Bomu Bomu no Mi (Bomb Bomb Fruit)

Type: Paramecia (Body Enhancer) | Rarity: Rare Current User: Llewyn Kels Tidebringer

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Overview

The Bomu Bomu no Mi is a devastating Paramecia-type Devil Fruit that grants its user the ability to create and detonate explosions at will. As a Body Enhancer, it allows the user to turn their own body into a walking bomb, imbue objects with explosive energy, and unleash powerful fire-based techniques. This Devil Fruit is considered Rare due to its high damage output, area control capabilities, and fire immunity.

Japanese Name: ボムボムの実 (Bomu = Bomb) English Name: Bomb-Bomb Fruit or Boom-Boom Fruit

Primary Role: AoE Damage Dealer, Artillery, Area Denial


Abilities & Powers

Core Mechanics

Charge System:

  • Total Charges: 9 per long rest
  • Recharge: Daily at dawn
  • Save DC: 12 (8 + Proficiency + CHA/CON modifier)

Passive Abilities

Explosion Immunity (Passive)

  • Effect: Immune to fire damage
  • Always Active: No action or charge required
  • Benefit: Walk through flames, ignore fire-based attacks, detonate own explosives in melee range

Tactical Use:

  • Stand in burning buildings without damage
  • Detonate Explosive Creation at point-blank range
  • Tank fire-based enemy attacks
  • Combine with fire-themed allies (no friendly fire from fire spells)

Synergy: Perfect for close-range explosive tactics without self-harm


Bomb Body (Reaction)

  • Trigger: Hit by melee attack
  • Action: Reaction (once per round)
  • Cost: No charges required
  • Effect: Attacker makes DEX save DC 12 or takes 2d8 fire damage (half on success)

Mechanics:

  • Automatic counterattack when struck in melee
  • No action economy cost (reaction)
  • Discourages melee attackers
  • Stacks with other reactions (DM discretion)

Average Damage: 9 fire damage (failed save), 4.5 (success)

Tactical Use:

  • Punish melee-focused enemies
  • Protect against swarms
  • Combine with tanky builds (AC 16 + Bomb Body counterattacks)
  • Create “explosive hazard” zone around yourself

Active Abilities

Explosive Creation (Action + Bonus Action)

  • Action (Create): Touch one object (max 5 ft square) and imbue with explosive energy
  • Bonus Action (Detonate): Detonate one explosive object within 60 ft
  • Duration: Explosive lasts 1 hour or until detonated
  • Max Objects: 2 active at once (equal to proficiency bonus)
  • Cost: No charges required

Detonation Effect:

  • AoE: 10-ft radius around object
  • Damage: 3d8 fire damage
  • Save: DEX DC 12 for half damage
  • Average: 13.5 damage (failed save), 6.75 (success)

Tactical Applications:

  1. Trap Setting: Plant before combat, detonate when enemies approach
  2. Area Denial: Block corridors, doorways, or chokepoints
  3. Breach Obstacles: Destroy doors, walls, or barriers
  4. Remote Mines: Leave explosives at key locations

Advanced Tactics:

  • Chain Explosions: Place 2 objects near each other, detonate for overlapping AoE
  • Delayed Blast: Set up before combat, wait for perfect positioning
  • Environmental: Use enemy’s cover against them (explode their barrels, crates, etc.)
  • Combo: Explosive Creation + Bonus Action detonate + Action for Fireball = 2 AoE in one turn

Object Examples:

  • Barrels, crates, boxes
  • Doorknobs, locks
  • Enemy weapons (touch during grapple)
  • Coins, rocks, small debris

Devil Fruit Techniques (Spell-Like Abilities)

Bombing Hands (Burning Hands) - 1+ charges

  • Level: 1st+ (can upcast)
  • Casting Time: Action
  • Range: Self (15-ft cone)
  • Save: DEX DC 12
  • Damage: 3d6 fire (half on success)
  • Upcast: +1d6 per slot level above 1st

Tactical Use:

  • Point-blank AoE (15-ft cone)
  • Multiple enemies clustered
  • Cheap area damage (1 charge)
  • Combine with fire immunity (stand in middle of enemies)

Average Damage (1 charge): 10.5 fire (failed save), 5.25 (success)


Explosive Impact (Shatter) - 2 charges

  • Level: 2nd
  • Casting Time: Action
  • Range: 60 ft (10-ft radius)
  • Save: DEX DC 12
  • Damage: 3d8 thunder damage (half on success)
  • Secondary: Damages objects and can shatter fragile materials

Tactical Use:

  • Ranged AoE (60 ft range)
  • Thunder damage (different from fire for resistances)
  • Destroy structures, doors, containers
  • 10-ft radius = 4-6 creatures typical

Average Damage: 13.5 thunder (failed save), 6.75 (success)


Bomb Ball (Fireball) - 3 charges

  • Level: 3rd
  • Casting Time: Action
  • Range: 150 ft (20-ft radius)
  • Save: DEX DC 12
  • Damage: 8d6 fire damage (half on success)
  • Effect: Iconic massive explosion

Tactical Use:

  • Extreme range (150 ft)
  • Large AoE (20-ft radius = 10-15 creatures)
  • Signature Devil Fruit technique
  • Combine with sniper positioning (150-600 ft rifle range)

Average Damage: 28 fire (failed save), 14 (success) Cost Analysis: Best damage-per-charge ratio for AoE (9.33 damage per charge)


Explosion Wall (Wall of Fire) - 4 charges

  • Level: 4th
  • Casting Time: Action
  • Range: 120 ft
  • Duration: Concentration, up to 1 minute
  • Effect: Create wall up to 60 ft long, 20 ft high, 1 ft thick OR 20-ft diameter ring, 20 ft high

Wall Options:

  1. Linear Wall: 60 ft × 20 ft (divide battlefield)
  2. Ring Wall: 20-ft diameter circle (trap/protect)

Damage:

  • One Side (choose): 5d8 fire to creatures within 10 ft
  • Passing Through: 5d8 fire damage (DEX save DC 12 half)
  • Starting Turn in Wall: 5d8 fire damage

Tactical Use:

  • Battlefield division (separate enemies from allies)
  • Area denial (no passage without damage)
  • Protect allies (ring around party)
  • Channel enemies (force into kill zones)

Average Damage: 22.5 fire per trigger


Flame Strike - 5 charges

  • Level: 5th
  • Casting Time: Action
  • Range: 60 ft
  • AoE: 10-ft radius, 40-ft high cylinder
  • Save: DEX DC 12
  • Damage: 4d6 fire + 4d6 radiant (half on success)

Tactical Use:

  • High damage (8d6 total = 28 average)
  • Dual damage types (fire + radiant)
  • Vertical AoE (40 ft high, hits flying enemies)
  • Radiant damage rare (bypasses fire resistance)

Average Damage: 28 mixed damage (failed save), 14 (success)


Awakening

Final Detonation (Level 15+, 1 use per 24 hours)

Casting Time: Action Range: 150 ft (20-ft radius) Effect: Cast Delayed Blast Fireball at enhanced power

Mechanics:

  • Base Damage: 12d6 fire (vs. standard 7th level 12d6)
  • Delay: 1 minute maximum concentration
  • Scaling: +1d6 per round delayed (max +10d6)
  • Maximum Damage: 22d6 fire (12d6 base + 10d6 from 10 rounds)
  • Save: DEX DC 12 for half

Tactical Applications:

  • Delayed Trap: Place and leave, detonate remotely
  • Maximum Damage: Wait 10 rounds for 22d6 (average 77 damage)
  • Intimidation: Glowing bead of explosive energy grows more powerful
  • Boss Finisher: Ultimate burst damage for critical moments

Average Damage:

  • Immediate: 42 fire (12d6)
  • 5 Rounds: 59.5 fire (17d6)
  • 10 Rounds: 77 fire (22d6)

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

  • Fire Resistance: Enemies with fire resistance/immunity reduce effectiveness
  • Ally Damage: AoE explosions can hit allies (no friendly fire protection)
  • Max Objects: Only 2 explosive objects active at once (Explosive Creation)
  • Concentration: Several techniques require concentration (can only maintain one)

Combat Applications

Long-Range Artillery Build

  1. Bomb Ball (3 charges): 150 ft range, 20-ft radius, 8d6 fire
  2. Explosive Impact (2 charges): 60 ft range, 10-ft radius, 3d8 thunder
  3. Bombing Hands (1 charge): 15-ft cone, 3d6 fire
  4. Total: 3 AoE attacks, 6 charges

Total Investment: 6 charges for massive AoE damage Best for: Grouped enemies, siege warfare, ship battles Synergy: Combine with Llewyn’s sniper positioning (150-600 ft rifle range)


Trap Master Build

  1. Explosive Creation (no charges): Set 2 objects as traps
  2. Bonus Action Detonate when enemies approach
  3. Follow-up: Bomb Ball or rifle shots
  4. Total: Controlled battlefield

Total Investment: 0 charges upfront, 3+ for follow-up Best for: Ambushes, defensive positions, chokepoints


Sustained DPS Build

  1. Explosion Wall (4 charges): 5d8 fire per turn for 1 minute
  2. Bomb Body (passive): Counterattack melee attackers
  3. Explosive Creation (no charges): Supplemental damage
  4. Total: Continuous damage over time

Total Investment: 4 charges for 1 minute of 5d8/round Best for: Long combats, boss fights, area denial


Maximum Damage Build (High Level)

  1. Final Detonation (awakening): 22d6 fire (77 average)
  2. Bomb Ball (3 charges): 8d6 fire (28 average)
  3. Flame Strike (5 charges): 8d6 mixed (28 average)
  4. Total: 133 damage across 3 attacks

Total Investment: 8 charges + awakening Best for: Boss fights, critical encounters, finale explosions


Synergy with Other Abilities

Marksman (Sniper) - Llewyn

  • Scoping: 150-600 ft range → combine with Bomb Ball (150 ft) for full-range coverage
  • Hawk-Eyed: Spot enemies for accurate Bomb Ball placement
  • Hunter’s Mark: Mark target, soften with rifle, finish with Bomb Ball
  • Lock-On: Bonus damage on rifle shots while using Devil Fruit for AoE

Beast Companion (Howitzer)

  • Pack Tactics: Howitzer pins enemies in melee, Llewyn uses AoE from range
  • Charge: Howitzer knocks prone, enemies clustered for Bomb Ball
  • Fire Immunity: Howitzer NOT immune to Bomb-Bomb fire (careful positioning needed)

Party Synergy

  • Gluthoric (Magnetism): Attract metal enemies into cluster, Bomb Ball group
  • Sylen (Healer): Healing Word to recover from Bomb Body counterattack damage
  • Flynn (Spring): Flynn delivers explosive objects to enemies via jumps
  • Nora (Armory): Nora becomes siege equipment, Llewyn provides explosive ammo

Progression & Mastery

Early Game (Levels 1-4)

  • Focus: Explosive Creation mastery (trap setting, no charges)
  • Charges: Bombing Hands (1), Explosive Impact (2) for AoE
  • Strategy: Conserve charges, use free explosives liberally

Mid Game (Levels 5-10)

  • Focus: Bomb Ball spam, battlefield control
  • Charges: 2-3 Bomb Balls per day (3 charges each)
  • Strategy: Long-range artillery, soften groups before melee

Late Game (Levels 11-14)

  • Focus: Explosion Wall, Flame Strike for boss fights
  • Charges: Heavy investment in high-level techniques
  • Strategy: Sustained damage, area denial, awakening preparation

Endgame (Level 15+)

  • Awakening: Final Detonation unlocks
  • Mastery: Perfect charge economy, maximum damage output
  • Strategy: 77+ damage nukes, ultimate battlefield destruction

Notable Users

Current User

Llewyn Kels Tidebringer - Cyborg Marksman

  • Companion: Howitzer (Large Wolf)
  • Synergy with long-range sniper combat and explosive AoE
  • Motivation: Honor lost squad by protecting new crew with precision and firepower
  • Role: Long-range damage dealer, explosive AoE specialist, scout

Trivia & Lore

  • Real-World Inspiration: Based on Mr. 5’s bomb powers from One Piece canon (enhanced)
  • Scientific Basis: Explosions release energy through rapid combustion and pressure waves
  • Campaign Significance: Highest AoE damage Devil Fruit in party
  • Rarity Justification: Rare due to devastating damage output and fire immunity
  • Charge Pool: 9 charges standard for Rare Paramecia fruits
  • Unique Role: Only Devil Fruit focused on pure AoE damage and explosions
  • Synergy Potential: Perfect for artillery/caster builds that stay at range
  • Creative Uses: Explosive mining, demolition, fireworks displays, intimidation


devil-fruit paramecia body-enhancer aoe fire explosions

Last Updated: 2025-11-03