Gomu Gomu no mi

The Gomu Gomu no mi, or "Rubber Fruit", is a Paramecia that you get from the Golden Devil Fruit Chest. It has an impressive amount of moves and 1 utility that stays throughout all forms (albeit some forms cannot use the utility)

Due of it's rubber properties, you also gain 15% Endurance and no fall damage.

## Gear 1

**Ability 1:** Changes depending on how long you hold it down.

At the end of Gatling, you fire two hands with higher reach and more damage.

**Ability 3:**

Ono, using ability 3 on ground.

Kaiten Ono, using ability 3 in the air. Holding it charges it until it releases itself. You can prematurely release the key at any time to launch yourself at a lower charge stage.

Mobility: Acts as a hook with short range. Can hook onto enemies.

When using Armament Haki, Gomu's attacks get new names and turn a shiny black, regardless of Haki Color.

## Gear 2

Gear 2 is the first transformation of the Gomu Gomu no mi, and requires 100% mastery on base form. The unlock item is dropped from Queen Bee. All of the moves except for the utility differ from Gear 1.

Due to its rubber properties, and the effects of Gear 2, you gain +40% move speed (60% at max mastery), +140% jump boost (210% at max mastery), +10% attack speed (15% at max mastery), and take no fall damage.

Transforming: Player retains the steam effect around them while in Gear 2.

Ability 1: Holding the key rapidly cycles through the attacks, Pistol, Rifle, and then a two handed attack, all with projectiles.

Ability 2: Jet Gatling is similar to Gatling, but fires projectiles at the end of each punch and releasing the ability key no longer fires a 2 handed attack like Gear 1.

Ability 3: Uses Jet Axe for the first move, and the following 2 attacks are Gomu Bell's windup, and release, with the release firing a projectile.

Ability 3 Alt: When in air, uses Jet Fireworks instead. The DPS potential of this move is impressive, with more DPS the closer an enemy is to the center of the player.

Once again, using Armament Haki while using the moves changes the attack names and all sprites become shiny black.

Ability 1: At the end of ability 1's 3 attacks, Red Hawk is now included in the combo, ending it all with a large flaming projectile that leaves the "On Fire!" debuff.

## Gear 3

Gear 3 is the second transformation of the **Gomu Gomu no mi**. You get it by mastering the previous stage, Gear 2.

Due to it's rubbery properties, you take no fall damage.

Ability 1: Like Gear 2, holding the attack key cycles through Gigant Pistol, Gigant Rifle, and a Gigant two handed attack. Unlike Gear 2, there are no projectiles.

Ability 2: Regains Gear 1's 2 handed attack at the end of the Gatling.

Ability 3: Will fully rotate around the direction you're facing, starting at the top, going to the bottom until it collides with something.

When using Armament Haki with Gear 3, you gain one new move, an alt to the third ability.

Ability 3 Alt: Player must be moving and must have Armament Haki active to be able to use the alt use of Ability 3.

## Gear 4: Bounceman

Gear 4: Bounceman is the third transformation of the Gomu Gomu no Mi. Mastering Gear 3 and having Haki allows the user to transform upon using the keybind.

Due to its rubber properties, and the effects of Gear 4: Bounceman, the player gains +7% endurance (20% at max mastery) as well as a move speed and jump boost bonus that is not listed in the buffs.

Note: You can stack Armament Haki on top of the form, increasing damage, but stacking Haki drain, as all forms of Gear 4 drain your Haki meter.

Transformation: All Gear 4 transformations cause the player's Haki coated parts to be colored in the player's Haki color.

Ability 1: Has 3 chargeable modes. Max charge is the strongest, and largest, while first charge is the opposite. Max charge and second charge also have the tendency to hit twice on larger enemies as it pierces, while first charge does not.

Ability 2: Kong Organ pierces, and the hitbox is a large rectangle in the direction of the player's mouse.

Ability 3: Python does its best to follow your mouse, although you don't need to move your mouse for it to still bounce around. Stops upon hitting a tile, or reaching max length after the final bounce.

Mobility: Instead of being able to use Rocket via Utility/Mobility key, holding space uses Gear 4: Bounceman's "flight", albeit with poor horizontal movement.

## Gear 4: Tankman

Gear 4: Tankman is the fourth transformation of the Gomu Gomu no Mi. Requires 100% mastery of Gear 4: Bounceman, and Plantera to be defeated. Increases endurance by 30% (40% at max mastery), and decreases movement speed and jump height incredibly, but increases defense by 60 (80 at max mastery).

Transformation: Hold S and press your transform key while in Bounceman.

Ability 1 (only ability): Does highly mediocre damage. The projectiles and the 3 shockwaves do damage, but the form is widely looked down upon as the defense isn't a good enough tradeoff for how little damage it does, paired with poor movement speed.

## Gear 4: Snakeman

Gear 4: Snakeman is the current pinnacle (until Gear 5 releases) of the Gomu Gomu no Mi. Requires 100% mastery of Tankman and the Snake Man unlock item.

Gear 4: Snakeman increases movement speed and jump height by roughly 250%, and of course, retains the fall damage immunity all forms have.

Note: Gear 4: Snakeman starts with "100" mastery (not a percent value, could be a bug for this reason).

Transformation: Hold S and press your transformation key while in Tankman.

Ability 1: A rapid, homing, single punch. The area of homing is limited.

Ability 2: A "hell from above" style attack that rains down punches, all of which pierce. Wonderful AoE farming attack.

Ability 3: When used, locks the players movement regardless of where they are (in my example, the air). Unlike Bounceman's Python, King Cobra does not stop when hitting a tile. It also has 2 longer reaching final bounces, with the very final bounce moving faster, having particles, and doing more damage. King Cobra also has more bounces naturally.