CharactersIzuku Midoriya

Hero

Izuku Midoriya

Agile footwork allows for quick combat and rescue! How versatile!

Battle Style
2
Costumes
90
Emotes
12
Voice lines
15
Emblems
31

Izuku Midoriya

Battle Style

Pick a style: role, HP and skills change with it.
Izuku Midoriya Original

Battle Style

Original

A style that lets you use original Quirk Skills.

  • HP300
  • Released Season 1
  • Location FoundDefault

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

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

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Speedy Civilian Rescue For a set amount of time after the battle starts, shortens the time required to rescue/threaten a civilian. Level up to increase effect time.

Level1234567891011
Value60901201501803704906107308501200
Fixed values
  • Rescue / threaten time ×0.2 (80% shorter)
Skill level

Quirk Skill α

Delaware Smash Air Force

Produce a shock wave with a powerful flick of your finger.

While crouching Delaware Smash Air Force: Full Burst
While crouching, consumes all remaining ammo to fire a powerful long-range shockwave.

Delaware Smash Air Force
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 50
586062666870727480
Charged
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 100
100105110115120125130135140
Ammo666777778
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)666666666
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

St. Louis Smash

Launches a fierce drop-kick in your aim direction.

St. Louis Smash
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
120131142153158163168173180
Ground · 1
  • Melee
  • Reaction: Strong
  • Guard: Nagara
  • Down power 100
30
Ground · 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
30
Ground · 3
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
30
Ground · 4
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
50
Ammo111222222
Ammo used per use111111111
Reload time (s)888888886
Reload delay (s)333333333
Penalty reload time (s)888888886
Penalty delay (s)666666666
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Dash Range+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Dash Range+

Quirk Skill γ

Blackwhip

Uses a whip to draw in opponents. Use midair to grapple onto walls or surfaces to move.

Blackwhip
Weak
  • Projectile
  • Reaction: Grabbed
  • Guard: Through
0
Medium
  • Projectile
  • Reaction: Grabbed
  • Guard: Through
0
Strong
  • Projectile
  • Reaction: Grabbed
  • Guard: Through
0
Pull
  • Projectile
  • Reaction: Pulled up
  • Guard: Through
  • Down power 250
0
Charged
  • Melee
  • Reaction: Weak
  • Guard: Whole
  • Down power 200
353943474951535557
Ammo111111112
Ammo used per use111111111
Reload time (s)121110109.598.5810
Reload delay (s)222222222
Penalty reload time (s)1514131312.51211.51111
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Reload Speed+
  2. Lv.3 Reload Speed+
  3. Lv.4 Size+, Range+
  4. Lv.5 Reload Speed+
  5. Lv.6 Reload Speed+
  6. Lv.7 Reload Speed+
  7. Lv.8 Reload Speed+
  8. Lv.9 No. of Rounds+, Size+, Range+
Izuku Midoriya Full Bullet

Battle Style 2

Full Bullet

Switch between two types of shots with Aim Mode!
Drop a Manchester Smash from above on weakened opponents!

  • HP300
  • Released Season 3
  • Location FoundPurchase with a Ticket

1 × Battle Style Ticket

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

GP Attack Power+ Increases damage dealt towards GP

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Kota Finder Shows you Kota's location on the Stage and Map. Level up to shorten effect activation.

Level1234567891011
Value60565248442420161280
Fixed values
  • 1 · Not used by the game
Skill level

Quirk Skill α

Delaware Smash Full Bullet!

Flicks to unleash multiple shockwaves at once. In Aim Mode, the spread tightens and range increases.

Delaware Smash Full Bullet!
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Up to 5 hits
  • Down power 35
141516171819202122
Aim
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Up to 5 hits
  • Down power 250
  • Object damage ×0.2
626466687072747678
Ammo666777888
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)444444444
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+, No. of Rounds+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Size+

Quirk Skill β

Manchester Smash!

Slams down with a powerful heel drop to unleash a shockwave. Becomes more powerful the higher you activate it from.

Manchester Smash!
Grab
  • Melee
  • Reaction: Grabbed
  • Guard: Through GP
  • Pierces super armor
80
Release
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Pierces super armor
  • Down power 100
0
S
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
6065707580859095100
M
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
140145150155160165170175180
L
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
140145150155160165170175180
Ammo111222223
Ammo used per use111111111
Reload time (s)888888888
Reload delay (s)222222222
Penalty reload time (s)7779999911
Penalty delay (s)111111111
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 γ

Ground Impact

Stomps to raise the ground upward. Hold to ride the rise and take a massive jump.

Ground Impact
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 100
100105110115120125128131135
Ammo222222222
Ammo used per use111111111
Reload time (s)6665.55.55.55.55.55
Reload delay (s)222222222
Penalty reload time (s)101010999998
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Size+

Special Action

Carry to Safety
Carry a downed ally on your back. Press again to set them down and revive them.

Special Action
Value
Ammo150
Ammo used per second5
Reload time (s)1
Ammo per reload150
Reload delay (s)1
Penalty reload time (s)1
Penalty delay (s)1
  • Usable at max ammo

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
15
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 50
15
Ground Melee 3
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 50
20
Ground Melee 4
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
70
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
50
Air Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
50
Air Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
50
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
300
HP Full Bullet
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
M

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)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.15
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

13 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 V2 Aiming Shot 5 5250
Unique1 V2 Shot 5 2500
Unique1 Charge Shot 5 15000
Unique1 Shot 5 7300
Unique2 0.45 no limit
Unique2 V2 Shot 6 no limit
Unique2 V2 Child S 0.2 no limit
Unique2 V2 Child M 0.2 no limit
Unique2 V2 Child L 0.2 no limit
Unique2 1 Child 999 no limit
Unique3 V2 Shot 10 no limit
Unique3 Charge 0.35 no limit
Unique3 Shot 0.7 3800 → 6400

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

Costumes

90 released

Emotes

12 released

Voice lines

15 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.

Izuku Midoriya GUI assets

Face icons 10

Battle Style 8

Quirk Skill 8

Special Tuning Skill 2

Costumes 312

Emotes 36

Emblems 6

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