Zou Zou no Mi: Model Mammoth
ZoanRareAncient ZoanReturns to the wild in 15d 10h
Ice-age siege tank: tusks that topple forts and a hide that shrugs off cannon fire
In the tales: Jack.
An Ancient Zoan that raises the mammoth of the ice age: tusks that uproot fortresses and a hide that shrugs off cannon fire. Jack of the Beasts Pirates earned the name 'the Drought' by leaving nothing standing.
A Zoan: its holder can take a beast form (@devilfruit form) with powers of its own. Every Devil Fruit leaves its holder weak to water.

Returning to the wild in 15d 10h.
- 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
- Mammoth hide: +12% HP, -10% melee, -6% dmg, resists Stun
- Tusks: +6% ATK/MATK, +15% vs Large, 2% armor break
- Trample: 6% chance of Earth Shaker Lv3 around you on hit
Exact numbers
- Max HP +12%
- Melee damage taken reduced +10%
- Damage taken from ALL −6%
- Stun resistance 50%
- ATK +6%
- MATK +6%
- bonus bBreakArmorRate,200
- Damage vs Large foes +15%
- bonus2 bMagicAddSize,Size_Large,15
- bonus5 bAutoSpell,2328,3,60,BF_WEAPON|BF_MAGIC,0
Attuned the first rung
- Tusk charge: Mayhemic Thorns +30%, +3 knockback
Exact numbers
- bonus2 bAddSkillBlow,6006,3
- Mayhemic Thorns damage +30%
- HP recovery % +40
Mastered the second rung
- Unstoppable: 1% HP every 5s, no flinch, -6% damage
Exact numbers
- bonus2 bRegenPercentHP,1,5000
- No flinch when hit
- Damage taken from ALL −6%
Beast form while transformed
- Mammoth form: +20% ATK/MATK, +25% HP, splash, 10% stun; slow
- Ice-age bulk (Mastered): reflect 8% melee, -4% damage from Mastered
Exact numbers
- ATK +20%
- MATK +20%
- Max HP +25%
- Cannot be knocked back
- bonus bSplashAddRange,1
- bonus4 bAddEff,Eff_Stun,1000,ATF_WEAPON|ATF_MAGIC,2000
- bonus bSpeedAddRate,-10
- bonus bShortWeaponDamageReturn,8
- Damage taken from ALL −4%
Awakened · The Drought after the Awakening Trial
- The Drought: +15% HP, -8% damage, reflect 10% melee
Exact numbers
- Max HP +15%
- Damage taken from ALL −8%
- bonus bShortWeaponDamageReturn,10
- HP recovery % +50
Awakened · All-Star Rampage after the Awakening Trial
- All-Star Rampage: +10% ATK/MATK, ignore 15% DEF/MDEF
Exact numbers
- ATK +10%
- MATK +10%
- Critical damage +25%
- bonus2 bIgnoreDefRaceRate,RC_ALL,15
- bonus2 bIgnoreMdefRaceRate,RC_ALL,15
- Howling of Chulho damage +40%
Shared by every fruit of its tier
- Attuned: +5% ATK/MATK
- Mastered: -5% damage taken, +5% HP
- Sea's curse: +15% water damage taken
- Awakened: +8% ATK/MATK/HP
Exact numbers
- ATK +5%
- MATK +5%
- Damage taken from ALL −5%
- Max HP +5%
- Water damage taken +15%
- ATK +8%
- MATK +8%
- Max HP +8%
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 Mammoth Charge
“Out of my way!”
Charge the target: leap in, then Violent Quake (magic) or Mayhemic Thorns (physical), with a chance to stun.
Violent Quake Lv 1 (Mayhemic Thorns Lv 5 for physical builds)
On your target · range 9 · 25s cooldown · 45 SP
Unlocks at bond
II Ancient Tusks
“Ancient Tusks!”
Gore the target: Terra Drive (magic) or Spiral Pierce (physical), with a chance to shatter its armour (Strip Armor) for 10s.
Terra Drive Lv 5 (Spiral Pierce Max Lv 6 for physical builds)
On your target · range 7 · 1m cooldown · 70 SP
Unlocks at Mastered
III Unyielding Colossus The Drought
“Nothing will be left standing.”
The Drought path. Become a siege beast for 30s: -15% damage taken, reflect 15% melee, +15% HP and Endure, plus an instant 20% heal.
On yourself · 4m cooldown · 110 SP
Unlocks after the Awakening Trial and a Path
III Ancient Stampede All-Star Rampage
“All-Star Stampede!”
All-Star Rampage path. Stomp the earth: Ground Gravitation (magic) or Howling of Chulho (physical) around you, a stun wave over 7 cells, then 20s of +25% ATK/MATK and wider splash.
Ground Gravitation Lv 1 (Howling of Chulho Lv 7 for physical builds)
On yourself · 4m cooldown · 110 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.
The Drought
He Who Leaves Nothing Standing
Jack the unkillable: more HP, less damage taken, reflected melee blows and fast recovery. The ultimate turns you into a siege beast that simply refuses to fall.
- The Drought: +15% HP, -8% damage, reflect 10% melee
Technique III: Unyielding Colossus — The Drought path. Become a siege beast for 30s: -15% damage taken, reflect 15% melee, +15% HP and Endure, plus an instant 20% heal.
All-Star Rampage
Terror of the Beasts Pirates
Jack the destroyer: harder hits that ignore part of DEF and MDEF and a stronger Earth Shaker. The ultimate stampede stuns everything nearby and widens your splash.
- All-Star Rampage: +10% ATK/MATK, ignore 15% DEF/MDEF
Technique III: Ancient Stampede — All-Star Rampage path. Stomp the earth: Ground Gravitation (magic) or Howling of Chulho (physical) around you, a stun wave over 7 cells, then 20s of +25% ATK/MATK and wider splash.