CharactersDenki Kaminari

Hero

Denki Kaminari

His Quirk is electrifying! Electrocute the enemy and take control!

Battle Style
2
Costumes
45
Emotes
11
Voice lines
16
Emblems
31

Denki Kaminari

Battle Style

Pick a style: role, HP and skills change with it.
Denki Kaminari Original

Battle Style

Original

Link together currents to form an electric barricade! Shock paralyzed foes with massive discharge damage!

  • HP350
  • Released Season 1
  • Location FoundPurchase with a Ticket

1 × Battle Style Ticket

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

Quirk Skill β Attack Power+ Increases damage dealt for Quirk Skill β

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Resist Shock Cancels all stun effects immediately. Level up to shorten the time it takes to activate the skill.

Level1234567891011
Value706560555025211714105
Fixed values
  • Stun time ×0.1
Skill level

Quirk Skill α

Electro-target

Fires an electric orb that lingers for a while. Orbs link with electric currents that shock opponents on contact. Opponents hit will become paralyzed.

Electro-target
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Attribute: Electrify
  • Applies Electrified (3 → 4s)
  • Down power 100
545658606264666870
Tether
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Up to 999 hits, every 0.8s
  • Attribute: Electrify
  • Applies Electrified (5 → 8s)
  • Shock power 50
  • Down power 90
202122242526272830
Ammo777888889
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)222222222
Penalty reload time (s)555555555
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Connection Distance+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Connection Distance+

Quirk Skill β

Indiscriminate Shock 1.3 Million Volts

Releases electricity over a wide area, hitting opponents through walls. Hold to keep discharging, but using it up will leave you Short-Circuited.

Indiscriminate Shock 1.3 Million Volts
Hit
  • Melee
  • Reaction: Weak
  • Guard: Nagara
  • Up to 999 hits, every 0.25s
  • Attribute: Electrify
  • Applies Electrified (1s)
  • Down power 20
283032343638394142
Impact
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Attribute: Electrify
  • Applies Electrified (1s)
  • Down power 50
121314151617181920
Ammo202020252525252530
Ammo used per second101010101010101010
Reload time (s)11111110101010109
Ammo per reload202020252525252530
Reload delay (s)111111111
Penalty reload time (s)11111110101010109
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Damage Area+, Active Duration+, Short-Circuit Time Reduced
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Damage Area+, Active Duration+, Short-Circuit Time Reduced

Quirk Skill γ

Human Stun Gun

Dash in the aim direction, cloaked in electricity. Opponents hit become paralyzed.

Human Stun Gun
Impact
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 10
101214161820222425
Hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Shock power 100
  • Down power 250
808590959799100105110
Ammo222222222
Ammo used per use111111111
Reload time (s)101010999998
Reload delay (s)000000000
Penalty reload time (s)141414121212121210
Penalty delay (s)000000000
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+
Denki Kaminari Lightning

Battle Style 2

Lightning

Lock on to opponents from a distance and fire homing shots!
Use sensor traps to secure your position and zap them with electricity!

  • HP350
  • Released Season 9
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Alternative (S19) Bakugo until

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

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

Level1234
Value1.011.0151.021.025

Quirk Skill α Attack Power+ Increases damage dealt for Quirk Skill α

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Electrification Makes enemies electrified for a set amount of time when you break their Guard. Level up to increase effect time.

Level1234567891011
Value33.544.55101112131415
Fixed values
  • Rate passed to the Electrified state: ×0.8
Skill level

Quirk Skill α

Electro-Trident

Fires electric bullets in a fan shape.
Enemies hit multiple times become stunned.

During Aim Mode Lock-On Electro
While in Aim Mode, fires homing shots at locked-on opponents. Staying locked on charges the attack, increasing the number of shots. While electrified with the Special Action, the charge time is reduced.

Electro-Trident
Horizontal spread
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Up to 3 hits
  • Attribute: Electrify
  • Applies Electrified (2s)
  • Shock power 35
  • Down power 84
  • Object damage ×0.7
313233353637383941
Homing
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Up to 6 hits
  • Attribute: Electrify
  • Applies Electrified (3 → 4s)
  • Down power 55
252627303132333435
Ammo777888889
Ammo used per use111111111
Reload time (s)2.52.52.52.52.52.52.52.52.5
Reload delay (s)111111111
Penalty reload time (s)555555555
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

Tracking Bolt

Throws multiple traps that automatically track nearby opponents. Hit opponents are marked and visible through walls to you and your allies.

Tracking Bolt
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Location revealed (6 → 10s)
  • Down power 5
101010101010101010
Search
  • Projectile
  • Reaction: No reaction
  • Guard: Damage reaction
  • Object damage ×0
000000000
Homing
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Up to 10 hits
  • Applies Location revealed (6 → 10s)
202122242526272823
Down power808080808080808060
Ammo222222222
Ammo used per use111111111
Reload time (s)888888888
Reload delay (s)111111111
Penalty reload time (s)111111111111111111
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Effect Time+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Damage Area+, Effect Time+

Quirk Skill γ

Lightning Way

Dash while charged with electricity and explodes. Grows stronger with consecutive hits. Hold to dash twice, and hitting and opponent allows two more dashes.

Lightning Way
First Dash
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (1.8s)
  • Shock power 100
  • Down power 50
505254565758596062
Last hit
  • Projectile
  • Reaction: Strong
  • Guard: Whole
  • Up to 4 hits, every 0.1s
  • Attribute: Electrify
  • Applies Electrified
  • Down power 167
171819202122232425
Ammo222222222
Ammo used per use111111111
Reload time (s)9998.58.58.58.58.58
Reload delay (s)111111111
Penalty reload time (s)11111110101010109
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+, 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+

Special Action

Electrification
Engulfs yourself in electricity. Opponents who touch you become paralyzed and briefly immobilized.

Special Action
Value
Special
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Shock power 100
  • Down power 150
20
Ammo100
Ammo used per second5
Reload time (s)0.15
Reload delay (s)1
Penalty reload time (s)9
Penalty delay (s)1
  • Reload stops while downed
  • Usable at max ammo

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 100
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 3 hits, every 0.05s
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 25
10
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 500
70
Air Melee 1
  • Melee
  • Reaction: Strong bound
  • Guard: Whole
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 250
60
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Attribute: Electrify
  • Applies Electrified (3s)
  • Down power 100
100
Background hit
  • Projectile
  • Reaction: No reaction
  • Guard: Nagara
  • Repeating hits, every 0.8s
  • Attribute: Electrify
  • Down power 25
5

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
350
HP Lightning
350
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

16 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 0.2 4050
Unique1 Long Shot 0.2 4050
Unique1 Connect Point 12 no limit
Unique1 Line 12 no limit
Unique2 15 no limit
Unique2 Impact 0.2 no limit
Unique3 Impact 0.2 no limit
Unique3 2 no limit
Unique1 Shot 1 5 2500
Unique1 Homing Shot 1 10 no limit
Unique2 Parent 1 10 no limit
Unique2 Child 1 until it hits no limit
Unique3 1 20 no limit
Unique3 Last 1 2 no limit
Special 20 no limit
Back Ground Hit 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

45 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.

Denki Kaminari GUI assets

Face icons 7

Battle Style 8

Quirk Skill 8

Special Tuning Skill 2

Costumes 144

Emotes 33

Emblems 6

Click an image to open the file at full size.