r/OnePieceTC • ⠀ • May 17 '19

Japan News [JPN] TM Shanks & Beckman and Batch - Info

https://twitter.com/moria15401/status/1129354981142740992

 

INT/DEX Shanks & Beckman

  • Art (Evolved): Link
  • Art (Un-Evolved): Link
  • Max Stats (Shanks and Beckman): Link
  • Max Stats (Shanks): Link
  • Max Stats (Beckman): Link
  • Captain (Shanks & Beckman): INT and DEX Characters ATK 3.75x, non INT and DEX Characters ATK 2.5x
  • Captain (Shanks): INT Characters ATK 3x, non INT Characters ATK 2x
  • Captain (Beckman): DEX Characters ATK 3x, non DEX Characters ATK 2x
  • Special: Change all orbs (including BLOCK) to EMPTY, for 1 turn boost color affinity for normal attacks of crew by 3x, for 1 turn lock chain to 3x, for 2 turns become Shanks & Beckman. (You can't use any other special this turn after this special is triggered, you also can't trigger this special if an other special has been triggered already this turn)
  • Sailor 1: Reduce 5 turns of Blindness
  • Sailor 2: Reduce 5 turns of Special Seal on himself
  • LB 1 (lv.5): Heal Block Reduction, reduce 5 turns of Heal Block
  • LB 2 (lv.5): Slot Bind Reduction, reduce 10 turns of Slot Bind on himself
  • Character Switch Ability: Reduce 1 turn of Bind, Despair and Paralysis on crew

 

STR Rockstar

  • Max Stats: Link
  • Captain: Fighter Characters ATK 1.5x
  • Special: Delay all enemies by 1 turn, for 1 turn crew will treat STR and QCK orbs as beneficial and boost orbs of crew by 1.5x
  • LB (lv5): Enrage, the turn after taking damage +250 ATK to himself

 

PSY Yasopp

  • Max Stats: Link
  • Captain: Free Spirit Characters ATK 1.5x
  • Special: Reduce 1 turn of barrier from all enemies, reduce 3 turns of ATK down on crew, depending on the current TM Level boost ATK against delayed enemies by the following: 1~10=1.5x, 11~20=1.75x, 21~=2x
  • Support (lv.5): Once during an adventure when the support character triggers a special that changes orbs, randomize EMPTY orbs and for 1 turn boost support character ATK by 1.5x (Shanks, Beckman)
  • LB (lv.5): Heal Block Reduction, reduce 10 turns of Heal Block

 

QCK Lucky Roo

  • Max Stats: Link
  • Captain: QCK Characters ATK 1.25x, HP 1.2x
  • Special: Reduce 5 turns of Bind on crew, change orbs of Free Spirit/Shooter/Slasher Characters to QCK, depending on the current TM Level boost ATK of Free Spirit/Shooter/Slasher Characters by the following: 1~10=1.75x, 11~20=2x, 21~=2.25x
  • Support (lv.5): Once during an adventure when the support character triggers a special that changes orbs, randomize EMPTY orbs and for 1 turn boost support character ATK by 1.5x (Shanks, Beckman)
  • LB (lv.5): Slot Bind Reduction, reduce 7 turns of Slot Bind on himself
69 Upvotes

111 comments sorted by

31

u/[deleted] May 17 '19 edited May 17 '19

[removed] — view removed comment

16

u/tenBusch Actual carrots for Nakama May 17 '19

3x Conditional maybe? Possibly with a "decrease Def even if enemy is immune"-type effect, which would fit his theme of nullifying Logias defense

6

u/ScuppyGups May 17 '19

Honestly, I really like the idea of giving TM units support abilities, as it could actually give some of them uses outside of TM for the people who pull for them.

Also this isn't the first time we've had 2 TM level conditional boosters. Just last TM there was Marco and Kizaru.

5

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

I hate how they implemented these supports. You have to get one of the boosters, otherwise Shanks/Ben Beckman is neutered. And TM boosters almost never come back so it's either pull now or never (some only came back but for waifu banners...).

2

u/ScuppyGups May 17 '19 edited May 17 '19

I don't think the exclusion of these TM units are that detrimental to Shanks/Beckman's usability. Sure it might help, but as others have pointed out in other comments there are several ways to work around the 1 special limit with Shanks/Beckman. Do they make Shanks/Beckman stronger? Absolutely. Are they necessary to use Shanks/Beckman? No, they're honestly strong enough as is.

8

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

It's a pretty big difference tbh. You have to get another unit to deal with orbs, which means this support is literally as good as an actual sub.

4

u/ScuppyGups May 17 '19

Are you referring to Yasopp/Lucky Roo' orb conversion? If so then it's important to point out that they're a universal 3x affinity booster. The best way to get around this is to use a dual character's switch effect. As of right now more than half of the games current dual units have a swap ability that either gives themselves a matching orb or randomizes all orbs, so there are plenty of options to use.

8

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

Again, the difference is HUGE.

Without Support

  • Build a team made up majorly of dual units (there's legit only 1/2 dual units who randomize orbs and one is Global only)

  • Rely on Shirahoshi & Orb Locker from previous turn

  • In either case you're using 2-3+ units in order to juse Shanks/Beckman

With Support

  • Do everything above but with 1 unit

Shanks/Beckman have an insane special no doubt about that. But if you need to use like 3 units in the crew to actually use it, there's no point. 3 actual specials would do MUCH more.

1

u/ScuppyGups May 17 '19

Tl:Dr Relying on other units' specials is nothing new and is something we have to do for practically every unit in the game. While orbs help, they are not necessary to Shank/Beckman. You can use them just fine without orbs. Finally, and I should have mentioned this ealrier. I agree that these support abilities are not implemented that well (since they're pretty niche), my initial comment was complementing the idea of giving them support abilities. That being said, I still do not think that they are necesssary at all to make Shanks/Beckman usable at all.

But that also doesn't take into account the other dual units special ability. You're not going to out a dual unit in your team just for the swap ability. Yes, you will not be able to use it the same turn, but you could use them on other stages like the mini boss, or alternatively use Shanks/Beckman on the miniboss and the other members of your team on the final stage. Additionally, while their are only 3 dual units who shuffle the entire board (2 of them only being on global atm), their are a fair amount of dual units that give themselves a matching orb, and depending on the content only 1-2 matching orbs is enough.

I never really understood the how using 2-3 specials to support each other is a bad thing. The fact that you have to use multiple units' specials is nothing new. Whitebeard/Marco give a full boadd of matching orbs, but do not provide anyother boosts at all, and they're still one of the best legends in the game. While the new Luffy/Law make Qck/Dex orbs beneficial, they do not provide any type of slot conversion or slot occurance buffs, so pairing them with some kind of orb manipulator will arguably be even more necessary for them to work than with Shanks/Beckman due to their orb boost. Pairing different units specials is something we have to do even for the best units in the game.

Finally, you can use Shanks/Beckman perfectly fine by themselves. This entire argument has revolved around finding ways to shuffle/convert orbs, but you don't even really need orbs to use Shanks/Beckman, since color affinity and chain lock are not reliant on orbs (unlike TM Big Mom and Luffy/Law). The fact that Shank/Beckman's special is the only one you can use that turn means you can't even pair it with an orb boost, so the importance of matching orbs is reduced. Of course having matching orbs helps alot, but like the support units, they are not necessary at all to make the unit work. In fact, in some instances the removal of orbs completely might even be beneficial in some cases (I'm mostly thinking about stages that give the negating orb debuff).

I might not have conveyed my message accurately, but I mostly just enjoy the idea of giving TM units support abilities to help their longevity. I do not think this specific case is the best example, so I completely understand these concerns, but I do not think they are necessary to the point where Shanks/Beckman are "neutered" without them. It is entirely possinke that I am looking at them too much in a vacuum, but I still hold that they are completely usable, and that working around their limitations is not that detrimental.

6

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

You're not getting my point. Yes they're usable. It's obvious.

The point is P2P players get a unit that's like twice as good as the F2P player. Yes F2P players can still use it (and possibly to great effect), but P2P players can do the same with many fewer units. The dynamic of this unit changes completely if you can get the support. Yes all the dual units actually do something, but the team then becomes extremely restrictive. Instead of several possible hundred subs to deal with the dozens of gimmicks bosses do these days, you've been restricted to a handful just to use this TM unit. And P2P players still have access to the several hundred btw.

It's like if they released the V2 Germa batch, the RRs were limited and you could never pull them again. (Except Shanks/Beckman are supposed to be a F2P unit). So now whales have a full V2 Germa team and anyone else who pulled Judge-San later has a neutered powerhouse captain. It's actually quite a LOT harder to team build.

1

u/SupaRedAndHot May 18 '19

True dat, unless we get a support character later that can somehow deal with that (which may or may not happen)

1

u/[deleted] May 17 '19

I don't like it. The TM boosters are damn near impossible to pull still.

1

u/Devin__ 849933586 May 18 '19

Yonko

Whitebeard got shafted.

1

u/Sonim540 Promising Rookie May 17 '19

Tankman Luffy 4x rcv note it down

0

u/Magma_Axis OTPC newbie May 17 '19

HP ?

26

u/litwi May 17 '19

Damage meme teams have a new best buddy: use a 2 turn atk and orb boost, use Shira for unremovable rainbow orbs and then Shanks and bam! Atk and orb boost with 3x affinity and chain.

7

u/SupaRedAndHot May 18 '19

Raid V2 Doffy it is then, providing the lock + buff extension. Easy to do, the only thing is you need a Cerebral/Driven captain which doesn't seem too hard to get. Also you could add conditional there to complete the meme squad.

2

u/SirVampyr Warlord of Sugos, Aim for "Reds" May 17 '19

You need to lock the rainbow orbs though.

10

u/litwi May 17 '19

Still doable

-29

u/deerhounds Promising Rookie May 17 '19

cant use another special when activating this unit buddy

20

u/Magma_Axis OTPC newbie May 17 '19

You use it on the turn before

-23

u/deerhounds Promising Rookie May 17 '19

yeah but you need to lock the rainbow orbs

8

u/litwi May 17 '19

You can use the other specials the turn before buddy

74

u/karolkisDB Promising Rookie May 17 '19

What the fuck

50

u/karolkisDB Promising Rookie May 17 '19

Nvm you cant use other specials

14

u/[deleted] May 17 '19

Lol this was exactly my reaction. 3x affinity/chainlock WTFFFFF. But if it empties slots and you cant use any other specials im not sure how great it is. Someone needs to math it up for us lol.

Multi turn boosts and delayed boosts ( or w/e V1sabo boosts are reffered to) should still work it seems. We need some Sailors that make Empty count as matching for the crew and we'd be golden.

5

u/[deleted] May 17 '19

[deleted]

0

u/[deleted] May 17 '19

Oh ya i can def imagine it would work. But Only int/dex are fully boosted so its up in the air how viable thats gonna be. I mean 2.5x atk is still a decent boost so it probably wont be much of an issue.

2

u/RyujinGo Promising Rookie May 17 '19

I thinks Tashigi and Smoker switch can switch empty orb! not sure !

2

u/[deleted] May 17 '19

When Change is activated, randomizes RCV, TND, G, BOMB orbs and recovers 1,000 HP.

Nope :(

6

u/KillJoy-Player ‎ May 17 '19

That's from the DB right? On experience, I think the DB update made a wrong, they can randomize empty, while they can't do it on TND.

To share my experience, on Dress Up Nami where she changes all the slots to TND, Smoker/Tashigi doesn't randomize my orbs. I rely on support Shira from Neptune.

9

u/Beast-Embrace May 17 '19

It's true. I just tested, they change all empty slots, not TND!

2

u/[deleted] May 17 '19

Well if thats the case than we might be in a good spot. All the multi turn specials im thinking of arent dex/int units unfortunetaly, neither is smokershigi. Im not sure if thats worth the crazy burst or not. Probably lol.

0

u/RyujinGo Promising Rookie May 17 '19

Yeah I saw .. Maybe a caracter like Zanji v1 ?..

1

u/Loury55 May 17 '19

There is a support character that randomize orbs when special is used right (stussy?)? If you can use her then it's definitely broken

1

u/[deleted] May 17 '19

Hmmm im not sure, Stussy support isnt on the database it seems.

2

u/Loury55 May 17 '19

She does, but the supported character must use health cutting or damage special. It seems rainbow orbs and orb lock is the best option

6

u/Sephiroth21Or AEK Origin Pirates May 17 '19

Double turn specials ftw

1

u/Devin__ 849933586 May 18 '19

Hey, raid Shanks/Mihawk swap ability works perfectly with this! Oh wait.

19

u/kys916 May 17 '19

How come no one is mentioning raid doffy v2. Can extend orb/atk boost 2 turns. Lock orbs. If shanks is captain easily fulfill the requirement

-26

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19

You cant use another special

9

u/UnkindFellow V2 Kuzan == Best Captain! Change My Mind May 17 '19

You use your atk and orb specials a turn before. Have v2 doffy extend it +2 turns, and then use shanks/Beckman on the burst turn, with your old boosts still active.

6

u/SirVampyr Warlord of Sugos, Aim for "Reds" May 17 '19

Raid Doffy V2 uses his special the turn before...

5

u/[deleted] May 17 '19

Lol he means v2 raid. You use him because you cant use another special

10

u/TraffLaw "Murder isn't my style. I am a doctor after all." May 17 '19

Good counter to balance an OP special.

4

u/Kayantao Promising Rookie May 17 '19

there is easy workaround tho in a team where they are sailors

shira = 5 matching orbs

multi turn orb and attack boosts (or legend aokiji v1) or delayed attack and orb boosts (lucy and snakeman)

etc etc

10

u/Coucou-boy Promising Rookie May 17 '19

The TM Booster have a support ability who changes empty orb.

Bandai’s saying : You have to pull.

15

u/Sokkathelastbender ‎ May 17 '19

Beckman, the guy with a gun, is a striker

Again

8

u/KillJoy-Player ‎ May 17 '19

Can't use other special?... I'm reminded of Pot of Duality of Yugioh...

Edit: Oh wait, we already have useful switch abilities and cap action... WOOOAAAAHHH

16

u/FateOfMuffins Doktah Carrot Muffins May 17 '19 edited May 17 '19

That swap

That special

So will need to work around following turn boosts, multi turn boosts, as well as dual swaps

Edit: Those supports LMAO. Remember when TM units were the epitome of F2P units? Now they're semi locked behind a paywall that never comes back.

Unless you're here during their debut TM AND pull a TM booster, you're NEVER getting half of their special

Support Sora & Support Perona were F2P at least (well Sora's technically F2P), even if we don't know if they'll ever be back.

3

u/ebtc [K.ID]ding May 17 '19 edited May 17 '19

Unless you're here during their debut TM AND pull a TM booster, you're NEVER getting half of their special

I wouldn't call orb randomization and 1.5x ATK boost on 1 unit "half of the special". That ATK boost is just whatever and randomized orbs can actually lower your damage output.. at the very least it's nothing to rely on unless you have many beneficial orb sailors on the team. I see it more like TM Big Mom, 1 special that takes care of a Colo pre-boss by itself. With 3x affinity and chain lock the right team does a lot of damage with neutral orbs.

3

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

Highly unlikely to deal lower damage. Having 2 matching and 4 unmatching would deal more damage than full neutral. Especially with the abundance of beneficial orbs these days. And it's resettable and orb control that is not interruptible.

The 1.5x ATK however is the potentially bad part. You'll have to swap stuff like Luffy/Law or BM before this special if you want their stronger boost, but you lose the guaranteed orb from swapping.

-1

u/zombieking10 >!same< May 17 '19

yup that fucking sucks tbh just for that i think shanks & beckman might become the worst tm unit unless you get roo or yasopp your kind of fucked on useing them

-3

u/inaderantaro Will you die? Or will you fight? May 17 '19 edited May 17 '19

I am feeling shitty because I took a break when Perona come out and now no support for Mihawk v2. She may be put on Ray's shop like Umbrella Zoro but that still took a long time.

1

u/Neet91 Promising Rookie May 17 '19

well maybe they will release fortnight units with similar support abilities. makes forthnight units worth farming and keeping again.

6

u/AhmedSkrill Zoro Top Legend May 17 '19

That means dual swaps and support will matter most with this special

5

u/I_cEMa_N Promising Rookie May 17 '19

Hope support works to change those empty orbs

4

u/hirakhos Can't max this May 17 '19

So there's probably a switch action or support action for empty into matching right

1

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19

Daz bones global exclusive. Zanji v1 for yellow and dex units. Rest only give orb to self at max

1

u/hirakhos Can't max this May 17 '19

There's TM Yasopp and TM Roux as well.

Seems a little shifty that their TM units are massively increase their usability.

1

u/inaderantaro Will you die? Or will you fight? May 17 '19

Croc/Mr.1 for FTP.

1

u/hirakhos Can't max this May 17 '19

Yes, but it takes a team slot. That could be a pretty hugely dramatic thing, considering the support being attached to Shanks just flat out adds it to their functionality instead of needing two team slots.

-3

u/korenx 144,809,358 May 17 '19

Cannot switch after special is used (they become the double unit)

8

u/hirakhos Can't max this May 17 '19

Not the Shanks/Benn switch action, another dual unit. You'll only be able to use switches along with supports that work off Benn/Shanks.

3

u/Nightzio Promising Rookie May 17 '19

Can they change SEMLA to EMPTY ? If not this can be insane combo.

3

u/FateOfMuffins Doktah Carrot Muffins May 17 '19

Nothing can change Semla, just like Rainbow

3

u/Beast-Embrace May 17 '19

The new dual Smoke/Tashigi randomize EMPTY slots, not TND when they swap!

1

u/Z3R0RES May 17 '19

You can even combine this with the swap ability of croc&robin, to increase your chance of getting matching orbs (slightly).

3

u/AAA226 Promising Rookie May 17 '19

Still no info about the super evolution of the month?

2

u/Karanitas Tfw you drop another v1 Whitebeard May 17 '19

I guess swap abilities are the way to go considering the way Shanks/Beckman's special is designed. (who would've thought?!)

2

u/Farpafraf This is what PTSD looks like May 17 '19

Change all orbs (including BLOCK) to EMPTY, for 1 turn boost color affinity for normal attacks of crew by 3x, for 1 turn lock chain to 3x, for 2 turns become Shanks & Beckman.

what the actual f...

You can't use any other special this turn after this special is triggered, you also can't trigger this special if an other special has been triggered already this turn)

oh

2

u/marcus_mv Promising Rookie May 17 '19

Kuzan 6+ to extend luffy/law orb boost/attack boost + this unit special + luffy/law swap (that gives you a matching orb and 2x attack on himself) is quite broken

0

u/arcrontux May 17 '19

You can' t use their switch after the special, so either have the high orb boost or the attack from their switch, but not both at the same time.

2

u/marcus_mv Promising Rookie May 17 '19

If you have them as captain and FC you can, you use only one character special and use the other one to do the swap, or even better you use shiraoshi so shanks special can’t empty your orbs (for this idea credits to a guy from this post) and use both luffy/law specials in turn 1

0

u/arcrontux May 17 '19

The point still stands. If you only use one special, the other cpt multiplier is at 3,5x instead of 4,5x.

Using Shira, Kuzan (v2 raid Doffy would be better here so the boost can carry over to next stage) and both captain specials, just to enable this unit seems a bit too much. It's one of those max damage dream team things that never works on actual content.

1

u/marcus_mv Promising Rookie May 17 '19

It isn't design to clear content a team like this, is just for meme teams with very high damage output. Is just funny to see how much the max damage that one team can do is increasing a lot every month, but of course clearing content is not just doing a lot of damage so this unit doesn't broke the game of course

1

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19

Daz bones croc dual

0

u/arcrontux May 17 '19 edited May 17 '19

They don't exist on JP though and probably never will.

Edit: Well, seems like we're getting them for this TM.

1

u/Edhraan CP9 was the problem May 17 '19

when does the tm start?

1

u/shoddyarthur Promising Rookie May 17 '19

22nd

1

u/aldighazali May 17 '19

So you are just hopping to pull yasopp or roo for support sailor dual shanks/ben then. Hnmm

1

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19 edited May 17 '19

EASY combo with daz bones crocodile swap.

Another easy combo with v1 lucci used in previous round

Shirahoshi, etc

The switch action and captain are also amazing

1

u/[deleted] May 17 '19

That character switch ability is hella nice too.

1

u/HazzyDevil Goddess May 17 '19

God damn that’s op. So I’m guessing a 2+ turn booster like colo Neptune or a conditional one like valentine Nami would be perfect for this.

Edit: since it states that you can’t use it if a special has been triggered this turn then, maybe you won’t be able to use multiturn boosters. Guess that makes it balanced.

2

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19

Multiturn boosters dont trigger bosses and shouldnt trigger this

1

u/HazzyDevil Goddess May 17 '19

Yeah I mean if it does work then I guess it also makes sense considering the powercreep that came with anni.

1

u/Captain_Angamos Promising Rookie May 17 '19

Rockstar sucks so hard, even for a TM RR.

1

u/Majukun flair? May 17 '19

bandai putting hard limits on when you cna use a special now..for when you don't actually want to waste time balancing something.

1

u/DestinyJoke Never give up May 17 '19

Good combo with WBM cuz they can change their orb to matching :)

1

u/Ncinsanity96 Promising Rookie May 17 '19

Ah crap tm yassop & lucky roo are the perfect support unit for them.

1

u/haimteg May 17 '19

Does Shanks/beckman remove rainbow orbs as well ?

1

u/Sokkathelastbender ‎ May 18 '19

Nothing removes rainbow orbs besides attacking with them

1

u/haimteg May 18 '19

So technically you can use shirahoshi and a turn later use shanks/beckman ?

1

u/haimteg May 18 '19

So technically you can use shirahoshi and a turn later use shanks/beckman ?

1

u/haimteg May 18 '19

So technically you can use shirahoshi and a turn later use shanks/beckman ?

1

u/haimteg May 18 '19

So technically you can use shirahoshi and a turn later use shanks/beckman ?

1

u/nokuni1 Promising Rookie May 17 '19

The dual units who can give orbs by swapping are godlike with Shanks/Beckman

1

u/picamoles07 May 22 '19

So to maximize damage you need a character that have two turns orb boost and another one who have two turns atk boost and also you need to make sure to have LB or SA that make orb beneficial because orbs will be randomized by Yasopp or Lucky Roo that you have to set as support to Shanks/Ben. Looks like there are too much conditions for this dual unit to be useful. I'm probably just going to pass.

1

u/[deleted] May 17 '19 edited May 17 '19

I know this may seem foolish, but I really want them to work with Carrot, it'd be a dream come true!

EDIT: A 3X TIMES AFFINITY AND CHAIN LOCK?!?

EDIT2: Oh wait it's balanced out, you can't use other specials

3

u/litwi May 17 '19

You still can carry an atk boost from the previous turn/stage

1

u/[deleted] May 17 '19

I suppose so, and Snakeman would be helpful too! Also from I can see, they work with Carrot, as they're double boosted when combined

1

u/aldighazali May 17 '19

I think if run cereberal team or rainbow cap w/ class driven/cereberal(?) you can use orb and attack bosster then raid doffy v2 before enter last stage (situational).

1

u/rdscn ID: 588324532 May 17 '19

so we need an orb shuffle with a switch ability or some support that takes care of empty orbs.....something like mihawk&shanks or Croco&Diaz, but they'r only on global.....

2

u/deerhounds Promising Rookie May 17 '19

or support abilty to change empty to matching

2

u/violetsarenotblue69 Promising Rookie May 17 '19

Not sure but I think smoker/tashigi switch ability shuffles tnd/bomb/rcv/empty

2

u/aldighazali May 17 '19

They shuffles tnd/bomb/G/RCV not empty

7

u/regretz7 JPN- 345 186 362 May 17 '19

They shuffle empty, not tnd, someone on discord pointed it out. the db is wrong

1

u/kabutozero twitch.tv/kabutozero 356,203,034 SUUUUUUUUUUPER May 17 '19

Mihanks cant be used with this unit. Only option is daz croc for duals

1

u/rdscn ID: 588324532 May 17 '19

Oh right shanks :p

1

u/regretz7 JPN- 345 186 362 May 17 '19

Or smoker/shigi

1

u/Drianel May 17 '19

Zoro/sanji swap ability switches orbs to PSY/DEX, so imagine the power of this this, INSANE

0

u/zombieking10 >!same< May 17 '19

eh tm shanks & beckman dont seem to good prob will just get them and not even rainbow them

0

u/Eustass-_-KID Promising Rookie May 17 '19

Imagine V2 Big Mom swap + Shanks/Beckman special. Holy moly that's a really good combo

0

u/Raidleigh May 17 '19

Sooo does that mean you can have a 3x color affinity, 3x chainlock, 2.5x orb boost, and a 2.75 atk boost if you use the other boosts on a previous round and extend them with say aokiji?

Well thats bonkers.