Mori Mori no Mi
LogiaLegendaryReturns to the wild in 17d 22h
Becomes the forest itself: roots that drink a field dry and bark that no blade bites
In the tales: Aramaki (Admiral Ryokugyu).
Forest-Forest: the body turns to living wood. Roots burst from any cell to drink the moisture out of whatever they touch, and whole thickets rise as guardians. Aramaki wears it barefoot and half asleep, and still walks out of every fight unmarked.
A Logia: its holder can become the element itself. Every Devil Fruit leaves its holder weak to water.
Returning to the wild in 17d 22h.
- Haki: while bonded, the holder's Armament grows at 70% speed. Haki →
No history yet since the ledger opened on 12 Nov 2026.
Always from the moment it bonds
- Body of wood: earth element, immune to earth, dodge +35, burns
- Thorns: 13% bleed on hit, earth magic +15%, ATK/MATK +8%, drain
- Roots answer: 7% Heaven Drive on hit, 4% Earth Strain when hit
Exact numbers
- Body element: Earth
- Earth damage taken −100%
- Perfect Dodge +35
- Fire damage taken +25%
- bonus4 bAddEff,Eff_Bleeding,1300,ATF_WEAPON|ATF_MAGIC,7000
- bonus2 bMagicAtkEle,Ele_Earth,15
- ATK +8%
- MATK +8%
- 10% chance to drain 5% of damage as HP
- bonus5 bAutoSpell,91,5,70,BF_WEAPON|BF_MAGIC,1
- 4% chance to cast Earth Strain Lv 1 when hit
Attuned the first rung
- Grove sense: 3% Earth Grave, Heaven Drive/Earth Grave +40%
Exact numbers
- bonus5 bAutoSpell,2446,3,30,BF_WEAPON|BF_MAGIC,1
- Heaven's Drive damage +40%
- Earth Grave damage +40%
Mastered the second rung
- Heartwood: no bleed/poison/stone, HP regen +50%, rooted fast
Exact numbers
- Bleeding resistance 100%
- Poison resistance 100%
- Stone resistance 100%
- HP recovery % +50
- Cannot be knocked back
Awakened · Warden of the Wilds after the Awakening Trial
- Warden: deeper drain, green wood resists fire, HP +12%
Exact numbers
- 15% chance to drain 5% of damage as HP
- Fire damage taken −15%
- Max HP +12%
- ATK +10%
- MATK +10%
Awakened · Bloom of Ruin after the Awakening Trial
- Bloom of Ruin: CRIT +20, ignore 20% DEF, 15% bleed
Exact numbers
- Critical +20
- Critical damage +25%
- bonus2 bIgnoreDefRaceRate,RC_ALL,20
- bonus4 bAddEff,Eff_Bleeding,700,ATF_WEAPON|ATF_MAGIC,7000
- ATK +8%
Shared by every fruit of its tier
- Attuned: +6% ATK/MATK
- Mastered: -6% damage taken, +6% HP
- Sea's curse: +15% water damage taken
- Awakened: +10% ATK/MATK/HP
Exact numbers
- ATK +6%
- MATK +6%
- Damage taken from ALL −6%
- Max HP +6%
- Water damage taken +15%
- ATK +10%
- MATK +10%
- Max HP +10%
Fire a technique with its Fruit Technique hotbar item, or type @devilfruit tech 1|2|3. With no target, the nearest enemy is chosen.
I Wildroot Lash
“WILDROOT LASH!”
Roots tear up out of the ground: casters call an earth grave, fighters rake the cell with thorn whips, and everything standing there starts to bleed.
Earth Grave Lv 5 (Mayhemic Thorns Lv 1 for physical builds)
At your target's feet · range 9 · 30s cooldown · 50 SP
Unlocks at bond
II Grove Snare
“GROVE SNARE!”
A thicket erupts around the cell and holds it: an earth strain (or a sonic wave) breaks the ground, ankles are caught in root, and bark closes over you for 15 seconds.
Earth Strain Lv 5 (Sonic Wave Lv 2 for physical builds)
At your target's feet · range 6 · 1m cooldown · 90 SP · bosses resist it
Unlocks at Mastered
III Withering Forest Warden of the Wilds
“WITHERING FOREST!”
Warden of the Wilds: a terra drive (or a raking claw) opens the ground, the thirst slows everything in seven cells, and for 20 seconds your blows drink what they cut.
Terra Drive Lv 5 (Chulho Sonic Claw Lv 7 for physical builds)
At your target's feet · range 9 · 5m cooldown · 180 SP · bosses resist it
Unlocks after the Awakening Trial and a Path
III Thorn Bloom Cataclysm Bloom of Ruin
“THORN BLOOM CATACLYSM!”
Bloom of Ruin: the field erupts in a violent quake of thorn-stone (or a storm of thorn whips), everything in six cells opens up, and for 20 seconds every strike of yours lands like a hook.
Violent Quake Lv 1 (Mayhemic Thorns Lv 5 for physical builds)
At your target's feet · range 9 · 5m cooldown · 180 SP
Unlocks after the Awakening Trial and a Path
After winning the Awakening Trial a holder walks one of two Paths. Each reshapes the awakened powers and Technique III; a holder can switch every 7 days.
Warden of the Wilds
The Green Wall That Drinks Armies Dry
Aramaki's own posture: stand still, let the roots do the work, and walk away from a dry field without a mark; ultimate: Withering Forest, a slow thirst that spreads for seven cells.
- Warden: deeper drain, green wood resists fire, HP +12%
Technique III: Withering Forest — Warden of the Wilds: a terra drive (or a raking claw) opens the ground, the thirst slows everything in seven cells, and for 20 seconds your blows drink what they cut.
Bloom of Ruin
Every Flower Here Opened on a Corpse
The uglier reading of the same power: thorn over root, a bloom that cuts rather than holds; ultimate: Thorn Bloom Cataclysm, a field of stone thorns that leaves nothing whole.
- Bloom of Ruin: CRIT +20, ignore 20% DEF, 15% bleed
Technique III: Thorn Bloom Cataclysm — Bloom of Ruin: the field erupts in a violent quake of thorn-stone (or a storm of thorn whips), everything in six cells opens up, and for 20 seconds every strike of yours lands like a hook.