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Charlotte Katakuri Big Mom Pirates Sweet 3

C2113
F2113
STR
A member of the Big Mom Pirates and one of the Sweet 3 generals. He ate the Mochi-Mochi Fruit which allows him to turn his body into a sticky rice paste-like substance and stretch his body much like Luffy does. With the sticky properties of his Devil Fruit proving difficult to deal with, he is Luffy's greatest rival.

Details

No. 2113
Type STR
Class Shooter
Class 2 Cerebral
Rarity

★★★★★★

Max Lv. 99
Cost 55
EXP to Max 5,000,000
Sockets 5

Stats
(before LB)

HP 3,700
ATK 1,640
RCV 250
CMB 4

Skills
(before LB)

Special: Unstoppable Donuts: Mochi Anemone


Click to see characters with matching specials

Boosts damage dealt to delayed enemies by 1.75x for 2 turns, changes Fighter, Striker, Shooter, Cerebral and Powerhouse characters' [BLOCK] slots and type slots to character's own type, and reduces their Special charge time by 1 turn

Cooldown

Level Turn
1 16
MAX - 6 11

Manual Location

Captain Ability: Foreseen Promise of Victory

Boosts Fighter, Striker, Shooter, Cerebral and Powerhouse characters ATK by 1.825x (approximately 3.33x if character has two of these classes), makes theirQCK PSY [RCV][TND] slots have matching slot effects, reduces damage taken by 20%, and delays all enemies for 1 turn at a fixed chance based on the total damage dealt from normal attacks in 1 turn; 20% chance with over 100,000, 50% chance with over 500,000, 100% chance with over 1,000,000, 100% chance unaffected by Delay Block/Immunity with over 2,000,000

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
4,140 1,890 310 5 (-1)
Post-LB Captain Ability: N/A
Post-LB Sailor Ability 1:
  • Boosts Fighter, Striker, Shooter, Cerebral and Powerhouse characters' base ATK by 50
  • Doubles damage from normal attacks dealt by character to QCK enemies
Post-LB Sailor Ability 2: N/A
Post-LB Potential Ability 1:
  • DEX damage reduction
  • RCV Bind Resistance
  • Critical ATK
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
F2112
Evolve arrow sm
F2113
Evolve arrow sm
F2739
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 November'19): Tier rank: 4/5 (Very good). Good multi-class captain with a nice unique ability

  • Captain ability: Very good (4.5/5). 3.33x boost for more than half of the units in the game, orb matching, and very nice unique ability is very nice.
  • Special: Above average (3.5/5). Kata's special is rather underwhelming.
  • Limit Break Average (3/5). Nothing memorable outside Reduce No Healing duration, but RNH generally shines on Enel teams, and there is nothing in Kata's kit to make him synergize well with Enel.


Detailed review and other notes

  • Kata's main claim to fame is that while providing a reasonably high ATK for many units he can also delay them, and even delays immune enemies on his burst turn.
  • If you're unable to defeat your enemy when you burst but you deal enough damage, you're guaranteed an extra second turn to try to burst them again, so it could be helpful to bring boosters that last for multiple turns
  • Few other character capable of delaying while ignoring immunity include Legend Usopp and Colo Katakuri
  • Kata v1 is a reversal of the more common type of Legends with great specials but mediocre CAs. His CA is very good, but his special is rather meh. He converts only block orbs (niche), reduces special charge by 1 (pretty minor effect) and while he provides a strong conditional ATK boost (1.75x for 2 turns), the odds are the enemy won't be delayed before the burst round, so it only helps for the turn after. At which point, yes, sometimes is nice, but overall a double Kata team cannot benefit form 2 Kata specials usually, and as a sub, he is rarely helpful on other teams. Bottom line: fun captain, ideally paired with someone with a more useful special, and forgettable sub.


Team building

  • your best Fighter, Striker, Shooter, Cerebral and Powerhouse units go here

Farmable socket locations:

  • Clash!! Katakuri

Trivia

  • 51st legend released on global (in early Oct '18)
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