v2 Batch!!

June 18th (19:00) - June 19th (18:59)

If you aren't living under a rock, you would've seen the Sugofest Post in the Notices. And many are disappointed that there are no new characters out. But every version (even Global) needs time for newer players to catch up. So here's Sugofest!!

Current Attribute-Up: INT Rate-Up!!

The Characters with Rates Boosted

5-Star (Sugofest Exclusive)

Edward Newgate - STR Striker

The units listed below have both their 5-Star and 4-Star versions rates boosted.

Marco, The Phoenix - PSY Fighter
"Flower Sword" Vista - INT Slasher
Diamond Jozu - QCK Fighter
Blamenco the Mallet - STR Striker
Flintlock Pistols Izo - DEX Shooter

Red Haired Shanks - PSY Slasher
Portgas D. Ace: Flame Mirror - QCK Fighter

Nico Robin - INT Fighter
Monkey D. Luffy, Gear Third - STR Fighter
Roronoa Zoro: Lion's Song - DEX Slasher
Nami: Happiness Punch - INT Striker
Sogeking - PSY Shooter

Should I pull?
 As with every Sugofest, the eternal question is should I pull...

To help make this decision (if you need help deciding) is the following questions

  • Who do you need?
  • Who do you want?
  • This or the Next Sugofest

If you are only after the Sugofest Exclusive unit, we suggest you save your gems for a Sugofest with new characters. That way - even if you don't pull the legendary unit, you have a chance of pulling other new units instead.

As this is a Sugofest with an INT Rate-Up attached to it, if you are after Nami: Happiness Punch, Nico Robin or "Flower Sword" Vista - this is probably the best time to net the above units. However, if you are ONLY after the above 3, we suggest you don't go "all-out" this Sugofest and budget yourself. This is due to several reasons including - this rate-up will occur again (in the future) and OTHER units aside the ones you want has their rates boosted including Sogeking...

Next Sugofest?
My best guess is the next Sugofest will occur during July and will very likely have Supernovas Batches 1 and 2. Supernovas Batch 2 is considered one of the best batches of characters with a new characters such as Rayleigh and Kid who are both considered powerhouse units in the JPN version.

If you are after Rayleigh (like 99% of the the Global community), you should be aware that pulling a Sugofest Exclusive unit is extremely rare and difficult to attain. As such, you will need as much fruits as you can if you want to get Rayleigh.

Good Luck with your Pulls!~

Global goes Bazongas !

3 Days full of Turtle Time. BUT
You can only clear it one time. Afterwards it will disappear

 6/17  WEDNESDAY - Red Turtle

6/19  FRIDAY - Blue Turtle

6/21  SUNDAY - Green Turtle

Those who saved their FP points have the chance to skillup their specials, by obtaining bookdrops from Friend Point Recruit !
(Including: Gear 3rd Book)

ATTENTION: Skill Special up-rate is standart

Raid Boss 
   Clash!! Vice-Admiral Garp's Announcement!

 Today, the One Piece Treasure Cruise (Global) Twitter announced Garp for Global. This would likely mean that Garp is closer than everybody thinks. How soon? We can't exactly say.

In either case, this announcement is big as it may mean that Mihawk will not be returning as soon as everybody thought.

A Garp Preparation Guide will be up soon!
Global Tier List
   "Biker Smoker" Fortnight Updated!!

Due to popular demand, the Tier-List is back and updated. As usual, the disclaimer is that the following list is made by several JPN veteran players and represents our views.

~Do not take this entire list letter-for-letter.~

We judge characters by several "rulers":

  • Character's Strength - includes Stats, Captain Skill and Special
  • Character's Versatility - How many different types of teams will this character fit in.
  • Character's Future - This factor affects it less than the above 2, but it is important to consider the unit's future.
"God" Tier
 Considered the best units in the Game. These generally are still around in the JPN "metagame" and are formidable units.


Arguably the strongest unit in the game.

He gives a possible 3x ATK boost to all 6 units.  This is significantly higher compared to regular 2.5x Captains. This is due to 2 Whitebeards giving 9x boost vs 6.25x boost from 2,5x Captains.

His Special, "Sea-Quake" does 30% enemies' current health damage is considered one of the best Specials in the game.

Overall, a powerhouse unit that can be used for any island in the game.

Golden Pound Hammer: Usopp

One of the best utility units in the game.

GP Usopp is here for his Special that delays all attacking enemies by 3 turns. At MAX level, this special can activate every 10 turns which is extremely powerful against Raid Bosses and foes in general.

A powerful F2P utility unit

Monkey D. Luffy: Gear Third

Similar to Whitebeard, Gear Third is widely considered the second strongest Captain.

He can give a possible 3.5x ATK boost to 3 units which gives incredible burst damage on your last 3 hits.

His Special isn't particularly special which really puts him beneath Whitebeard. 


Hawkeye Mihawk

Currently one of the highest overall stat Character - Mihawk is the lead of Slasher Teams.

Mihawk is considered "God Tier" because he's really better than most "Tier-1" Characters. Mihawk can clear multiple Raid Bosses as well as future "Special Training Forests"

His success is largely due to his special which is similar to Whitebeard. It is simply one of the best specials in the game and is what puts Mihawk's offensive power up there.

His only flaw is the weaker 2.5x ATK boost and restriction to only Slashers compared to the other units on this list

 These are the units that are some of the strongest in the game. They aren't the best, but they sure come close to the very best.

"Iron Mace" Alvida, Smooth-Smooth Fruit
One of the most powerful damage reducers in the game.

Used in all sorts of team, Alvida will continue to serve unmatched in the "damage reduction" department until Perona arrives

She also currently has decent stats so she isn't a pure utility unit but a nice overall unit.

Happiness Punch: Nami

The 2.5x ATK for INT Teams which are is the best Attribute team at the moment.

Her Special changes PSY orbs to INT orbs which is a perfect addition to ensure powerful hits from the most aggressive Attribute.

Very strong but does lack power compared to some of the top dogs in S-Tier. 

Nico Robin

Nico Robin gets a special mention due to her potential in INT Teams.

Her Special is invaluable and is impossible to make a good INT burst team without her.

Unlike Impact Dial Usopp, she has great stats.

Unfortunately, she is USELESS as a Captain and not that great in any other team. 
Only in INT-based teams

Monster Chopper

A powerful 3x ATK for STR units which puts Chopper on par with Whitebeard (in terms of ATK boost).

Chopper will cut your health at the start by 60% which is extremely detrimental and makes your team very fragile.

A lot of skill and care will be required for your team to use him effectively and is the only main flaw with this unit.

"Massacre Soldier" Killer

Killer is a good unit that is fairly versatile.

As a captain, his versatility is great but his damage does lack compared to some of the more aggressive burst teams like INT, Gear Third and Whitebeard.

His Special is a powerful nuke that can be used to burst down Bosses and guarantee victory.


Biker Smoker

A very impressive unit in any arsenal.

Smoker has a powerful damage reducer that's paired with amazing stats. Unfortunately, the places where a player would prefer Smoker over other damage-reducer like Alvida are limited.

That being said, Biker Smoker is a powerful DEX unit for the long-run and with a powerful special to match. 

Petty Officer Coby

The only Orb-booster in Global at the moment.

Coby practically grants 1.5x ATK to your whole team for 2 turns. This is incredible for helping boosting your damage.

Coby however is not the best Captain material and his stats aren't the most fantastic which drags him down.


Marco, The Phoenix

Like Whitebeard, Marco gives 3x ATK to PSY Characters. However this only occurs when your health is full.

This is a fairly difficult condition to maintain when faced with pre-emptive attacks like Helmeppo.

His Special is amazing but comes at a long 30 round cooldown. Thus you cannot rely on it to keep your Captain Skill up.

That being said as a sub, Marco does good work with nice stats and special. His special will become usable when his skill books are released that will drop the Cooldown to 20.

"Mad Monk" Urougue

The current Striker lead with 1.5x HP/2x ATK to Strikers.

Urougue is a PSY with good stats and a great special. He can buff all Striker's ATK by 1.5x which can be stacked with Orb-boosters.

Urougue's Captain Skill simply isn't as good as the regular 2x HP/ATK Captains though. 

Trafalgar Law

Trafalgar Law has competition with Ashura Zoro and to some extent Mihawk.

His Special allows you to change your orbs to [DEX], [TND] or [Meat]. This is a very useful special and puts him above Roronoa Zoro as a unit.

But overall as a captain, Zoro and Mihawk are arguably better. 

Chef Zeff

Zeff's 2.5x ATK to Fighters heads the Fighters team which recently got all those new characters - Hina/Coby/Chopper.

These additions can really breath new life into Fighter teams.

However, Zeff will still fall to Mihawk and his Slashers.
Only with Officer Coby and Hina

Roronoa Zoro: Ashura Ichibugin

The 2x HP/ATK Captain for DEX.

A very valuable unit and Captain. He is backed with powerful stats and is only let down by his Special.

A solid unit.

"Diamond" Jozu

Unfortunately, Jozu has a strong Captain but there simply isn't many good QCK units to utilize.

Jozu comes paired with decent numbers and a strong utility special that nullifies any DEX attacks.

A solid unit.

"Flower      Sword" 
Gran Vista

Vista as a captain is used quite often. However, since INT generally runs burst teams - Happiness Punch Nami will be preferred.

That being said, he's still a solid and fine alternative that will make INT teams super tanky.

Another flaw is his "weak" special that does 5,000 fixed damage.

"Red-Haired" Shanks

Unfortunately, PSY is one of the weaker Attributes in the game (alongside QCK). His stats are also fairly underwhelming compared to some of the Raid Boss/newer units.

Overall... the Yonko is a decent unit but is really lacking compared to the other great choices.

Portgaz D. Ace: Mirror Flame

The 2.5x ATK Captain for QCK.

Portgaz D. Ace is unfortunately part of the QCK army. It is a fairly underpowered army and is often passed over for DEX/INT.

His stats are at least decent and his special is okay. But unlike Shanks, the future is not bright for QCK units.

 These are the units that are neither here nor there... They are generally team-based/orientated Characters that will excel when used properly. Without the right usage, these units will drop to Tier-2.


Saw-Tooth Arlong

With Mihawk's release, Arlong drops down to nothing more than a strong STR beat-stick.

He's a very useful crew-member for BOTH Slashers and STR teams. But nothing much more.

Mr. 3
Extra Special Candelabra

A 1-Turn Delayer that's an INT Slasher.

A utility unit that slots right in with Slasher teams. While a good addition, he isn't a "must-have/use" unit like others like Hammer Usopp.

Hina of the Cage

The only orb-locker in Global at the moment.

Orb-lockers are generally used in Burst teams which helps guarantee good orbs for your specials.

A good unit who suffers from being a QCK Attribute and rely on other units to manipulate orbs to be effective.

Streaming Swords: Roronoa Zoro

 Used in Vivi "Zombie" teams and against Force enemies.

Arguably better than his evolved form, Streaming Swords features a nice utility special that can block incoming "STR" attacks. This is a useful special that can only grow in usefulness with new STR enemies

The problem with Zoro is very limited use of his Captain skill (only against Raid Bosses) and poor stats compared to the other Zoros.

Roronoa Zoro: Lion Song

 Used in Vivi "Zombie" teams and occasionally on DEX teams as a single-target nuker.

Known more commonly as "Tank Zoro", this unit features high HP, decent ATK and crap RCV.  Unfortunately, he loses his utility and becomes a single-target nuker.

Lion Song: Roronoa Zoro is currently a decent unit but will drop in usefulness as more and more content comes out. 

Flintlock Pistols: Izo

A DEX orb-manipulator. She/he can change STR and QCK orbs to DEX orbs.

This unit pairs nicely with the DEX team which is in a good position currently. Izo has great stats and a pretty good special.

Izo will grow in usefulness when Khalifa's Fortnight is released.

Blamenco, "The Mallet"

A STR orb-manipulator. He changes DEX and QCK orbs to STR orbs.

This unit pairs nicely with the STR teams. A strong STR team is possible but can be difficult to attain compared to DEX. Blamenco has good stats and a pretty good special for raid bosses in the future like Doflamingo.

Blamenco will grow in usefulness when Kraken's Fortnight is released.

Sergeant Helmeppo

An INT Slasher that unlocks any locked units.

Decent stats with good type and attribute. Thus a good unit but nothing particularly outstanding except for his ability to unlock units.

"Magician" Basil Hawkins

Like Arlong, Basil Hawkins is an INT beat-stick.

His captain skill is fairly useless and his special isn't that game-changing/special.

So overall, Hawkins is a decent unit but probably won't be "specially" picked for his Captain or Special.

Impact Dial: Usopp

Impact Dial: Usopp is here due to his special. It grants all PSY units 2x ATK for 1 turn.

Impact Dial: Usopp's weakness lies in his generally low stats and the fact his name is "Usopp". He conflicts with Golden Pound Usopp which is a problem when PSY teams are utility based.

He's used in PSY burst but won't see use in any other situations.

Tier 2
Units that you'll prefer not to use if better options were available. These units are still okay to use, but will get outclassed with more content.

Monkey D. Luffy: Gear Second
Sanji, Diablo Jambe
Mr Prince - Veal Shot
Buggy, The Clown
Don Krieg MH5 Gas Bomb
Bepo, the Martial Artist
Mr. 2 - Bombardier Arabesque
Guard Point Chopper
Sergeant Tashigi
Kuro of a Hundred Plans
Nami, Thunderbolt Tempo
Miss Valentines
Escapee Morgan
Mr. 5 - Breeze Breath Bomb
Tony Tony Chopper: Brain Point

 Try not to use these units if you have the choice to avoid it. Many Tier 2/3 characters are Fortnights and are far stronger. Note: Not ALL Tier-3 units are listed.

Special Units
These units are the ones ONLY good/used in specific stage/against certain opponents. They will extremely important in certain stages while almost useless in every other stage.

Used In?
Princess Vivi
  • Raid Bosses, for the Vivi/Laboon or Vivi/Tank Zoro team
  • When you don't mind sacrificing some damage for additional healing per turn
  • Raid Bosses, for the Vivi/Laboon
Chore Boy Helmeppo
  • When enemies apply "Defence" buffs or have naturally high defence (like lobsters) - Helmeppo is essential
Nami: Mirage Tempo
  • Only useful against INT enemies/bosses
Ironfist Fullbody
  • If Turtle Island had a Tier-List, this dude would be "God-Tier"
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