CharactersMirio Togata

Hero

Mirio Togata

A young hero, No. 1 among his peers! Use his transparency "Permeation" Quirk to get out of a tight spot!

Battle Style
2
Costumes
34
Emotes
11
Voice lines
16
Emblems
31

Mirio Togata

Battle Style

Pick a style: role, HP and skills change with it.
Mirio Togata Original

Battle Style

Original

Perform an invincible Permeation dash attack through walls and shields! Predict enemy movements and strike with Permeation attacks!

  • HP250
  • Released Season 5
  • Location FoundPurchase with a Ticket

1 × Battle Style Ticket

T.U.N.I.N.G.

Dash Speed+ Increases your Dash speed

Level1234
Value1.011.021.031.04

Quirk Skill α Reload+ Increases reload speed of Quirk Skill α

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Quasi-Permeation Makes you invincible for a set amount of time after the battle starts. The effect ends if you try to attack. Level up to increase effect time.

Level1234567891011
Value1011121314242628303240
Fixed values
  • 1 · Not used by the game
Skill level

Quirk Skill α

Invisible Eye Break

An attack that makes you Dash in the aim direction.
Use the skill again when you hit an opponent to launch a series of continuous attacks.

Hold Phantom Threat
Hot to charge, then dash through walls, barriers, and other obstacles with Permeation.

Invisible Eye Break
Blow away
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
65
Hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 125
353739404142434445
Charge
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
100105110115120125130135140
Ammo222333333
Ammo used per use111111111
Reload time (s)333333333
Reload delay (s)222222222
Penalty reload time (s)999111111111111
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Damage Area+, Dash Range+, Dash Speed+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Damage Area+, Dash Range+, Dash Speed+

Quirk Skill β

Phantom Dive

Permeate and move underground, then burst out with an uppercut. Hold to move in any direction underground. You can descend small ledges.

Phantom Dive
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 375
120125130140145150155160170
Ammo353535353535353545
Ammo used per second101010101010101010
Reload time (s)101010999999
Ammo per reload353535353535353545
Reload delay (s)111111111
Penalty reload time (s)101010999999
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Damage Area+, Active Duration+

Quirk Skill γ

Phantom Guard

Blasts opponents back with a cape and deploys a barrier that deflects projectiles and attacks. Hold to maintain the barrier. Note that you are vulnerable to attacks from within.

Phantom Guard
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
8080809595959595110
Ammo707274788082848690
Ammo used per second101010101010101010
Reload time (s)101010101010101010
Ammo per reload707274788082848690
Reload delay (s)555555555
Penalty reload time (s)141414141414141414
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Active Duration+
  2. Lv.3 Active Duration+
  3. Lv.4 Damage+, Damage Area+, Active Duration+
  4. Lv.5 Active Duration+
  5. Lv.6 Active Duration+
  6. Lv.7 Active Duration+
  7. Lv.8 Active Duration+
  8. Lv.9 Damage+, Damage Area+, Active Duration+
Mirio Togata Sheer Counter

Battle Style 2

Sheer Counter

Take your shots and make wide-range attacks while Permeating through walls. Read your opponent's moves and strike back with a crushing counter!

  • HP300
  • Released Season 12
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Alternative (S19) Present Mic until

T.U.N.I.N.G.

Quirk Skill γ Reload+ Increases reload speed of Quirk Skill γ

Level1234
Value1.011.0151.021.025

Quirk Skill α Defense+ Decreases damage taken from Quirk Skill α

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Critical Permeation Gain temporary invincibility if your Guard breaks. The effect ends if you try to attack. Level up to increase effect time.

Level1234567891011
Value1.31.82.32.83.33.644.555.56
Fixed values
  • First phase of the invincibility: 1.3 s
  • Cooldown: 60 s
Skill level

Quirk Skill α

Phantom Smash

Sends shockwaves with punches. Hold to briefly Permeate and use movement input to accelerate while permeating.

Phantom Smash
Bullet
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 80
363738394041424344
Ammo888101010101012
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)444444444
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+

Quirk Skill β

Phantom Rush

Permeate underground and punches repeatedly while moving. Hold to continue punching, then burst out and slam the ground.

Phantom Rush
Dive-in
  • Melee
  • Reaction: Always weak
  • Guard: Damage reaction
  • Pierces super armor
  • Object damage ×0
0
Rush
  • Melee
  • Reaction: Always weak
  • Guard: Damage reaction
  • Up to 99 hits, every 0.1s
  • Down power 1
  • Object damage ×5
333333333
Uppercut
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Pierces super armor
  • Object damage ×0
1
Punch Downswing
  • Melee
  • Reaction: Strong add-hit
  • Guard: Damage reaction
  • Down power 100
404244464850515255
Ground Slam
  • Melee
  • Reaction: Strong bound
  • Guard: Damage reaction
  • Pierces super armor
  • Grants super armor
  • Object damage ×0
0
Ground Shockwave
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 200
303234363840414245
Ammo101010151515151520
Ammo used per second101010101010101010
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)131313121212121210
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Movement Distance+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Movement Distance+

Quirk Skill γ

Sheer Counter

Permeate and be at the ready. Dash and counter when attacked. Can counter opponents through walls, as long as they're on-screen. Not triggered on non-damaging or trap attacks.

Sheer Counter
Remote side Counter Notice
  • Melee
  • Reaction: No reaction
  • Guard: Through GP
  • Object damage ×0
0
Counter Target lock
  • Melee
  • Reaction: No reaction
  • Guard: Through GP
  • Object damage ×0
000000000
Counter punch
  • Melee
  • Reaction: Straight
  • Guard: Strong
  • Down power 500
125135145160170180195205220
Ammo111111111
Ammo used per use111111111
Reload time (s)333222221
Reload delay (s)111111111
Penalty reload time (s)333222221
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+

Special Action

Permeation
Permeate through walls and opponent attacks. In Aim Mode, Permeate to the ally closest to the middle of your aim.

Special Action
Value
Ammo500
Ammo used per second100
Reload time (s)1
Ammo per reload5
Reload delay (s)1
Penalty reload time (s)69
Penalty delay (s)1
  • Starts empty
  • Reload stops while attacking
  • Reload stops while taking damage

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 200
35
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 25
35
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
60
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
70

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
250
HP Sheer Counter
300
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
L

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
400
Rise time (s)
0.35
Height (moving)
250
Rise time, moving (s)
0.25
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

14 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 0.3 no limit
Unique2 0.2 no limit
Unique2 Prediction 10 no limit
Unique3 10 no limit
Unique3 Browoff 0.05 no limit
Unique1 Shot 1 3 6000
Unique1 Shot In Wall 1 0.1 100
Unique2 Rush 1 0.1 no limit
Unique2 Swing Down Punch 1 5 no limit
Unique2 Ground Impact 1 0.2 no limit
Unique3 Stance 1 until it hits no limit
Unique3 Remote Attack Notice 1 0.1 no limit
Unique3 Counter Notice 1 0.1 no limit
Unique3 Counter Punch 1 5 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

34 released

Emotes

11 released

Voice lines

16 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Mirio Togata GUI assets

Face icons 7

Battle Style 8

Quirk Skill 9

Special Tuning Skill 2

Costumes 108

Emotes 33

Emblems 6

Click an image to open the file at full size.