Early Game — Search & Ramp
Start by playing Nami OP01-016, Jewelry Bonney EB04-002, Monkey.D.Garp OP13-016, or Thousand Sunny ST31-005 to assemble the different pieces of your plan.
Your main goals are to prepare your Ramp, find Roronoa Zoro EB04-007, then access Monkey.D.Luffy OP05-119 and Nico Robin EB05-033 for your late game.
Yamato OP17-074 and Mr.2.Bon.Kurei EB01-061 are among your main Ramp cards. Roronoa Zoro OP05-067 also contributes to this acceleration because he can Ramp 1 Active DON!! when he attacks.
Monkey.D.Garp OP13-016 complements your Straw Hat Searchers by accessing cards Nami and Bonney cannot find, including several of your Ramp cards and Gold.D.Roger P-107.
Roronoa Zoro OP05-067 — Accelerate Your DON!!
Roronoa Zoro OP05-067 helps you quickly increase your DON!! count.
When he attacks, his 1 Active DON!! Ramp lets you accelerate your progress while continuing to apply pressure.
This Active DON!! can also give you more flexibility during your turn: the goal is not only to reach 10 DON!! faster, but also to have enough resources to chain your different actions without giving up pressure.
7 DON!! — Roronoa Zoro EB04-007
Roronoa Zoro EB04-007 is one of the most important pieces for transitioning from your Ramp into your late game.
When you reach 7 DON!!, Zoro lets you increase your Leader's Power and become much harder to attack. This lets you save Counters and buy the time you need to reach your 10-DON!! turn.
This Power increase is not only for defense, however. Zoro also has an offensive dimension through his Rush Character options, letting you immediately pressure opposing rested Characters when the situation calls for it.
If your combo is not ready yet, playing another Zoro can let you keep your Leader's Power high for one more turn instead of rushing your late game.
Gold.D.Roger — Another Way to Maintain Your Power
Gold.D.Roger P-107 makes your plan more consistent when you do not have access to EB04-007 Zoro.
He gives you another way to maintain high Leader Power and survive long enough to play your late-game combo.
He also has the advantage of being accessible with Monkey.D.Garp, giving you another option when your Straw Hat Searchers cannot find the cards you need.
Thousand Sunny — Turn DON!! Into Pressure
Thousand Sunny ST31-005 lets you search and increase your Leader's Power.
The Stage becomes even more valuable during your late-game sequence: after you start rebuilding your DON!! with Luffy, your Leader, and Robin, you can use Sunny to attach a DON!! to your Leader and keep attacking at a meaningful value without using your Active DON!!.
10 DON!! — Monkey.D.Luffy + Nico Robin
Your main late-game sequence begins when you reach 10 DON!! with Monkey.D.Luffy OP05-119 and Nico Robin EB05-033 available.
After playing Luffy and returning your DON!! to your DON!! Deck, you can immediately start rebuilding your resources:
Leader effect → return to 1 DON!! → Luffy effect → return to 2 DON!! → play Nico Robin with your Active DON!!.
Robin then becomes the piece that lets you quickly recover a large part of the resources invested in Luffy.
Nico Robin — Rebuild Your DON!!
Nico Robin EB05-033 first lets you draw 3 cards, then discard 2, which helps improve your hand and find the cards you will need for the rest of the game.
She then lets you Ramp 4 DON!!, quickly bringing you back to 6 DON!! after your sequence with Luffy.
Your opponent's DON!! count is essential. For your sequence to work correctly, you generally want them to be far enough along their own curve, usually at 8 DON!!.
Therefore, avoid starting your Robin combo when your opponent is still only at 7 DON!!.
Quickly Return to 10 DON!!
Thanks to Robin's Ramp, you can start this turn at around 8 DON!!. You can then use your Leader to Ramp again.
You must then choose between two plans: try to finish the game immediately or secure your position for the next turn.
Secure the Game With Zoro + Gum-Gum Giant
If you do not have a sufficiently safe lethal, Roronoa Zoro EB04-007 can be one of your best options.
You can strengthen your Leader again while trying to keep enough DON!! for Gum-Gum Giant OP09-078.
This combination lets you end your Luffy + Robin sequence with high Leader Power and a major defensive option available during your opponent's turn.
You therefore do not need to turn your next turn into an all-in every time: if you can play Zoro while keeping Gum-Gum Giant available, extending the game can be much safer.
Sanji — Bypass Blockers to Finish the Game
Sanji ST21-003 becomes especially dangerous when your opponent is trying to survive behind several Blockers.
On the following turn, you can focus your DON!! on an unblockable attack and bypass their defense.
This attack can reach extremely high Power with Luffy OP09 in play when you have a lot of DON!! to invest. It is therefore a real lethal option, but it should not push you into taking an unnecessary risk when you can simply secure the game with Zoro and Gum-Gum Giant.
Your Overall Plan
Your ideal progression therefore looks like this:
Searchers → Ramp with Yamato / Mr.2 / Zoro OP05-067 → Roronoa Zoro EB04-007 at 7 DON!! → maintain high Leader Power → reach 10 DON!! → Monkey.D.Luffy OP05-119 → Nico Robin EB05-033 → rebuild your DON!! → lethal or Zoro EB04-007 + Gum-Gum Giant to secure the game.
The strength of this sequence comes from the fact that Monkey.D.Luffy does not mark the end of your resources. Nico Robin lets you immediately rebuild your DON!! and make full use of Luffy's extra turn, while Zoro gives you a way to stay solid enough to reach that late game.