As we leave Wano and enter the final saga, we have just about every
straw Hat getting some kind of significant power boost and receiving a new bounty.
But with all these new factors in play, I wanted to take another look
at the straw Hats and rank them from weakest to strongest before we get into
it. Though. If you're enjoying the one piece content on this channel and
you want to keep it coming, remember to leave alike and comment down below.
I think it'd be pretty fun if you all left your own list down
in the comments right now, and then we see if they line up with
mine at the end of the video. And of course, make sure to
subscribe to the channel for more one piece content in the future and to keep
up with our weekly one piece chapter reviews. But with all that being said,
let's get into the actual video spoilers and all. So currently, I
think it's safe to say that there are tiers of straw Hat power levels.
None of them are particularly weak, but the ones who are at the top
are kind of miles ahead of the others. Like I could definitely see several
characters on the straw Hat Crew being placed in fights with King Queen or Jack
and at least holding their own, but with other characters that just straight up
isn't the case, right, And honestly, I think a lot of the
positions on this list will be pretty debatable, but I believe that it's probably
safe to say that Chopper is the weakest member of the crew. Again,
I'm not saying Chopper is weak. It isn't like he's Tido Minion number three
hundred and forty six. But I also don't think that he really competes with
mid level Yanco crew members on average. But let's talk about that in a
moment. Chopper joined the crew all the way back in the Drum Island dark
after Lufy helped him stop Wopple's invasion, and obviously, Chopper wants to be
the here all Medicine, the best doctor in the world, so his dreams
don't particularly align with him being very strong, and because of that, it
isn't really a priority and it doesn't matter too much for his character, which
unfortunately means that he tends to get the least development on the crew, as
a lot of one piece development is through its fights on Drum Island. Chopper's
abilities were fairly straightforward. He's a reindeer who ate the human human fruit.
This gave him human intellect, as well as three basic forms, his normal
reindeer form, his tiny hybrid form, which is the most common to be
used, and his human form, which turns him into something that looks almost
like a yetie. Each of these offers their own unique benefits, giving him
better mobility, intellect, and strength respectively. However, Chopper also invented the
rumble ball. The original rumble ball would give Chopper access to four new forms,
These being the furry guard point, which acted like Lufy's gun gun balloon,
Antler Point, which, as you might guess, makes his antler's much
bigger and stronger, which is very useful for lifting or tackling opponents, Arm
Point, which gave him buff arms for attacking, and jump point, which
allowed him to jump further and higher. He can also use the scopeability while
he's in his hybrid form, which allows him to find enemies weaknesses. But
this is Chopper's biggest weakness. The rumble balls are not perfect. This means
that he only has access to most of his abilities some of the time.
The original rumbo ball only lasted for three minutes each and needed six hours between
uses, which is not the ratio you want to be looking at. He
could, of course eat more in that time frame, but there would be
side effects. If he ate a second Rumbo ball, he would gain extra
abilities, but he would lose control over his transformations and begin swapping randomly.
If he took a third Rumbo ball, he would be forced into monster point,
a behemoth like form where he is filled with rage and attacks everything and
any one around him, regardless of if their friend or foe. Chopper,
especially early on, had a ton of versatility at his disposal, but was
extremely limited in terms of time. On top of this, even despite his
time limitation, his strongest normal form wasn't stronger than Zoro, his fastest form
wasn't as fast as Sanji, and his most defensive form couldn't reflect as much
as Lufy's. He's kind of a jack of all trades and definitely not a
master of any However, things would change a bit after he spent the two
year time skip on Torino Kingdom. Chopper mastered his abilities to the point where
he could access all of his forms and the new kung Fu point, which
would make the best of both arm and jumping point combining them into one.
With the exception of Monster Point, this would be the only form that would
still require a rumble ball to access, but because it only took one rumble
ball, Chopper would remain in total control of himself, although again it would
only last for three minutes. Finally, with the help of Caesar Clown,
this three minutes was bumped up to thirty with the trade off of leaving him
as a shrunken version of brain Point for an unknown amount of time. Basically,
it's similar to the old effects of Lufy's Gear third, where he would
shrink after using it. Obviously, Chopper's Monster Point is insanely strong, but
it is so limited. Thirty minutes is getting to the point where it's reasonable
for a fight, but I doubt that more than one fight would really be
resolved in that time. On top of that, what happens if Chopper commits
to that thirty minute transformation and whoever he's fighting just runs away for a half
hour and comes back afterwards. His kryptonite in this form is anyone slightly faster
than him, or anyone who can convince him to have a conversation. Yes,
he has times where he is super strong, but because of the limitations
around his character, I think we have to mark him as the weakest after
Chopper, though. I think that next three are up for some debate,
but for me, I would probably put Brooke here. Brooke, of course,
joined the crew back in thriller Bark, where he immediately stood out as
being pretty strong. However, he was notably not even a close match for
Yuma with his shadow, even saying himself that Ruma wasn't taking him seriously at
all despite getting bodied by him. Meanwhile, Zoro managed to take him out
with really no issue. To be fair, saying that he doesn't compare to
Zoro is a pretty high bar, especially before the time skip, but even
so the gap is pretty significant. That said, Brooke, like Zoro,
is a swordsman, but rather than using three swords style like Zoro does,
Brooke instead uses a cane sword for a more fencing like battle style, emphasizing
speed and precision overpower, calling it the gentle blade style. So yes,
while Zoro is a better swordsman than Brook, they're in different categories, so
it's not the easiest thing to compare the styles. They're both useful in different
situations. Brook, of course, though, is also the cruise musician,
and while this is great for boosting the morale of his crew, it also
allows him to have unique effects on his enemies, using enchanted melodies through his
music that can cause people to even fall asleep. It puts him in this
kind of interesting position of being a frontline fighter as he's a swordsman, but
also being a support unit at the same time. Much like Chopper, I
feel like Brooke doesn't have a defined identity on the battlefield, and that causes
him to be a bit lacking overall. Now what does help Brook though,
is his devil fruit, the Yomi Yomi Nomi, which is objectively the most
fun devil fruit to say. This fruit gave Brook a second chance at life
after dying in the Florian Triangle. However, as his soul took fifty years
to find his body, he would be revived as a skeleton. This makes
Brook light enough to run on water and immune to certain types of damage or
environmental effects. For example, he's not able to feel the cold on Punk
Hazard and also is unable to be electrocuted. Brooke also obviously can't be made
to bleed, as he's immune to any flesh based injury. But he is
still susceptible to damage and pain. In general, the fruit also grants him
a connection to the underworld. This manifests in a few ways. He can
infuse his blade with the chill of the underworld, which can freeze his opponents
with ice created from his soul's energy, and of course, Brook can also
astrally project his own soul, allowing him to travel through solid objects, fly
away, and spy on his enemies. And finally, it allows him to
have some level of sway over the souls of others. Specifically, he mentions
how his music allows him to feel the souls of others and move them with
the melody. Most iconically this being used against Big Mom's homies as a sort
of pseudo conqueror's hockey that causes them to stop in place. He's basically a
redmade She got fencing, he got some ice powers, he got status effects,
and it all comes together in this really unique fighter. But like I
said with Chopper, it seems that the more versatility a character gets, the
less they seem to stand out. So because of that, I think Brooke
will be our second weakest onto our third character. And I'm gonna be real
this whole section was kind of difficult to sort out, but I think I'm
landing on putting Namie here. Namie, of course, was officially added to
the crew in Ourlong Park and originally acted more as a thief or a spy,
not really meant for close up fighting. Her weapon of choice at the
time was a connectible bow staff, which she used to be able to take
down just about any low level enemy that they came across, but that's kind
of the best she could do at the time. For the most part,
there wasn't really anything extra that she would be doing outside of navigation, spying,
or theft. This changed a little bit in Alabasta when she was given
the first iteration of the Climate tact, which was made by USAP, keeping
with the connectible staff design that she was used to, but now adding the
addition of several party tricks as well as an occasional actually useful ability. These
include the abilities to create heated or cooled pockets of air, which would be
used in ten and with Nami's knowledge of science and whether to allow her to
create pockets of rain or lightning or produce mirages, or she could just straight
up use the Climate tact in general to entangle and launch enemies with tornado tempo.
The Perfect Climate Tact improved her abilities with the use of dials from Skypia.
This modified version was first introduced on the Straw Hats trip to Annie's Lobby
on Rocket Man. This kind of solidified the movement of Nami shifting away from
her role as a thief and more into the role of something like a mage,
which is definitely cool, but I do wish she had more moments that
stem from her having that thief role in the modern series. In this form,
all of the gimmicks have been removed and all of the abilities are much
stronger, creating larger and more deadly lightning bolts as well as more potent heat
and cool balls. Just in general, anything the old version could do,
this is able to do in a stronger form, and her battle with Kaliflow
was where she was able to test out most of these new abilities. The
Sorcery Climate Tact was introduced when Nami returned to Sabaodi after the time skip.
It makes use of all of the technology and weather knowledge that she gained studying
on with Area. This ironically adds in some more casual uses like the original
had, but rather than party tricks, these can instead be used for things
like taking a shower or creating sea clouds. In battle is where this thing
really begins to shine, though mirage tempo now allows her to turn invisible.
Gus sword launches a burst of wind at the opponent. She could produce chains
of thunderballs that could be swung almost like a whip that electrocutes anything it touches,
and heat, rain, snow, or thunder eggs can be produced,
which hatch for powerful burst effects. And so there was yet another upgrade as
we got the grow Up Sorcery climate tact, which was improved by USOP using
pop greens. One of the biggest advantages of this version is that, unlike
previous versions, it doesn't need to be carried in separate parts. Instead,
it's just a single piece which has the ability to grow as the name suggests.
The biggest increased to Nami's power by far through this series, though,
occurs on Wholecake Island, with the last upgrade to her arsenal as Zeus becomes
hers and upgrades all of her thunder based attacks. Then, finally, in
Wana, Zeus's soul would actually fuse with the climate tact and produce a sentient
weapon. He can freely manipulate the size and shape of the climate tact and
even turn it into things like a mace. On top of this, Zeus
can transfer his consciousness into the clouds that Nami create to create sentience storms that
can target enemies with homing bolts. Honestly, at the current point in the
story, Nami is devastatingly powerful and almost unrecognizable from where she started. In
terms of indirect combat, I'd say she can pack the biggest punch as well
as do the most AoE damage of anyone in the crew at this level.
However, when it comes to hand to hand combat, she is also the
most at risk, having very little physical strength and durability. Basically, if
she can keep her distance, that's great, but if she's ever caught off
guard, it's time to game over. That said, I do think her
spot is more or less interchangeable with the next one, which I think should
be Usup picked up in Syrup Village, Usop is the cruise marksman and specializes
in ranged attacks and ingenuity, constantly making the best of his situation on the
battlefield. He was originally a massive coward but as the series progressed, he
has become only a little bit of a coward, which, like, good
for you, fam, We're making progress. Much like Nami, his weapon
of choice, a slingshot, is upgraded several times through the series. His
original arsenal would focus around a normal slingshot, which would be used to fire
off lead, gunpowder, eggs, smoke bombs, fire pellets, tabasco,
hurry kim, and cactus bombs. For the most part, these were kind
of gimmicks or distractions, but they would open up opportunities for Usop to put
into action some kind of plan, or for the rest of his crew to
step in and do the final blow. These were in combination to his classic
close range joke items like Usop Hammer, rubber Band of Doom, and Usop
Spell which I mean, they exist, but they're not the most useful and
as funny as they were when they were first introduced. I'm kind of glad
that they're gone. For the most part, they really take away from this
idea of Usop growing as a warrior, and they made him seem much more
childish. Usop's first big upgrade came at the end of Skypeia, when Dials
were incorporated into his arsenal. Tone dials, breath dials, flavor dials,
flash dials, and of course impact dials all became extremely useful. We see
these really coming into play with his fight with Lufy, where he manages to
hold his own pretty damn well and controls the flow of battle for the majority
of it. Here kind of having the same issue that I mentioned with Nami,
where when he's at a distance that's great, he's doing pretty solid for
the fight, but as soon as Lufy's able to close that distance, the
fight ends pretty quickly. After USOP splits from the crew and returns as Sniper
King, he begins using the DIAL powered up giant slingshot Kabuto. This is
much stronger than his old slingshot and is able to fire so far and accurate
that even marine rifles don't have a chance in competing with him. As we
see in Annie's Lobby. The specific reason that Kabuto is so strong is that
it makes use of breath dials installed that helped to propel his shots. However,
Dial stop being the big thing for USAP overall after his time in the
Boeing Archipelago. USAP instead begins to integrate pop greens with his slingshot, much
like Nami's clim attacked. This allows his slingshot to grow or shrink in size,
also gaining extra strength as it grows. However, the pop greens aren't
just used in the design of these sling shots. They're actually used as his
artillery as well, and with these in his arsenal, he effectively becomes a
long range summoner. Some of these pop greens that we've seen include the giant
venus flytrap, powerful seaweed, reflessia flowers, bamboo shoots, exploding grass,
and a giant wolf made of grass. There's a bunch more, but basically
it allows Usop to have an answer for any situation he finds himself in.
It might not always pack as much of a punch as Nabi's lightning, but
they're by no means weak, and the options that he offers, I think
just place him a little bit ahead of her, as well as just him
being much more durable. In general. We've seen Usop take some insane hits
throughout the series, and that's before even considering that Usop also has access to
observation hockey, which allows him to make shots that are just ungodly Now onto
Frankie. We pick him up as we leave Water seven, and obviously Frankie
is a cyborg trying to stop be puffing Tom from bringing his mentor to Y's
lobby. Frankie was left broken and brutalized. However, he managed to gather
scrap metals and irons on a ship lost at sea and rebuilt himself. The
entire front half of his body was remade with metal and is effectively impervious to
attacks from the front, at least attacks that wouldn't be able to get through
metal. His torso also now opens to store fuel, typically cola, to
energize his entire system. And on top of this, of course, he
added a lot of general modifications and weapons into himself, including detachable fists,
machine guns, rockets, flamethrowers, nailguns, air cannons, and extendable calves
that can be used to turn him into a reverse centaur. His back,
however, remains more or less untouched, as he was unable to reach it
during this process. During the time Skip Frankie would spend two years on the
island that Vegapunk was from and learned as much as he could from his lap,
he rebuilt his entire body to become more advanced, this new body being
much bigger and here, but housing many more tools and weapons as a result,
things like changeable hairstyles, fireballs, tiny hands that extend from his hands,
the radical beam nipple lights, and the improved version of all of his
previous abilities. He can even turn his legs into tank treads if he needs
to. However, despite all of these tools, Frankie is ironically pushed into
the broader role of the crew, often going against people like signor Pink in
battles of machismo and brute strength, rather than making use of all the technology
he has. That said, when push comes to shove, his vaster rate
of weapons does allow him the versatility to find solutions in most situations, very
similar to USAP, and it's a trend that you probably see in most of
the characters we've mentioned so far. The more versatile these characters tend to be,
the less specialized and overall powerful they are as well. However, a
big benefit that Frankie has, though, is that he can make the best
of his environment in order to supplement his own strength, creating structures like stairs
or bridges to keep him self in good positions during a fight, or making
on the spot weapons to better suit the situation that he finds himself in.
In this way, Frankie's potential on the battlefield is only limited by the supplies
that he has available to him, and while it might not be strong enough
to allow him to defeat people like Tito or Big Mom, it does allow
him to at least create big opportunities to either strike back or help his crew
escape. But on top of this, I think that it would be unfair
to talk about Frankie's power without also mentioning the arsenal of nexs and machines that
he's supplied the crew with, because Frankie's strength isn't just limited to what he
can do, but also what he allows his crew to do. Obviously,
the Sunny is included in this, which allows the straw Has to become a
pretty powerful force at sea, complete with Kuda burst turrets and the Gayon canon
the Gallon canon, I don't know how to pronounce that, but whatever.
But just as important are these sharks Submerged three, which allows for underwater escape
and exploration, the Black Rhino four, which can barrel through enemies at high
speeds and even knock over Big Mom and the Bracchio Tank five, which is
a tank which is durable and strong enough to allow Chopper and USOP to deal
with Big Mom considerably well. It isn't like they're going to win the fight,
but to say that the tank helped their odds is an understatement. On
top of that, the Black Rhino and Brachio Tank can actually be docked to
form the Iron Pirate General Frankie. This is an extremely durable and powerful giant
mech that has machine guns in the left arm, a projectile shield, his
own gay On Canon rockets, and of course comes complete with a powerful sword
as well. Much like Chopper's Monster Point, this is a massive power boost
to Frankie, but it just isn't practical to be used all the time as
it has its own requirements. However, unlike Monster Point, there's no time
limit on this and if the attack fails, he won't be left a sitting
duck. Now moving on from Frankie to what I would consider to be the
last of the mid tier crew members being Robin, and let's be real,
Robin is insanely strong, especially early in the series. She joins just after
Alabasa, and at this point in the series, if the enemy isn't a
Loggia user or exactly a character like Lufy or Buggy with a work around to
her abilities, Robin could just snap their neck instantly and take the win,
although I guess you do need to have a neck for her to do this.
So the priest she fought on Skypia was saved by a technicality. As
a child, Robin ate the Hana Hana no me a devil fruit, which
allowed her body to bloom on any surface that she chooses, and the range
is pretty considerable. Robin's go to attack is to have her arms sprout from
the opponents back, have them reach up to their neck and clutch it back,
and honestly, there just isn't much to be done to stop this.
I'm seeing her to use this to take out massive groups of enemies in a
single motion, and it's just kind of unfair. At the early stages of
the story, and much like Frankie's ingenuity with his surroundings, Robin's abilities are
very much only limited by her imagination in general. When she joins the crew
after Alabasa, I would say she could probably even take on Zoro or Sanji
in a fight, because there's just not much you can do against an opponent
like Robin, although of course that's just my opinion. Obviously, if either
of them gets a good hit in, they win, but getting that opportunity
would be pretty rough. I think what makes Robin so threatening in general is
just that her limbs can grow anywhere. It's pretty straightforward and simple. The
range of places that her attacks can come from, as well as the fact
that they can just appear, allows her to become a very talented assassin.
But of course, she isn't limited to just creating hands and cracking people's necks.
Robin can reproduce any part of her body, eyes, spy with ears,
to eavesdrop legs, to kick with anything. She could even grow a
massive collection of hands to produce wings that will actually allow her to fly for
a few moments. And though it's never seen in the series, she could
one hundred percent disgust whoever she's fighting by covering them head to toe in things
like teeth or eyeballs or tonsils or whatever else. And I don't know about
you, but I'm not fighting if I'm covered in teeth. I'm gonna be
honest, I'm going to go home, shower and question every life choice that
brought me to that moment. Now. Robin's fruit is not perfect, though,
and there is a pretty considerable downside that being that these body parts are
a part of her, meaning that they're limited to her own strength and that
if they take damage, she will still feel it. But as Robin becomes
more powerful throughout the series, that also means that her abilities become more powerful.
For example, during the two year Time Skip Robin learns the basics of
fishman karate from the Revolutionaries and can implement those abilities through her fruit, a
pretty substantial power boost. Post time, Skip Robin also produces massive versions of
her legs and arms, similar to how she used to make wings. But
what's even cooler is their ability to straight up make a clone of herself,
and of course, in her fight with Black Maria in Wano, we see
her new technique, demon blooming, where she creates a giant copy of her
upper body while doubling her appendages and creating things like bat wings and fangs and
horns to give off the general appearance of a demon. The Hana Hana fruit
allows Robin to be incredibly creative, producing nets paths to roll her crew to
safety, or even grabbing Frankie's nuts and bolt. On top of that,
Robin herself is just incredibly intelligent, great at espionage and survival. She's a
talented assassin, and she's gifted at deception, all tools which feed into the
use of her fruit and open opportunities for her to be successful in any fight.
But with that, we are finally moving on to the monsters of the
crew. And like I said, every member is strong, but the gaps
between those mentioned so far and those remaining is just too significant not to bring
up now. Of these next four characters, there's one that we have the
least experience with, and while he has always been shown to be incredibly powerful,
I think that gene Bay falls short to both Zoro and Sanji when you
take into consideration their power ups from Janna. It's obviously debatable, as we
haven't seen a lot of gene Bay fighting overall, especially in comparison to the
others, but given what we've seen so far, I think this is where
I'm putting him. We first heard of gene Bay all the way back in
the East Blue, when Johnny and Yosaku mention him, but we don't actually
meet him until impel Down, when he shares a cell with Ace. Of
course, Lufy would soon show up and free Jean Bay, and we get
our first look at him in combat when he aids Lufy, both in the
escape of impel Down and in the Battle of Marine Ford. And at Marine
Ford we see gene Bay fighting Moria and just dunking on him, which is
pretty impressive when he considered that Lufy and the rest of the straw Hats very
recently just struggled quite a bit to deal with him. Through the rest of
Marine Ford, gene Bay would manage to hold his own against really anyone he
came across, and while he wasn't about to overpower the admirals, he could
at least defend himself against them and protect others from them for the most part.
And I don't know about how you guys saw him, but to me
he was always kind of on the level of Marco or Juzo at the time.
After the time Skip, we see him in Fishman Island, and finally
he would officially join the crew all the way in Wholecake Island, where he
needed to fearlessly tell off Big Mom in order to leave her crew without any
restriction. From there, he would eventually join up with everyone in Wanna where
he battled who's who of the Tobiropo and managed to take the win. Now,
something to mention is that post Wanno, gene bay Is bounty shot up
to one point one billion, and I'm sure that a lot of people are
going to make the argument that he's stronger than Sanji because Sanjie is worth seventy
million less. However, bounties are not just a representation of power, and
you got to remember that gene Bay is a former warlord. He was instrumental
in the founding of the Sun Pirates, he has ties to Ryugu Kingdom,
and he's a former powerhouse member of Big Mom's crew. He just has a
more developed resume as well as directly betraying the World Government in his past.
So in my opinion, at least, I think that it makes sense that
he has a higher bounty despite being weaker. Of course, gene Bay is
far from weak overall, though, so let's talk about what he can actually
do in terms of strength and durability. Gene Bay is able to survive attacks
like being punched through by Sakazuki, which is more than we can say about
some people. And he's strong enough to punch Watatsumi up into the air,
which is pretty impressive considering Watzumi's size. Where his real strength shines, though,
is in fishman karate. Jen Bay is a parodigy of fishman karate and
even became a black belt as a child. He is such a master of
the craft that his punches don't need to make contact with enemies, as just
the particles of water in the air surrounding him becomes strong enough to compress,
twist, and launch back any enemy around him. He can even manipulate the
water in people's bodies or secrete water from himself, like how Hodi did after
overdosing on energy steroids. Basically, when it comes to fishman karate and the
manipulation of water, jen Bay is the expert, making him someone who is
just innately powerful and durable while also being a technical master. He's kind of
like the fishman karate equivalent of Mehawk, and then you have to take into
account his armament Hockey. This allowed him to fight Ace for five days on
even footing despite Ace being loggia user, and it's durable enough to protect him
from Big Mom's kooniak and from Who's Who's rokushiki abilities, and of course,
as a fishman, all of his abilities, strength and speed are magnified vastly
when he's underwater. Gimbay of course also has access to observation hockey, however,
it isn't on the level of people like Lufi or Sanji. Now.
Someone to mention with gene Bay is that he offers something similar to USAF's cannon
skills or the weapons that Frankie makes, and specifically that is that gene Bay
is a masterful helmsman who can understand and manipulate the water around the Sunny to
allow the crew to battle, escape, or fight regardless of the situation that
they find themselves in, even through massive waves or well being chased by Big
Mom. On top of that, like Chopper, he can communicate with animals
on some level, although specifically he can only talk to sea creatures, and
this is something that's pretty interesting as it should only be murfolk who are able
to do that, But despite gene Bay being a fishman, he's still cable
of it. We even see him summoning massive pods of whale sharks. Now
next up is the third strongest straw hat and I think that's Sanji. Of
course. Sanji joined the crew way back in the East Blue at the end
of the Brattier arc, and he learned his specialized style of fighting from Zef,
this being a method which focused on the use of his legs because a
chef should never risk injuring his hands. From the start of the series,
Sanji has always been both very durable and very powerful, and while these were
not fully awakened at the time, in part this is probably due to his
genetic modifications. His father, Judge, had performed experiments on his children while
his wife was still pregnant in order to make them super soldiers. Sangie's mother,
however, managed to counteract the effects slightly, which allowed Sanji to keep
his humanity at the cost of making him weaker than his siblings. These genes
would fully awaken after Sanji wore his raid suit a few times later in the
series, and effectively made him miles stronger than he had ever been in the
past in terms of his early shows of durability, though in his fight with
karubean Arlong Park, Sanji is brought down to the depths of the ocean and
then quickly resurface as a method of crushing his internal organs through the change in
pressure. He took a head on blast of electricity from Ennel and stayed up
long enough to thank him for lighting his cigarette, and after awakening his German
enhanced jeans, he managed to shatter a Queen's sword with his neck without taking
any damage. Sanji now has a full on exoskeleton that makes him merely invulnerable
to damage and boost his healing as well if he does take damage. For
example, during his fight with Queen, he broke every bone that he had
only to get back up and snap himself back into place. The way I
look at it is that Zoro has always been able to endure the most damage,
while Sanji has always been able to take the biggest individual hits. One
specializes in endurance and the other endurability. Now Sanjie is also exceptionally fast,
but again his genetic modifications bring this to the next level, as he could
move so quickly that Queen misstook him for being invisible. This can be coupled
with skywalk or blue Walk, which allow him to or less move freely through
air or water. Making him extremely mobile as well. So what we have
now is a guy who moves so fast he can become invisible, with the
ability to freely move in any direction in any environment, and in the event
that you actually do manage to land a hit on him, he'll barely take
damage or just shrug it off. But at the same time, he has
enough power in his kicks to take down some of the most powerful pirates in
the world. Post time skipt Sanji is able to take down Pasafistas in one
shot, despite them being made of things harder than steel. He has added
in armament hockey to be able to protect against Judge's spear or to damage Lufy
pretty considerably, and when he finally adds in his enhancements, he manages to
take Queen down in a single barrage of kicks that sent Queen flying out of
onegashima and even reverted him back to his human form. Sanji is incomparably stronger
than he was prior to that battle now, and I know that a lot
of people think Jean Bay is stronger, but I don't really see that as
a possibility. After this change. It's kind of hard to talk about specific
abilities or attacks with Sanji as its just variation of kick, high kick,
spin kick or whatever. But a notable mention is, of course diabla jambe
and eventually ifrit jombat v see Sanji igniting his leg, increasing his speed and
power, and burning opponents on content. And finally we got to talk about
observation hockey, as Sanji specializes in it. This was framed specifically because he
needed to be constantly vigilant on the Kamabaka Kingdom. Sanji is now able to
sense other people's presence, strength, emotion, and even intention. We see
him dodging Categories attacks despite Category being a stronger observation user, and he was
also able to understand both Viola and Keenemone's true intentions right off the bat,
although he was admittedly blinded by puttings acting. Sanji senses Tashigi being beaten by
Virgo despite the vast grains between them, and even as recent as a few
chapters ago, he is the one who sensed Bonnie when she was trapped in
the warm Eddie. Between his observation hockey armament hockey and his Janet enhancements,
Sanji is just kind of this perfect defensive combatant while still being a threat in
his own right, which is why I'm putting him in third place. Second
obviously goes to Zoro. Zoro is the first crewmate that Lufy picked up way
back in Shellstown, and he trained in Shimosuki Village under Kyoshiro and made a
promise to his rival Hueena that one day one of them would become the greatest
swordsman in the world before she inevitably passed away. By the time Lufy found
him, Zoro had earned the title of pirate Hunter, being famous across the
East Blue for bounty hunting. It was at this point where even Crocodile's Broke
Works took an interest in him and sent someone to try and recruit him.
Zoro uses three sword style, a method of sword play which focuses on one
sword in each hand and one in his mouth, and as early as Alabasta,
we even see him being able to slice through steel, demonstrating himself to
be devastatingly powerful very early on. Like I mentioned in the Sanji section,
Zoro also has superhuman endurance from being nearly cut in half to Mihawk and then
immediately fighting Arlong and Hatchie to his famous nothing happened moment to every other battle
where Zoro starts the fight on Desk's door only to persevere through it. Zoro
is next to unstoppable. Once he starts a fight, he will undoubtedly take
a load of damage, probably more than anyone else could, but he will
get back up and continue to fight until he finds a way to win.
Now. Despite focusing on his famous three sword style through the years, we've
seen Zoro improvise with no sword style, one sword style, two sword style,
nine sword style, and even once fought with usof chain to his arm
holding another sword so he can make the best of whatever materials he has available.
And while we rarely see him fighting without his sword, the dude is
monstrously strong. We see him crushing this Monday's head way back in Whiskey Peak
using just his hand, and of course I always think back to thriller Bark
when we see him lifting those insane weights while doing a handstand, and that
is before his time scale power boost. Hell. Even earlier in the series,
during his fight with Mister One, he picks up a collapsing building while
he himself is extremely injured. So it's pretty clear that the dude is fairly
strong, so even without his swords, I'm sure he could beat the hell
out of someone. But of course we do have to talk about his actual
swordsmanship. In terms of the power of his slices. We've seen Zoro cut
through mountains as he fought Pica, he can slice through pasafisas, and now
he can even cut combatants like both King and Kaido. And a big part
of that is his most recent evolution, after swapping his chief Sweeve for Enma.
Enma is a crazy person's sword, swallowing and pulling out the hockey of
its wheelder until there's nothing left. The first time we see Zoro holding it,
the sword completely shrivels up his arm and even accidentally causes him to cut
a cliff in half. Once mastered, though, Zoro's able to use King
of Hell three swords style, his currently most powerful stance, which has Enma
draining all of his hockey and then infusing that energy into all three of his
swords. This gives him a lot more range and power than ever before,
even allowing him to cut an overpowered King despite not being able to leave a
scratch on him before this started. I'd say it's about as significant a boost
as Sanjie's enhancements, But while Sanjie's new form is always active and extremely safe,
this seems to be more of a glass cannon all or nothing, last
resort technique, So I'm assuming it's much stronger than Sanji's form, but with
a much bigger risk associated with it. Regardless, both are pretty badass.
His two sword style tends to be used when Zoro needs specific bursts of power
and speed, like when he's trying to cut the c train. A lot
of the time, this form uses more unsheathing and resheathing based attacks like rashemon
or his flying slashes, although normal sword fighting is obviously on the table as
well. In this form, he's even able to take on Kukimaru, one
of Onano's strongest ninjas, with relative ease. One sword style is probably on
the lower end of Zoro's power, but it's still pretty impressive. His first
poundaho was used in one sword style. He cut through Mister One's steel,
he took down Rhyuma, he overpowered Hodi using one sort of style. It
seems to be that a lot of moments where Zoro's growth needs to happen immediately
or positions where he's put in a corner and needs to adapt are all revolving
around him being in this one sword style state. Now no sword style see
Zoro manifesting his attacks around him in what looks like aura. This is apparently
not hockey. Instead, his killing intent made into a tangible thing, which
is terrifying. And this is kind of seen again as we move on to
nine sword style, which follows into this category. As we see Zoro having
four extra arms and two extra faces. It is a solidified illusion in the
same way that no sword style is. It's in this form that he begins
to look like the deity. Ashera and Kindo even notices for the first time
that Zoro has access to Conqueror's hockey, speaking of after just awakening Conqueror's hockey,
he's able to knock out several low level beast pirates very shortly after.
Furthermore, he's even able to infuse his blades with them as he fought King.
These are fairly advanced abilities for someone who just learned about having conquerors hockey.
Yes, we see most Conquerors users kind of activating their abilities in moments
of stress, but the active decision to trigger conquerors hockey and knock people out
tends to be something that has learned over time. On top of that,
infusing his blades with conquerors is sort of similar to the Ryuo technique that Lufy
learned in Wano, so it seems like Zoro has some kind of proficiency with
conquerors hockey, at least when it comes to learning abilities. However, Zoro's
armament is his bread and butter, using it to hold back the bird cage's
strings, cutting people clad in armament themselves, and even fueling Emma in battle.
Of course, his observation hockey is pretty decent, being able to detect
Caribou and Ryugu palace, as well as Batman's attempt to kill Surdu with an
arrow from a distance. Outside of this, though, the last thing when
dimensioned about Zoro is his ability to cut fire. Now like a kinemon,
this isn't the most powerful ability, especially in comparison to all his hockey,
but it is noteworthy all the same. And finally, the strongest straw hat
to no one's surprise after leaving Wano, is of course Monkey the Lufy As
a child, Lufy ate the gum gum fruit turning his body into rubber and
making him resistant to any and all blunt force attacks that don't involve hockey.
This means punches, falls, and even bullets will literally bounce right off of
him. It also makes him completely immune to electric attacks as well. While
originally not being very talented with his fruit, he trained for a decade to
master a variety of long ranged and stretchy attacks, to the point where his
journey begins with him knocking out the King of the Coast. Lufy's biggest strength,
though, has always been his imagination and combat sense. He's able to
use his rubbery body to find solutions in any situation that he finds himself in
and to overcome them, or at least to learn from his opponent to be
come all that much stronger. For example, in his battle with Crocodile,
he realizes that water is the key to defeating the warlord, so he creates
the water Lofy form and later simplifies it by using his own blood to harden
Crocodile's sand and make him vulnerable. It is quick and ingenuity thinking. Similarly,
CP nine bodied him in Water seven due to their rokushiki techniques, specifically
their speed, which allowed them to overwhelm him and make use of their powerful
attacks to defeat him. So Lufy creates Gear second and third. Gear second
integrates Lufy's imitation of the shave technique, pumping his blood through his body much
faster and essentially fueling himself into extreme speeds that Bluno just isn't able to keep
up with, and by moving at these speeds, his attacks also become strong
enough to overpower Bluno's iron body. However, Lufy realizes that this ability strains
him and puts him on a clock, so he also created Gear third,
a form which sees him blowing into his arms and inflating parts his body for
massive finishing attacks when there's no other option. On top of that, we
see Lufy making things like nets, flying saucers, creating boxing gloves out of
Mister Three's wax, wearing an afro, using a golden ball as a power
boost to his gum gum rifle, eating a bunch of crackers, and so
many more things that signify his ability to think on his feet. His next
big power boost, though, would come after learning and mastering hockey. Conqueror's
hockey would help him overcome the marines at Marine Ford help him defeat the Boa
Sisters and take out hordes of Hody Jones's men. Armament was added to his
Gear second and third to make them immensely powerful, and observation would eventually be
trained to the point fighting Catecury to allow him to see a few moments into
the future and predict his opponent's actions. It's also around this time that we
start seeing that imagination seems to play a big role in Lufy's powers. Gear
second and third already kind of go beyond the idea of what rubbers should be
allowed to do, or at least they stretched the idea to its logical limits.
But suddenly we have attacks like Redhawk and four Elephant Gun, incorporating fire
and electricity into his attacks, respectively. And this goes even further as we
see him enter Gear four against Dofi, Lufy uses bounce Man, a thick
bouncy boy who uses elastic compression rather than the usual stretch and release that we've
seen up till now. This form also allows Lufy's attacks to look like cannons
firing from his fists and can be multiplied in his Kong Organ attack. On
top of this, Lufy can grow these to be massive with King Kong attack,
and he can even fly with a motion similar to Sangie's skywalk by using
his compressions and releases to propel himself, which again, that is a lot
for rubber to do. Gear four also has tank Men, a fat form
covered in armament hockey, almost similar to Virgo. It makes Lufy impervious to
attacks and allows him to keep eating to the point where Cracker couldn't make any
more soldiers. That's it. That's all this form does. It's kind of
a meme, but I do have to mention it every time we go through
Lufy's powers as it's technically there. Less of mean though, is the final
gear for version snake Man. First seeing his fight against Katakuri, Lufy trades
all of his defensive armament for offensive stats, making him a glass cannon.
In this form, his punches can extend endlessly and will continue to pick up
speed and velocity as they fly through the air. On top of that,
they can freely change direction and continue to pick up power until they hit their
target. These kind of form a versatile triangle for Lufy, bounce Man for
power, snake Man for speed, and tank Man when it's dinner time.
These forms are further enhanced in Wano when Lufy learns a new form of hockey
expression with Ruo. With this, Lufy can infuse his attacks with conquerors hockey
to increase their power, as well as to emit his attacks so that they
don't even need to make direct contact, or so that they can make deeper
hits, a tool which is instrumental in his taking down of Kaido, whose
body was essentially invulnerable to damage. Now, with all of this, Lufy
would be just about even in my opinion, with Sanji and Zoro's new powers.
But of course it doesn't end here. During his fight with Kaido,
Lufy awakens Gear Fifth, becoming the embodiment of joy Boy and breaking the laws
of physics as he embraces tune Force. It turns out the gun Gum fruit
was actually the mythical Nika fruit, and once awakened, it allows the user
to turn their imagination into reality, which has kind of been Lufy's whole thing
the whole time. In this form, Lufy gets this dope, new white
color palette, a new outfit, and he can do whatever he wants.
He's not all powerful. In terms of strength methoic. We see him one
shot in Kaido, but his options become next to infinite. We see him
getting hit by Kaido's club, only to take the shape of it and not
really take much damage. He bends the ground and turns it into rubber so
he can bounce back boro breath. He uses Kaido as a jump rope.
He becomes gigantic and can grab hold of lightning. Basically, he's not limited
by anything except his creativity. This doesn't mean he's the more, this doesn't
mean he's unstoppable, and it does seem to drain him quite a lot.
But while it's active, he is an insane force of nature. And I
think it's hard to debate about him being the strongest straw hat. But there
you have it all ten straw hat ranked on their power. Yes, there's
some wiggle room, and you could move people from here or there depending on
your interpretation, but I think in general this is a pretty close to correct
list at the very least. Let me know if you think I'm crazy or
if you agree with me down in the comments, and if you have some
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and until next time, I hope you all stay excellent