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Sanji Secret Son of the Vinsmoke Family

C2245
F2245
INT
Straw Hat Pirates cook. Receiving an invitation to Big Mom’s tea party, he tells his crew that he has to go and settle things with his past once and for all. He goes alone after helping his crew escape from Bege’s body.

Details

No. 2245
Type INT
Class Fighter
Class 2 Powerhouse
Rarity

6+

Max Lv. 99
Cost 65
EXP to Max 5,000,000
Sockets 5

Stats
(before LB)

HP 3,438
ATK 1,538
RCV 360
CMB 4

Skills
(before LB)

Special: Diable Mouton Mallet


Click to see characters with matching specials

Deals 100,000 damage to all enemies, changes character’s slot, adjacent slots, and crew’s [BLOCK] slots to character’s own type, boosts chain multiplier by +0.8 for 1 turn, and if character is a Captain/Friend Captain/Helper Captain, reduces crew’s decrease chain multiplier growth rate/lock chain multiplier duration by 5 turns

Cooldown

Level Turn
1 19
MAX - 8 12

Manual Location

N/A
Captain Ability: Resolve Towards a Forgotten Past

Boosts crew’s ATK by 2.75x, HP by 1.3x, makes crew’s [TND] slots have matching slot effects, and boosts character’s ATK by approximately 3x [Captain Action: Sky Walk] Cannot attack right after using Sky Walk, but protects character from certain status effects, and further boosts character’s ATK by 2.75x on the next turn. (Can only be used when other crewmembers are available to attack)

Sailor Ability:

Makes crew's RCV slots have matching slot effects

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
3788 (+350) 1788 (+250) 485 (+125) N/A (-2)
Post-LB Captain Ability: N/A
Post-LB Sailor Ability 1:
  • Adds an additional 300 HP when optaining a RCV slot
Post-LB Sailor Ability 2: N/A
Post-LB Potential Ability 1:
  • Provoked ATK boost
    • Level 5: Boosts character's base ATK by 200 the next turn after taking damage
  • RCV Bind resistance
    • Level 5: Reduces RCV bind duration by 7 turns
  • Critical ATK
    • Level 5: If character lands a perfect strike, 90% chance of 10% damage boost on the last strike
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
F1587
Evolve arrow sm
F1588
Evolve arrow sm
F2245
Materials
Onyx Crystal Skull Sanji
Onyx Crystal Skull Sanji
Onyx Crystal Skull Sanji
Onyx Crystal Skull Sanji
Onyx Crystal Skull Sanji

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 September'19): Tier rank: 4/5 (Good). Good unit with a unique ability that becomes even better after Super Evolution.

  • Captain ability: Above-average (3.5/5). 2,75x ATK boost is on the weaker side, but Sanji is a beast when attacking with his Captain Action at the end of a chain, particularly if his target is PSY. His Captain Action is also great in some very specific situations. And let's not forget he is a rainbow captain. So, niche, but still usable, and sometimes, quite helpful.
  • Special: Average (3/5). Some minor effects plus a self-ATK boost. Occasionally useful, but hardly OP. Useful as a captain, but Sanji is rarely helpful as a sub.
  • Limit Break Average (3/5). Reduce No Healing duration is always nice, but Sanji doesn't synergize that well with healing teams (Legend Eneru...), same for his +300 HP for meat orbs, which would be great on Eneru teams, if only his special fit them better. Other than that, it's standard stat boosts, nice but forgettable.


Detailed review and other notes

  • His unique Captain Action makes him excellent at dealing with pre-emptives that affect captains such as despair or being kicked out of the battlefield (think Clash!! Fujitora which was designed to showcase Sanji's utility). Sanji excels at dealing with enemies that try to throw a lot of despairs, binds, paralysis and similar unit specific debuffs at captains, and also delivers a major punch to PSY enemies. Otherwise, there are more versatile choices, so he is still a rather niche unit.
  • Compared to his pre-SE version, he doesnt change [TND] into matching with the special anymore. That could be a disadvantage when using him as a sub. He also doesn't boost his own ATK by 2x anymore, this makes room for a different ATK boost for the whole crew (2x ATK boosters are not that rare anymore, and there are even 2.25x ATK boosters now). Also, pre-SE Sanji allowed boosting of only one Sanji, second one was weaker - now you can hit with both during the single burst turn.
  • After [Sky Walk]ing his own ATK is boosted by 8.25x.


Team building

  • rainbow captain, so your favorite units go here


Farmable socket locations


Other guides:

Trivia

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