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Paramecia · Common

Mato Mato no Mi

Mark-Mark: marks a target, and everything the user throws homes in on it without fail

The Mark-Mark Fruit lets its eater mark a target with a touch; anything he throws afterwards flies to that mark. Vander Decken IX, captain of the Flying Dutchman, marked Princess Shirahoshi and hurled axes, and finally the ark Noah itself, after her.

In the tales: Vander Decken IX.

Returns to the wild in 15d 3h
Common

Its story

What it is and where it has been, its powers, its three techniques and its two awakening paths.

Mato Mato no Mi

ParameciaCommon

Returns to the wild in 15d 3h

Mark-Mark: marks a target, and everything the user throws homes in on it without fail

In the tales: Vander Decken IX.

The Mark-Mark Fruit lets its eater mark a target with a touch; anything he throws afterwards flies to that mark. Vander Decken IX, captain of the Flying Dutchman, marked Princess Shirahoshi and hurled axes, and finally the ark Noah itself, after her.

A Paramecia: a power over the body, or over the world around it. Every Devil Fruit leaves its holder weak to water.

Returning to the wild in 15d 3h.

  • 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

  • Homing: 15% of attacks never miss, +8% ranged damage
  • Marked range: +2 attack range, +30 hit
  • Homing throw: Sonic Wave on hit (4%)
Exact numbers
  • Perfect hit chance +15%
  • Ranged damage +8%
  • ATK +4%
  • MATK +4%
  • bonus bAtkRange,2
  • HIT +30
  • bonus5 bAutoSpell,2002,3,40,BF_WEAPON|BF_MAGIC,1

Attuned the first rung

  • Marked weak points: +15 crit on ranged hits, +5% ranged
Exact numbers
  • bonus bCriticalLong,15
  • Ranged damage +5%

Mastered the second rung

  • Nothing hides from the mark: ignore 10% MDEF, +6% ranged
Exact numbers
  • bonus2 bIgnoreMdefRaceRate,RC_ALL,10
  • Ranged damage +6%

Awakened · Flying Dutchman after the Awakening Trial

  • Flying Dutchman: +6% ATK/MATK, +10% ranged, +1 range
Exact numbers
  • ATK +6%
  • MATK +6%
  • Ranged damage +10%
  • bonus bAtkRange,1

Awakened · Noah's Curse after the Awakening Trial

  • Noah's Curse: +6% ATK/MATK, splash, +15% vs large
Exact numbers
  • ATK +6%
  • MATK +6%
  • bonus bSplashAddRange,1
  • Damage vs Large foes +15%
Shared by every fruit of its tier
  • Attuned: +3% ATK/MATK
  • Mastered: -3% damage taken, +3% HP
  • Sea's curse: +15% water damage taken
  • Awakened: +5% ATK/MATK/HP
Exact numbers
  • ATK +3%
  • MATK +3%
  • Damage taken from ALL −3%
  • Max HP +3%
  • Water damage taken +15%
  • ATK +5%
  • MATK +5%
  • Max HP +5%

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 Mark

“Marked!”

Mark your prey: for 15 seconds 30% of your attacks cannot miss, with +15% ranged damage and +15 ranged crit, and the marked target may lose its sight.

On your target · range 11 · 30s cooldown · 30 SP

Unlocks at bond

II Homing Throw

“It always comes home.”

A throw that curves after its mark (Jupitel Thunderstorm for casters, Mayhemic Thorns for fighters) and may stun it for a moment.

  • Jupitel ThunderstormJupitel Thunderstorm Lv 1 (Mayhemic Thorns Lv 1 for physical builds)

On your target · range 9 · 45s cooldown · 45 SP

Unlocks at Mastered

III Relentless Target Flying Dutchman

“Nowhere to run!”

For 20 seconds nothing you throw can miss: 40% perfect hit, +3 attack range, +20% ranged damage and +15% ATK/MATK; foes within 9 cells may be blinded by the mark.

On yourself · 5m cooldown · 80 SP

Unlocks after the Awakening Trial and a Path

III Noah's Hurl Noah's Curse

“Down comes the ark!”

Hurl something enormous at the mark (a Comet for casters, Sonic Wave for fighters); foes around it may be stunned, and for 15 seconds you gain +15% ATK/MATK and +1 splash.

  • CometComet Lv 3 (Sonic Wave Lv 7 for physical builds)

On your target · range 9 · 5m cooldown · 80 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.

Flying Dutchman

Captain of the Ghost Ship

Vander Decken at sea: longer reach, harder ranged blows, and a Relentless Target that makes every throw land.

  • Flying Dutchman: +6% ATK/MATK, +10% ranged, +1 range

Technique III: Relentless Target — For 20 seconds nothing you throw can miss: 40% perfect hit, +3 attack range, +20% ranged damage and +15% ATK/MATK; foes within 9 cells may be blinded by the mark.

Noah's Curse

The Man Who Threw an Ark

Vander Decken's obsession: throws that splash wide and crush the large, ending in Noah's Hurl.

  • Noah's Curse: +6% ATK/MATK, splash, +15% vs large

Technique III: Noah's Hurl — Hurl something enormous at the mark (a Comet for casters, Sonic Wave for fighters); foes around it may be stunned, and for 15 seconds you gain +15% ATK/MATK and +1 splash.

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