Solaris333

OPTC Lv. 10+ Ships Dec. 25, 2023

Dec 25th, 2023
1,759
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.78 KB | None | 0 0
  1. Ship Name: Dinghy
  2. Level 11: Boosts Captain's RCV by 300, boosts crew's ATK by 1.5x, HP by 1.3x and makes it a easier to land PERFECT strikes
  3. Level 12: Boosts crew's chance of landing on own type slot, boosts Captain's RCV by 800, boosts crew's ATK by 1.65x, HP by 1.5x and makes it a much easier to land PERFECT strikes
  4. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  5. Ship Special Effect 2: Reduces Special charge time by 1 turn at start of quest
  6.  
  7. Ship Name: Merry Go
  8. Level 11: Boosts Captain's HP by 10000, boosts crew's ATK by 1.55x, and makes it a much easier to land PERFECT strikes
  9. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts Captain's HP by 20000, boosts crew's ATK by 1.65x, and makes it a much easier to land PERFECT strikes
  10. Ship Special Effect 1: Reduces Despair duration by 1 turn
  11. Ship Special Effect 2: Reduces Bind duration by 1 turn
  12.  
  13. Ship Name: Navy Ship
  14. Level 11: Boosts Shooter characters' ATK by 200, boosts crew's HP by 1.5x, and boosts Shooter characters' ATK by 1.5x
  15. Level 12: Boosts Shooter and Fighter characters' ATK by 500, boosts crew's HP by 1.75x, and boosts Shooter and Fighter characters' ATK by 1.5x
  16. Ship Special Effect 1: Boosts crew's chance of landing on own type slot
  17. Ship Special Effect 2: Reduces Paralysis duration by 1 turn
  18.  
  19. Ship Name: Baratie
  20. Level 11: Boosts Captain's HP by 10,000, slightly boosts crew's chance of landing on [RCV] slots, makes [RCV][SEMLA] slots have matching slot effects, boosts ATK by 1.5x when characters have [RCV][SEMLA] slots, and allows crew to obtain [RCV][SEMLA] slots with PERFECT taps
  21. Level 12: Boosts Captain's HP by 10,000, boosts crew's ATK by 1.5x, boosts crew's chance of landing on [RCV] slots, makes [RCV][SEMLA] slots have matching slot effects, boosts ATK by 1.2x when characters have [RCV][SEMLA] slots, and allows crew to obtain [RCV][SEMLA] slots with PERFECT taps
  22. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  23. Ship Special Effect 2: Changes crew's [TND] slots into [SEMLA] slots
  24.  
  25. Ship Name: Coffin Boat
  26. Level 11: Boosts Slasher characters' ATK by 1.7x and HP by 1.5x but reduces Captain's RCV by 700
  27. Level 12: Boosts Slasher characters' ATK by 1.8x and HP by 1.75x but reduces Captain's RCV by 700
  28. Ship Special Effect 1: Reduces Slasher characters' Special charge time by 1 turn at start of quest
  29. Ship Special Effect 2: Reduces Bind duration by 1 turn
  30.  
  31. Ship Name: Miss Love Duck
  32. Level 11: Boosts Striker characters' ATK by 1.5x, slightly boosts their chance of landing on own type slot, reduces damage taken by 15%, and boosts Striker characters' ATK by 300
  33. Level 12: Boosts Striker characters' ATK by 1.5x, boosts their chance of landing on own type slot, reduces damage taken by 20%, and boosts Striker characters' ATK by 600
  34. Ship Special Effect 1: Reduces Striker characters' Special charge time by 1 turn at start of quest
  35. Ship Special Effect 2: Boosts Striker characters' HP by 1.3x
  36.  
  37. Ship Name: Going Merry - Flying Model
  38. Level 11: Reduces Special charge time by 1 turn at start of quest, heals crew by 2,000 HP at end of turn, and boosts crew's ATK by 1.5x and RCV by 1.2x
  39. Level 12: Reduces Special charge time by 1 turn at start of quest, heals crew by 5,000 HP at end of turn, and boosts crew's ATK by 1.7x and RCV by 1.2x
  40. Ship Special Effect 1: Reduces Despair duration by 1 turn
  41. Ship Special Effect 2: Reduces Despair duration by 1 turn
  42.  
  43. Ship Name: Moby Dick
  44. Level 11: Reduces HP to 50% at start of quest, boosts crew's ATK by 1.5x, HP by 1.5x, and if HP is 30% or below at start of attack, boosts ATK by a further 1.1x
  45. Level 12: Reduces HP to 50% at start of quest, boosts crew's ATK by 1.55x, HP by 1.6x, and if HP is 30% or below at start of attack, boosts ATK by a further 1.2x
  46. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  47. Ship Special Effect 2: Reduces damage taken by 20% when HP is 50% or below
  48.  
  49. Ship Name: Bezan Black
  50. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts QCK characters' ATK by 1.7x, HP by 1.3x, and slightly boosts crew's chance of landing on [QCK] slots
  51. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts QCK characters' ATK by 1.8x, HP by 1.5x, and boosts crew's chance of landing on [QCK] slots
  52. Ship Special Effect 1: Makes [STR][DEX] slots have matching slot effects
  53. Ship Special Effect 2: Reduces Despair duration by 1 turn
  54.  
  55. Ship Name: Aokiji's Bicycle
  56. Level 11: Boosts Striker characters' ATK by 1.7x, HP by 1.5x, and drastically reduces the chance of landing on [RCV] slots
  57. Level 12: Boosts Striker characters' ATK by 1.8x, HP by 1.75x, and drastically reduces the chance of landing on [RCV] slots
  58. Ship Special Effect 1: Reduces Striker characters' Special charge time by 1 turn at start of quest
  59. Ship Special Effect 2: Reduces Bind duration by 1 turn
  60.  
  61. Ship Name: Striker
  62. Level 11: Reduces Shooter characters' Special charge time by 1 turn at start of quest, boosts Shooter characters' ATK by 1.7x and HP by 1.3x
  63. Level 12: Reduces Shooter characters' Special charge time by 1 turn at start of quest, boosts Shooter characters' ATK by 1.8x and HP by 1.35x
  64. Ship Special Effect 1: Reduces Shooter characters' Special charge time by 1 turn at start of quest
  65. Ship Special Effect 2: Boosts damage dealt to Ignited enemies by 1.05x
  66.  
  67. Ship Name: Thousand Sunny
  68. Level 11: Boosts crew's ATK by 1.55x, HP by 1.3x, and makes it easier to land PERFECT strikes / Special (12 turns): Doubles crew's ATK for 1 turn and deals 100,000 in non-type damage to all enemies
  69. Level 12: Boosts crew's ATK by 1.65x, HP by 1.3x, and makes it easier to land PERFECT strikes / Special (9 turns): Boosts crew's ATK by 2.25x for 1 turn and deals 100,000 in non-type damage to all enemies
  70. Ship Special Effect 1: Reduces ATK Down duration by 1 turn
  71. Ship Special Effect 2: Reduces Bind duration by 1 turn
  72.  
  73. Ship Name: Dreadnaught Sabre
  74. Level 11: Boosts crew's HP by 1.5x, boosts Driven and Powerhouse characters' ATK by 1.25x, boosts damage dealt to enemies affected by Poison, Venom, or progressive Poison by 1.1x, and deals 10,000 non-type damage to all enemies at end of turn
  75. Level 12: Boosts crew's HP by 1.5x, boosts Driven and Powerhouse characters' ATK by 1.4x, boosts damage dealt to enemies affected by Poison, Venom, or progressive Poison by 1.2x, and deals 20,000 non-type damage to all enemies at end of turn
  76. Ship Special Effect 1: Reduces Paralysis duration by 1 turn
  77. Ship Special Effect 2: Boosts Driven and Powerhouse characters' ATK by 200
  78.  
  79. Ship Name: Kuja Pirate Ship
  80. Level 11: Boosts Free Spirit and Shooter characters' ATK by 1.6x, HP by 1.35x, and makes it a little easier to land PERFECT strikes / Special (10 turns): Heals crew by 6,500 HP, and heals crew by 3,500 HP at end of turn for 1 turn
  81. Level 12: Boosts Free Spirit and Shooter characters' ATK by 1.75x, HP by 1.4x, and makes it a little easier to land PERFECT strikes / Special (10 turns): Heals crew by 10,000 HP, and heals crew by 5,000 HP at end of turn for 1 turn
  82. Ship Special Effect 1: Reduces Free Spirit and Shooter characters' Special charge time by 1 turn at start of quest
  83. Ship Special Effect 2: Reduces crew's decrease chain multiplier growth rate duration by 2 turns
  84.  
  85. Ship Name: Ark Maxim
  86. Level 11: Boosts QCK and PSY characters' ATK by 1.6x, HP by 1.2x, and heals crew by 2,000 HP at end of turn / Special (11 turns): Deals 56,560 damage to all enemies, and applies Paralysis (50% chance not to reduce action turns) to all enemies for 1 turn
  87. Level 12: Boosts QCK and PSY characters' ATK by 1.75x, HP by 1.4x, and heals crew by 4,000 HP at end of turn / Special (10 turns): Deals 56,560 damage to all enemies, reduces all enemies <icon=common_damagecut_icon.png> duration by 1 turn, and applies Paralysis (50% chance not to reduce action turns) to all enemies for 1 turn
  88. Ship Special Effect 1: Reduces QCK and PSY characters' Special charge time by 1 turn at start of quest
  89. Ship Special Effect 2: Reduces Paralysis duration by 1 turn
  90.  
  91. Ship Name: Red Force
  92. Level 11: Boosts Cerebral and Shooter characters' ATK by 1.6x, HP by 1.35x, and boosts their chance of landing on own type slots
  93. Level 12: Boosts Cerebral and Shooter characters' ATK by 1.75x, HP by 1.4x, and boosts their chance of landing on own type slots
  94. Ship Special Effect 1: Makes it much easier to land PERFECT strikes
  95. Ship Special Effect 2: Reduces ATK Down duration by 1 turn
  96.  
  97. Ship Name: Sun Pirates Ship
  98. Level 11: Boosts Fighter characters' ATK by 1.5x, HP by 1.5x, boosts ATK a further 1.1x and HP a further 1.1x if a character's 1st class is Fighter
  99. Level 12: Boosts Fighter characters' ATK by 1.5x, HP by 1.5x, boosts ATK a further 1.2x and HP a further 1.3x if a character's 1st class is Fighter
  100. Ship Special Effect 1: Makes it easier to land PERFECT strikes
  101. Ship Special Effect 2: Reduces Fighter characters' Special charge time by 1 turn at start of quest
  102.  
  103. Ship Name: Donquixote Pirates Ship
  104. Level 11: Boosts Driven characters' ATK by 1.6x, HP by 1.35x, makes it easier for Driven characters to land PERFECT strikes / Special (10 turns): Boosts chain multiplier by +0.7 for 2 turns
  105. Level 12: Boosts Driven characters' ATK by 1.8x, HP by 1.5x, makes it easier for Driven characters to land PERFECT strikes / Special (10 turns): Boosts chain multiplier by +1.0 for 2 turns (increases chain multiplier boost by +0.2 if boost is already in effect)
  106. Ship Special Effect 1: Reduces Driven characters' Special charge time by 1 turn at start of quest
  107. Ship Special Effect 2: Boosts the chain multiplier growth rate of ship's Special by +1.2
  108.  
  109. Ship Name: Rocketman
  110. Level 11: Boosts Powerhouse characters' ATK by 1.7x, cuts crew's HP by 30%, and heals HP at end of turn (more depending on number of Powerhouses in crew; up to 1500 HP) / Special (11 turns): Deals 99,999 non-type damage to one enemy and boosts the type effects of normal attacks for Powerhouse characters by 1.75x for 1 turn
  111. Level 12: Boosts Powerhouse characters' ATK by 1.85x, cuts crew's HP by 30%, and heals HP at end of turn (more depending on number of Powerhouses in crew; up to 2500 HP) / Special (11 turns): Deals 99,999 non-type damage to one enemy, boosts the type effects of normal attacks for Powerhouse characters by 2x for 1 turn (increases type effect boost by +0.2 if boost is already in effect)
  112. Ship Special Effect 1: Reduces Powerhouse characters' Special charge time by 1 turn at start of quest
  113. Ship Special Effect 2: Reduces Paralysis duration by 1 turn
  114.  
  115. Ship Name: Garp's Battleship
  116. Level 11: Boosts STR and PSY characters' ATK by 1.65x and HP by 1.35x
  117. Level 12: Boosts STR and PSY characters' ATK by 1.75x and HP by 1.4x
  118. Ship Special Effect 1: If crew uses a Special to launch additive chain multiplier boost (except multiplicative boost), extends the duration of that effect by 1 turn
  119. Ship Special Effect 2: If crew uses a Special to set the chain multiplier, extends the duration of that effect by 1 turn
  120.  
  121. Ship Name: Polar Tang
  122. Level 11: Boosts Free Spirit and Slasher characters' ATK by 1.5x, HP by 1.25x, makes it a little easier to land PERFECT strikes, and boosts Cerebral characters' ATK by a further 1.1x / Special (12 turns): If crew's HP is 30% or below, boosts Free Spirit and Slasher characters' base ATK by +600 for 1 turn (effect can be overwritten with other base ATK boost effects) and heals crew by 10,000 HP
  123. Level 12: Boosts Free Spirit and Slasher characters' ATK by 1.6x, HP by 1.25x, makes it a little easier to land PERFECT strikes, and boosts Cerebral characters' ATK by a further 1.2x / Special (12 turns): If crew's HP is 50% or below, boosts Free Spirit and Slasher characters' base ATK by +800 for 1 turn (effect can be overwritten with other base ATK boost effects) and heals crew by 15,000 HP
  124. Ship Special Effect 1: Reduces Paralysis duration by 1 turn
  125. Ship Special Effect 2: Reduces Free Spirit and Slasher characters' Special charge time by 1 turn at start of quest
  126.  
  127. Ship Name: Thousand Sunny - Coated Vessel
  128. Level 11: Boosts crew's ATK by 1.55x, reduces damage taken by 15%, and makes it a little easier to land PERFECT strikes / Special (12 turns): Reduces damage taken by 60% for 1 turn
  129. Level 12: Boosts crew's ATK by 1.65x, reduces damage taken by 20%, and makes it easier to land PERFECT strikes / Special (12 turns): Reduces damage taken by 80% for 1 turn
  130. Ship Special Effect 1: Reduces Bind duration by 1 turn
  131. Ship Special Effect 2: Reduces Bind duration by 1 turn
  132.  
  133. Ship Name: Mister Luffy Go
  134. Level 11: Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, and if 6 Striker characters are on the crew, boosts ATK by 1.7x and HP by 1.2x / Special (13 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 5,000 for 1 turn
  135. Level 12: Reduces Striker characters' Special charge time by 1 turn at start of quest, makes it a little easier to land PERFECT strikes, boosts Driven characters' ATK by 1.1x, and if 6 Striker characters are on the crew, boosts crew's ATK by a further 1.75x and HP by 1.2x / Special (12 turns): Massively reduces a portion of each enemy's dealt damage that exceeds 3,000 for 1 turn
  136. Ship Special Effect 1: Reduces damage taken by 10%
  137. Ship Special Effect 2: Boosts crew's HP by 1.6x when 6 Striker characters are on the crew
  138.  
  139. Ship Name: Thriller Bark
  140. Level 11: Slightly boosts chances of crew landing on their own type slot, boosts DEX and INT characters' ATK by 1.5x, HP by 1.25x, and boosts Driven and Powerhouse characters' ATK by a further 1.1x
  141. Level 12: Boosts chances of crew landing on their own type slot, boosts DEX and INT characters' ATK by 1.5x, HP by 1.25x, and boosts Driven and Powerhouse characters' ATK by a further 1.15x
  142. Ship Special Effect 1: Reduces DEX and INT characters' Special charge time by 1 turn at start of quest
  143. Ship Special Effect 2: Extends the duration of slot effect boosts by 1 turn
  144.  
  145. Ship Name: Flying Dutchman
  146. Level 11: Boosts crew's ATK by 1.55x and Pirate EXP earned by 1.5x / Special (11 turns): Reduces all enemies' DEF by 50% for 1 turn and boosts damage dealt to DEF Down enemies by 1.5x for 1 turn
  147. Level 12: Boosts crew's ATK by 1.65x and Pirate EXP earned by 1.75x / Special (11 turns): Reduces all enemies' DEF by 90% for 1 turn and boosts damage dealt to DEF Down enemies by 1.75x for 1 turn
  148. Ship Special Effect 1: Boosts crew's HP by 1.2x
  149. Ship Special Effect 2: Reduces Special charge time by 1 turn at start of quest
  150.  
  151. Ship Name: Marshall D. Teach's Pirate Ship
  152. Level 11: Boosts crew's HP by 1.5x, reduces Special charge time by 1 turn at start of quest, and if Fighter, Slasher, Striker, and Shooter characters are in the crew, boosts crew's ATK by 1.65x
  153. Level 12: Boosts crew's HP by 1.75x, reduces Special charge time by 1 turn at start of quest, and if Fighter, Slasher, Striker, and Shooter characters are on the crew, boosts crew's ATK by 1.75x, and if Driven and Powerhouse characters are on the crew, boosts crew's ATK by 1.1x
  154. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  155. Ship Special Effect 2: Reduces Bind duration by 1 turn
  156.  
  157. Ship Name: Revolutionary Army Blackbirds
  158. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts crew's HP by 1.35x, and if the crew has STR, DEX and QCK characters, boosts STR, DEX and QCK characters' ATK by 1.6x
  159. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts crew's HP by 1.4x, and if the crew has STR, DEX and QCK characters, boosts STR, DEX and QCK characters' ATK by 1.7x, and if no PSY or INT characters are on the crew, boosts STR, DEX and QCK characters' ATK by a further 1.1x
  160. Ship Special Effect 1: Reduces damage taken by 10%
  161. Ship Special Effect 2: Reduces STR, DEX, and QCK characters' Special charge time by 1 turn at start of quest
  162.  
  163. Ship Name: Sexy Foxy
  164. Level 11: Boosts crew's ATK by 1.5x, boosts damage dealt to delayed enemies by 1.1x, doubles Berries earned, and boosts Pirate EXP earned by 1.25x
  165. Level 12: Boosts crew's ATK by 1.5x, boosts damage dealt to delayed enemies by 1.25x, doubles Berries earned, and boosts Pirate EXP earned by 1.3x
  166. Ship Special Effect 1: Makes it easier to land PERFECT strikes
  167. Ship Special Effect 2: Reduces Special charge time by 1 turn at start of quest
  168.  
  169. Ship Name: Queen Mama Chanter
  170. Level 11: Boosts crew's chance of landing on own type slot and boosts HP by 1.5x. If Captain is a Driven or Powerhouse class, boosts STR, DEX, and QCK characters' ATK by 1.6x, and if crew lands 3 PERFECT strikes in a row, boosts their ATK by 1.75x / Special (6 turns): Changes bottom-row characters' slots to [RCV]
  171. Level 12: Boosts crew's chance of landing on own type slot and boosts HP by 1.5x. If Captain is a Driven or Powerhouse class, boosts STR, DEX, and QCK characters' ATK by 1.7x, if crew lands 3 PERFECT strikes in a row, boosts their ATK by approximately 1.8x, and allows STR, DEX, and QCK characters to obtain [RCV][SEMLA] slots with PERFECT taps / Special (6 turns): Changes bottom-row characters' slots to [RCV]
  172. Ship Special Effect 1: Reduces STR, DEX, and QCK characters' Special charge time by 1 turn at start of quest
  173. Ship Special Effect 2: Changes crew's [RCV] slots to [SEMLA] slots
  174.  
  175. Ship Name: Germa 66's Ship
  176. Level 11: If every type is on the crew, reduces Special charge time by 2 turns at start of quest, boosts crew's ATK by 1.65x, HP by 1.35x, boosts ATK a further 1.1x when character has [RCV][TND] slots, and makes it a little easier to land PERFECT strikes
  177. Level 12: Boosts crew's chance of landing on [RCV][TND] slots. If every type is on the crew, reduces Special charge time by 2 turns at start of quest, boosts crew's ATK by 1.7x, HP by 1.5x, boosts ATK a further 1.1x when character has [RCV][TND] slots, and makes it a little easier to land PERFECT strikes
  178. Ship Special Effect 1: If every type is on the crew, boosts crew's ATK by 1.8x
  179. Ship Special Effect 2: Reduces Special Reverse by 1 turn
  180.  
  181. Ship Name: Hoe
  182. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts crew's ATK by 1.6x, makes it a little easier to land PERFECT strikes, and boosts Pirate EXP earned by 1.75x / Special (12 turns): Boosts crew's slot effects by 1.75x for 2 turns and heals crew by 5,000 HP at end of turn for 2 turns
  183. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts crew's ATK by 1.65x, makes it easier to land PERFECT strikes, boosts Pirate EXP earned by 1.75x, and heals crew by 2,000 HP at end of turn / Special (12 turns): Doubles crew's slot effects for 2 turns and heals crew by 5,000 HP at end of turn for 2 turns
  184. Ship Special Effect 1: Doubles Pirate EXP earned
  185. Ship Special Effect 2: Reduces Special charge time by 1 turn at start of quest
  186.  
  187. Ship Name: Megalo
  188. Level 11: Boosts crew's HP by 1.3x, and if Captain is a PSY or INT type, boosts top-row characters' ATK by 1.5x, boosts middle and bottom-row characters' ATK by 1.65x, boosts Captain's RCV by 400, and reduces damage taken by 10% / Special (8 turns): Locks crew's slots for 2 turns
  189. Level 12: Boosts crew's HP by 1.4x, and if Captain is a PSY or INT type, boosts top-row characters' ATK by 1.6x, boosts middle and bottom-row characters' ATK by 1.8x, boosts Captain's RCV by 600, and reduces damage taken by 15% / Special (8 turns): Reduces crew's Slot Bind duration by 1 turn and locks crew's slots for 2 turns
  190. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  191. Ship Special Effect 2: Boosts top-row characters' ATK by 1.7x, and reduces the duration of healing effect converted to damage effect by 1 turn
  192.  
  193. Ship Name: Piece of Spadille
  194. Level 11: Boosts Powerhouse, Shooter, Free Spirit and Fighter characters' HP by 1.25x and ATK by 1.6x, and boosts their ATK by approximately 1.7x if HP is 30% or below before attacking
  195. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts Powerhouse, Shooter, Free Spirit and Fighter characters' HP by 1.25x and ATK by 1.6x, and boosts their ATK by approximately 1.8x if HP is 30% or below before attacking
  196. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  197. Ship Special Effect 2: Reduces Despair duration by 1 turn
  198.  
  199. Ship Name: Grudge Dolph
  200. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts Slasher, Striker, and Cerebral characters' HP by 1.25x, boosts their ATK by approximately 1.65x when they have Rainbow, [WANO] or own type slots (1.55x otherwise) and heals crew by 2,000 HP at end of turn
  201. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts Slasher, Striker, and Cerebral characters' HP by 1.25x, boosts their ATK by approximately 1.75x when they have Rainbow, [WANO] or own type slots (1.6x otherwise) and heals crew by 2,000 HP at end of turn
  202. Ship Special Effect 1: Boosts crew's chance of landing on own type slot
  203. Ship Special Effect 2: Reduces Special Bind duration by 1 turn
  204.  
  205. Ship Name: Liberal Hind
  206. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts Captain's RCV by 500, boosts crew's HP by 1.2x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.15x / Special (10 turns): Reduces PSY characters' Special charge time by 1 turn
  207. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts PSY characters' Special charge time by a further 1 turn, boosts Captain's RCV by 500, boosts crew's HP by 1.2x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.2x / Special (9 turns): Reduces PSY characters' Special charge time by 1 turn
  208. Ship Special Effect 1: Boosts crew's HP by 1.4x
  209. Ship Special Effect 2: Reduces Bind duration by 1 turn
  210.  
  211. Ship Name: Oro Jackson
  212. Level 11: Reduces Special charge time by 1 turn, boosts Free Spirit and Slasher characters' ATK by 1.6x, HP by 1.3x, makes their [RCV][TND] slots have matching slot effects, makes it much easier to land PERFECT strikes, boosts QCK and PSY characters' ATK by a further 1.1x, and heals crew by 1,000 HP at end of turn / Special (9 turns): Reduces crew's Paralysis duration by 2 turns
  213. Level 12: Reduces Special charge time by 1 turn, boosts Free Spirit and Slasher characters' ATK by 1.7x, HP by 1.3x, makes their [RCV][TND] slots have matching slot effects, makes it much easier to land PERFECT strikes, boosts QCK and PSY characters' ATK by a further 1.1x, and heals crew by 1,000 HP at end of turn / Special (9 turns): Reduces crew's Paralysis duration by 2 turns
  214. Ship Special Effect 1: Boosts Free Spirit and Slasher characters' ATK by 150
  215. Ship Special Effect 2: Reduces crew's Bind duration by 2 turns when using ship Special
  216.  
  217. Ship Name: Shiki's Island Ship
  218. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts DEX, INT, and QCK characters' ATK by 1.6x, HP by 1.35x, slightly boosts chance of landing on [RCV] slots, and if HP is full or 30% or below at start of attack, boosts DEX, INT, and QCK characters' ATK by 1.75x
  219. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts DEX, INT, and QCK characters' ATK by 1.65x, HP by 1.45x, slightly boosts chance of landing on [RCV] slots, and if HP is full or 30% or below at start of attack, boosts DEX, INT, and QCK characters' ATK by approximately 1.85x
  220. Ship Special Effect 1: Reduces Despair duration by 1 turn
  221. Ship Special Effect 2: Reduces Special charge time by 1 turn at start of quest
  222.  
  223. Ship Name: White Tiger
  224. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts Shooter characters' ATK by 1.75x, HP by 1.25x, makes crew's [PSY][INT] slots have matching slot effects, and makes it easier to land PERFECT strikes
  225. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts Shooter characters' ATK by 1.9x, HP by 1.25x, makes crew's [PSY][INT] slots have matching slot effects, and makes it much easier to land PERFECT strikes
  226. Ship Special Effect 1: Reduces Shooter characters' Special charge time by 1 turn at start of quest
  227. Ship Special Effect 2: Reduces Paralysis duration by 1 turn
  228.  
  229. Ship Name: Catapult
  230. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts STR, QCK, and INT characters' ATK by 1.6x, HP by 1.25x, boosts Captain's ATK by a further 1.2x, makes crew's [PSY][DEX] slots have matching slot effects, and makes it a little easier to land PERFECT strikes
  231. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts STR, QCK, and INT characters' ATK by 1.75x, HP by 1.25x, boosts Captain's ATK by a further 1.25x, makes crew's [PSY][DEX] slots have matching slot effects, and makes it easier to land PERFECT strikes
  232. Ship Special Effect 1: Reduces Special charge time by 1 turn at start of quest
  233. Ship Special Effect 2: Boosts Fighter characters' ATK by 200
  234.  
  235. Ship Name: Gran Tesoro
  236. Level 11: Reduces Special charge time by 1 turn at start of quest, boosts crew's ATK by 1.6x, HP by 1.4x, boosts their ATK by 1.75x when they have [G] or Rainbow slots, boosts amount of Berries earned by 2.5x, and if Fighter, Slasher, Striker, Shooter, Free Spirit, Driven, Cerebral, and Powerhouse classes are all on the crew and crew launches a Special to set the chain multiplier, extends the duration of the effect by 1 turn
  237. Level 12: Reduces Special charge time by 1 turn at start of quest, boosts crew's ATK by 1.7x, HP by 1.4x, boosts their ATK by approximately 2x when they have [G] or Rainbow slots, boosts amount of Berries earned by 3x, and if Fighter, Slasher, Striker, Shooter, Free Spirit, Driven, Cerebral, and Powerhouse classes are all on the crew and crew launches a Special to set the chain multiplier, extends the duration of the effect by 1 turn
  238. Ship Special Effect 1: Reduces Bind duration by 1 turn
  239. Ship Special Effect 2: Reduces ATK Down duration by 1 turn
Add Comment
Please, Sign In to add comment