Horu Horu no Mi (Hormone Hormone Fruit)

Type: Paramecia (Body Enhancer) | Rarity: Rare Current User: Sylen Vaelmont

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Overview

The Horu Horu no Mi is a versatile Paramecia-type Devil Fruit that grants its user the ability to manipulate hormones within living creatures. As a Body Enhancer, it allows the user to alter physical and emotional states through hormone injection and manipulation. This Devil Fruit is considered Rare due to its unique combination of healing, buffing, and emotional control capabilities.

Japanese Name: ホルホルの実 (Horu = Hormone) English Name: Hormone-Hormone Fruit or Horm-Horm Fruit

Primary Role: Support, Healing, Buffing


Abilities & Powers

Core Mechanics

Charge System:

  • Total Charges: 9 per long rest
  • Recharge: Daily at dawn
  • Save DC: 13 (8 + Proficiency + WIS/CON modifier)

At-Will Abilities

Hormone Injection (Action, No Cost)

  • Action: Action to touch target
  • Range: Touch
  • Cost: No charges required
  • Target: One willing or grappled creature

Effects (choose one per use):

  1. Heal - Restore 2d8 + WIS modifier HP (2d8+3)

    • Instant healing through hormonal stimulation
    • Can use on self or others
    • Stacks with other healing
  2. Adrenaline - Grant advantage on next attack roll

    • Surge of combat hormones
    • Lasts until next attack
    • Can pre-buff before combat
  3. Tension - Grant +2 AC for 1 minute

    • Heightened reflexes and awareness
    • Stacks with armor and other AC bonuses
    • Multiple targets can be buffed
  4. Cosmetic - Harmless physical changes

    • Hair color, eye color, minor features
    • No mechanical benefit
    • Useful for disguises

Tactical Use:

  • Heal during combat (2d8+3 average 12 HP)
  • Pre-combat buffing (Adrenaline, Tension)
  • Out-of-combat healing (conserve spell slots)
  • Social manipulation (Cosmetic changes)

Active Abilities

Empathy Hormones (Bonus Action, 1 charge)

  • Action: Bonus action
  • Range: 15-ft radius centered on self
  • Duration: Until your next turn
  • Cost: 1 charge
  • Effect: Choose creatures within range to gain advantage OR disadvantage on next attack roll

Mechanics:

  • Advantage: Grant to allies automatically
  • Disadvantage: Enemies make WIS save DC 13 to resist
  • Targets: Can affect multiple creatures (choose each)
  • Timing: Lasts until start of your next turn

Tactical Applications:

  • Support allies before their turn (advantage on attacks)
  • Debuff enemies about to attack (disadvantage)
  • Control battlefield emotions
  • Combine with multi-target combats

Example: Sylen grants advantage to 3 allies and imposes disadvantage on 2 enemies (if they fail WIS saves)


Vitality Surge (Reaction, 2 charges)

  • Trigger: Ally within 30 ft takes damage
  • Action: Reaction
  • Range: 30 ft
  • Cost: 2 charges
  • Effect: Grant 1d10 + WIS modifier temporary HP (1d10+3)

Mechanics:

  • Temporary HP applied before damage calculation
  • Can reduce damage to 0 if temp HP sufficient
  • Temp HP don’t stack (use highest value)
  • Can target self if needed

Tactical Use:

  • Emergency defense for squishy allies
  • Prevent KO on critical hits
  • Tank-enhancing (grant to frontline before damage)
  • Self-preservation (reaction when you’re hit)

Average: 8.5 temp HP (can absorb moderate damage)


Hormone Resistance (Passive, No Cost)

  • Effect: Advantage on saving throws vs. poison
  • Secondary: Resistance to poison damage (half damage)
  • Always Active: No action or charge required

Benefits:

  • Counter poison-using enemies
  • Resist toxic environments
  • Survive assassination attempts
  • Synergy with healer role (resist while healing others)

Devil Fruit Techniques (Spell-Like Abilities)

Healing Surge (Cure Wounds) - 1+ charges

  • Level: 1st+ (can upcast)
  • Casting Time: Action
  • Range: Touch
  • Duration: Instantaneous
  • Effect: Heal 1d8 + WIS modifier per spell level
    • 1 charge (1st level): 1d8+3 HP
    • 2 charges (2nd level): 2d8+3 HP
    • 3 charges (3rd level): 3d8+3 HP
    • And so on…

Comparison to Hormone Injection:

  • Hormone Injection: 2d8+3 HP, no charges, action
  • Healing Surge (1 charge): 1d8+3 HP, action
  • Verdict: Use Hormone Injection first, Healing Surge when out of actions or need guaranteed healing

Excitement Hormone (Enhance Ability) - 2 charges

  • Level: 2nd
  • Casting Time: Action
  • Range: Touch
  • Duration: Concentration, up to 1 hour
  • Effect: Choose one enhancement:
    • Bull’s Strength: Advantage on STR checks, +STR modifier to carrying capacity
    • Cat’s Grace: Advantage on DEX checks, no fall damage from 20 ft or less
    • Bear’s Endurance: Advantage on CON checks, 2d6 temp HP
    • Fox’s Cunning: Advantage on INT checks
    • Owl’s Wisdom: Advantage on WIS checks
    • Eagle’s Splendor: Advantage on CHA checks

Tactical Use:

  • Pre-buff before skill challenges
  • Bear’s Endurance for frontline tanks
  • Cat’s Grace for rogues/acrobats
  • Bull’s Strength for grapplers

Face Growth (Alter Self) - 2 charges

  • Level: 2nd
  • Casting Time: Action
  • Range: Self
  • Duration: Concentration, up to 1 hour
  • Options:
    1. Aquatic Adaptation: Breathe underwater, swim speed
    2. Change Appearance: Disguise (advantage on Deception to pass as someone else)
    3. Natural Weapons: Unarmed strikes deal 1d6 + STR/DEX, magical

Tactical Use:

  • Infiltration (Change Appearance)
  • Underwater exploration (Aquatic Adaptation)
  • Backup melee damage (Natural Weapons)

Death Wink - 3 charges

  • Level: Custom 3rd-level equivalent
  • Casting Time: Action
  • Range: 30 ft
  • Save: CON DC 13
  • Damage: 8d6 force damage (half on successful save)
  • Effect: Powerful blast of hormone-infused energy from wink

Tactical Use:

  • High single-target damage for support character
  • Force damage (rarely resisted)
  • 30 ft range (safe distance)
  • Flavorful and dramatic

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


Mass Hormone Therapy (Mass Cure Wounds) - 5 charges

  • Level: 5th
  • Casting Time: Action
  • Range: 60 ft
  • Targets: Up to 6 creatures
  • Healing: 3d8 + WIS modifier per target (3d8+3)

Tactical Use:

  • Party-wide healing after big AoE
  • Emergency mass triage
  • Combat stabilization
  • Short rest alternative

Total Healing: ~16.5 HP × 6 targets = ~99 HP across party


Awakening

Emporio Hormone Zone (Level 15+, 1 use per 24 hours)

Casting Time: Action Range: 60-ft radius centered on self Duration: 1 minute Effect: Create zone of perfect hormonal balance for allies

Benefits for Allies in Zone:

  1. Resistance to All Damage: Half damage from all sources
  2. Advantage on All Saves: All saving throws made with advantage
  3. Regeneration: Heal WIS modifier + Proficiency HP at start of each turn (3+2=5 HP/turn at level 15)

Tactical Applications:

  • Ultimate defensive support
  • Boss fight game-changer
  • Protect party during retreat
  • Combine with damage dealers for safety

Total Healing: 5 HP/turn × 10 turns = 50 HP per ally over duration Effective HP Increase: ~2× party HP (resistance to all damage)


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

  • Touch Range: Most abilities require touching target (melee risk)
  • Single Target: Many abilities only affect one creature at a time (except Mass Hormone Therapy)
  • Willing/Grappled: Hormone Injection requires willing or grappled target

Combat Applications

Primary Healer Build

  1. Hormone Injection (at-will): 2d8+3 healing, no charges
  2. Healing Surge (1+ charges): Additional healing when needed
  3. Mass Hormone Therapy (5 charges): Party-wide healing
  4. Vitality Surge (2 charges): Reaction saves

Total Investment: Variable, 0-9 charges depending on healing needs Best for: Sustained party support, healing-focused cleric replacement


Buffer/Support Build

  1. Empathy Hormones (1 charge): Advantage/disadvantage aura
  2. Excitement Hormone (2 charges): 1-hour buff (Bear’s Endurance for tanks)
  3. Hormone Injection - Tension (at-will): +2 AC to multiple allies
  4. Hormone Injection - Adrenaline (at-will): Advantage on attacks

Total Investment: 3 charges for major buffs, at-will for minor Best for: Pre-combat preparation, skill challenges, social encounters


Hybrid Damage/Support Build

  1. Death Wink (3 charges): 8d6 force damage
  2. Empathy Hormones (1 charge): Debuff enemies
  3. Hormone Injection (at-will): Healing as needed
  4. Vitality Surge (2 charges in reserve): Emergency defense

Total Investment: 4 charges for offense, 2-3 for defense Best for: Active combat participation with support fallback


Ultimate Support Build (High Level)

  1. Emporio Hormone Zone (awakening, 1/day): Ultimate party buff
  2. Mass Hormone Therapy (5 charges): Party healing
  3. Empathy Hormones (1 charge): Advantage to all allies
  4. Excitement Hormone (2 charges): Long-term buffs

Total Investment: 8 charges + awakening Best for: Boss fights, critical encounters, final battles


Synergy with Other Abilities

Priest (Desert Domain) - Sylen

  • Spellcasting: Combine with divine magic for ultimate healing
  • Channel Divinity: Scorching Sun (damage) complements support role
  • Domain Spells: Burning Hands, Scorching Ray for offense, Horu Horu for support
  • Blinding Sands: Defensive reaction stacks with Vitality Surge

Party Synergy

  • All Melee Fighters: Hormone Injection (Tension) for +2 AC
  • Flynn (Spring Brawler): Adrenaline for advantage on Spring Hopper attacks
  • Llewyn (Sniper): Vitality Surge to protect from return fire
  • Nora (Skald): Stack buffs with Bardic Inspiration
  • Luna (Rogue): Empathy Hormones for advantage on Sneak Attacks

Progression & Mastery

Early Game (Levels 1-4)

  • Focus: Hormone Injection mastery (at-will healing/buffing)
  • Charges: Empathy Hormones (1), Vitality Surge (2)
  • Strategy: Conserve charges, use at-will abilities liberally

Mid Game (Levels 5-10)

  • Focus: Excitement Hormone buffs, Death Wink damage
  • Charges: Balanced healing and offense
  • Strategy: Pre-combat buffs, in-combat healing/damage

Late Game (Levels 11-14)

  • Focus: Mass Hormone Therapy, maximizing party support
  • Charges: Heavy healing investment in critical fights
  • Strategy: Party-wide buffs and healing, awakening preparation

Endgame (Level 15+)

  • Awakening: Emporio Hormone Zone unlocks
  • Mastery: Perfect charge economy, ultimate party support
  • Strategy: Boss fight game-changer, keep party alive through anything

Notable Users

Current User

Sylen Vaelmont - Priest of the Sun Mother Faith

  • Origin: Kuja Island
  • Synergy with Priest healing spells and Desert Domain powers
  • Vision: Build floating cathedral-ship bringing relief to drought-stricken islands
  • Role: Primary healer, support specialist, diplomatic face

Trivia & Lore

  • Real-World Inspiration: Based on Emporio Ivankov’s powers from One Piece canon
  • Scientific Basis: Hormones control emotions, growth, healing, and physical changes
  • Campaign Significance: Only pure support-focused Devil Fruit in party
  • Rarity Justification: Rare due to versatile healing/buffing and limited combat damage
  • Charge Pool: 9 charges standard for Rare Paramecia fruits
  • Unique Role: Only Devil Fruit that can heal others at-will (Hormone Injection)
  • Synergy Potential: Stacks with Priest domain for ultimate healer build


devil-fruit paramecia body-enhancer support healing

Last Updated: 2025-11-03