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 of stolen quirks’ synergy. |
2 | One For All | Izuku Midoriya (+ predecessors) | Accumulation | Massive power stockpile + inherited sub-quirks; elite mobility & control with mastery. | High strain; requires extreme training; collateral risk. |
3 | New Order | Star and Stripe | Rule-setting | Can impose 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 turns touch into city-block erasure; battlefield-denial monster. | Range gating, aerial kiting, Erasure, protective barriers. |
5 | Rewind | Eri | Temporal/Biological | Reverts targets’ biological state; healing or erasure-level threat with control. | Contact + fine control required; user stamina; non-combatant reliance. |
6 | Overhaul | Kai Chisaki | Deconstruct/Reconstruct | Terrain reshape, instant disassembly, self/ally fusion, on-demand healing. | Touch range; mental stability; countered by speed & range. |
7 | Erasure | Shota Aizawa | Negation | Turns gods into mortals; S-tier support that flips any matchup. | Line-of-sight; blinking; multi-target upkeep; doesn’t undo passive mutations. |
8 | Warp Gate | Kurogiri | Spatial | Instant transport, split-teams, rescue/ambush, infinite positional value. | Portal startup windows; anchor points; user protection. |
9 | Permeation | Mirio Togata | Intangibility | True invulnerability + perfect gap-close; S-tier skill ceiling. | Requires precise timing; 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 production. | Resource-limited; self-damage at ultra output. |
12 | Hellflame | Endeavor | Pyro | Gigantic thermal output, precision beams, high pursuit pressure. | Overheating risk, countered by cold/insulation. |
13 | Creation | Momo Yaoyorozu | Matter Creation | Any non-living item with knowledge; unparalleled logistics & counterbuilding. | Prep & knowledge gated; material mass limited by stamina. |
14 | Copy | Neito Monoma | Replication | Adapts to team comps; can multi-quirk with conditions (later tech). | Time-limited; compatibility; needs contact/knowledge. |
15 | Foresight | Sir Nighteye | Precognition | Deterministic future intel = S-tier planning & dodge potential. | Activation rules; psychological constraints; time limits. |
16 | Search | Ragdoll (→ later usage) | Tracking/Intel | Tracks multiple targets’ 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; rescue + capture king. | Material availability; explosive/heat counters. |
18 | Fierce Wings | Hawks | Remote Control | Autonomous blade/feather swarms = rescue & multi-target DPS. | Feather regeneration time; fire counters. |
19 | Brainwashing | Hitoshi Shinso | Mental | One-line win-con in team fights; upgraded with voice tech & capture gear. | Requires verbal reply; comms discipline counters. |
20 | Gigantification | Mt. Lady | Size/Impact | Siege tool, area denial, and crowd control in urban battles. | 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.