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Franky Super Weapon from a Future Land

C1935
F1935
QCK
Straw Hat Pirates shipwright. The General Franky he developed hides many never-before-seen tricks within. However, the Franky Cannon used to shoot down airborne enemies has to be fired manually.

Details

No. 1935
Type QCK
Class Shooter
Class 2 Free Spirit
Rarity

★★★★★★

Max Lv. 99
Cost 55
EXP to Max 5.000.000
Sockets 5

Stats
(before LB)

HP 4378
ATK 1616
RCV 138
CMB 4

Skills
(before LB)

Special: Franky Cannon


Click to see characters with matching specials

Reduces all enemies HP by 10%, changes slots randomly (including [BLOCK] slots) unless slots are matching, and doubles Fighter, Slasher, Striker, and Shooter characters' ATK for 1 turn

Cooldown

Level Turn
1 21
MAX - 6 16

Manual Location

Captain Ability: Mechanic's Dream Taking Off

If only Fighter, Slasher, Striker, and Shooter characters are on a 6-person crew, Captain Ability is the following: boosts crew's ATK by 3x and HP by 1.3x. When Captain Action "Docking" is activated, Captain Ability changes to the following for 1 turn: boosts crew's ATK by approximately 4x and HP by 1.3x, reduces damage taken by 38%, character cannot be blown away, and changes attack depending on character's class.

During transformation:
If you attack with a Fighter character, deal 1.25x damage to targeted enemy.
If you attack with a Slasher character, deal full damage to targeted enemy, but deal 0.1x damage to all enemies in the same row as the targeted enemy.
If you attack with a Striker character, deal 0.5x damage to all enemies on the stage.
If you attack with a Shooter character, deal .75x damage to targeted enemy but deal 0.3x damage to all other enemies on the stage.
Sailor Ability:

N/A

Support Ability:

N/A

Switch Effect:
For dual units only

N/A

Rumble Stats
Rumble Special: N/A
Rumble Ability: N/A
Rumble Resistance: N/A
Rumble Speed: N/A
Rumble Defence: N/A
Limit Break Upgrades
HP ATK RCV Slot CD
4834 1813 216 5 (1)
Post-LB Captain Ability: N/A
Post-LB Sailor Ability 1:
  • Boosts Fighter, Slasher, Striker, and Shooter characters' base stats by 50
  • Makes Fighter, Slasher,Striker,and Shooter characters' QCK slots have matching effects
Post-LB Sailor Ability 2: N/A
Post-LB Potential Ability 1:
  • STR damage reduction
  • RCV Bind Resistance
  • Barrier Pierce
Post-LB Potential Ability 2: N/A
Post-LB Potential Ability 3: N/A
HP ATK RCV Slot CD
N/A N/A N/A N/A N/A
Post-LB Key Captain Ability: N/A
Post-LB Key Sailor Ability: N/A
Post-LB Key Potential Ability: N/A

Tandem

N/A

Evolution

Chain
F1934
Evolve arrow sm
F1935
Evolve arrow sm
F2300
Materials N/A

How to Obtain

Only through evolution

This character entry on official Bandai OPTC page (en)/(jp) Some links may be broken due to en and jp having different numbers for some characters


This character entry in OPTC-DB

Sample teams using this character as a captain: Nakama Network list

Notes:

Summary (As of January '19): Tier Rank: 4/5 (A very good legend, and will clear much of the current content). A very tanky captain with a good ATK boost and powerful special that allows him to be splashed onto most teams with an open slot.

  • Captain Ability: Better than decent, but not quite amazing (3.5/5). While the 1.3x HP boost and 3x ATK boost is nice, and the Captain Action turns the team into an immensely tanky and powerful one for a turn, needing to wait 4 turns before using it again somewhat limits its' usability and weakens it significantly. Plus, while the requirement for it isn't too hard to fulfill, it can remove a few very powerful characters from the potential pool of crewmates.
  • Special: An amazing special that works on multiple levels (5/5). A near-universal (Shooter, Striker, Fighter, and Slashers are boosted) 2x ATK boost is very good, the randomizing of all non-matching orbs is a very helpful addition, and the 10% health cut is always a helpful addition. What's more, it pairs perfectly with his captain ability and is very splashable, allowing for both good synergy and easy inclusion of the character on multiple teams.
  • Limit Break Limit break him on a very high priority. He reduces his special's cooldown, completely ignores barriers on his attacks, makes QCK orbs matching for Fighters, Slashers, Shooters, and Strikers, and reduces the No Healing debuff. This is an amazing Limit Break that gives him even more usability as a sub.


Detailed review and other notes

  • The second character introduced with Captain Action.
  • If you're running a double legend Franky team, only one of them can use Captain Action at a time, and you must wait 4 turns after using the action before you can use it again. Only 1 Franky Captain Action can be activated in the same turn.
  • When using his Captain Action, if you're using a character with two of the 4 primary classes (Slasher, Shooter, Fighter, Striker), the first class will be used for the action. For example, if you're running the RR PSY Hina (who is both a fighter and a striker), the game will use the effect for fighters in the captain action, as it's the first listed class for her.
  • All 6 crewmembers must be at least one of the 4 classes mentioned in the description to get boosted, so Legend Blackbeard would not be a good pairing for him.
  • His 6+ version is a straight upgrade.

Teambuilding

  • your favorite Fighter, Slasher, Striker, and Shooter units go here :) please expand with suggestions
  • you probably do not need an ATK booster as Franky takes care of that
  • Raid Doffy is still a solid F2P Slasher all-units 2x orb booster with good stats
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