The Locker's Judgment
Tier 20 · Hostile Waters

The Locker's Judgment

She fires back. Yer own ship has a hull to defend now — see the Defence upgrades.

Stages571–600 (flagship at 600)
WatersDavy Jones' Locker · Storms
Enemy HP34.7Oc → 904Oc
Gold per sinking1.02Oc → 21.1Oc (before yer bonuses)
Fires backYes — 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 →