CharactersAll For One <Youth age>

Villain

All For One <Youth age>

Evil incarnate ascends to a golden age! Unleash your awakened Quirk and dominate!

Battle Style
1
Costumes
22
Emotes
8
Voice lines
11
Emblems
31

All For One <Youth age>

Battle Style

All For One <Youth age> Original

Battle Style

Original

Destroy everything with the power of a rejuvenated demon king!
Crush your enemies from above with overwhelming wide area damage attacks!

  • HP300
  • Released Season 13
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Shoto Todoroki (Phosphor) until

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

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

Level1234
Value0.990.9850.980.975

PU/PC Reload+ Increases PU/PC Gauge filling speed

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Quirk Factor Release Breaking an opponent's Guard increases Reload Speed for a limited time. Level up to shorten the time it takes to activate the skill.

Level1234567891011
Value1201101009080605550454035
Fixed values
  • Lasts 10 s
  • Reload speed ×2
Skill level

Quirk Skill α

Thunder Sepulture

Fire a laser that pierces opponents. It explodes either on impact or at max range.

Thunder Sepulture
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 100
565758606263656768
Explosion
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 100
353637383940414243
Ammo666777778
Ammo used per use111111111
Reload time (s)222222222
Reload delay (s)111111111
Penalty reload time (s)666666666
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+, No. of Rounds+
  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

Meteor Annihilation

Drop dark balls in a straight line ahead.
They cause small explosions at the point of impact.

Hold Meteor
Hold to consume all remaining ammo and rain down a giant, dark ball.
The dark ball causes a massive explosion where it lands.

Meteor Annihilation
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Up to 255 hits, every 0.2s
555555555
Explosion
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Up to 255 hits, every 0.4s
  • Down power 180
140144148153156159162165170
Tap
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Down power 180
404040404040404040
Tap Explosion
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 180
586062626466687072
Ammo222222222
Ammo used per use111111111
Reload time (s)888877776
Reload delay (s)222222222
Penalty reload time (s)12121210101010108
Penalty delay (s)333333333
  • Reload starts on the ground
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+

Quirk Skill γ

Divine Judgment

Float in midair. Jump to rise and Crouch to descend. Charge energy in your wings, then release it in a wide blast forward. Dodge to cancel the move, consuming a set amount of ammo.

Hold Crumbling Orb
While charging, press again to fire an energy blast.

Divine Judgment
Hit
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
424344464748495052
Max
  • Projectile
  • Reaction: Strong
  • Guard: Nagara
  • Up to 15 → 21 hits, every 0.08s
101010101010101010
Down power353230302827252424
Ammo110110110110110110110110110
Ammo used per second101010101010101010
Reload time (s)0.250.250.250.20.20.20.20.20.15
Reload delay (s)111111111
Penalty reload time (s)161616141414141412
Penalty delay (s)555555555
  • Reload starts on the ground
  • Usable at max ammo
Quirk Skill Level Up
  1. Lv.2 No. of Hits+
  2. Lv.3 No. of Hits+
  3. Lv.4 Reload Speed+, Size+
  4. Lv.5 No. of Hits+
  5. Lv.6 No. of Hits+
  6. Lv.7 No. of Hits+
  7. Lv.8 No. of Hits+
  8. Lv.9 Reload Speed+, Size+

Special Action

Flight Command
Use Dash while in midair to fly.

Phantom Strike
Seals the Special Actions of opponents you hit for a limited time. Pierces through walls to hit opponents on the other side.

Special Action
Value
Special
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Applies Special Action sealed (10s)
  • Down power 200
50
Ammo100
Ammo used per second30
Reload time (s)0.25
Reload delay (s)2
Penalty reload time (s)17
Penalty delay (s)1

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 125
23
Ground Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
94
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Attribute: Electrify
  • Down power 200
74

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
650
Start speed
450
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1100
Start speed
900
Time to top speed (s)
4
Stop time (s)
0.25

Air dash

Top speed
1600
Start speed
4000
Time to top speed (s)
1
Time limit (s)
6
Hover time rate
1

Jump

Height (standing)
400
Rise time (s)
0.35
Height (moving)
280
Rise time, moving (s)
0.28
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 Shot 5 7300
Unique1 Shot Child 0.3 no limit
Unique1 Shot Child Prediction 0.4 no limit
Unique2 Shot 3.2 no limit
Unique2 Shot Prediction 2.2 no limit
Unique2 Shot Child 0.2 no limit
Unique2 Child Prediction 1 no limit
Unique2 Mini 1.26 2750
Unique2 Mini Child 0.2 no limit
Unique2 Mini Child Prediction 1 no limit
Unique3 Shot 3 7000
Unique3 Full Shot 8 no limit
Unique3 Full Prediction 1.3 no limit
Special Shot 0.5 no limit

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

Costumes

22 released

Emotes

8 released

Voice lines

11 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.

All For One <Youth age> GUI assets

Face icons 5

Battle Style 4

Quirk Skill 10

Special Tuning Skill 1

Costumes 72

Emotes 24

Emblems 6

Click an image to open the file at full size.