My Hero Academia Power Scaling: Top 20 Quirks Ranked
My Hero Academia Power Scaling — Top 20 Quirks Ranked
A spoiler-aware list that balances raw output, area control, utility, reliability, and counterplay. Manga-only specifics live under accordions.
Method (how we rank)
- Ceiling vs reliability: Peak feats matter, but we weigh consistency & stamina.
- Counterplay: Quirks that are hard to shut down rank higher.
- Team value: Mobility, intel, rescue, and control are real win-cons.
- Spoilers: Manga-only tech is tucked in details so anime-only readers are safe.
Notes on One For All
We treat One For All as a single Quirk (stockpiling + inherited abilities). We don’t double-count its sub-quirks (e.g., Blackwhip, Danger Sense, Gearshift) as separate top-20 entries.
Top 20 Quirks (power-scaled)
| # | Quirk | User(s) | Type | Why it ranks this high | Counters / limits |
|---|---|---|---|---|---|
| 1 | All For One | All For One | Accumulation / Theft | Steals, stockpiles, and combinations create near-any toolkit. | Erasure, strategic prep, user wear/tear, loyalty/synergy issues. |
| 2 | One For All | Izuku Midoriya (+ predecessors) | Accumulation | Massive power stockpile + inherited sub-quirks; elite mobility & control. | High strain; extreme training; collateral risk. |
| 3 | New Order | Star and Stripe | Rule-setting | Imposes conditional rules on reality; absurd hard counters when named. | Naming/knowledge constraints; user durability; hostile takeover risks. |
| 4 | Decay (awakened) | Tomura Shigaraki | Destructive AoE | Chain-propagation makes touch into city-block erasure; battlefield denial. | Range gating, aerial kiting, Erasure, protective barriers. |
| 5 | Rewind | Eri | Temporal/Biological | Reverts biological state; healing or erasure-level threat with control. | Contact + fine control; user stamina; non-combatant reliance. |
| 6 | Overhaul | Kai Chisaki | Deconstruct/Reconstruct | Terrain reshape, instant disassembly, self/ally fusion, on-demand healing. | Touch range; countered by speed & range; mental stability. |
| 7 | Erasure | Shota Aizawa | Negation | Turns gods into mortals; S-tier support that flips matchups. | Line-of-sight; blinking; upkeep; mutations persist. |
| 8 | Warp Gate | Kurogiri | Spatial | Instant transport, rescue/ambush, positional control. | Startup windows; anchors; protect the user. |
| 9 | Permeation | Mirio Togata | Intangibility | True invulnerability + perfect gap-close; insane skill ceiling. | Precision/timing burden; sensory deprivation mid-phase. |
| 10 | Half-Cold Half-Hot | Shoto Todoroki | Hybrid Elemental | Dual-element nukes, self-thermal balance, huge AoE control. | Training-dependent output; stamina management. |
| 11 | Explosion | Katsuki Bakugo | Kinetic/Propulsion | AP burst + mobility + sustained fire; scales with sweat. | Resource-limited; self-damage at ultra output. |
| 12 | Hellflame | Endeavor | Pyro | Gigantic thermal output, precision beams, pursuit pressure. | Overheating risk; cold/insulation counters. |
| 13 | Creation | Momo Yaoyorozu | Matter Creation | Any non-living item with knowledge; counterbuilding + logistics. | Prep/knowledge gated; stamina → mass limit. |
| 14 | Copy | Neito Monoma | Replication | Adapts to team comps; multi-quirk with conditions. | Time limit; needs contact/compatibility. |
| 15 | Foresight | Sir Nighteye | Precognition | Future intel = S-tier planning & dodge potential. | Activation rules; psychological constraints; time limits. |
| 16 | Search | Ragdoll (→ later usage) | Tracking/Intel | Tracks locations & weaknesses—war-scale intel edge. | Non-damaging; depends on follow-up. |
| 17 | Fiber Master | Best Jeanist | Material Control | City-level restraint/control using ubiquitous fibers. | Material availability; heat/explosive counters. |
| 18 | Fierce Wings | Hawks | Remote Control | Autonomous feather swarm = rescue + multi-target DPS. | Feather regen time; fire counters. |
| 19 | Brainwashing | Hitoshi Shinso | Mental | One-line win-con in teams; boosted by voice tech. | Requires verbal reply; comms discipline counters. |
| 20 | Gigantification | Mt. Lady | Size/Impact | Siege tool, area denial, crowd control in cities. | Big target; endurance & logistics. |
Spoiler-safe policy: Manga-only evolutions/tech are summarized without plot specifics. Open the details below for deeper notes.
Manga-only clarifications
About New Order & Decay (awakening)
We rank New Order this high due to its temporary but reality-bending rule-setting. Decay (awakened) gains chain-propagation, elevating it from touch-based to area denial. We avoid plot specifics.
OFA sub-quirks
Blackwhip, Danger Sense, Float, Smokescreen, Fa Jin, Gearshift all live inside OFA here and aren’t double-counted. Their synergy is why OFA sits at #2 overall.
What if we only used “raw damage”?
A pure-DPS chart would bump Hellflame/Explosion/Half-Cold Half-Hot upward and drop intel/control quirks like Erasure, Foresight, and Search. We keep a holistic ranking because heroes win through control, information, and survivability, not just damage.
FAQ
Why is Erasure so high without damage?
It hard-counters top-tier threats. In coordinated teams, that’s often more valuable than raw output.
Where are Nomu “stacks” and hybrid monsters?
We avoided ranking composite stacks as separate “quirks” unless they are named, singular abilities. Nomu builds are powerful but vary widely by loadout.
Why isn’t [favorite quirk] on the list?
Plenty of strong quirks hover in the 21–35 range (Hardening, Steel, Engine, Cremation/Blueflame, Bloodcurdle, Larceny, etc.). We prioritized ceiling + reliability + team value.