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Red-Haired Shanks Emperor

C1707
F1707
PSY
Captain of the Red-Hair Pirates. He suddenly appeared to put a stop to the Paramount War, picking up the unconscious Luffy’s straw hat and throwing it to Buggy. Though it had been 10 years since their last meeting, he kept his back turned to Luffy–true to the words of their promise.

Details

No. 1707
Type PSY
Class Slasher
Class 2 Cerebral
Rarity

6+

Max Lv. 99
Cost 65
EXP to Max 5.000.000
Sockets 5

Stats
(before LB)

HP 3204
ATK 1510
RCV 464
CMB 5

Skills
(before LB)

Special: One-Armed Sky-Splitter


Click to see characters with matching specials

Sets all enemies' DEF to 0 for 1 turn, deals 75x character's ATK in non-type damage to one enemy, and changes crew's slots to [PSY]

Cooldown

Level Turn
1 19
MAX - 6 14

Manual Location

Captain Ability: Straw Hat Bond in the Paramount War

Boosts PSY characters' ATK by 2.75x, HP by 1.3x, and greatly boosts chance of landing on [PSY] slots (more when HP is high)

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
N/A N/A N/A N/A N/A
Post-LB Captain Ability: N/A
Post-LB Sailor Ability 1: N/A
Post-LB Sailor Ability 2: N/A
Post-LB Potential Ability 1: N/A
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
F0529
Evolve arrow sm
F0530
Evolve arrow sm
F1707
Materials
Amber Crystal Skull
F0118
F0098
F0303
F0267

How to Obtain

  • Only through Super 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 November'18): Tier rank: 2.5/5 (Average, approaching weak). 6+ Shanks is no longer nerfed by low health, and his special is usable without stalling forever, but in the end he still provides just a 2.75x ATK boost.

  • Captain ability: Below average (2.5/5). 2.75x boost is OK, but most strong legends provide a higher boost.
  • Special: Average (3/5). Forgettable damage, but gives you a full-board of PSY orbs, which is workable, and if you want to cancel high DEF of an enemy, now you can do it on a reasonable CD.
  • Limit Break Ok (3/5). Shanks has two SAs, and the "Makes INT orbs "beneficial" for PSY characters" one is pretty solid for the right teams. The other SA "Adds 3x character's ATK as Additional Typeless Damage" is hardly a game changer, unfortunatley.



Detailed review and other notes

  • Better stats and a much better Captain Ability, but loses his AoE damage and the second turn of DEF down on his Special in exchange for more damage to a single unit and guaranteed full PSY board for the burst. Special cd also is decreased by 6 turns. Overall, the SE is much better and there is little reason not to SE your first Shanks ASAP. Whether you'd even ever need to use his pre-SE anymore is doubtful.
  • Being better than his pre-SE version sadly doesn't make Shanks actually good. He feel behind the power curve long ago, and his 6+ version is not doing enough to change it. 2.75x ATK boost for PSY units only is simply too little and too limited, and high chance of landing on matching (PSY) orb is less interesting these days when so many units (and leads) provide matching orbs left and right. And his special? Well, it's ok but niche: DEF=0 reduction is provided now but several other units, and making all slots PSY is great (particularly if they'd be matching for your team), but again, team slot matching is provided by many other units, including non-legends. Bottom line, 6+ Shanks is unlikely to see play unless you need DEF=0, and can deal with (and hopefully benefit) from his all-PSY board.
  • Limit Break analysis: Go for his Level 8 " Makes INT orbs "beneficial" for PSY characters", it's nice. Other than that, Shanks doesn't offer anything that's memorable. INT DR, No Healing reduction, Critical Hit, SA2 "Adds 3x character's ATK as Additional Typeless Damage", 1 CD reduction... Nothing here you need to spend LB materials on unless you really feel like using him often.


Team building


Farmable socket locations


Other guides/reviews

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