Bane Bane no Mi (Spring Spring Fruit)
Type: Paramecia (Body Enhancer) | Rarity: Uncommon Current User: Flynn
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Overview
The Bane Bane no Mi is a mobility-focused Paramecia-type Devil Fruit that grants its user the ability to transform body parts into springs. As a Body Enhancer, it allows the user to achieve incredible vertical and horizontal movement, deliver spring-loaded attacks, and bounce around the battlefield with ease. This Devil Fruit is considered Uncommon due to its specialized focus on mobility and impact damage.
Japanese Name: バネバネの実 (Bane = Spring) English Name: Spring-Spring Fruit or Boing-Boing Fruit
Primary Role: Mobile Striker, Melee Damage Dealer
Abilities & Powers
Core Mechanics
Charge System:
- Total Charges: 5 per long rest
- Recharge: Daily at dawn
- Save DC: 13 (8 + Proficiency + WIS/CON modifier)
Passive Abilities
Spring-Loaded Lunge (Passive)
- Effect: First melee attack each turn gains +5 ft range
- Always Active: No action or charge required
- Stacks: With class reach bonuses, weapon reach
Tactical Use:
- Attack from 10 ft away with unarmed strikes (normally 5 ft)
- Safer melee positioning
- Combine with Brawler features for extended reach
Example: Flynn (5 ft base reach + 5 ft Spring-Loaded) = 10 ft reach on first attack each turn
Spring Legs (Passive)
- Effect: Enhanced jumping and fall negation
- Always Active: No action or charge required
Jump Distances (no running start needed):
- Long Jump: 20 ft horizontal
- High Jump: 10 ft vertical
- Normal: 3 ft long, 1 ft high (without Spring Legs)
Fall Damage Negation:
- Trigger: Reaction when falling
- Effect: Negate all fall damage and land on feet
- Frequency: Unlimited uses (reaction)
Tactical Use:
- Jump onto buildings, cliffs, ships
- Cross gaps and chasms easily
- Drop from any height safely
- Vertical combat superiority
Synergy: Combine with Brawler’s Unarmored Movement for bonus action Dash (60 ft movement + 20 ft jump = 80 ft in one turn)
Bounce Back (Bonus Action)
- Trigger: After impacting hard surface (from jump or fall)
- Action: Bonus action
- Cost: No charges required
- Effect: Bounce back in opposite direction using long/high jump distance
- Movement Cost: Does not expend movement
Mechanics:
- Jump 20 ft → hit wall → Bounce Back 20 ft (free)
- Fall from height → hit ground → Bounce Back 10 ft vertical (free)
- Can chain bounces if surfaces available
Tactical Use:
- Ping-pong between enemies (attack on each landing)
- Rapid retreat after engagement
- Confuse enemies with unpredictable movement
- Combine with Spring Hopper for 4+ attacks in one turn
Example Combat:
- Jump to Enemy A (attack)
- Bounce Back to Enemy B (bonus action, attack)
- Action for additional attacks
Active Abilities
Spring Hopper (Action, 3 charges)
- Action: Action to activate
- Duration: Until end of your turn
- Cost: 3 charges (60% of daily charges)
- Effects:
- No opportunity attacks against you this turn
- Gain 2 additional free jumps (3 total jumps this turn)
- Free melee attack after each jump (must land within 5 ft of target)
Mechanics:
- Jump #1: Spring Legs (20 ft), land near target, free attack
- Jump #2: Additional jump (20 ft), land near target, free attack
- Jump #3: Additional jump (20 ft), land near target, free attack
- Total Movement: 60 ft horizontal or vertical
- Total Attacks: 3 free attacks (melee weapon or unarmed strike)
Tactical Applications:
- Multi-target strikes (attack 3 different enemies)
- Reposition across battlefield (60 ft movement + attack)
- Escape surrounded position (no opportunity attacks)
- Combine with Brawler’s bonus action attack for 4 attacks total
Cost Analysis: Expensive (3 charges = 60% of daily), reserve for critical turns or boss fights
Example Turn:
- Spring Hopper (action, 3 charges)
- Jump to Enemy A (20 ft), free attack
- Jump to Enemy B (20 ft), free attack
- Jump to Enemy C (20 ft), free attack
- Bonus action: Brawler unarmed strike on Enemy C
- Total: 4 attacks, 60 ft movement, no opportunity attacks
Devil Fruit Techniques (Spell-Like Abilities)
Jump (Self) - 1 charge
- Level: 1st
- Casting Time: Action
- Range: Touch (self or willing creature)
- Duration: 1 minute
- Effect: Triple jump distance
Enhanced Jumps:
- Long Jump: 60 ft (20 ft × 3)
- High Jump: 30 ft (10 ft × 3)
Tactical Use:
- Extreme vertical/horizontal movement
- Reach high places (buildings, masts, cliffs)
- Cross massive gaps
- Combine with Brawler movement for 100+ ft turns
Synergy: Cast on ally to grant them spring-like mobility
Spring Snipe (Thunderous Smite) - 1 charge
- Level: 1st
- Casting Time: Bonus action
- Duration: Concentration, up to 1 minute
- Effect: Next melee hit deals +2d6 thunder damage
- Secondary: Target makes STR save DC 13 or pushed 10 ft and knocked prone
Tactical Use:
- Enhance next melee attack
- Knock enemies off cliffs, ships, or structures
- Prone = advantage for melee allies
- Combine with Spring Hopper free attacks
Average Bonus Damage: 7 thunder damage + tactical positioning
Example: Spring Hopper jump to enemy → free attack with Spring Snipe → 1d6+3 + 2d6 thunder + prone
Thunder Step - 3 charges
- Level: 3rd
- Casting Time: Action
- Range: 90 ft teleport
- Effect: Teleport up to 90 ft to unoccupied space you can see
- AoE Damage: Creatures within 10 ft of departure point take 3d10 thunder damage (CON save DC 13 for half)
Tactical Use:
- Emergency escape (leave enemies damaged)
- Engage from extreme range (90 ft teleport)
- Avoid opportunity attacks (teleport, not movement)
- Damage clustered enemies at departure point
Cost Analysis: Expensive (3 charges = same as Spring Hopper), choose strategically
Comparison:
- Spring Hopper: 60 ft movement, 3 attacks, no opportunity attacks
- Thunder Step: 90 ft teleport, 3d10 AoE damage, escape
Awakening
Ultra Coil Zone (Level 15+, 1 use per 24 hours)
Casting Time: Action Range: 120-ft radius centered on self Duration: 1 minute Effect: Grant spring powers to all allies in zone
Benefits for Allies:
- Spring Legs: 20 ft long jump, 10 ft high jump, negate fall damage
- Bounce Back: Bonus action bounces after impacts
- Spring-Loaded Attacks: First melee attack each turn +5 ft reach
Tactical Applications:
- Party-wide mobility (all allies can jump 20 ft)
- Vertical combat advantage (everyone reaches high ground)
- Fall damage immunity (drop from any height)
- Melee party becomes highly mobile
Synergy:
- Melee fighters gain incredible positioning
- Escape options for entire party
- Combine with Brawler’s Drunken Master for unpredictable party movement
Weaknesses
Sea Weakness
- Submersion in Seawater: Cannot swim, sinks immediately
- Partial Submersion: Disadvantage on all ability checks, attack rolls, and saving throws
- Power Suppression: Devil Fruit abilities suppressed while in significant seawater contact
- Standing Water: Rain, baths, and small amounts of water do NOT suppress powers
Seastone
- Contact: Complete nullification of all Devil Fruit abilities
- Physical Drain: Exhaustion and weakness while touching seastone
- Restraints: Seastone handcuffs/chains commonly used by Marines
Other Limitations
- Melee Only: Powers enhance melee combat, no ranged benefits
- Charge Limited: Only 5 charges total (smallest pool in party)
- Predictable: Spring trajectory can be anticipated by smart enemies
- Surface Dependent: Bounce Back requires hard surfaces
Combat Applications
Mobile Striker Build
- Spring Hopper (3 charges): 3 attacks across 60 ft
- Spring-Loaded Lunge (passive): +5 ft reach
- Bounce Back (bonus action): Free repositioning
- Spring Legs (passive): 20 ft jumps
Total Investment: 3 charges for Spring Hopper, passive benefits free Best for: Multi-target strikes, hit-and-run tactics, battlefield mobility
Enhanced Damage Build
- Spring Snipe (1 charge): +2d6 thunder + prone
- Brawler Flurry of Blows (1 spirit point): 2 extra attacks
- Spring-Loaded Lunge (passive): +5 ft reach
- Total: 3-4 attacks with bonus damage
Total Investment: 1 charge + 1 spirit point Best for: Single-target burst damage, boss fights
Extreme Mobility Build
- Jump (1 charge): 60 ft long jump, 30 ft high jump
- Brawler Unarmored Movement (bonus action Dash): 80 ft movement
- Spring Legs (passive): 20 ft jumps
- Total: 100+ ft movement in one turn
Total Investment: 1 charge Best for: Reconnaissance, escape, vertical combat, reaching distant enemies
Emergency Escape Build
- Thunder Step (3 charges): 90 ft teleport + 3d10 AoE damage
- Spring Legs (passive): Negate fall damage on landing
- Bounce Back (bonus action): Reposition after landing
Total Investment: 3 charges Best for: Surrounded scenarios, retreat with damage, boss fight escape
Synergy with Other Abilities
Brawler (Drunken Master) - Flynn
- Unarmored Movement: +10 ft speed (40 ft) → combine with springs for 60-80 ft turns
- Flurry of Blows: 2 extra attacks → combine with Spring Hopper for 5 attacks
- Swinging Stance: Random benefits → combine with Spring mobility for unpredictable combat
- Drunken Arts: Temp HP each turn → tank while bouncing around
Party Synergy
- Llewyn (Explosive Sniper): Deliver Llewyn’s bombs via spring jumps to enemies
- Nora (Armory): Grab Nora’s weapon forms mid-jump for aerial attacks
- Luna (Rogue): Spring to flank for Luna’s Sneak Attack advantage
- Sylen (Healer): Spring to allies for Hormone Injection healing
Progression & Mastery
Early Game (Levels 1-4)
- Focus: Spring Legs mastery (constant 20 ft jumps)
- Charges: Spring Snipe (1 charge) for damage boost
- Strategy: Conserve charges, rely on passive mobility
Mid Game (Levels 5-10)
- Focus: Spring Hopper multi-attacks
- Charges: 1-2 Spring Hoppers per day, Jump for exploration
- Strategy: Use Spring Hopper for critical turns, Extra Attack doubles value
Late Game (Levels 11-14)
- Focus: Perfect charge economy, Thunder Step for escapes
- Charges: Balanced mobility and damage
- Strategy: Spring Hopper for offense, Thunder Step for defense
Endgame (Level 15+)
- Awakening: Ultra Coil Zone unlocks
- Mastery: Party-wide spring powers, ultimate mobility
- Strategy: Make entire melee party hyper-mobile
Notable Users
Current User
Flynn - Brawler from South Blue
- Affiliation: Seafoam Scrappers
- Bounty: 2,500,000 Berries
- Synergy with Drunken Master unpredictable combat style
- Vision: Open the world’s rowdiest floating tavern
- Role: Mobile striker, melee damage dealer, battlefield chaos
Trivia & Lore
- Real-World Inspiration: Based on Bellamy’s spring powers from One Piece canon
- Physical Basis: Springs store kinetic energy and release it for powerful impacts
- Campaign Significance: Highest mobility Devil Fruit in party
- Rarity Justification: Uncommon due to specialized mobility focus and limited utility
- Charge Pool: Smallest pool (5) reflects focused power set
- Unique Role: Only Devil Fruit focused purely on mobility and positioning
- Synergy Potential: Perfect for Brawler/Monk classes that rely on movement
Related Pages
- Flynn (Current User)
- Devil Fruit Encyclopedia
- Seafoam Scrappers
- South Blue
- Devil Fruit Mechanics & Rules
devil-fruit paramecia body-enhancer mobility melee
Last Updated: 2025-11-03