Hammer Usopp from free pulls. Any of you guys remember way back when, when I dumped like 15 gems into farming Story Mode for Hammer Usopp in order to farm Aokiji IIRC, and I then pulled him later that same day in a multi?
I get triggered again every time I pull this guy
All the belli bags I've been getting for the past few days were from the snails. I wanna say 8 of the snails I've clicked on were belli bags...
I powered through endless belli bags and finally finished maxing out Ace's sockets meaning my OG Ace Dream Team is complete. It only took two gems overall, bless Legend Buggy.
On QCK Legend Law: I'm not sure we really know what he can do yet since he's only on Line which is missing a lot of important Striker pieces. Once he hits JPN we'll see how much content he can clear. He's strong, obviously, but he's fairly within line with the rest of the post-Akainu legend era, and probably weaker than Cat Viper (though he would be excellent on the cat's crew).
I wouldn't mind Global getting him now other than the fact that it wouldn't really help us any with Neo Doffy. Striker is the most prepared of the three classes right now.
I feel similarly on Legend Law; cool to get him but on the whole, he isn't gonna get us through the toughest Neo Doffy stage(Fighter) for which we need Gear 4th. Also true to a lesser extent for Cerebral and Inuarashi. I have Legend Croc and I'm still convinced it's going to turn into a shitshow for me
And while Law is definitely powercreep due to his unconditional 3x multiplier, he feels unexciting because Nekomamushi exists. His healing is cool but I'm not convinced about it's utility due to the need to hit Perfects, which makes stalling hard. His orb boost is for Strikers only, making him far less of a Rainbow captain compared to say, Whitebeard, who is universally useful on all teams that he leads. Which isn't to take away from his ability to clear stuff, which is going to be amazing(on Global) once we get units like Kinemon, Colo Machavise, and Log Kid. But he's not as all-conquering as has been portrayed recently.
After seeing Sabo Kai, my interest was piqued in terms of what he could be useful for, and that naturally led me to 6+ Shanks who is someone I've been playing around on the calculator with recently. Right now this is the 'optimal' team that I've been playing around with. Honestly, I think he's actually going to end up on the upper half of the Legend tier list in the longterm once he gets one simple thing that he's currently missing. And that's a good conditional attack booster. Right now he does 3M damage to any enemy type other than INT, which he of course can destroy. Note that this is with Monet's special inactive.
Now, Raid Sabo adds ~500k damage per turn with maxed out cotton candies, but it's a flat bonus. Raid Hancock adds ~620k damage to this team, but it scales with the damage being done. No orb boost/type boost = way less returns from Raid Hancock. For example, a 1.75x booster like RR Duval adds ~580k damage instead. So Sabo Kai will largely go ignored unless you can't use a conditional attack booster like Wedding Nami or Monet. And that's where things get interesting. Monet's 1.25x conditional attack boost adds ~750k damage to this team's attack, bringing this team's actual burst up to 3.7m to all colors. Now, we've recently seen some pretty eye-raising conditional attack boosters like RR Hannyabal that offer 2 turns of 1.75x conditional attack boost. So my theory is this: Bandai will one day drop the Hannyabal to 6+ Shanks' Magellan. If my theory is right, it's going to be a Red Hair Pirate. Like Benn Beckman. I'm imagining something like this:
Benn Beckman, Vice Captain of the Red Hair Pirates
PSY - Shooter/Cerebral - 4 Sockets
Captain Ability: XXXXX (not relevant)
Sailor Ability: If Captain is Cerebral, Captain is immune to Despair(or Bind/Silence/Whatever. Give Shanks his seemingly unshakable will through his First Mate's Sailor Ability even if Bandai won't give it to us directly via his 6+)
Special: 14 turns - Captain and Friend Captain's abilities ignore all defensive buffs and barriers for two turns. Boosts attack against enemies with reduced defense by 1.75x for 2 turns.
Now, conditional attack boosts are multiplicative. We can take that ~750k damage that Monet adds with a 1.25x buff, multiply it by three, and add that number to Shanks' base 3m damage. Which would be a universal 4.5m damage to all colors. But to add one more caveat to this, the only type of boost that affects Sabo's flat damage boost to all attackers is a conditional attack boost. So if we were to get an insane Benn Beckmann to buff up 6+ Shanks, Sabo Kai could become far more competitive with Raid Boa. But anyways, that's my pet theory. Shanks won't be an amazing Legend on his own merits and carry the team like Gear 4th does, instead it'll be his subs that will make him great. Flexible units like Duval are cool, but I think that in the longterm, we'll see another unit that will provide a 2x boost for PSY that is actually PSY(TS Robin), isn't incredibly weak(Impact Dial Usopp), etc. Or maybe we'll get another Legend to pair him with for a higher base multiplier, since Shanks + Borsalino is actually better than 2x Shanks when it's time to burst and caps out at 4m damage vs. 2x Shanks' current 3.7m damage.
Tl;dr my theory is that this isn't 6+ Shanks' final form. We'll almost certainly get another Shanks Legend in the future when the Red Hair Pirates batch(es) start dropping if ever, but they're going to throw 6+ Shanks a bone or two also. Right now there is nothing ingame to compliment his special. We'll likely see something in the future (IMO). If I was a betting man (and I clearly am), the future Legend Shanks will also reduce the enemy's defense to zero while (probably) being a Rainbow captain, as so far 2/5 Yonko(Whitebeard and BB) are. Or we'll get two Benn Beckmans. Or something.
Tl;dr to the Tl;dr someday, a PSY unit will drop that will make 6+ Shanks great(for the first time)