Contents
- 1Biodata
- 2Power Progression
- 3Background / History
- 3.1Early Marine Career
- 3.2God Valley
- 3.3Dragon’s Departure
- 3.4Pursuit in Alabasta
- 3.5Lindelande Island
- 3.6Kaido’s Capture and Kuzan’s Training
- 3.7Zephyr’s Family Tragedy
- 3.8Savila Island
- 3.9Cooperation and the *Young Garp* Scandal
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Physical Strength and Close Combat
- 6.2Haki
- 6.3Named Combat Techniques
- 6.4Geppo
- 6.5Life Return: Modified
- 6.6Durability and Endurance
- 6.7Mentorship
- 7Equipment / Weapons / Items
- 8Relationships
- 9Notable Quotes
- 10Trivia
Biodata
| Feature | Value |
|---|---|
| Name | Monkey D. Garp 135 |
| Original Name | 卡普 |
| Alias(es) | Hero of the Marines 20 |
| Gender | Male 20 |
| Affiliation | Marines; Marine Headquarters 11 20 |
| Occupation/Role | Vice Admiral; Kuzan’s mentor 11 135 |
| Status | Alive; still recovering from his battle with Vikengam during the Young Garp controversy 226 |
| First Appearance | Chapter 11, speaking to Admiral Kong through a Den Den Mushi 11 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Refined punching strength — retrospective training | 205 | After struggling to break Chinjao’s pointed head, Garp smashed several mountains with his fists. He trained until he believed he could flatten the head without damaging Chinjao’s brain, but Chinjao returned to the West Blue before he could test the result. |
Background / History
Early Marine Career
Garp joined the Marines in the same era as Sengoku, Tsuru, and Zephyr. During their first decade of service, Garp, Sengoku, and Tsuru became prominent talents and part of the Navy’s backbone while Zephyr remained comparatively obscure 197.
He had never attended school and began learning to read only after enlisting. According to Kuzan, he could not independently read a newspaper until he became a rear admiral 226.
Garp repeatedly refused promotion to admiral despite being qualified for the position. Sengoku nevertheless considers him a core figure of the Navy who need not be excluded from sensitive discussions 224.
God Valley
While vacationing in the West Blue, Garp received Kong’s call for reinforcements. He opened the conversation by calling the Celestial Dragons “trash,” unaware that Vikengam was listening beside Kong. Vikengam laughed off the insult rather than demanding punishment 11.
Garp’s arrival at God Valley immediately raised Marine morale. Landing on the eastern coast while Roger’s crew approached from the west, he encountered Whitebeard, Charlotte Linlin, and Kaido first. His Galaxy Impact and unharmed emergence from Linlin’s Heavenly Fire Thunder forced the three pirates to retreat 14.
He subsequently fought alongside Roger against Rocks. Garling privately identifies Garp as the battle’s true main force, while the newspaper credited Garp with ending Rocks’s era and omitted Roger’s contribution 17 92 227. Garp also punched Saint Saturn after pretending not to recognize him; despite the offense, he remained unpunished and became celebrated as the Marine hero 81 222.
Dragon’s Departure
After God Valley, Garp visited Dragon in Marineford’s detention cells, where his son was being held for violating regulations during the incident. Dragon demanded an explanation, announced that he was leaving the Marines, and declared that he despised his father. Unable to defend the Marines’ conduct, Garp accepted the decision, left the keys, and walked away 20.
Garp himself considered leaving, but stayed because he believed someone needed to protect young Marines who still sincerely pursued justice. Later, he blamed the Celestial Dragons’ atrocities at God Valley for driving Dragon away 20 42.
Pursuit in Alabasta
After escorting King Nefertari Wadiye home, Garp remained in Alubarna with Tsuru. Reports of Roger’s movements convinced him that the crew’s apparent lack of interest in the New World concealed a larger undertaking 37.
Garp sensed Roger nearby and pursued the crew toward the desert. Vikengam blocked him with an ice wall and claimed that the pirates were his slaves playing a pirate game. Before Garp could strike him, Tsuru used her Wash-Wash Fruit to restrain Garp and prevent a political disaster 39 40 41.
During their subsequent conversation, Vikengam revealed that Roger trusted Garp as a friend and asked him not to obstruct their search for the truth behind God Valley. Garp was left troubled by both the incident’s memories and Roger’s trust 42.
Lindelande Island
Garp infiltrated the frozen battlefield in a submarine with Sengoku and Zephyr. Although eager to intervene, he accepted their decision to let the pirates weaken one another first. After learning that Saturn now encouraged attacks on Vikengam, he chose to confront him while the admirals targeted Byrnndi World 81.
Garp initially dominated the duel, smashing Vikengam’s defenses and overpowering his Mythical Zoan forms. The pressure of his attacks helped awaken Vikengam’s Conqueror’s Haki and Mangekyo Sharingan. Vikengam’s resulting Susanoo injured Garp’s fist, but Garp countered from behind with Galaxy Impact 83 84 85 86.
The duel ended when Sengoku and Zephyr announced World’s capture and called for withdrawal before the surrounding pirate forces could encircle them 86.
Kaido’s Capture and Kuzan’s Training
Garp defeated Kaido shortly after the young pirate began recruiting his own crew. He restrained him with Seastone shackles and agreed to deliver him to a research island for the newly established Science Force. Sengoku then ordered him to join Zephyr’s forces near Cake Island 119.
Kuzan’s Logia ability and talent later caught Garp’s attention. He became Garp’s first disciple and trained directly at his side rather than under Zephyr 135.
Zephyr’s Family Tragedy
After the Roger Pirates disbanded, Garp became less aggressive and frequently volunteered for East Blue patrols, hoping Roger might be hiding there. That lethargy vanished when Kuzan reported the murder of Zephyr’s wife and son at Marineford 197.
Garp rejected the apparent explanation that an ordinary pirate with a twenty-six-million-Beli bounty had independently infiltrated headquarters and located an admiral’s family. Too ashamed to enter the residence, he ordered the bodies collected and confronted Tsuru about the suspected conspiracy. Her explanation—that Zephyr’s prestige had become too high—provoked his anger 197.
The resulting tension among senior Marines drove Garp to G-1, where he trained with Kuzan by punching decommissioned warships and sought a suitable pirate opponent to vent his frustration 204.
Savila Island
Learning that Chinjao had returned to the New World, Garp revived his plan to flatten the pirate’s head. When intelligence indicated that Chinjao and Vikengam were heading toward one another, he urgently mobilized, fearing Vikengam would kill Chinjao before he could settle their rivalry 205.
Garp overwhelmed Chinjao and Tofu before Vikengam arrived. He then challenged Vikengam, and their opening clash destroyed Savila Island’s foundation. During the duel, Vikengam hurled Chinjao at Garp, whose punch bent the pirate’s pointed head ninety degrees 211 212 213.
Garp and Vikengam fought for three days and two nights without a decisive winner. Garp survived Beast’s Calamity with severe frostbite and later used Modified Life Return to regain fighting condition. Vikengam believed he would eventually lose, but an emergency flare and the possibility of Shiki’s arrival prompted both men to flee together 214 217 222.
The Marine report credited Garp with a slight advantage and estimated that he could have won within another day if outside interference had not been a concern. The publicly reported draw nevertheless established Vikengam’s standing alongside the New World’s leading pirate powers 222.
Cooperation and the *Young Garp* Scandal
After the battle, Garp discussed Conqueror’s Haki with Vikengam and copied his Earth Elder Fist research. They exchanged Den Den Mushi frequencies, making Vikengam the first pirate whose contact information Garp had saved. When Shiki arrived, Garp silently allowed him to believe Vikengam had won their duel, helping discourage an attack 219 220.
Back at Marineford, Garp discovered the published fictional biography Young Garp. Its invented school history and landlady romance matched the notebook Vikengam had accidentally shown him. Believing Vikengam’s claim that Roger wrote it, Garp angrily announced a South Blue “vacation” to find Roger 219 226.
Appearance
- Build: Burly and heavily muscular, with a powerful physique exposed when Vikengam’s attacks destroyed his outer clothing 85 213.
- Marine attire: Wears a gray-white suit and a Justice coat; a black shirt is visible beneath the suit during the Lindelande battle 84 85.
- Dog-head hat: Begins wearing it regularly after the Roger Pirates disband and continues wearing it while recovering at Marineford 197 226.
- Alabasta clothing: Wears local traditional attire and a headscarf while strolling through Alubarna 37.
Personality
Garp is blunt, irreverent, and openly contemptuous of Celestial Dragon privilege. He insults the nobles, mocks political maneuvering, and refuses to be intimidated by Vikengam’s family status. His independence extends to repeatedly rejecting admiral promotion and defying the World Government despite remaining one of its most valuable Marine officers 11 135 219 222 224.
He loves challenging fights and treats rivalries as personal unfinished business. His pursuit of Roger is relentless, his fixation on Chinjao’s head is almost comically specific, and Vikengam’s growing strength excites him rather than frightening him. Sengoku and Zephyr can exploit that temperament by offering him an opportunity to strike a Celestial Dragon 37 81 205 211 212.
His outward confidence coexists with shame over the Marines’ compromises. Dragon’s departure leaves him emotionally defeated, while Zephyr’s family tragedy exposes his grief and anger at corruption within the institution. His decision to remain a Marine rests partly on protecting younger officers whose belief in justice has not yet been broken 20 197.
Garp also recognizes expertise and necessity. He accepts sound battlefield strategy, admits the value of Vikengam’s research, and cooperates with a pirate rival when continuing their duel would invite outside attack. Despite his informal arguments with Sengoku, a formal admiral’s order carries binding authority over him 81 216 217 220.
Abilities & Skills
Physical Strength and Close Combat
- Breaks free from Vikengam’s Mythical Zoan tails and gains the advantage in direct exchanges of punches 84.
- Routinely throws iron balls larger than warships and trains by punching through decommissioned vessels 204 213.
- Uses grappling, throws, kicks, knees, and instinctive counters alongside his punches 213 217.
- Retains a close-combat advantage even against the much stronger Vikengam of the Savila rematch 213.
Haki
- Observation Haki: Locates Roger’s crew, surveys a battle from beneath the frozen sea, and detects Vikengam’s attacks through a blizzard 40 81 84.
- Armament Haki: Reinforces his guard and fists; can extinguish flames clinging to his body through a release of Haki 41 84 211.
- Conqueror’s Haki: Suppresses Vikengam strongly enough to stiffen his limbs and delay his reactions 85.
- Conqueror’s Coating: Enhances his strikes and gripping attacks; remains usable after three days of fighting 83 213 217 219.
- Breaks ice enclosing his body and crushes a hastily raised Susanoo defense with a Haki-infused grip 213.
- Teaches that Conqueror’s Haki depends on talent, experience, and unwavering will rather than conventional training 220.
Named Combat Techniques
- Galaxy Impact: A devastating Haki-infused punch that shatters Vikengam’s ice defense and drives him into a massive crater 83.
- Fist Bone: Used to break Chinjao’s Armament Haki and bend his pointed head into a right angle 213.
- Fist Bone: Mountain Crusher: Overpowers Chinjao’s Dragon Drill Nail in a direct collision 211.
- Undersea Drop: Seizes an opponent and hurls them downward with enormous force; used against Vikengam at both Lindelande and Savila 85 213.
- Heavenly Justice: A heavy descending punch used immediately after Undersea Drop 213.
- Crushing grip: Targets the head or limbs; Vikengam withstands it through a combination of chain protection, Conqueror’s Coating, and automatic frost retaliation 213.
Geppo
- Steps on the air to pursue opponents, change position during aerial exchanges, and rise from the sea 213.
Life Return: Modified
- Rapidly closes wounds, reduces bruising, and restores his physical condition 217.
- Accelerates his heartbeat and metabolism, making his skin flush red and release vapor 217.
- Provides a temporary second wind at the cost of consuming life force 217.
- Recognizes Battle Preservation Fist as a potentially valuable alternative for conserving strength; agrees to study copied notes, but is not shown mastering it 220.
Durability and Endurance
- Takes Linlin’s Heavenly Fire Thunder without visible injury and emerges largely unharmed from Chinjao and Tofu’s combined fire attack 14 211.
- Continues fighting through facial fractures, an axe wound, severe bruising, and repeated freezing 217.
- Survives Beast’s Calamity, though the blast leaves his fists numb and frostbitten down to exposed bone 214.
- Is not invulnerable: Vikengam’s Susanoo injures his fist, and frost attacks can temporarily immobilize him 86 213.
Mentorship
- Trains Kuzan directly as his first disciple 135.
- Practices warship-punching exercises alongside him 204.
- Encourages Kuzan to accept the gap between himself and veteran powerhouses as motivation to train harder 212.
Equipment / Weapons / Items
- Dog-Head Battleship — His Marine warship, distinguished by a dog-headed figurehead 119 205.
- Den Den Mushi — Used for orders, intelligence, and direct communication; later stores Vikengam’s signal frequency 11 119 220.
- Justice coat and suit — Standard clothing worn into battle, frequently damaged during his fights with Vikengam 85 212.
- Dog-head hat — Regular headwear after Roger’s crew disbands 197 226.
- Seastone shackles — Used to secure Kaido after defeating him 119.
- Copied Earth Elder Fist notes — Research material shared by Vikengam for further study 220.
Relationships
- Monkey D. Dragon — Son. God Valley fractures their relationship, but Dragon later fiercely defends Garp’s reputation against the fictional biography 20 42 227.
- Roger — Longstanding rival and trusted friend. They cooperate against Rocks, continue watching one another’s movements, and remain prone to explosive encounters 35 42 227.
- Vikengam — Rival who develops into a respected combatant and research partner. Their relationship progresses from political obstruction and violent duels to sharing knowledge, contact information, and a temporary alliance 41 86 217 220.
- Kuzan — First disciple. Garp takes pride in his potential, trains alongside him, and reacts angrily when Vikengam threatens his Marine career 135 204 212 214.
- Sengoku — Close friend and frequent sparring or arguing partner. Their personal familiarity does not remove Sengoku’s authority when he issues a formal admiral’s order 20 135 216.
- Tsuru — Longstanding comrade whom Garp trusts enough to leave himself unguarded around. She restrains his recklessness and can intimidate both him and Sengoku when angry 41 135.
- Zephyr — Fellow veteran whose family tragedy deeply affects Garp. Garp defends his contributions as a fighter, teacher, and builder of the Navy’s future 81 197.
- Bogard — Adjutant who supplies intelligence and identifies opponents suited to Garp’s interests 204 205.
- Chinjao — Persistent rival first encountered in the West Blue. Flower Country’s political protection prevents Garp from freely disposing of him, leading to repeated beatings and the plan to destroy his prized head 51 205 213.
- Harald — Frequent sparring partner. Garp usually loses their non-all-out matches and privately acknowledges Harald as stronger 119.
- Saint Saturn — Authority figure Garp openly defies; he punched Saturn at God Valley and later invokes that incident when refusing Vikengam’s demands 219 222.
Notable Quotes
“Since when do Marines fear pirates?” 40
“Having high prestige is a crime too?” 197
“You've really earned the right to sail these seas and stake out your territory, kid...” 213
Trivia
- Garp jokingly describes his ability to sense Roger nearby as a “Roger Detector” 39.
- He attempts to eat shrimp crackers through his nostrils until Tsuru threatens to twist his nose off 135.
- Young Garp is fictionalized: its school history contradicts his lack of formal education. Vikengam writes it under “Lord Roger,” causing Garp to blame Roger 210 219 226.
- Newspaper claims that he lost the Savila duel annoy him; the Marine report instead records no decisive winner and a slight advantage for Garp 222 226.