Buki Buki no Mi (Armory Armory Fruit)
Type: Paramecia (Body Enhancer) | Rarity: Rare Current User: Nora Shores
← Back to Devil Fruit Encyclopedia
Overview
The Buki Buki no Mi is an incredibly versatile Paramecia-type Devil Fruit that grants its user the ability to transform their body parts into any weapon imaginable. As a Body Enhancer, it allows the user to become a living arsenal, adapt to any combat situation instantly, and maintain impenetrable defenses. This Devil Fruit is considered Rare due to its unmatched versatility, defensive capabilities, and ability to function as both melee and ranged weapon platform.
Japanese Name: ブキブキの実 (Buki = Weapon/Armory) English Name: Armory-Armory Fruit or Weapon-Weapon Fruit
Primary Role: Versatile Combatant, Tank, Adaptable Damage Dealer
Abilities & Powers
Core Mechanics
Charge System:
- Total Charges: 9 per long rest
- Recharge: Daily at dawn
- Proficiency: Proficient with all weapon forms created
Passive Abilities
Impenetrable Defense (Passive)
- Effect: AC can’t be less than 18
- Always Active: No action or charge required
- Overrides: Armor, DEX modifier if total would be less than 18
- Reason: Body can harden into weapon-grade steel
Tactical Applications:
- Minimum AC 18: Even naked, AC is 18
- Stacks: If armor + DEX > 18, use higher value
- Tank Role: One of highest ACs in party (tied with enhanced defenses)
- Unarmored: Can wear light clothes, maintain AC 18, no Stealth disadvantage
Example: Nora wearing Thick Shirt (AC 11) + DEX +2 = 13, but Impenetrable Defense raises to AC 18
Synergy: Combine with Enhanced Defense for AC 20
Active Abilities
Weapon Morphing (Bonus Action, At Will)
- Action: Bonus action to transform
- Cost: No charges required
- Duration: Until dismissed or new weapon morphed
- Limit: One weapon active at a time
- Proficiency: Proficient with all weapon forms
Weapon Options (examples):
- Melee: Sword, axe, spear, hammer, mace, polearm, whip, etc.
- Ranged: Bow, crossbow, gun, cannon, etc.
- Special: Shield-arm, blade wings, tail weapon, etc.
Weapon Properties:
- Magical: All weapon forms count as magical weapons
- Proficient: Automatically proficient
- Versatile: Can transform into any weapon stat block
- Instant: Bonus action transformation (can attack same turn)
Tactical Use:
- Adapt to Range: Melee when close, ranged when distant
- Counter Enemy: Slashing vs. no armor, bludgeoning vs. armor
- Utility: Create tools (grappling hook, crowbar, keys)
- Social: Hide weapons (transform into jewelry), then reveal in combat
Example Transformations:
- Rapier Arm: 1d8 piercing, finesse
- Gatling Gun Hand: 1d6+3 piercing, magical (Morph Morph Gatling)
- Giant Hammer Fist: 2d6 bludgeoning, heavy
- Bow Arm: 1d8 piercing, ranged 150/600 ft
- Blade Wings: 1d6 slashing, can attack while flying
Cost Analysis: At-will with no charges = unlimited versatility
Full-Body Arsenal (Action)
- Action: Action to activate
- Duration: 1 minute
- Cost: No charges required
- Effect: Transform entire body into siege equipment
Siege Equipment Options (examples):
- Ballista: Large crossbow, allies can fire
- Catapult: Launch projectiles at enemies
- Cannon: Heavy artillery platform
- Battering Ram: Breach walls and doors
- Gatling Gun Array: Rapid-fire platform
Limitations:
- Can’t Move: Rooted in place while transformed
- Can’t Take Other Actions: Allies must operate you
- Vulnerable: May be targeted by enemies
- Concentration: Not required, but fixed duration
Tactical Use:
- Team Weapon: Allies fire you for massive damage
- Defensive Position: Hold chokepoint, become immovable turret
- Breach: Transform into battering ram, allies push through walls
- Naval Combat: Become ship’s cannon
Example: Nora transforms into massive ballista, Flynn (Spring) loads and fires, dealing 3d10 piercing to distant enemy
Enhanced Defense (Bonus Action, 1 charge)
- Action: Bonus action
- Duration: 1 minute
- Cost: 1 charge
- Effect: +2 AC (stacks with Impenetrable Defense)
- Doesn’t Stack: Can’t use multiple times for +4
Mechanics:
- Base AC 18 (Impenetrable Defense) + 2 (Enhanced Defense) = AC 20
- Duration: 1 minute (10 rounds)
- No Concentration: Can maintain while doing other actions
- Cost Efficient: 1 charge for 10 rounds of +2 AC
Tactical Use:
- Pre-Combat: Activate before engagement for AC 20
- Boss Fights: Tank with AC 20 for critical encounters
- Protect Allies: Stand in front with AC 20, soak damage
Average Benefit: ~10% harder to hit (AC 18 → 20)
Devil Fruit Techniques (Spell-Like Abilities)
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 weapon morphing (transform then smite)
Cloud of Daggers - 2+ charges (can upcast)
- Level: 2nd+
- Casting Time: Action
- Range: 60 ft (5-ft cube)
- Duration: Concentration, up to 1 minute
- Damage: 4d4 slashing (creatures entering or starting turn in cube)
- Upcast: +2d4 per slot level above 2nd
Tactical Use:
- Area denial (chokepoint, doorway)
- Force movement into cube (grapple and shove)
- Sustained damage (1 minute duration)
- Combine with party control effects
Conjure Barrage - 3 charges
- Level: 3rd
- Casting Time: Action
- Range: Self (60-ft cone)
- Save: DEX DC 13
- Damage: 3d8 (choose damage type: bludgeoning, piercing, or slashing)
- Effect: Cone of weapon projectiles
Tactical Use:
- Multiple enemies in cone formation
- Choose damage type to exploit weaknesses
- 60-ft range (safe distance from melee)
- Combine with Full-Body Arsenal (become turret firing barrage)
Staggering Smite - 4 charges
- Level: 4th
- Casting Time: Bonus action
- Duration: Concentration, up to 1 minute
- Effect: Next hit deals +4d6 psychic damage
- Secondary: Target makes WIS save DC 13 or disadvantage on attacks and ability checks for 1 minute
Tactical Use:
- High single-target damage (4d6 = 14 average)
- Debuff dangerous enemy (disadvantage on attacks for 1 minute)
- Boss fight control
- Psychic damage (rarely resisted)
Stoneskin (Self) - 4 charges
- Level: 4th
- Casting Time: Action
- Range: Self
- Duration: 1 hour (concentration)
- Effect: Resistance to nonmagical bludgeoning, piercing, and slashing damage
Tactical Use:
- Ultimate tank (AC 20 + resistance to physical damage)
- Boss fights (1 hour duration covers most encounters)
- Frontline survivability
- Combine with Enhanced Defense for AC 20 + resistance
Effective HP: ~2× HP against physical attacks
Conjure Volley - 5 charges
- Level: 5th
- Casting Time: Action
- Range: 150 ft (40-ft radius)
- Save: DEX DC 13
- Damage: 8d8 (choose damage type: bludgeoning, piercing, or slashing)
- Effect: Massive AoE bombardment
Tactical Use:
- Extreme range (150 ft)
- Large AoE (40-ft radius = massive coverage)
- High damage (8d8 = 36 average)
- Choose damage type for resistances
Synergy: Combine with Full-Body Arsenal (become artillery platform firing volley)
Awakening
Living Armory (Level 15+, 1 use per 24 hours)
Casting Time: Action Range: 30-ft radius centered on self Duration: 1 minute Effect: Transform into whirlwind of weapons, damaging all enemies in area
Mechanics:
- AoE: 30-ft radius (constantly moving with you)
- Damage: 6d10 slashing per round to creatures starting turn in area or entering for first time
- Save: DEX DC 13 for half damage
- Movement: You can still move (whirlwind moves with you)
- Actions: Can still take actions, bonus actions, reactions
Tactical Applications:
- Mobile AoE: Move through enemies, dealing 6d10 each
- Area Denial: Create 30-ft no-go zone for enemies
- Boss Killer: Stand next to boss, deal 6d10 per round automatically
- Party Protection: Enemies can’t approach party without taking damage
Average Damage: 33 slashing per round (failed save), 16.5 (success) Total Potential: 330 damage over 10 rounds to single target
Weaknesses
Sea Weakness
- Submersion in Seawater: Cannot swim, sinks immediately (weapons = heavy metal)
- 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
- Defense Loss: AC drops from 18 to normal (Thick Shirt + DEX = 13)
Other Limitations
- Single Weapon: Only one weapon form active at a time (Weapon Morphing)
- Full-Body Vulnerable: Can’t move or defend while in Full-Body Arsenal form
- Charge Economy: Only 9 charges, high-level techniques expensive
- No Dual-Wielding: Can’t create two weapons simultaneously (one weapon form only)
Combat Applications
Ultimate Tank Build
- Impenetrable Defense (passive): AC 18 minimum
- Enhanced Defense (1 charge): +2 AC for AC 20
- Stoneskin (4 charges): Resistance to physical damage
- Total: AC 20 + resistance = ~3× effective HP
Total Investment: 5 charges for ultimate defense Best for: Boss fights, frontline tanking, protecting allies Effective HP: 23 HP × 2 (resistance) = 46 effective HP at level 3
Versatile Damage Build
- Weapon Morphing (at-will): Adapt to any situation (melee/ranged)
- Thunderous Smite (1 charge): +2d6 thunder + prone
- Staggering Smite (4 charges): +4d6 psychic + debuff
- Total: 6d6 bonus damage + tactical effects
Total Investment: 5 charges for enhanced attacks Best for: Single-target damage, boss fights, versatile combat
AoE Artillery Build
- Conjure Volley (5 charges): 150 ft, 40-ft radius, 8d8
- Conjure Barrage (3 charges): 60-ft cone, 3d8
- Cloud of Daggers (2 charges): Area denial, 4d4/round
- Total: Massive AoE coverage
Total Investment: 10 charges (exceeds daily limit - choose strategically) Best for: Grouped enemies, siege warfare, naval combat
Team Weapon Build
- Full-Body Arsenal (action): Become siege equipment
- Allies operate you for massive damage
- Conjure Volley (if not in arsenal form): 8d8 AoE
- Total: Ultimate team support
Total Investment: Variable (Full-Body Arsenal = no charges) Best for: Team synergy, creative tactics, fixed defenses
Awakened Devastation Build (High Level)
- Living Armory (awakening): 6d10/round in 30-ft radius
- Enhanced Defense (1 charge): AC 20
- Stoneskin (4 charges): Resistance
- Move through enemies: Deal 6d10 to all
Total Investment: 5 charges + awakening Best for: Boss fights, surrounded scenarios, ultimate damage output
Synergy with Other Abilities
Skald (School of the Underworld) - Nora
- Bardic Inspiration: Buff allies while adapting weapon forms
- Spellcasting: Combine weapon attacks with support spells
- Song of Rest: Heal party while maintaining AC 18 defense
- Haunting Verse: Debuff enemies while in melee range (safe with AC 20)
Party Synergy
- Gluthoric (Magnetism): Gluthoric can control Nora’s metal weapon forms remotely
- Flynn (Spring): Flynn delivers Nora (in projectile weapon form) to enemies
- Llewyn (Explosives): Nora becomes cannon platform for Llewyn’s explosive ammunition
- Sylen (Healer): Nora tanks with AC 20, Sylen heals from safety
Progression & Mastery
Early Game (Levels 1-4)
- Focus: Weapon Morphing mastery (adapt to every situation)
- Charges: Enhanced Defense (1) for critical fights
- Strategy: Rely on at-will weapon changes, conserve charges
Mid Game (Levels 5-10)
- Focus: Thunderous Smite, Stoneskin for tanking
- Charges: Balanced offense (Smites) and defense (Stoneskin)
- Strategy: Tank with AC 20 + resistance, deal bonus damage
Late Game (Levels 11-14)
- Focus: Conjure Volley for AoE, Staggering Smite for bosses
- Charges: Heavy investment in high-level techniques
- Strategy: Versatile damage dealer, ultimate tank when needed
Endgame (Level 15+)
- Awakening: Living Armory unlocks
- Mastery: Perfect charge economy, ultimate versatility
- Strategy: Mobile AoE whirlwind of death, unkillable tank
Notable Users
Current User
Nora Shores - Skypeian Skald from Sky Island
- Synergy with support magic and social skills
- Folk Hero status (common folk grant hospitality)
- Vision: Headline floating concert sailing above Grand Line
- Role: Versatile support, tank, social face, entertainer
Trivia & Lore
- Real-World Inspiration: Based on Baby 5’s weapon transformation powers from One Piece canon
- Technical Basis: Ultimate adaptability through weapon transformation
- Campaign Significance: Most versatile combat Devil Fruit in party
- Rarity Justification: Rare due to incredible versatility, high AC, and weapon variety
- Charge Pool: 9 charges standard for Rare Paramecia fruits
- Unique Role: Only Devil Fruit that grants permanent AC 18 minimum
- Synergy Potential: Perfect for Skald/Bard support builds that need defensive option
- Creative Uses: Create tools (lockpicks, crowbars), disguises (jewelry), and improvised solutions
Related Pages
devil-fruit paramecia body-enhancer versatile tank weapons
Last Updated: 2025-11-03