Pain Fruit
Pain (formerly Paw) is a Legendary Natural-type fruit priced at $2500000 or R$2300. It is built around a risk-reward combat system where the user converts damage taken and absorbed Pain Ghosts into increased power, creating a playstyle that scales with pressure rather than safe, passive farming.
In practice, Pain focuses on energy based ranged attacks with strong mid range control. It performs best when players stay close enough to land consistent hits but not so close that they are overwhelmed, making it a close to medium range fighter that rewards aggressive positioning and timing.
A defining mechanic is Last Stand, which activates automatically after losing all health. This acts as a temporary second life, granting major buffs such as increased speed, defense, cooldown reduction, and damage. However, this form comes with a key limitation: players cannot awaken abilities during Last Stand, which reduces long-term scaling in extended fights.
Pain is also relatively accessible due to its low rarity and ease of obtainment, making it usable even for newer players. Its moves generally feature large AoE, low knockback, and high damage, which supports efficient grinding and NPC farming, even if its overall performance depends heavily on how well the player manages risk and positioning.
Pain

Strengths & Weaknesses
A quick breakdown of where this build shines and struggles.
Strengths
High damage with both burst and sustained pressure.
Excellent for PvP thanks to strong stuns, combo potential, and comeback mechanics.
Good for grinding due to large AoE and multi-target attacks.
Strong long-range pressure across most abilities.
Most moves can hit multiple enemies, making it effective for PvE and Sea Events.
60% damage reduction greatly improves survivability.
Pain Meter provides a powerful second-life mechanic and comeback potential.
Increased speed, jump height, dash distance, and cooldown reduction improve mobility and combat flow.
Raging Rush deals massive burst damage and becomes a deadly finisher during Last Stand.
Fury Jab offers high damage, strong range, and additional pressure through Pain Ghosts.
Rage Release has solid combo potential, mobility, and extremely high damage when held.
Agony Nuke is an excellent combo starter and finisher with great stun, range, and damage.
Torturing Pulse provides strong crowd control, large AoE, and vision disruption.
Torment Warp offers reliable mobility, repositioning, and escape potential.
Weaknesses
High mastery requirements make the fruit difficult to fully unlock.
Requires significant investment to obtain its complete moveset and upgrades.
Holding abilities for too long can leave the user vulnerable to punishment.
Most attacks are difficult to land consistently in aerial combat.
Pain Meter transformation is time-limited, lasting only 30–60 seconds.
Once the Pain Meter expires, the user becomes noticeably weaker and is restricted to fruit abilities.
Certain mechanics, finishers, and water-related situations can bypass or counter its passive advantages.
Raging Rush has short range, inconsistent stun, and high knockback that can interrupt combos.
Fury Jab suffers from a small hitbox and loses effectiveness the longer it is held.
Rage Release has limited dash range and can be unreliable, especially in tapped form.
Agony Nuke has startup lag, a relatively small hitbox, and knockback that can hurt combo consistency.
Torturing Pulse deals low damage over time, has slow startup/projectiles, and consumes Pain Meter.
Torment Warp requires precise control and can be difficult to use effectively in fast-paced fights.
Verdict
Pain fruit is a powerful high-risk, high-reward option with extremely strong PvP potential due to its stun-heavy kit, damage reduction, and second-life mechanic. It excels in close to mid-range combat where its combo tools and burst damage can dominate fights. However, its performance is heavily limited by mastery requirements, timing constraints, and the temporary nature of its strongest form. While it can completely swing battles when used correctly, it becomes much weaker once its meter expires or if its abilities are mismanaged. Overall, it is a very strong but skill-dependent fruit that rewards experience and punishes mistakes heavily.
Abilities & Upgrade
4,
16,and
3Normal: The user rushes forward with a multi-hit combo ending in an uppercut and energy barrage, launching enemies away.
Executes 2 hook punches + uppercut combo.
Finishes with an energy barrage that knocks enemies back far.
Designed to start airborne combat transitions.
Last Stand: The same combo becomes greatly enhanced with larger hitboxes, faster execution, and higher damage, with added crowd control.
Gains extremely large hitboxes and increased speed + damage.
Applies hard stun during the combo sequence.
Final energy barrage deals massive damage and strong knockback.
Tapped: The user fires a Pain Ghost projectile that explodes on contact, with added area control if upgraded.
Projectile explodes on hit (surface or player).
With Torment Conductor, spawns extra ghosts that orbit and damage nearby enemies.
Focuses on single burst AoE pressure.
Held: The user releases a continuous barrage of Pain Ghosts that weakens over time and can generate extra ghosts on misses.
Fires a multi-hit Pain Ghost barrage with gradually decreasing damage.
Slows down over time, reducing pressure as it continues.
Missing shots spawn Pain Ghosts, adding resource/pressure generation.
Tapped: The user performs a forward dash grab combo, ending in an energy burst knockback finisher.
Dash forward and grab on contact with enemy.
Executes a short combo sequence.
Finishes with an energy burst that knocks the target away.
Held: The user performs an enhanced aura-charged grab dash that lifts and drags the enemy using a beam.
Builds aura before dashing forward (charge skipped in Last Stand).
On hit, grabs and lifts the enemy upward.
Launches an energy beam that drags the target to the aimed location.
Tapped: The user fires a fast energy orb that pulls enemies in, expands on impact, and detonates into a Pain Ghost-fueled explosion.
Launches a dragging orb that pulls nearby enemies inward.
Expands on contact and explodes using Pain Ghost energy.
Explosion causes knockback on affected enemies.
Held: The user surrounds themselves in a blazing red aura and releases a large Pain Ghost beam that pulls and stuns enemies, with increased power when charged.
Enters a red aura state before firing a Pain Ghost energy beam.
Beam pulls enemies to its endpoint and applies stun.
Longer charge creates a larger beam with higher damage.
Requires Spectral Assimilation (4th upgrade).
Charge is skipped in Last Stand.
Tapped: The user fires a dense energy ball with a disturbing “face” effect that applies rapid tick damage and visual distortion on a single target.
Deals fast multi-hit tick damage on contact.
Applies screen shake and visual distortion effects.
Single-target focused attack with no spread.
Held: The user creates a larger throbbing energy sphere surrounded by Pain Ghost fog, dragging enemies in and applying stronger sustained damage.
Forms a larger Pain Meter–scaled energy ball (size depends on meter).
On hit, drags enemies forward into the attack.
Deals slower but higher total tick damage over time.
Functions as a multi-target version of the move.
Charge time and Pain Meter cost are skipped in Last Stand.
Tapped: The user performs a long-range forward dash with extended reach, which can be reset by collecting a Pain Ghost.
Executes a forward mobility dash with longer range than typical fruit dashes.
Cooldown resets upon collecting a Pain Ghost.
Reset mechanic also applies to the held version.
Held: The user launches upward before performing a cursor-directed dash, with enhanced mobility and guaranteed Pain Ghost generation.
Air launch followed by directional dash toward cursor.
Can be used mid-air for an instant directional reposition.
Spawns 4 Pain Ghosts regardless of hit or miss.
Requires Agony Surge (2nd upgrade).
Charge time is skipped in Last Stand.
Normal: The user rushes forward with a multi-hit combo ending in an uppercut and energy barrage, launching enemies away.
Executes 2 hook punches + uppercut combo.
Finishes with an energy barrage that knocks enemies back far.
Designed to start airborne combat transitions.
Last Stand: The same combo becomes greatly enhanced with larger hitboxes, faster execution, and higher damage, with added crowd control.
Gains extremely large hitboxes and increased speed + damage.
Applies hard stun during the combo sequence.
Final energy barrage deals massive damage and strong knockback.
Tapped: The user fires a Pain Ghost projectile that explodes on contact, with added area control if upgraded.
Projectile explodes on hit (surface or player).
With Torment Conductor, spawns extra ghosts that orbit and damage nearby enemies.
Focuses on single burst AoE pressure.
Held: The user releases a continuous barrage of Pain Ghosts that weakens over time and can generate extra ghosts on misses.
Fires a multi-hit Pain Ghost barrage with gradually decreasing damage.
Slows down over time, reducing pressure as it continues.
Missing shots spawn Pain Ghosts, adding resource/pressure generation.
Tapped: The user performs a forward dash grab combo, ending in an energy burst knockback finisher.
Dash forward and grab on contact with enemy.
Executes a short combo sequence.
Finishes with an energy burst that knocks the target away.
Held: The user performs an enhanced aura-charged grab dash that lifts and drags the enemy using a beam.
Builds aura before dashing forward (charge skipped in Last Stand).
On hit, grabs and lifts the enemy upward.
Launches an energy beam that drags the target to the aimed location.
Tapped: The user fires a fast energy orb that pulls enemies in, expands on impact, and detonates into a Pain Ghost-fueled explosion.
Launches a dragging orb that pulls nearby enemies inward.
Expands on contact and explodes using Pain Ghost energy.
Explosion causes knockback on affected enemies.
Held: The user surrounds themselves in a blazing red aura and releases a large Pain Ghost beam that pulls and stuns enemies, with increased power when charged.
Enters a red aura state before firing a Pain Ghost energy beam.
Beam pulls enemies to its endpoint and applies stun.
Longer charge creates a larger beam with higher damage.
Requires Spectral Assimilation (4th upgrade).
Charge is skipped in Last Stand.
Tapped: The user fires a dense energy ball with a disturbing “face” effect that applies rapid tick damage and visual distortion on a single target.
Deals fast multi-hit tick damage on contact.
Applies screen shake and visual distortion effects.
Single-target focused attack with no spread.
Held: The user creates a larger throbbing energy sphere surrounded by Pain Ghost fog, dragging enemies in and applying stronger sustained damage.
Forms a larger Pain Meter–scaled energy ball (size depends on meter).
On hit, drags enemies forward into the attack.
Deals slower but higher total tick damage over time.
Functions as a multi-target version of the move.
Charge time and Pain Meter cost are skipped in Last Stand.
Tapped: The user performs a long-range forward dash with extended reach, which can be reset by collecting a Pain Ghost.
Executes a forward mobility dash with longer range than typical fruit dashes.
Cooldown resets upon collecting a Pain Ghost.
Reset mechanic also applies to the held version.
Held: The user launches upward before performing a cursor-directed dash, with enhanced mobility and guaranteed Pain Ghost generation.
Air launch followed by directional dash toward cursor.
Can be used mid-air for an instant directional reposition.
Spawns 4 Pain Ghosts regardless of hit or miss.
Requires Agony Surge (2nd upgrade).
Charge time is skipped in Last Stand.
Showcase Video
Pain
Update Logs
- Pain Fruit received a full rework with new mechanics, added M1 attacks, and redesigned abilities.
- Pain Fruit’s icon was updated with a new design.
- Pain Fruit was made available through the Admin Panel.
- Ability Changes
- [Z] Heavy Pain was renamed to [Z] Fury Jab and its damage was adjusted.
- [X] Pain Barrage was renamed to [X] Rage Release.
- [C] Pain Nuke was renamed to [C] Agony Nuke.
- [V] Torture was renamed to [V] Torturing Pulse.
- [F] Self Repel was renamed to [F] Torment Warp.
- A bug causing infinite Last Stand was fixed.

- Pain Fruit was temporarily removed from the Blox Fruit Dealer stock and shop.
- Paw Fruit was renamed to Pain and its model was fully redesigned.
- Core abilities were reworked and renamed
- [Z] Heavy Paw → [Z] Heavy Pain
- [X] Paw Barrage → [X] Pain Barrage
- [C] Paw Nuke → [C] Pain Nuke

- Paw Fruit received visual enhancements.
- Paw Fruit was released as a new addition to the game.
