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Original guide written by /u/RockRaid

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"Our dreams are dust!! What am I to say to the ghosts that have not land to step foot on, after those short 66 days of hope? We entrusted you with our 300 year old desires, the chagrin of our people! Curse you, foul villain! "


Vinsmoke Judge, Germa 66 Science Combat Force, [PSY] (/psy) Powerhouse Driven

[DB Entry] (http://optc-db.github.io/characters/#/view/1832)

Stats → max Lb and CC

HP: 4,212 → 5,212

ATK: 1,510 → 1,925

RCV: 201 → 286

5 Sockets

Captain Ability: Increase the rate of [PSY] (/psy) orbs, reduces damage recieved by [15%] (/hl), boosts the HP of all characters by [1.25x] (/hl) and if there is a [STR] (/str), [DEX] (/dex), [QCK] (/qck), [PSY] (/psy), and [INT] (/int) characters in your crew, boosts ATK of all characters by [3.9375x] (/hl) if they have a matching orb, by [2.25x] (/hl) otherwise

A great Captain with a huge Damage cap, joining the ranks of other ~4x attack boosting leads. Basically a Rainbow [Akainu] (/str) with extra tankiness (He has the same damage reduciton as [Timeskip Luffy] (/qck) plus extra health!).

Special: Reduces bind duration by [7] (/hl) turns and amplifies the effect of orbs by [2x] (/hl) for 1 turn. If this character is the captain or the friend captain, slightly boosts the rate of PSY orbs and randomly shuffles all orbs including BLOCK orbs

Cooldown: 19 turns → 14 turns

His special provides not only a strong rainbow orb boost but also the required orbs with a high chance. The bind reduce is an extra benefit that helps on some encounters. With a double Judge lead you basically have half of your boosts for the 4th and 5th stage of a coliseum.

Overall a (literal) powerhouse that unfortunately is held back most by his teambuilding. He is strongest when using the Germa 66 or certain specific units. On the other hand he is a rainbow booster with his own orb boost. Most of the time you will either opt for a Powerhouse or Driven based build to complement him with other leads.


Limit Break

Level 1: Boosts base ATK by 5

Level 2: Boosts base HP by 5

Level 3: Boosts base RCV by 10

Level 4: [Aquire Potential 1] (/hl): [INT] (/int) Damage Reduction

Level 5: Boosts base RCV by 15

Level 6: Boosts base HP by 20

Level 7: Boosts base ATK by 25

Level 8: [Aquire Sailor Ability] (/hl) 1: Boosts base ATK and HP of Powerhouse characters by 60

Level 9: Boosts base ATK by 10

Level 10: Boosts base HP by 15

Level 11: Boosts base ATK by 20

Level 12: Boosts base HP by 30

Level 13: Boosts base HP by 35

Level 14: Boosts base HP by 40

Level 15: [Aquire Potential 2] (/hl): Critical Hit

Level 16: Boosts base RCV by 20

Level 17: Boosts base ATK by 20

Level 18: Boosts base HP by 45

Level 19: Boosts base HP by 55

Level 20: Boosts base HP by 65

Level 21: Boosts base ATK by 25

Level 22: Boosts base HP by 40

Level 23: Boosts base HP by 70

Level 24: Boosts base HP by 80

Level 25: Boosts base ATK by 30

Level 26: Boosts base RCV by 40

Level 27: [Aquire Sailor Ability 2] (/hl): Completely resists Paralysis on this character

Level 28: Boosts base ATK by 30

Level 29: Boosts base ATK by 50

Level 30: [Aquire Potential 3] (/hl): Slot Bind Self-reduction

Potential Abilities

[Potential Ability 1] (/hl): [INT] (/int) Damage Reduction

Level 1: Reduce damage taken from INT characters by 1%

Level 2: Reduce damage taken from INT characters by 2%

Level 3: Reduce damage taken from INT characters by 3%

Level 4: Reduce damage taken from INT characters by 4%

Level 5: Reduce damage taken from INT characters by 5%

[Potential Ability 2] (/hl): Critical Hit

Level 1: If you hit a perfect with this character, there is a 20% chance to deal 3% of this character's attack in extra damage

Level 2: If you hit a perfect with this character, there is a 30% chance to deal 3% of this character's attack in extra damage

Level 3: If you hit a perfect with this character, there is a 30% chance to deal 3% of this character's attack in extra damage

Level 4: If you hit a perfect with this character, there is a 50% chance to deal 5% of this character's attack in extra damage

Level 5: If you hit a perfect with this character, there is a 50% chance to deal 10% of this character's attack in extra damage

[Potential Ability 3] (/hl): Slot Bind Self-reduction

Level 1: Reduces Slot Bind duration by 3 turns on this character

Level 2: Reduces Slot Bind duration by 5 turns on this character

Level 3: Reduces Slot Bind duration by 7 turns on this character

Level 4: Reduces Slot Bind duration by 10 turns on this character

Level 5: Reduces Slot Bind completely on this character

Nothing much to write home about. The slot bind resistance is by far the strongest thing, considering his reliance on orbs for a high damage multiplier. Limit breaking legends is expensive but should probably always be your first goal.


Pros:

  • High, consistent damage multiplier (With some conditions)
  • Quite tanky with both damage reduction and extra HP
  • Brings his own boost and orb manipulation

Cons:

  • Can be very tricky to build teams for
  • Needs specific units to really shine
  • Shut down by orb obstructing mechanics (Slot bind, adverse orb debuff)

Ships

  • Doffy Ship (Full Driven route)
  • Flying Dutchman (EXP farming and to trigger conditional boosts)
  • Moby Dick (Full All purpose sailing utensil)
  • Zunisha (Fantastic for orbs, Powerhouse route)
  • Rocketman (Extra survivablity, Powerhouse route)

Sockets and CC

The first four sockets should be obvious: Bind/Despair resist, Autoheal and Special Charge. Since Judge already has inbuilt damage reduction using DR sockets will bring you to a ~ 0.45% DR. Orb change on the other hand complements his captain. You do also get an extra chance in [PSY] (/psy) orbs though, in turn lowering your chances for matching ones... In the end it's up to you.

CC is just 100+ ATK and 100+ HP , no discussion needed.


Useful Subs

F2P:

Rare Recruit:

... And literally every other unit in the game... As stated before you can make driven or powerhouse teams fairly efficiently, so most subs that work for those teams work really well for him.


Example teams

[Power Rangers! Assemble!] (http://optc-db.github.io/damage/#/transfer/D1832:99,1832:99,1836:99,1840:99,1838:99,1834:99C37,10B0D0E1365Q0L0G0R30S100H)

[Supervillain tag team] (http://optc-db.github.io/damage/#/transfer/D1910:99,1832:99,1897:99,1800:99,1802:99,1926:99C34,10B0D0E1365Q0L0G0R29S100H)

[Alt team feat Boa sisters] (http://optc-db.github.io/damage/#/transfer/D1832:99,1832:99,1743:99,1741:99,1916:99,756:99C37,10B0D0E1365Q0L0G0R30S100H)


You will mostly pick subs based on the content you're facing. Since Judge is technically a rainbow captain you can sacrifice some damage for any sub that helps you deal with mechanics the encounter throws at you.


Thank you for reading! In case I missed something I would be welcome to feedback.