SeaKing

Patch notes

Fixes, card corrections, and rules clarifications for the practice sim. Spotted something off? Use Feedback / report a bug in-game; reports capture your exact position so we can reproduce it.

August 8, 2026

loading
Fixed
A page that would not load stayed stuck after Reset and reload. The offline copy of SeaKing comes from a background worker. When a server request stopped answering, the worker waited forever and never checked its saved copy, which left the page on the spinner. Reset then waited for the same worker to remove itself. The worker now waits 6 seconds for page requests before it serves the saved copy. Reset also switches the worker off before reloading, so the button still works when the worker does not answer.
This hit three devices in the past week. If you were on one of them, one reload should be enough now.

August 7, 2026

cards + rules + card art
New
OP-17 is in, all 119 cards. Seventeen went in today, among them Fossa OP17-010, Whitey Bay OP17-014, Sasaki OP17-068, Jack OP17-069 and Capone.Gang.Bege OP17-100. Every card in the set is playable in the builder and in sealed.
The set is not out yet, so every card here was read off pre-release renders and pre-release card lists, then checked against the printed image. Each one gets a second read when the official English list lands on August 28. One number moved. "Has the Power to Destroy the World" is OP17-018 now and "Gurararararara!" takes 017. Three card faces stay held back until release day.
New
Your own card art works in Safari and Firefox now. Settings has always had a button for pointing SeaKing at a folder of card images on your machine, but the browser feature behind it ships in Chrome and Edge only, so the button never appeared for anyone else. Safari and Firefox reach the same folder a different way and see the button now.
Those two browsers cannot remember a folder between visits, so you pick it again each time you load the page. The URL box below the button is the one that sticks. Name the files after the card, like OP01-001.png, and a set subfolder is fine.
Fixed
Two cards fighting over base power now settle it by the rules. When several effects set a Character's base power, the highest one wins, and the loser does nothing. "Set power to 0" is a reduction instead, so it stacks with the rest and a later buff still lifts the card off the floor. Trafalgar Law OP14-009 swaps two base powers rather than flattening both cards to zero.
Fixed
A DON!! save works when your DON!! are all attached. Nola OP15-069 and Vergo OP14-061 return a DON!! from your field to save a Character. The engine only looked at the cost area, so a board that had given every DON!! to a Character was told the save was unpayable and the Character died. Your whole field counts now, active, rested and attached alike.
When you have a real choice of which DON!! to give up, you pick it. That goes for the K.O. side as well.
Fixed
"Rest N of your cards" takes any card you own. The engine only offered Characters. Your Leader, a Stage and your DON!! all count, and they are all on the list now.
Fixed
Charlotte.Katakuri OP17-103 reads the turn correctly. His printed condition is [Your Turn]. The engine had it backwards, so the ability sat out your own turn and fired on your opponent's instead.
Fixed
A card image that will not load stops asking. The page re-requested a broken image every time the browser reported the failure, with no bound. Some card art moved to a new host, and a returning visitor still running an old cached copy of the deck builder sent tens of thousands of dead requests in half an hour. Each image gets one retry now, then it shows the text tile.
The old image paths redirect to the host we use now, so a cached copy loads the art instead of looping.

August 6, 2026

deck builder + cards
New
Seven more OP-17 cards are playable. Nami OP17-023, Kurozumi Kanjuro OP17-067, X.Drake OP17-075, Blamenco OP17-011 and Shiki OP17-047 went in, along with the events "Has the Power to Destroy the World" and "Instead I'll Feed on this Rage!! And Use It to Bring the World to Ruin!!". Four more card faces show in the builder.
X.Drake first went in under the wrong collector number and is OP17-075 now. A deck saved with the old number needs him added again. Nami prints rarity C, not the UC we first had.
Fixed
Your deck list is visible again on a phone. In the phone layout the deck drawer squeezed the card list down to nothing, so the rows and their minus buttons were on the page but took no height. Clear was the only way out that you could see. The list now keeps its full height and the drawer scrolls.
A heading sits above it now, so the minus button on each row is easier to find. Reported through Feedback in-game.

August 5, 2026

PvP + phone + cards + rules
New
Play a friend is back on. The code-based lobby went off when its store started dropping moves between the two browsers. It runs on a new relay that writes each move to its own key and never overwrites one, so a move that lands cannot be lost by the next one. Open Play a friend (code), send the code, and both sides sit in the same game.
Tested end to end in two browsers on the same match. Report anything that desyncs through Feedback in-game.
New
OP-17 Leaders are pickable in the deck builder. The builder hid every Leader from a set that is not on sale, so the weeks you most want to try a new Leader were the weeks you could not. Pick Pre-release in the pool selector and the OP-17 Leaders are there beside the Standard ones.
The set is not out. These are read off Bandai's reveals and get checked against the printed cards on release.
New
Four more OP-17 card faces are showing. The last held art is in, so the cards that were playing as text-only tiles now carry their image.
Fixed
The DON!! tray no longer covers the board on a phone. Ten upright cards took a strip of screen a phone does not have, and in landscape the opponent's tray sat over the leftmost played card. The tray now draws a single pip with the count on it, and in landscape it fans into a stack instead of a row.
Attach your DON!! out and the empty slot used to read as a bug. One hatched ghost now carries a "+N" on its face, so the slot says what it is holding.
Fixed
A Character that watches its own Leader now hears the swing. Edward.Newgate OP17-040 prints "when your Leader attacks or is attacked", and nothing in the engine could carry it. One trigger only reaches the attacker itself, and the other fires on every incoming attack with no way to narrow it to the Leader. Both halves work now, on your attack and on the opponent's.

August 4, 2026

Game Review + cards
Changed
Game Review looks for lethal lines it could not reach before. The search would play at most two cards out of hand to set a turn up, and it never tried an [Activate: Main] ability. It now plays up to three, and it tries activated effects on the boards that follow. A win that needs an Event to clear the [Blocker], a body to make the count and a third card to connect was outside the search at any setting. It is inside it now.
Wider means slower, so the per turn clock and the branch limits moved with it. A turn that gives up still says so.
Changed
Game Review reports the clock and the scope it actually ran with. Those two numbers were written into the page by hand, and they went stale the day the limits moved. The page still read "a fraction of a second" weeks after the clock became five minutes. Each review now carries its own figures and the page prints them. A review recorded before this change says nothing rather than guess.
Changed
The Game Review charts and the missed lethal line were redrawn. A missed win now replays as a board you can read, with the cards and art in place, instead of a list of steps. The score line got a key that names each mark, the coverage bar says what it counts, and the frame around the whole thing lost its stock look.
New
Four more OP-17 cards are playable. Lucky.Roux (OP17-033), Rocks.D.Xebec (OP17-039), Fullalead (OP17-057) and Yamato (OP17-074) are in the pool from the set's reveals. OP-17 is not out yet, so these are read off Bandai's own posts and will be checked against the printed cards on release.
New
You can crack OP-17 packs before the set is out. Sealed used to hide any set that is not on sale, which meant the weeks you most want to practise a new pool were the weeks you could not. OP-17 is in the set picker now, marked as pre-release, and the page says what the pool is made of. Sealed lets you build from any colour with no copy cap.
Packs pull from the cards revealed so far, so the pool is smaller than a real box and the odds are not the printed ones. Use it to learn the cards. It says nothing about real pull rates.
New
The six-colour Sealed Battle Leader is playable. Monkey.D.Luffy from the Sealed Battle event prints "treated as a card with all card names, types, and attributes", so anything in your pool that asks for a name, a trait or an attribute finds it on him. He sits in the Sealed Leader list with the Leaders you open, and in the deck builder's Leader list under the Standard pool, badged "event only".
A player asked for him as OP-17 pre-release practice. The card carries no collector number of its own, so the id is ours, and the stats and text were read off Bandai's card image. The event rule that limits him to designated tournaments is not enforced here.
Changed
The copy about SeaKing being free got simpler. Several lines described what the site does not do instead of what it is. Every part of SeaKing is free, so the copy says that and stops.

August 3, 2026

bot + cards + rules + deck list
Fixed
The AI no longer attacks a Character it cannot K.O. A player reported two 1000 power AI Characters swinging into a rested 2000 they had no way to beat. That attack rests the attacker, does nothing, and hands you two free targets next turn. The bot already skipped a Leader it could not damage, and that check now covers Characters as well. It applies at every difficulty.
The old check made the board worse than no check at all. It dropped the harmless swing at your Leader and left the pointless one as the bot's only attack.
Fixed
Effects that read "at the start of your turn" now happen there. Monkey.D.Luffy (OP11-040) had no such window to fire in, so the card ran in the Main Phase instead. That is after the DON!! Phase, so its 8 DON!! check read a number you only reach a turn later, and the dig came after your draw rather than before it. The turn now opens the way the official Q&A sets out: start of turn effects, then DON!! return to the cost area, then rested cards become active, then you draw.
Fixed
Nico Robin (EB03-055) asks before she deals her K.O. damage. Her printed line is "You may deal 1 damage to your opponent", and the game was taking the damage for you. That is not free. It hands the other player a Life card, and that card can set off their [Trigger]. You now get a yes or no.
A player also asked whether that damage should end the game against a Leader already on 0 Life. It should. The official rules count damage from an effect the same as damage from an attack, so the engine keeps that behaviour.
Fixed
Damage from an effect now offers the [Trigger] on the Life card you take. The official rules run one damage procedure for any action that damages a Leader, and a [Trigger] card added to your hand during it can be activated. Effect damage used to move the Life card straight to your hand with no prompt, so a printed [Trigger] on it went unplayed. You now get the same yes or no from either source.
New
The deck builder flags banned cards. A card on the official restriction list gets a badge, and so does a banned pair when both halves are in the same list. Your Leader counts as part of the deck for this. Nothing is blocked, the same as the rotation warning. You see the flag and the call stays yours.
Changed
Edward.Newgate's attack tax can be backed out of. Picking a target with OP08-043 trashes 2 cards off the top of your deck. The prompt now has a way out, so a misclick no longer costs you the cards.
Fixed
The background thread that does the thinking was dead for two days. A rename on August 1 left one function out of the browser bundle, and the worker that loads it stopped starting. The app is built to carry on without it, so nothing broke and no error showed: Hint, the bot's turn, and Game Review all ran on the same thread as the board instead. They were slower and they made the page stutter. Everything is back off the main thread.
The build now refuses to finish if any file asks the engine for a name the engine does not publish, so this class of break cannot ship again.
Changed
The page on how the AI plays was rewritten. It covers what the search does each turn, what the bot can read off the board, what it never sees of your hand or deck, and what separates the four difficulty settings.

August 2, 2026

Game Review
New
Game Review reads back a finished game. Play to the end and open Review. Every decision you made is graded against what the search would have played, and the ones worth a second look are called out. Every prompt you answered counts as a decision, so blocker calls and trigger calls land in the list with your plays.
Free, and staying free.
New
A missed win is replayed on the board. When the review proves you had lethal and did not take it, it rebuilds the position with the real cards and steps through the line one action at a time. If the line plays a card from your hand, that card turns face up so you can follow what it does.
New
A momentum chart shows where the game turned. One rail carries the swing, green while you are ahead and red while the bot is, with the turn markers labelled.
Fixed
A stuck loading screen now gives you a way out. A reader on a Galaxy S24 Ultra reported the site loading forever with nothing to press. After 30 seconds you get Reload and a Reset that clears the stored decks and the cached files and starts clean. Saved deck lists survive it.
The failure also reports itself now, so the next one is not invisible to us. Thanks for flagging it.
Changed
The DON!! area reads as cards. The rail draws one card per DON!!, the colour tint is gone, and an empty DON!! pile hides itself while keeping its space so the board does not jump.

August 1, 2026

combat UI
Changed
Counter values now sit where they print on the card. The enlarged value follows the card's left edge and uses the card's colour. The rail shows only +1000 or +2000, which keeps the number clear and leaves the rules box visible.
Changed
Decision windows share one frame. The coloured stripe across the top is gone. The decision label still names the step, and every popup now uses the same neutral edge.
Fixed
The action log stays clear of the AI field. It keeps its own lane when the board is short or narrow, so history entries no longer cover cards, power values, or status markers.
New
DON!! payments show the cards being returned. Payment prompts now draw the available DON!! cards and mark the required amount, which makes the cost visible before you confirm it.
Fixed
A card preview no longer consumes the board action beneath it. One tap can close the enlarged card and complete the intended board action.

July 30, 2026

phone + rater + coach
Fixed
The board would not load this morning. A check meant to run only in our own tests read a value that exists in Node and not in a browser, so the game threw before it could deal a hand. For a few hours this morning the site loaded and the board did not. It is fixed, and the build now refuses to publish a bundle that reads anything only Node has.
The rate page and the deck builder kept working throughout. Sorry if you hit it.
Fixed
The rater's three new lines were invisible. Rotation status, searcher reach and searcher copy counts were written, tested and shipped onto a panel the rate page had stopped drawing, so only the deck builder ever showed them. They print on the rate page now.
Fixed
The sim is playable on a phone. A cold playthrough on a handset found about thirty separate ways the board fought your thumb. In portrait the hand was untappable and the end-turn dial covered your last card. The DON!! rail ran past the right edge, and arming a DON!! meant hitting a pip 13.5px wide. The footer links took taps meant for cards. In landscape the button you needed sat off the screen. Move review had nowhere to live, so it painted over the board. All of it is fixed, hit areas are thumb-sized, and a tap that drifts a few pixels still counts.
The move rail, the coach panel, the tour, the [Activate: Main] seal and the three topbar icons each got their own pass. Keyboard focus survives the move rail rebuilding itself, which it did not before.
New
The mulligan reads your opening hand. Seven cards, and a short read of what they can do against the DON!! you will have on turns one through three. It counts your playable cards by turn, names what is stranded above the curve, and stops there. No grade, no keep-or-mull verdict, because the honest answer depends on the matchup and it says so.
You can also open your own deck list from the mulligan and from the deck pile mid-game.
New
The deck rater prints three things it used to keep to itself. Standard rotation for the current season, with the rotated cards named and a note that the trainer plays them anyway. How many of your fifty main-deck cards your own searchers cannot reach, next to the median across the registered tournament lists that run a searcher. And your copy count on each cheap searcher against the average across the registered lists that play the same card.
None of the three touches your score. The searcher-copies line replaced a rule that told five tournament winners their counts were short, so the rater now prints the corpus number and lets you decide.
Fixed
The coach stops marking a sideways move as a mistake. When two moves are worth the same, the grader used to pick its own and call yours worse. It now checks whether the alternative actually costs you anything, and grades an equal move equal. Across 73 reviewed positions the false flags went to zero.
Also in the rater: a keyword a card takes away from something is no longer counted as a keyword that card has. The compare screen's deltas carry their unit, and the curve chart says which cost it is counting.
Fixed
Prompts and the game log lost their dashes. Forty-four lines the engine writes for you to read used a dash where a colon or a full stop is clearer. The site-wide check that catches this skips the compiled engine file, so they had been sitting there since the start. The check now runs inside the engine as well, on every line it writes.
Changed
New brand mark, and a favicon drawn for 16 pixels. The old one was a downscale and it turned to mush in a tab strip. This one is drawn by hand at that size. The mark is the same everywhere now, the "unofficial, not affiliated with Bandai" line is legible instead of grey-on-grey, and keyboard focus is visible again.
Toasts stopped arriving in alarm red when they were not alarms, and a warning no longer hangs around after the game that raised it has ended. The play buttons name the bot you are about to face.

July 28, 2026

cards + rules + look
New
Six more kinds of "when this happens" ability now fire. Cards that wait on a DON!! being given, on a [Trigger] going off, on a draw, on a card reaching your hand from Life, on a [Trigger] Character being played, or on an Event being activated during your opponent's turn were all sitting inert. They fire now, and they resolve inside the window that spawned them rather than after it - so an ability that sets something up for the rest of the effect gets to.
Order was the hard part. One event's abilities stay together instead of interleaving with the next event's, and anything an ability pays as a cost resolves ahead of what it does.
Fixed
Twenty-three Characters that survive removal by paying a price can be played again. Cards reading "you may rest 1 of your Characters instead" or "trash 1 card from your hand instead" were held out of deck building because the sim could not charge the price. It can now - resting one of your own cards, resting a DON!!, trashing from hand, paying off the top of your Life, in Basil Hawkins's case resting one of your opponent's Characters, and in Rosinante's case charging both halves of a two-part price at once.
Rosinante rests himself and trashes a card to save a blue {Navy} Character; if he is already rested he cannot pay, so the save is not offered at all rather than sold for half. Every one of the twenty-three was checked against the printed card image, not a text database, and each has a test that fails if the price stops being charged.
Fixed
Trashing a card to pay for a save now counts as a card being trashed from your hand. Kuroobi, Jinbe, Wadatsumi and Kuzan all read "when a card is trashed from your hand by an effect". When the trash was the price of surviving removal rather than the point of an effect, they did nothing. Paying a cost is part of resolving an effect, so they fire now: Kuroobi and Jinbe gain [Rush], Kuzan draws.
The prompt also quotes the whole bill. A two-part price used to show only the half you pick from, so Rosinante asked for a card off your hand without mentioning that he rests himself as well.
Fixed
Cards that print a limit now keep it. A sweep found selections that had lost part of their printed wording - a filter dropped after the first one, a "You may X:" cost never charged, a trash-to-deck cost skipped. Thirty-odd cards were reading looser than they print. Vergo also returned his own DON!! instead of his opponent's, and the card ST22-001 reveals is now the card it draws.
Fixed
The OP15 East Blue cards that give a DON!! "to its owner" now let you pick either side. Alvida, Nezumi, Buggy, Morgan and Arlong all print "give up to 1 rested DON!! card to its owner's Leader or 1 of their Characters". The sim only ever offered you your opponent's board. Bandai's FAQ for the set answers this one directly, and either is allowed. You now get one list with both boards on it, labelled so you can tell them apart, and the DON!! always lands on its own owner's side - you cannot move theirs onto yours or yours onto theirs.
Reported in-game after a 4-cost Arlong. We had ruled it not-a-bug five days earlier by reading the card instead of looking for the set's FAQ. The reporter was right.
Fixed
Abilities that cannot do anything are no longer offered. Yamato's "trash this Character: play a cost-8 black {Yamato} from your trash" was selectable with an empty trash, so you paid a 6-cost body and got nothing back. Any ability that plays a card out of a zone now checks that the zone holds something first, and says so when it does not.
Also: Buggy's [On Your Opponent's Attack] reads "can be activated", so it asks instead of firing on the first attack of the turn whether you wanted it there or not. And the log now says out loud when cards are frozen, rather than leaving you to notice next Refresh.
Changed
The UI scale slider's labels line up with the handle. The percentages under the slider spanned the whole row while the handle only travelled the track, so the gap widened toward the right. At 175% the handle sat over the "150%" label. Each label now sits at the handle's real position for that stop, and the one you are on is picked out in gold.
The green dot beside "Your turn" is gone. The label is already gold on your turn and grey on the opponent's; the dot added nothing.
Changed
"How to play" is a guide now, not an essay. The turn is drawn as the same phase rail the coach panel shows during a game, so the guide and the board teach a turn with one picture. The controls and the trainer tools are short lines behind the button you will actually press - the compass, the hint bulb, the gear. Diagrams sit beside their rule instead of under it, and every description was cut down.
The panel's heading also uses the same lettering as the sections beneath it, which it did not before.
Note
A few more anonymous counters, so we can see where the site loses people. Until now nothing was recorded until the sim had finished loading, which is a few megabytes - so anyone who gave up during the wait was invisible, and we had no way to tell a slow load from a boring one. The new counters mark the page opening, the sim becoming usable and how long that took, your first real move, and leaving a game part-way.
Same rules as before: no accounts, no names, no card lists, nothing that identifies you - and if your browser sends "Do Not Track" or Global Privacy Control, none of it runs at all.

SeaKing is an unofficial fan tool. Not affiliated with, endorsed, or sponsored by Bandai. One Piece and all related names and card text are trademarks of their respective owners.