Global Campaign - Sockets

So 4.0 patch has come out on Global. The question that people have been asking is which sockets are best? What are the best situations for these sockets? So, in this article, we'll take a deeper look into the Sockets.
What are Sockets?
Sockets are special abilities that can be obtained in two ways:
  1.  Fusing any Character with the "same name"
  2.  Fusing an "Ability Book" to your Character
Each will provide 1 Point in a random ability that you may pick and choose to add to your Character. Each Ability can only be levelled to a maximum of 5. 
How do they work?
 Unfortunately, it isn't enough to simply max a Character's sockets. You'll have to accumulate points amongst your entire team to activate powerful passive abilities for your entire team. Different abilities will have different requirements - and a list will be provided below.
Is it worth to do it?
While sockets do require a lot of effort, it can help swing battles that would be otherwise challenging or difficult. So. Yes, its worth it - but I wouldn't stress it (It's arguably less important than levelling up Specials).
Socket "Rankings" with Thoughts
In terms of rankings, it is important to consider that "over-levelling" can be a waste. For instance, just because "Matching Orbs" is a highly desired skill - does NOT mean that all units in your team should have it leveled to 5. This would put the total points in that skill to 25 effectively wasting 5 points since the maximum requirement is 20.
1: Recovery Every Turn
Recovery Every Turn
Level 1 (5 Points): Heal 100 Health at the end of turn
Level 2 (8 Points): Heal 200 Health at the end of turn
Level 3 (12 Points): Heal 300 Health at the end of turn
Level 4 (16 Points): Heal 500 Health at the end of turn
Level 5 (24 Points): Heal 1000 Health at the end of turn

 While originally not rated highly, upon testing and review... This ability has a LOT of potential. While yes, it does require all units to have 5 Points in - it also is fairly worth it in most cases.

 This ability allows you to heal 1,000 Health at the end of every turn which effectively allows you to stall easier/better during the mob stages (and especially the Crab/Lobster Stages). This makes it "essentially" a Cooldown Reduction Ability. But in addition to a possible Cooldown reduction, it greatly increases your surviveability which is paramount in most teams like Marco (any version).  If you've ever played a Raid Boss Enel team, you'd know how unkillable you can get with a constant heal - thus this makes it to the top of your list.

All Units should have this (Since it needs 24 sockets). 1000 health after each and every turn means quite a lot of things. For all teams that do not require low health to do more damage, this proves as an equivalent socket to poison resistance and environmental damages as well. This is because you will always heal way more than what poison or environmental damage will do to your health. So this is essentially a 3 in 1 must have socket which is equivalent to Cooldown reduction (because of the stalling), Poison Resistance (Because of the 1000 heal each turn), Environmental Damages (Because of the heal again)
Where not to use this socket: This socket should not be used when dealing with teams like whitebeard teams, x-drake teams etc. This is because you cannot afford to heal up and lose the boost that you have because of the low health. The alternate socket to this would be either poison resistance or environmental resistance since you do not want to die because of environmental effects as well.
Where else to use this socket?: Turtle time teams who have a 3x attack boost at full health can make really good use of this socket. It will save them just in case they mess up and end up taking a hit from the turtles. This will help them gain back the lost boost and continue with turtle smashing. Boa hancock and Marco (Legend) need this socket as well to be in the 70% health range every time. Log Luffy/ Rayleigh will also need this socket because the ship that they would use would be the Moby Dick. And recovery per turn paired with the amazing RCV of these legends will make sure that the crew is back to full health in no time!

2. Lock Resistance
Level 1 (10 Points): Reduce Locks by 1 Turn
Level 2 (15 Points): Reduce Locks by 2 Turn
Level 3 (20 Points): Reduce Locks by 3 Turn

One of the most common and annoying debuffs - Lock. This is an ability everybody recognized as good and it is. But why is it so low on the list? Well...

To compare it with the other abilities on the list... Recovery every turn (as mentioned) provides a hybrid of abilities, from increasing surviveability and cooldown reduction. This makes it more or less paramount to all. Cooldown Reduction will beat this because you could run an unlocker (which Burst teams WILL do if they know a Boss locks) like Master Sergeant Helmeppo. And... Matching Orbs as mentioned will be used a LOT more than this (as not every Boss locks).
However Bind resistance has its advantages as well.. With this socket active you are immune to 3 locked units. Something that is very useful when it comes to training isles. With every Character locked you lose a ton of damage on the last hit of your attack chain. So this is an ability that is surely desirable for many teams on a general basis. Though most bosses don't lock much, this ability will be useful while playing raid bosses against the annoying mobs that lock units. It will also be useful in the future preemptive locks in harder raids and Colosseum battles. Overall despite its weaknesses, is one of the top contenders for an amazing socket!Where to use this socket?: This socket will see use in almost every character on every team. It is more of a safety net socket than a necessary socket. But for fast farming it is a necessary socket. So this socket can be used on almost any unit that is not using Recovery per turn or Cooldown reduction sockets.

3. Captain Silence Resistance
Captain Silence Resistance
Level 1 (10 Points): Reduce Captain Silences by 1 Turn
Level 2 (15 Points): Reduce Captain Silences by 2 Turn
Level 3 (20 Points): Reduce Captain Silences by 3 Turn

Next in line is the partner in crime - Silence Resistance! It's a debuff that's less common than Locking but arguably more devastating.

As a disclaimer, IF Captain Silence was as common as Locks, this would shoot to the top of the list. There are a few decent units that can be used for unlocking... but not many for Silence-reducing. In fact - if you ARE confident in your ability to manage around Lock, this ability would be better to hold currently. It's only due to the fact that the debuff is rare that it's ranked below Lock-Resistance.
If we analyze stages deeper, there are certain mobs that silence a captain and then get a 3 turn cool down. Without sockets it would be devastating, but after this socket it is a boon when it comes to stalling out such mobs. But as of now since the amount of bosses that actually silence are really less, this socket may seem like a waste of slots. However in the future meta game you may see its uses. It is a gamble that must be taken by each person based on their intuition.
Where to use this socket?: This socket will see utility in almost all teams just like Lock Resistance sockets. This is because these sockets are universal just like Lock resistance. However before choosing this socket, careful evaluation must be made to make sure that there is no other socket that is needed for a particular character.
Where not to use this socket?: Teams like Double Blackbeard, where being silenced is actually beneficial to us, is where we should not use Silence resistance sockets. This is because if used, it will render Blackbeards special due to preemptive health cut totally useless. This means there will be no damage done because of his special!

4. Special Cooldown Reduction
Special Cooldown Reduction
Level 1 (10 Points): Reduce all Cooldowns at Start of Adventure by 1
Level 2 (20 Points): Reduce all Cooldowns at Start of Adventure by 2

 This is an all-round good thing to have. Lowering your Cooldowns - even if its by a measly 2 turns is a very useful thing to have. Especially since it can be paired with things like the Recovery every turn ability or Captain Skills.
While many would think "Matching Orbs Up!" may have been a more useful ability to have - it's important to note that most teams DO run Orb-Manipulators for that guaranteed orbs for their guaranteed burst (or Captain Skill in the case of Strong World: Ace). As such, having a Cooldown reduction is essentially having the best of both worlds.  Even if 2 Turns thus seem questionable to you... think about it this way - Raid Bosses all have 5 stages... every turn will count.
This socket will also give a 6 turn reduction to Sengoku leads and will make so many characters usable. It will also enable speed farming to clear the stage faster. Crucial specials like Mihawk, Whitebeard, Doflamingo, Golden Pound Usopp being reduced by 2 turns can be the difference of life and death when it comes to difficult raids, Training isles etc.
Where you could use this socket? The utility of this socket comes in teams that need low specials. As such one of your Mihawks could have a maxed cooldown socket. The same goes for Golden Pound Usopp, Doflamingo etc.
Where not to use this socket? This socket has no draw back per say.. But however when it comes to characters with few sockets, it is sometimes advisable to consider other sockets like Bind Resistance before choosing this socket

5. Matching Orbs Up!
Matching Orbs Rate Up!
Level 1 (5 Points): Increases appearance of matching orbs by a tiny amount (20%)
Level 2 (10 Points): Increases appearance of matching orbs by a small amount (22.2%)
Level 3 (20 Points): Increases appearance of matching orbs (25%)

In a game where the meta is literally "Burst or be Bursted", maximizing your damage is always important. As such, Matching Orbs Rate Up! will be useful for that cause whether its to clear mini bosses or helping out with that DPT (Damage Per Turn).
This socket is very self-explanatory... It increases the odds of getting matching orbs for you to continuously hit hard. With many players running orb-boosters and rainbow teams (Sengoku, Slashers, Rayleigh, etc.) it's important to help get the matching orbs to maximize your damage. Whether you are running a tanky setup or a complete burst team, this ability will obviously come in handy.
In spite of its amazing utility, this socket has only a 5% increment while moving from level 1 to level 3. This means you would be spending 15 slots just to have Matching Orb sockets at level 3. Thus it is highly recommended that you stick with Level 1 Matching orbs if you need to conserve sockets. Those 15 sockets can be better utilized as Recovery Per Turn/ Bind Resistance/ Gloom Resistance etc.
So unless your crew mates have average 4 sockets, do not bother making your Matching Orb sockets to level 3. Level 1 is more than enough.
Where to use this socket?: Rainbow teams are the ones that utilize this the most. It is advisable to put 5 of these sockets on a unit who does not have a good enough special for cool down reductions (Like Monkey D. Luffy Gear Third/ Dark King Silvers Rayleigh/ Log Luffy etc.)
Where not to use this socket?: This socket will see minimal use in teams with guarenteed orb manipulations. For example a Law+ Apoo team does not need to waste slots on Orb Matching since it will get all matching DEX orbs for sure anyway.

6. SUPER Recovery!!
SUPER Recovery!!
Level 1 (5 Points): Heal an extra 100 Health from [Meat] Orbs
Level 2 (8 Points): Heal an extra 200 Health from [Meat] Orbs
Level 3 (12 Points): Heal an extra 300 Health from [Meat] Orbs
Level 4 (16 Points): Heal an extra 500 Health from [Meat] Orbs
Level 5 (24 Points): Heal an extra 1000 Health from [Meat] Orbs

This ability is outclassed (generally) by the Recovery every turn, but this ability does hold some merit.

The main difference between this and the Recovery every turn is that you can manipulate this skill to work to your advantage. Some uses includes:
  • using a [Meat] orb converter, you can heal crazy amounts of health per turn
  • Using it in a low Recovery team like Monster Chopper or Mihawk
  • Working in tandem with Recovery every turn for crazy high sustain for teams like Marco (any), Boa Hancock etc.
Like mentioned, its generally outclassed but creative players will find use for it without question.

7. Environment Damage Resistance
Environment Resistance
Level 1 (10 Points): Reduce damage taken from Environment by 50%
Level 2 (20 Points): Negate all Environment Damage

This is really digging at the bottom of the list - but environment resistance is actually okay in the right situations.

The main flaw with this ability is that it's simply too niche to use. So few places have environmental effects... and more often than not... you probably won't be playing on those stages anyway. There is an exception which is Raid Boss Enel, which is why this made it to the 7th spot. With the environment effects being the bane of Whitebeard teams, this ability should help Whitebeard resist and power through the once-unconquerable island.

It may also see play in the later future such as Impel Down where Magellen's poison damages you every turn... (Unless that's covered by the Poison Resistance Ability)

8. Defence Up!
Level 1 (5 Points): Reduce all incoming damage by 3%
Level 2 (10 Points): Reduce all incoming damage by 5%
Level 3 (15 Points): Reduce all incoming damage by 10%

While you could argue - this ability would see more use than "Environment Resistance", it will also not really change whether you can clear an island with a team or not... while Environment could (Speaking generally).

That being said - This ability will definitely see more light of day compared to the even more niche Poison Resistance. The 10% damage reduction is a bit underwhelming and it likely won't change whether you can clear a stage or not (as mentioned earlier). Teams will gladly run damage-reducers which also reduces this abilities' viability.

9. Poison Resistance
Poison Resistance
Level 1 (5 Points): Reduce damage taken from Poison by 20%
Level 2 (10 Points): Reduce damage taken from Poison by 50%
Level 3 (20 Points): Negate all Poison Damage 

Think about all the enemies that poison you... Now remove Crocodile... There aren't many. Which is the problem.

You could list more stages with environmental effects than Poison and while you will want to farm "Prison-Croc" which will poison you... It isn't really that hard that you need to invest an entire 20 points into this ability. So... until Magellen arrives, this ability will likely not see the light of day.

10. Survivor!!
Level 1 (5 Points): Tiny chance to survive an attack with 1 HP
Level 2 (10 Points): Small chance to survive an attack with 1 HP
Level 3 (20 Points): Occasionally survive an attack with 1 HP

Poor Survivor. It was one of the most hyped abilities during 4.0's announcement.

The problem? It's chance-based. Getting 20 Points in an ability is not an easy feat and to bet it all on a CHANCE is not particularly worth the work. If at level 3, it read "Survive any 1 hit with 1 HP while Health is above 50%" we would be having a completely different conversation. But currently its too unreliable to be used effectively and not many will bet on it.

Also... who would even want to think that they'll "Game-Over"...

General Advice
Now for some advice in regards to sockets for your Characters...
  • It's often good to plan your dream team and work to balancing the sockets around it. For instance the famous Mihawk/Doflamingo/Crocodile/Shanks/Arlong team that doesn't really vary.
  • Sometimes its good to assign units sockets based on what that unit will mostly be used in. For instance - Perona (a damage reducer) will generally be used in Raid Bosses and 0-Stamina islands, as such Lock Resistance or Cooldown Reductions will be good on her.
  • Remember the "Rankings" is not the Bible. A Sengoku team may plan its sockets differently from a Whitebeard team and vice versa. Plan accordingly based on the comments and see how it fits in regards to your team/what island you are trying to clear
  • Remember to consider ALL units when building your teams. That Fortnight Perona may come with 90% damage reduction and 2 Slots... But that Valentines Perona comes with an 80% damage reduction and 3 Slots. Is that 10% less worth say... reducing a Lock by an extra turn?

How to Use:
Based on the setup you prefer – prioritize your sockets from left to right. (in other words – if the unit has 3 sockets, and take the left 3 sockets).
The reason is unless you have a specific team in mind like the Standard SW Ace teams, you will use units on multiple teams for various islands. As such, having such a setup will allow you to generally always have the sockets available no matter which team you create.
You can use any socket setup for any team you want – for instance if you prefer the Aggresive Setup and are willing to give up/surrender the Classic Setup you are free to do so. But the Generally Used by are guidelines for those that are unsure.
The most used setup that is very simple to implement and most “multi-purpose”. The idea behind this setup is pure practicality.

Classic Setup Generally Used by – General Teams
(2.5x ATK Captains, 2x HP/ATK Captains, 2.75x ATK Legends, 3x ATK while health is full, Gain ATK based on health, Rayleigh)
Effects Gained
  •  Heal 1,000 Health every turn
  •  Reduce the Special charge time at the start of Quest by 2
  •  Reduce all Lock Duration by 3
  •  Increase appearance of matching slots
  •  Reduce all Gloom Duration by 3
By prioritizing the Recovery per turn socket, it means that all units should have 5 Recovery per turn slot which guarantees the 1,000 heal per turn. This allows you to stall for Specials without much issues and maintain a healthy state even after preemptive strikes.
Reducing the special charge time is all-round good to ensure easy bursting of bosses. Paired with Recovery per turn, it guarantees that all Specials should be up.
As Locking is the most common debuff, it is prioritized third. Since most bosses are designed to be beaten even while in a locked state, the former 2 are more important than this socket. However, this is a strong luxury once attained as it makes your life a lot easier.
The Rate-Up is a luxury socket which increases matching slots. It’s prioritized fourth due to most teams having an already in-built slot manipulation mechanic. In addition, the former 3 are much stronger to guaranteeing a win than this socket.
The Gloom Socket is last as it’s the least common debuff. Despite it being an extremely powerful debuff, it is also only limited to a few turns. This means that it can be worked around with your recovery per turn socket and specials. A luxury socket.

All-Attackers Setup Generally Used by – Limited Attacker Teams
(Monkey D. Luffy: Gear Third, Monkey D. Luffy Voyage Dream: Pirate King, “Dark King” Rayleigh, Killer)
Effects Gained
  •  Heal 1,000 Health every turn
  •  Reduce all Lock Duration by 3 turns
  •  Reduce Special charge time by 2 turns
  •  Increase appearance of matching slots
  •  Reduce all Gloom Duration by 3 turns
Slightly adjusted positions from the Classic Setup and for good reason.
In limited attacker teams, there is the unique opportunity to stall with an attacker with 0x ATK buff. This allows incredibly easy stalling with the Recovery per turn/[RCV] slots. As such, the Cooldown Reduction socket is not valued as highly but the Recovery per turn socket retains its value.
The Lock socket is important to ensure that you will always be able to activate your maximum damage as a single Character being locked can limit your damage severely. As such, this socket is prioritized higher than Cooldown Reduction.
The Cooldown Reduction stays to ensure quick clears and to help guarantee the team’s specials to be up for bursting.
The Matching slot rate up is not valued as highly as the above due to these teams generally running slot manipulations/utility units or… Donquixote Doflamingo. Since you only attack hard with a few units, you only need specific units to have matching slots rather than all. As such, ensuring characters like Donquixote Doflamingo has their specials up is more important than having a chance of matching slot.
Reducing Gloom is the last prioritized socket as it can generally be worked around. Due to Gloom’s generally low duration, even unlocking the first level is enough to assist your team manage an island. Hence, its the merely a luxury socket.
Aggressive Setup Generally Used by – ATK based on Low Health
(3x ATK on low Health, Crocodile “Logia” System)
Effects Gained
  •  Reduce the Special charge time at the start of Quest by 2
  •  Reduce all Lock Duration by 3
  •  Reduce all Gloom Duration by 3
  •  Increase appearance of matching slots
  •  Negate all Environment Damage
The teams that gain ATK based on how low their health will generally forego the Recovery per turn Sockets in favor for a more aggressive/battle-ready setup.
The Cooldown Reduction socket is featured as teams like these require their Specials to deal immense amounts of damage without/before dying (as they don’t take attacks very well). Example of these units include: Killer, Whitebeard and Crocodile “Logia System”
Both the Lock and Gloom Sockets go hand-in-hand to ensure that your burst isn’t stopped. Unlike the other teams on the list, this setup lacks sustain meaning that if you get hit with a gloom, the team can suffer.
Teams of this nature generally run slot-manipulation to leave nothing to chance (the team does require low health). As such, slot chance rate-up is not as important as the above sockets. But is still important as a luxury socket to ensure maintained DPS.
Finally, the Environment socket. While Poison can be nullified, Environmental effects cannot currently be nullified. This socket can be the difference if an island is beatable or not. Other alternatives can include the Poison Socket or Survival socket. However, Poison effects are rather rare and can be worked around/healed. Survival sockets are based on chance and is not recommended as a result.

We hope you have fun with this new update and enjoy maxing out your character sockets!

Global Tier List
-Whitebeard Pt.3 and New Legends 02/07/16

We judge characters by several "rules":
  • 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.

edit: forgot God Enel

New List has added their functionality below their names.
I just hope i did not forget an important new character. Enjoy!

"God" Tier  Considered the best units in the Game. These generally are still around in the JPN "metagame" and are formidable units.

Log Luffy

Cpt. + Stats + Nuke + Orb Convert
Record of Voyage Log Luffy has and will forever be the highest ATK boosting captain of this game. His Captain Ability allows to have a 4x ATK Boost for following characters when you hit in this correct order:
This powerful boost is the best you can get. But if you fail in midcombo and do not hit the correct oder you have a risk you must live with.

Cpt. + Stats + HP Cut
Whitebead can clear any island that allows this beast to enter without much problem. With a possible 3x ATK boost to all units from his Captain and 30% health reduction from his special, he truly is the Strongest Man in the World.10/10
f0367 rayleigh
Silvers Rayleigh

Cpt. + Stats + Chain
Rayleigh is the Right Hand of the former Pirate King. He (like Whitebeard) can clear any island that allows him to enter without much issues. He has a unique combo chain multiplier mechanic that can enable him to use any unit in the game. In addition, this mechanic allows Rayleigh teams to dish out incredible amounts of damage which solidifies why he is one of the most wanted units in the game.10/10
Dracule The Legend, Mihawk

Cpt. + Stats + NUKE
Mihawk still boosting Slashers but is so much stronger than the raidboss one.
Boosts ATK of Slasher characters by a variable factor between 2x and 2.75x based on the timing of the attack of the previous unit in the chain.
A hit below Good or a Miss will boost the ATK of the next unit by 2x, a Good hit by 2.25x, a Great hit by 2.5x and a Perfect hit by 2.75x. This bonus is applied only to Slasher characters.

Deals 50% of the (normal attack) damage dealt in the previous turn as typeless damage to all enemies.
SW Shanks

Cpt. + Stats + Special
Strong World Shanks may be a similar risky Captain like Boa Hancock
but with a very special Captain Ability. 2.75x ATK at 100% HP,  and a minimum of 2x ATK at 1% HP and raising PSY Orbs to a high chance to obtain.
Special Ability: 35x ATK to all enemies and destroys their defense for 2 turns.
Remember young Sabo?
Together they give a 90% chance to PSY Orbs for 3 turns.
And there is also Garp which is veeery good to combine with.
f0459 sengoku
Sengoku- The Buddha

Cpt. + Stats + Nuke + ATK
The Resourceful General of the Marines. Sengoku is an extremely versatile unit with the ability to use any units as long as the Cost is 20 or below. His Special deals decent nuke damage while boosting all units’ ATK by 1.5x which is a very highly prized/valued special. Since the buffed update he even boosts himself by 3x ATK.
That being said - he is undisputably one of the strongest units in the game without a question.
Strong World

Cpt. + Stats + Orb Fix + Nuke
SW Ace boosts HP of Shooter characters by 1.5x and their ATK by 3x if they have a matching orb, by 2x otherwise.

This may be a curse, may be a mighty weapon. Using the correct subs in your team is a MUST and you must be at least pirate lv. 100 to use a decent team. Since Zephyr and SW Franky are not yet included in global, i would rate Ace down to 9.0, with Zephyr 9.5 and with SW Franky even a 10/10!

Reduces crew's current HP by 40%, deals 15x the amount of HP subtracted in typeless damage to all enemies, locks all orbs for 1 turn
Marco 1st Division

Cpt. + Stats + Heal + Orb Boost
Marco the Phoenix 1st Division of Whitebeard Pirates became a 6 star Legend and a quite good tank with an even better special. He can heal with his special up to 44500 HP when he is maxed lv.99.
And he is an orb booster, which means you do not need a sub with this special or even use more.
Marco buffs 2.75x ATK to PSY and QCK units when above 70% HP and reduce damage received when above 70%.

It may be a risk when using Marco (Same as Boa) when falling below 70% HP. SO make sure to bring def, healing members.

Cpt. + Stats + Orb Boost
Donquixote Do Flamingo. Currently most difficult Raidboss has even higher stats as Mihawk, a similar Captain Effect. Boosting 2x ATK and 2x HP to Slasher. His Special is most broken one in Orb Boost category: Boost Strong/Weak Orbs by 2x and switch Orbs two times.
Even strong in non-slasher Teams!
Monkey D. Luffy: Gear Third

Cpt. + Stats
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.
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
Boa Hancock

Cpt. + Stats + Heal + Delay
Boa Hancock is one of the most sought after QCK leads in the entire game. With an insane captain ability of giving 2.75x attack and RCV boost to both PSY and QCK characters, she lives up to her name as the pirate empress. With decent stats she is a great unit to watch out for.

 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.
f0392 peronaPerona

Imagine a Character that makes you feel like a worm… a bacteria… Well… imagine a Character like that on your side. That’s Perona. While her Captain Skill is pathetic, her special is really what brings her to Tier 1. She can reduce all incoming damage by 90% (which is insane btw), poisons them AND cuts their defense. She’s one of the best utility units in the game without question and will be used time and time again. Horo Horo Horo Horo!!~9.0/10
Happiness Punch: Nami

Cpt. + Orb Convert
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.
f0227 mihawk
Dracule Mihawk

Cpt. + Stats + HP Cut
Dracule Mihawk is one of the Seven Warlords of the Sea. As the first Raid Boss in the game, Mihawk grants 2.5x ATK to the Slasher type which makes him a viable Captain. In addition, he has a 30% health reduction as a special which would make him very similar to Whitebeard. However, due to Mihawk’s Captain Skill being worse than Whitebeard, Mihawk cannot be counted in the same tier as the Strongest Unit in the Game - but is still one of the most used and powerful units to date.9.0/10
God Enel

Cpt. + Stats + True Damage + ATK Boost
Raid God Enel not as aggressive to play with as Monster Chopper.
He gives 2.25x ATK to QCK characters and Heal 5x his RCV at the end of turn. Nice, right?

But here comes the risk factor which makes you ready for a final strike or lose:
Reduces crew's current HP by 90%, deals 20,000 fixed damage to all enemies, boosts ATK of QCK characters by 2x for 1 turn

When the QCK ship arrives you have enough time to get the special ready and survive until the final strike...
Also he is the god of turtle princess destroyers.
Monster Chopper

Cpt. + Stats + Nuke
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.
"Iron Mace" Alvida, Smooth-Smooth Fruit

One of the most powerful damage reducers in the game.
Used in all sorts of team.
She also currently has decent stats so she isn't a pure utility unit but a nice overall unit and fits into STR striker teams.

Cpt. + Stats + Nuke

Highest HP amount you can ever have in combination with the shooter marine ship, but also receive doubled damage.
STR units:  HPx2.25 and ATK 2.5x.
He is extremely useful when the special cooldown is MAX'ed which boosts him into this tier if not even higher.
Also can even defeat Doflamingo & Mihawk raidbosses with the right team.
f0306 garp
"Garp" The Fist

Cpt. + Stats + Orb Convert
Garp, The Fist is the Hero of the Marines. And as a Hero of the Marines, Garp is ready for battle. He grants all PSY Characters 2x ATK and HP making him the most-wanted and most-used PSY Captain - due to the color’s utility/out-sustaining nature. Even if you wanted to go for an offensive route, Garp can comply by giving all your units [PSY] or [Meat] orbs allowing you to choose if you wish to go for an offensive burst turn or a sustain turn. His flaws are that he’s old… and he cannot clear some islands in the game like Training Forests.8.5/10
Trafalgar Law

Cpt. + Stats + Orb Convert
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.8.5/10
Oars Junior

Stats + Orb chance 
Oars Jr! The HP Giant and smashing his fists like gumgum pistol... thats why he is a Shooter. I dunno why, ask bandai : D
Massive 4000 HP and 1300 ATK awaits you on MAX level.
Similar Cpt. effect as Whitebeard but only for Shooter and ATK by 2.75x. Special is getting a better chance getting [STR] orbs for 3 turns.
"Flower      Sword" 
Gran Vista

Cpt. + Stats
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.8.0/10
Trafalgar Law
Holy Night Nobleman

Captain + Heal
Christmas Law is coming to town!
Now Boosting ATK of Slasher by 2.5x but sadly can not compete with him. His special is well.. useless when you use the coffin ship.
Otherwise he may be the only Slasher who provides Captain & Friend Meat Orbs and Heals instantly 15x of his RCV.

Very Nice if you do not own Mihawk or do not use the coffin ship and need a RCV Slasher Team.
May become useful in the future
f0357 eustass kidd
Eustass “Captain” Kidd

Cpt. + Stats + Orb Convert
Eustass “Captain” Kidd is one of the Eleven Supernovas and was introduced in the Supernovas Part II batch. He grants 2.5x ATK to Impact types which makes him a viable Captain. In addition, he has an extremely low cooldown special which converts his own orb to [STR] and deals damage. This special is extremely useful in Striker teams due to type teams usually not being able to have efficient orb manipulation. In addition, Strikers enjoy having a pool of great units from Biker Smoker to Whitebeard, himself.8.0/10

Cpt. + Stats + Orb Convert
Ivankov being placed here because of his high stats and be able to boost half of your crew by 2.75x ATK with his captain ability when hit combo in this order:
DEX -> INT -> QCK  with GOOD or better.
Do not miss and you will deal a good amount of damage.

 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.
f0210 nico robin
Nico Robin

Nico Robin is one of the most sought after units in the whole game because she is the essential of an INT team. Nico Robin’s Captain ability is nothing special boosting RCV of INT characters by 2 times. But her special makes her worth the INT team. She boosts all INT orbs and is a unit with decent stats. Recommended usage is as a sub instead of a captain ofcourse. She is generally paired with Towel Nami.
Boosted to Tier 1.5 because Nico Robin is usable in a Rayleigh-INT Team which can absolutely burst absurd damage
f0223 usopp
Usopp Impact Dial

Usopp Impact Dial. Counterpart to Nico Robin, boosting PSY team by 2x ATK for 1 turn.
Represents all benefits from Robin just for PSY teams.
Just lacks a current extreme captain to be as powerful as a robin in an INT team
White Bay
Ice Witch

Cpt. + Delay ATK + Silence/Chain
White Bay has the same Captain effect as Towel Nami boosting INT characters ATK by 2.5x. Special reduces chain and cpt. silence duration by 2 turns, boosts ATK against delayed enemies by 1.2x for 3 turns.
A very deadly sub and even deadlier captain.
Combine with delaying characters like GP Usopp
f0251 marco
Marco, The Phoenix

Cpt. + Stats + Heal
Marco, The Pheonix a commander of the Whitebeard pirates and the bearer of the rare mythical zoan fruit is a very good unit to have on your team. With a 3x attack boost at full health, Marco is the INT turtle destroyer. Marco with his special can heal your crew back to full health hence regaining the attack boost if he is kept as a captain. But then why is he in tier 1.5 because his base cooldown is 30 and it can go down to a minimum of 20 turns. Since most raid bosses have 5 stages or so.. stalling for 20 turns becomes a problematic endeavour. But still with his stats and his overall captain ability and special, the commander of the Whitebeard Pirates lives up to his name.7.5/10
Maelstrom Spider

Cpt. + Stats + Orb Boost
Maelstrom Spider Squardo used to be on Marco Phoenix's position but got degraded because he can not heal like a phoenix.
His strength lies in the brutal ATK stat of 1434.
Same Cpt. Effect as Marcos 3x ATK boost for [PSY] when below 30% HP.
Within his special he will cut your current HP by 30% and boost Orbs by 1.75x. Careful use!
f0412 kuma
Bartolomew Kuma, Under the Warlords

Cpt. + Orb Convert
Kuma is the only STR tank without a loss. With a 2x attack and HP boost, Kuma is a very commonly chosen leader for STR only teams and can easily tank damage and gives a decent damage output that is enough to clear most DEX bosses and a few raids like Mihawk.7.5/10
f0410 jinbei
Jimbe, Under the Warlords

Cpt. + Orb Convert
Jimbe is kind of like Zeff on steroids.. With a 2.5x attack boost he replaces Zeff for a fighter burst team. His special is a nuke with nifty orb manipulation that gives him a QCK orb hence giving him a sure attack boost for the next turn. However since fighters is the most unused class in the game we won’t see many Jimbe captains for raids. But nevertheless he is a very powerful fighter burst lead and is a definite must have if you have a great fighting subs ready7.5/10
Log Nami

Orb Boost
Log Nami was difficult to tier along, but i will place her between the ATK Boosting Nico Robin and Orb Booster.
She deals 5000 true damage and boosts orb effectiveness by 1.5x for 1 turn.
Build in a team with Rayleigh, Nico Robin and heavy hitters you will deal unbelievable damage.
f0263 coby
Petty Officer Coby

Orb Boost
Coby V2 or also called as training coby is a great unit to have on PSY teams along with Garp or Marco leads. He is also used in other teams apart from PSY because of his epic special. Again he is one of the units with a captain ability that is not so great. But with his special of all orb boosting, coby is one of the most sought after units in the game and is definitely a good asset if he has a low special cooldown.7.0/10
f0324 kaku
Kaku Dock One Carpentry Specialist

Orb Boost
Kaku is similar to coby v2 or you could also call him a QCK coby. WIth his Special having a similar effect as coby’s special, Kaku is one of the most wanted character in QCK teams.7.0/10
Bellamy the Hyena 

Orb Boost
Bellamy is similar to coby v2 or you could also call him a DEX coby. With his Special having a similar effect as coby’s special, Bellamy is one of the most wanted character in DEX teams until Donquixote Doflamingo makes his debut in Global7.0/10
f0361 drake
“Red Flag” X. Drake

Cpt. + Zombie
“Red Flag” X. Drake is one the Eleven Supernovas that is in Kaidou’s Crew (Totally not spoiling). X. Drake shares a very similar Captain Skill to Whitebeard where he grants 3x ATK to INT units while your health is below a certain percentage. This skill alone is so powerful that it warrants X. Drake being on this list - as while troublesome… can clear many stages without much difficulties. If getting to your health to the “sweet spot” is difficult, X. Drake’s special allows you to survive any hit with 1 HP making it a fairly simple Captain to use. His flaws are that he only boosts a single color which always restricts him since other teams can take on non-PSY islands easier and faster than this unit.7.0/10
f0408 mr0 sir crocodile
Sir Crocodile Warlord of the Sea

Cpt. + Orb Convert
Sir Crocodile, Warlord of the Sea is one of the most sought after farmable unit in the game. Crocodile’s strength is as a sub. He holds extremely high health and attack with a decent special that can guarantee an [INT] orb without issues. His flaw comes at his fairly subpar Captain Skill which doesn’t amaze or see play often7.0/10
f0455 fossa

Cpt. + Stats + Special + ATK
Fossa is as unique as his chin. His captain ability allows all specials to deal doubled damage. This can be paired with a super nuke with Monster Chopper for example.
As usual a STR captain have very high ATK stats and he even boosts ATK by 1.5x for 1 turn
f0449 thatch

Cpt. + Orb chance
Thatch, another 3x ATK at 100% HP for QCK characters with some ok stats and a nice special which will become useful for a raid in the future
DeCalvan Brothers

Cpt. + Stats

DeCalvan Brothers been placed here because of the nice Cpt effect, which boosts Fighters ATK by 2.25x and deal 2x ATK of the brothers to all enemies at the end of your turn. HP is nice as well.
Changes own orb into DEX, deals several times the character's ATK in DEX damage to one enemy
f0008 zoro
Ashura Zoro

Cpt. + Stats
Ashura Zoro is an extremely powerful Free-to-Play unit and part of the Strawhat Pirates. As a DEX Captain, he can double the ATK and HP of DEX units. This is amazing as it can make use of the great pool of DEX characters like Mihawk, Law, Apu and the list goes on. The biggest flaw of Ashura Zoro is that he does only boost 1 color which can limit him against non-QCK islands7.0/10

Tier 2
Units that you'll prefer not to use if better options were available. These units are still okay to use, but some of them may will get outclassed in future content.
f0268 smoker
Biker Smoker

Stats + Def
f0016 usopp

Log Usopp

Delay + Def Break
f0259 blamenco
Blamenco of the Otsuchi

Cpt. + Orb Convert

Orb Convert + Chain
f0453 rakuyo
Rakuyo of the Morning Star

Orb Convert
f0451 namur
Namur: Blow

ATK + Nuke
Urouge Mad Monk

ATK + Nuke
f0679 nico robin log
Log Nico Robin

Orb Lock + Def
f0457 curiel
Curiel of the Heavy Guns

Orb Convert
f0075 ace
Portgas D Ace

f0077 shanks
Red Haired Shanks

f0066 arlong
Enraged Arlong

f0257 izo
Izo of the Shotgun

Cpt. + Orb Convert
Apu Roar of the Sea

Cpt. + Orb Convert
 f0204 mr3
Zoro Jack the Ripper & Mr.3

Stats + Delay
f0312 killer
Massacre Soldier Killer

Cpt. + Stats + Nuke
f0310 basil hawkins
Magician Basil Hawkins

HP Cut + Def Break
f0365 capone
Capone Gang Bege

Cpt. + Orb Convert
f0414 moriah
Gekko Moriah of the Shichibukai

Cpt. + Orb Convert 
Kohza Rebelion Leader

Log Sanji

Orb Convert
f0337 franky
Dismantler Franky

Cpt. + Orb Convert
f0318 khalifa
Beautiful Secretary Khalifa

Orb Convert
f0320 paulie

Orb Lock
f0322 rob lucci
Rob Lucci

Stats + Nuke
f0384 mr0 sir crocodile
Sir Crocodile, Baroque Works


Cpt. + ATK
f0546 enel
Enel (Kami)

Cpt. + Orb Convert
f0400 ms doublefinger
Miss Doublefinger


Enel (Kami)


Heal, Def Break

 These are good units with low stats who could not make it into Tier 2 because of  high competition.
f0208 mr2f0402 mr1f0388 cindryf0513 sabof0386 hogback

 Try not to use these units if you have the choice to avoid it. Many Tier 3 characters of Fortnights 
 are far stronger. Note: Not ALL Tier-3 units are listed.
f0012 namif0020 sanjif0291 viking doryf0292 viking brogyf0363 bonnie

Tier- Le Crap
 Name says it all..  Absolutely avoid to farm them or their specials
f0068 tashigif0058 don kriegf0548 luffyf0498 acef0024 chopper

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.
NameUsed 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
Laboon or Pell
  • 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

"Flower      Sword" 
Gran Vista

Diable Jambe

  • If Turtle Island had a Tier-List, these 3 dudes would be "God-Tier"
    due to their fixed damage specials

Hope i did not forget something or a new unit. Have fun and enjoy your adventure
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