Tier 20 · Hostile Waters
The Locker's Judgment
She fires back. Yer own ship has a hull to defend now — see the Defence upgrades.
| Stages | 571–600 (flagship at 600) |
|---|---|
| Waters | Davy Jones' Locker · Storms |
| Enemy HP | 34.7Oc → 904Oc |
| Gold per sinking | 1.02Oc → 21.1Oc (before yer bonuses) |
| Fires back | Yes — defend yer hull |
The game’s tips for this ship
Locker's Judgment
No new tricks now — only the eight ye've learned, at their fiercest. Each of the first 29 ships uses exactly TWO of them (Armour, Rapid Volley, Broadside, Lightning, Dead Calm, Siege Pressure, Death's Door, Burn), both in their Judgment strength, and the ⚖ chip names which. The 29th is a Final Warning. The 30th is the Locker himself: four phases, at 75%, 50% and 25% of his Hull — every phase resets his guns and changes his toolkit, but yer Broadside, Overdrive and Slow Time carry through. Armour, once broken, never comes back.
Every number on this page comes straight from the game’s own data — Powder & Plunder 2.0.2, generated 2026-10-14. Play in your browser →