CharactersKurogiri

Villain

Kurogiri

A calm and composed evil strategist. Connect spaces to launch surprise attacks.

Battle Style
1
Costumes
29
Emotes
9
Voice lines
12
Emblems
31

Kurogiri

Battle Style

Kurogiri Original

Battle Style

Original

Support your allies with unmatched revival power from anywhere on the map! Use warp and remote attacks to launch surprise attacks in your opponents' blind spots!

  • HP300
  • Released Season 9
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Armored All Might until

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

Max GP+ Increases Max GP

Level1234
Value1234

Melee Defense+ Decreases damage taken from Melee Attacks

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Warp Heal For a set amount of time after the battle starts, using HP Recovery items also restores your allies' HP by a little bit. Level up to increase effect time.

Level1234567891011
Value60901201501803704906107308501200
Fixed values
  • Allies recover 25 from the smaller recovery item
  • Allies recover 80 from the larger recovery item
Skill level

Quirk Skill α

Dark Matter

Fires a spinning black mist. Remains in place for a set time after impact or at max range.

Dark Matter
Bullet
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 10
444648555759616365
Placed
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Up to 3 hits, every 0.15s
  • Down power 85
121314151617181920
Ammo666777778
Ammo used per use111111111
Reload time (s)222222222
Reload delay (s)111111111
Penalty reload time (s)555555555
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

Warp Gate

Short-press to link two distant spaces with mist. Hold to send mist and release to set the distance. If the mist hits an opponent while you send it out, it teleports them in front of you.

Warp Gate
Bullet
  • Projectile
  • Reaction: Weak
  • Guard: Damage reaction
  • Down power 250
100103106110112114116118120
Gate pass
  • Projectile
  • Reaction: Weak
  • Guard: Damage reaction
0
Ammo222222333
Ammo used per use111111111
Reload time (s)13.513.513.5121212121211
Reload delay (s)111111111
Penalty reload time (s)15151513.513.513.516.516.515
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+, Reload Speed+, Range+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+, No. of Rounds+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Range+

Quirk Skill γ

Shadow Haunt

Creates black mist that lets you see and move from its perspective. Jump to rise, crouch to descend. If the mist is hit, it disappears and you return to normal view.

Input a Quirk Skill Shadow Haunt Raid
When in use, inputting Quirk Skill α or β will fire from the mist instead.
Short-press Quirk Skill γ to warp to the mist, and hold to return to your original location.

Shadow Haunt
Bullet
  • Melee
  • Reaction: Grabbed
  • Guard: Through
  • Pierces super armor
  • Grants super armor
  • No GP damage
  • Down power 1
25
Continuous damage
  • Melee
  • Reaction: Grabbed (no reaction)
  • Guard: Through
  • Pierces super armor
  • Grants super armor
  • No GP damage
  • Down power 1
5
Release
  • Melee
  • Reaction: Strong
  • Guard: Through
  • Pierces super armor
  • No GP damage
  • Down power 1
25
Α Bullet
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 10
444648555759616365
Α Placed
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Up to 3 hits, every 0.15s
  • Down power 85
121314151617181920
Β Bullet
  • Projectile
  • Reaction: Weak
  • Guard: Damage reaction
  • Down power 500
105109113120123126129132135
Ammo300300300300300300300300300
Ammo used per second101010101010101010
Reload time (s)0.20.20.20.20.20.20.20.20.2
Ammo per reload333333333
Reload delay (s)111111111
Penalty reload time (s)1413.51312.51211.51110.510
Penalty delay (s)111111111
  • Reload starts on the ground
  • Usable at max ammo
Quirk Skill Level Up
  1. Lv.2 Reload Speed+
  2. Lv.3 Reload Speed+
  3. Lv.4 Reload Speed+
  4. Lv.5 Reload Speed+
  5. Lv.6 Reload Speed+
  6. Lv.7 Reload Speed+
  7. Lv.8 Reload Speed+
  8. Lv.9 Reload Speed+

Special Action

Bail Out
Warps a downed ally to your location. Works no matter where they are.

Special Action
Value
Ammo2
Ammo used per use1
Reload time (s)60
Reload delay (s)0
Penalty reload time (s)120
Penalty delay (s)0

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
35
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
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
Air Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
60
Air Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
30
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP
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
1050
Start speed
850
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
400
Rise time (s)
0.35
Height (moving)
200
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

12 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Fog Shot Before 5 7300
Unique1 Fog Shot 2 no limit
Portal Shot A 5 7500 → 15000
Unique3 Fog Grab 99 9000
Unique3 Child Alpha Before 5 7300
Unique3 Child Alpha 2 no limit
Unique3 Child Beta Portal Shot 15 7500 → 15000
Portal A 11 no limit
Portal A Far 11 no limit
Unique3 Child Beta Portal A 11 no limit
Unique3 Child Beta Portal A Far 11 no limit
Special 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

29 released

Emotes

9 released

Voice lines

12 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.

Kurogiri GUI assets

Face icons 6

Battle Style 4

Quirk Skill 5

Special Tuning Skill 1

Costumes 90

Emotes 27

Emblems 6

Click an image to open the file at full size.