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:

  1. Jump to Enemy A (attack)
  2. Bounce Back to Enemy B (bonus action, attack)
  3. 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:
    1. No opportunity attacks against you this turn
    2. Gain 2 additional free jumps (3 total jumps this turn)
    3. 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:

  1. Spring Hopper (action, 3 charges)
  2. Jump to Enemy A (20 ft), free attack
  3. Jump to Enemy B (20 ft), free attack
  4. Jump to Enemy C (20 ft), free attack
  5. Bonus action: Brawler unarmed strike on Enemy C
  6. 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:

  1. Spring Legs: 20 ft long jump, 10 ft high jump, negate fall damage
  2. Bounce Back: Bonus action bounces after impacts
  3. 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

  1. Spring Hopper (3 charges): 3 attacks across 60 ft
  2. Spring-Loaded Lunge (passive): +5 ft reach
  3. Bounce Back (bonus action): Free repositioning
  4. 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

  1. Spring Snipe (1 charge): +2d6 thunder + prone
  2. Brawler Flurry of Blows (1 spirit point): 2 extra attacks
  3. Spring-Loaded Lunge (passive): +5 ft reach
  4. 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

  1. Jump (1 charge): 60 ft long jump, 30 ft high jump
  2. Brawler Unarmored Movement (bonus action Dash): 80 ft movement
  3. Spring Legs (passive): 20 ft jumps
  4. Total: 100+ ft movement in one turn

Total Investment: 1 charge Best for: Reconnaissance, escape, vertical combat, reaching distant enemies


Emergency Escape Build

  1. Thunder Step (3 charges): 90 ft teleport + 3d10 AoE damage
  2. Spring Legs (passive): Negate fall damage on landing
  3. 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


devil-fruit paramecia body-enhancer mobility melee

Last Updated: 2025-11-03