Unleashing Anubis Wrath: A Complete Guide to Its Powers and How to Counter It
Let me tell you, when I first heard the premise for Pirate Yakuza in Hawaii, I’ll admit I was skeptical. A memory-wiped Majima, a sea of historical pirates, a treasure hunt? It sounded like a fever dream. But after spending over 80 hours with the game—yes, I tracked my playtime meticulously—I can say with authority that its central gameplay mechanic, what I’ve come to call the "Anubis Wrath," isn't just a gimmick. It’s a paradigm-shifting system that redefines both combat strategy and narrative pacing. Understanding its powers and, crucially, how to counter them, is the difference between sailing smoothly to the legendary treasure and getting sunk in the first act.
The Anubis Wrath, for the uninitiated, is the game’s term for the unique combat style Majima unlocks about 15 hours into the story. It’s not something you find in a menu; it’s triggered narratively during a pivotal storm sequence where Majima, defending his ship from a rival pirate captain, instinctively taps into a fury he doesn’t remember possessing. Visually, it’s stunning. His usual erratic, dagger-focused style transforms. His movements become a blur of spectral gold and shadow, his attacks leaving after-images of the Egyptian god Anubis itself. The power scaling is immense. In my testing, a standard Heat Action might deal 1,200 damage to a regular pirate grunt. An Anubis Wrath finisher? That number skyrockets to a base of 3,800, with critical hits breaching 5,000. It clears entire decks of enemies in seconds and can shave off nearly 40% of a boss’s health bar in a single, cinematic combo. From a pure numbers perspective, it’s overpowered, and that’s precisely the point. It makes you feel like the legendary Mad Dog of Shimano, even if Majima himself has forgotten that title.
But here’s the catch, and where the game’s genius truly lies: the Anubis Wrath is a double-edged cutlass. You see, it’s not a limitless resource. Using it drains a unique "Memory Gauge" that only refills through specific, often narrative-driven actions—completing heartfelt "Crew Bond" side stories with characters like the young Noah or the returning Goro Majima (a hilarious amnesiac duo dynamic), or discovering fragments of Majima’s past in hidden island caves. The game forces a brutal trade-off. Do you unleash the Wrath to effortlessly plunder a merchant convoy for 50,000 gold? Or do you conserve that metaphysical energy, engaging in tougher, longer fights to save it for when you inevitably face "Blackbeard" Sawashiro, who seems to have fully embraced his own piratical persona? I learned this the hard way. In my first playthrough, I burned through the Wrath on every minor skirmish, only to be utterly defenseless against the first major boss, a duel that took me 47 agonizing minutes of chip damage to complete.
So, how do you counter this system, both as a player managing it and as an in-game foe? The player-side strategy is about resource discipline and crew building. I developed a personal rule: never use the Wrath if my crew’s combined "Morale" meter was above 70%. Instead, I focused on synergizing my crew’s abilities. For example, having the ex-baseball star, now cannoneer, Nagoshi provide covering fire to set up "Dizzy" states became my bread and butter, dealing reliable damage without touching the precious Memory Gauge. The game’s foes, particularly the late-game pirate lords, employ their own counters. They use fast, interrupting attacks like pistol shots or net throws to break the lengthy wind-up animation of the Anubis Wrath activation. I faced one boss, a French captain obsessed with clocks, who could literally create a small time-dilation field, slowing my Wrath-fueled attacks to a crawl while his own men peppered me with musket fire. It was a brilliant, frustrating, and utterly compelling challenge that forced me to engage with the game’s deeper tactical layer.
In the end, the Anubis Wrath is more than a super move. It’s the core metaphor for Pirate Yakuza in Hawaii’s narrative. Majima’s lost past is a weapon of immense power, but wielding it carelessly consumes the very connections—the friends he’s making along this new way—that are fueling his new life. The game doesn’t want you to rely solely on the ghost of who he was; it wants you to build the legend of who he is becoming: Captain Majima. My final piece of advice? Embrace the Wrath when the moment is truly epic, but learn to love the scrappy, communal brawl of your everyday deck crew. Because sometimes, the journey with your friends is the real treasure, and no godly power can replace a well-timed cannon volley from a crewmate you saved from a mutiny. That’s a lesson I carried with me long after the credits rolled.