Hey, what is up everybody. It's animak here for anime oproar, and
in this video, I will be breaking down the quirks and special abilities of
all twenty Class one A students, including all of their updates and upgrades as
of the final arc in the MHA manga. One of the very first Maha
videos that we did here on the channel was a video explaining all the quirks
in Class one A. But that was over five years ago and things have
changed drastically. Some quirks have changed completely, others have become much stronger,
and others still turned out to be quirks that were stolen from other people.
And we even got the long awaited face reveals for Todu, Hagakuda and Mesoshoji.
So yeah, there is a lot to talk about. Let's get into
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this video will contain all the latest spoilers about the twenty quirks in Class one
A, so please proceed with caution you have been warned. First up,
let's talk about the student who sits in seat number one. Uga au Yamam,
also known as the Shining Hero Can't Stop Twinkling and his quirk naval laser,
although spoiler alert it's not actually his quirk Naval laser is an emitter type
quirk that enables its user to fire twinkly but powerful laser beams from his belly
button. The laser beam is quite strong and we've seen it easily destroying hard
surfaces like metal and concrete. That said, this is as a shon in
series, so we've also seen the lasers being aimed directly at Yuga's opponents,
and yet those who were attacked managed to survive. They weren't like game over
It on the spot or anything like that. Yuga does have some ability to
control the power of his laser attacks. For example, his ultimate move called
Supernova, requires him to charge his naval laser for at least five seconds,
and after that he can release a significantly more powerful laser attack than the attacks
he normally uses. The quirk can be pretty versatile if you know how to
control it. It is able to attack from short, mid, and long
range distances, and the user can also use the laser to fly through the
air by aiming the laser into the ground or another surface. The user can
also alter the shape and size of the laser beam that is being used.
It can be extremely thin, or it can be as wide as an entire
person, and it can even be turned into a blade of light, which
can then be used as a saber like weapon. In fact, this is
one of Yuga's ultimate moves called navels. This quirk can also be very practical
in dark environments because the bright lighted produces can be used to light up the
surrounding area. It can even be used to send a powerful signal into the
air as a way to inform your allies over your location or as a way
to lure your enemies into a trap. But even though naval laser is a
pretty powerful and versatile quirk. It also has some serious drawbacks, especially for
Uga in particular, as we learned in chapter three hundred and thirty six of
the manga Yuga a Yama was actually born quirkless, meaning that naval laser did
not originally belong to him. Naval laser was actually given to Yuga by the
arch villain all for One himself, after Yuga's parents made a deal with all
for One because they didn't want their son to be a quirkless outcast. As
we know, all for One has the ability to steal the quirks of others
and transfer them either to himself or to other people, and naval laser is
a stolen quirk that he transferred to Yuga. However, his body had a
tough time adapting to the sudden appearance of a quirk, and so the power
of naval laser began accidentally leaking out of his belly button, even if he
didn't want it to. As a result, he had to start wearing a
special belt called the Sparkle Belt at all times in order to prevent his naval
laser from bursting out uncontrollably. On top of being difficult to control, naval
laser also has limitations in terms of how much of its power can be used
at once. If Yuga continues using the laser for more than a second,
his insides can become damaged and he can even lose control of his bowels.
Initially, he is only able to fire the laser from one place in his
body, his belly button. As a result, he was always forced to
face his opponent directly when engaging in battle, and he was vulnerable to attacks
from behind and from the sides. Yuga eventually acquires a hero costume that allows
him to channel the power of naval laser and send it to other parts of
his body, which then enables him to launch laser beans from his knees and
shoulders as well as from his belly button. In seed number two, we
have Mina Ashido, also known as Pinky, and her quirk acid Now.
Mina has a very unique appearance. Her skin is pinkish, she has horns
on her head, and the white of her eyes is actually black. This
may lead some to conclude that she has a mutant type quirk, but her
quirk is actually classified as emitter. That's because her quirk is not a byproduct
of a mutation. Rather, her unique appearance is in part a byproduct of
her quirk. It's a bit confusing, but we gotta just roll with it.
The quirk classifications are not as precise as people might think. Acid is
a medium range quirk that enables its user to generate an acid like corrosive substance
from her skin. Mena can produce the acid from any part of her skin,
and she is able to manipulate the quantity and the trajectory of the fluid.
Her acid is quite strong, and it can corrode even strong substances like
metals. She herself is resistant to the effects of her quirk, so her
acid will not harm her. However, if Mina over uses her quirk and
produces too much acid in a short period of time, her skin will eventually
stop being resistant and she will hurt herself. Mina is aware of this limitation,
and she has trained hard to make her skin more durable. She's also
worked tirelessly to control her quirk so as not to accidentally harm anyone. That
said, accidents can still happen, so she has to wear a special acid
proof hero costume so as not to accidentally burn her own clothes off. In
the middle of a battle. As Mina's training progresses, she is able to
control the thickness and texture of her acid. This means that she can make
it more or less harmful to other living beings depending on what her objective is,
and she can use it for other interesting purposes, such as creating a
thick defensive barrier or using it to climb walls by having the acid burn holes
into the walls that she could then grab onto. She can even release acid
from her feet and make the floor slippery, which then increases her maneuverability because
it allows her to skate or glide across the floor. She can also quickly
burn holes in walls and floors in order to gain access to a particular location,
and she can even use an ultimate move called acid man, which essentially
allows her to coat her entire body inside a thick acidic armor. Even though
Mina's quirk is a pretty simple concept producing acid from your skin, the more
we learn about it, the more we realize how useful and versatile this quirk
can be. It has offensive capabilities, defensive capabilities, and it helps with
maneuverability and infiltration. And of course, part of the reason why this quirk
turned out to be so strong and versatile is Mina herself. She is fiercely
committed to her training and hard work pays off. In seat number three,
we have t Suyu Asui, also known as the Rainy Season hero Frop.
The name of her quirk is frog and it is actually classified as a mutant
type quirk. T Sulu was born as a human with the biological traits of
a frog, including incredibly strong legs that allow her to hop through the air,
the ability to cling to walls, the ability to secrete mucus that produces
various different effects including paralysis, a strong and extremely long frog like tongue that
can stretch for like twenty meters, the ability to swim faster than any human,
the ability to use camouflage, and so on. Basically, Suyo has
the ability to do everything that a frog is able to do, although to
be fair, she can actually use the abilities of a variety of different species
of frog. She further enhances her ability through vigorous physical training, so unlike
Mina, whose quirk is the ability to produce acid, and then this quirk
alters her physical appearance as her body adapts to the quirk itself. Tulu's frog
like anatomy is what gives her all of her abilities in the first so her
actual anatomy is her quirk. That is why it's a mutant type quirk,
as you'd expect from someone who has the biological makeup of a frog. Suyu
is adversely affected by extreme cold temperatures because frogs are cold blooded and they cannot
function in extremely cold conditions. Along with extreme cold, Suyu also isn't good
with extreme heat because frogs are aquatic creatures, so they can't function in excessively
hot and dry conditions. But despite the quirk's weaknesses and limitations, frog is
one of the most versatile quirks in MHA. It allows for superhuman speed,
agility, and maneuverability. In fact, Deck who taught himself to release black
whip from his mouth in the same way that Suyu releases her giant tongue,
and he calls this move Froppy style as an homage to sue Youu. In
seat number four is class representative Tenya da aka Turbohro Ingenio, and his engine
engine is another mutant type quirk because Tenya was actually born with engine parts inside
the calves. Of his legs, and this allows Tenya to move extremely quickly
and reach incredible speeds. Now I'm no mechanic or biologist, but I guess
having mufflers on your calves would make you a really fast runner. I'm sure
that's how human anatomy and mechanical engines work, so we don't need to question
it. Needless to say, having the ability to achieve super speed is very
useful in battle, and it is also useful if you need to get somewhere
in a hurry, like if someone needs to be rescued and time is of
the essence, and let's be real, super speed is also useful if you
just want to run away from a stronger enemy before they can take you out.
I mean that is literally the Joe Star Family secret technique, as explained
by the greatest Jojo of all time, Joseph Joe Star. Along with speed,
Tenya's quirk also gives him superhuman leg strength, which allows him to deliver
overpowered kicks that are strong enough to destroy even hard substances like metal. A
lot of these guys can just crush metal. Metal is nothing in the world
of MHA. Just like a car engine, Tenya's engine quirk has different gears,
and he can switch between those gears depending on how much speed and power
he requires at any given time. In terms of those mufflers that are sticking
out of Tenya's legs, they can actually be forcibly removed, which is an
extremely painful procedure. But if they are removed, new ones will eventually grow
in their place, and these new ones will be even more powerful if the
user continues to push his limits through rigorous training, thereby forcing them to adapt
to these new levels of power. Just like real engines, Tenya's engines require
some sort of fuel to function, and for Tenya, this fuel is actually
orange juice. He needs to consume enough orange juice to use his quirk properly,
and if he doesn't, his quirk will eventually progressively get weaker and then
stop working altogether. Tenya must also refrain from consuming carbonated drinks like soda,
because carbonated drinks causes engines to stall. On top of that, Tanya has
to make sure that no one blocks or clogs his mufflers in any way because
this would hinder his ability to use his quirk. Tanya's older brother, Tensey,
also possesses the same quirk, although his engines are on his elbows rather
than on his calves. The quirk seems to function in essentially the same way
for both brothers. Both can use the same ultimate move known as recipro burst,
which allows the user to produce a brief but massive burst of speed.
This burst will last for only about ten seconds, and after the end of
the ten seconds, the engines will be incapacitated for a while, but if
used wisely, those ten seconds can give Tenya an important upper hand over his
opponent in battle. Later on, after removing and regenerating his mufflers, Tanya
is able to unlock a move called recipro turbo, which allows him to drastically
increase his speed for ten whole minutes rather than just ten seconds. Recipro Turbo
is even faster than other moves like recipro burst and recipro extent, and it
is said to even surpass grand Orino's quirk Jet when it comes to speed.
In seed number five, we have Ochako uraaka aka Uraviti and her emitter type
quirk zero urravity I mean zero gravity. Ochako has these little pads on the
tips of her fingers and her quirk allows her to essentially remove the gravity around
anything or anyone that she touches with those pads. As the quirk's name suggests,
the person or object that Ochako touches instantly begins to experience zero gravity and
becomes weightless. As long as she touches something that is under three tons in
weight, Ochako can make it float in mid air, and she can choose
to activate or cancel out the effects of her quirk by pressing her fingertips together.
At first, every time Ochako used the quirk on herself in order to
make herself float, she would become nauseous and vomit. She trained hard in
zero gravity conditions in order to reduce this side effect, and she has been
successful in managing it over time. She also trained hard to learn to control
her quirk and to make good use of it during fights and evacuations. Ochako
has trained martial arts so that she can use them alongside her quirk in order
to be more effective in combat, and if she could get close enough to
touch her target and make the opponent float, this is usually very effective in
terms of disorienting the opponent and taking them out of the battle. That said,
Ochako's quirk does require her to make direct physical contact with her target,
which means that she usually needs to get up close and personal to her opponent,
so she often has to put herself in dangerous situations in order to touch
her target directly. As a result, villains with good long range quirks have
a decisive advantage over Ochako, but Chuko is able to make good use of
the battlefield itself, like for example, she can touch a bunch of heavy
rubble, float it up into the air, and then drop it down on
potential opponents. This skill can also be used to rescue people who might be
stuck beneath the bris and rubble by lifting it up and then evacuating them to
safety. Ochako is a great team player, and her quirk can be used
very effectively in conjunction with other quirks. For instance, she can make herself
and her allies float, and if anyone has a quirk that can propel them
forward, they will effectively be flying at great speeds thanks to zero gravity.
Another example of her team game is the move Medior or Fafrotskys, in which
Ochako uses zero gravity on herself, sue you and a bunch of debris Sueu
then uses her tongue to launch the floating Debrie directly add their opponents on the
ground while the two of them are still safely in the air. Ochako has
a whole bunch of named ultimate moves, but they all revolve around making either
people or OPJT or both float in some way. In seat number six,
we have Mashiao Ogito, whose hero name is Tailman and whose quirk name is
simple and to the point. Tail. Ogito's quirk is a mutant type quirk
that grants its user a long and powerful tail that can be used as an
additional appendage on his body. The tail itself is extremely strong. It can
break metal objects, it can support Ogito's entire weight if he wants to hang
by his tail, and it can be used as an effective weight to restrain
opponents by wrapping the tail around them. Ogito has worked very hard to make
his tail stronger and more resilient through training. For example, he practiced hitting
Kidrishima's hardened body over and over again in order to increase the strength and durability
of his tail. It is important to note that Ogito is a trained martial
artist and he uses his mastery of martial arts in combination with his quirk to
make himself a powerful and effective fighter. Not only is Ojito able to use
his tail as an additional appendage with which to attack an opponent, but he
can also use it to propel himself in various directions. He can use it
to suspend himself from elongated structures like pipes by wrapping his tail around them,
and so on. Tail has two named ultimate moves. The first is Tornado
tail dance, which involves Ougio launching himself at an opponent, spinning in the
air, and smashing everything around him with his powerful tail. The second is
swamp smack spin, which involves Ogito stretching out his tail and spinning horizontally,
allowing him to drive away everything and everyone around him. Since tail is a
permanent part of Ojito's body, it can at times restrict his movements when compared
to other humans. I mean, imagine having to sleep every night with that
massive tail permanently attached to you. That would definitely take some getting used to.
And of course, because this quirk is just an additional physical appendage,
tail is vulnerable to all forms of potential physical damage, just like a normal
leg or arm Seat number seven is occupied by the one and only Danky kami
Nati, also known as the stun Gun Hero Charge Bolt. Kami Nati has
an emitter type quirk called electrification, and it enables him to charge himself up
with electricity and then release that electricity from his body to either attack an opponent
or defend himself from an opponent's attack. Using the quirk will produce both electricity
and light, and it has the ability to paralyze those who come into direct
contact with that electric energy. In the real world, a strong electric discharge
can of course kill people, but since this is shown in Kamunati's kirk just
leaves his targets paralyzed. Initially, Communati doesn't really have control over the electricity
that he releases, and so everyone who is close to him when he uses
his quirk is affected by it, including both allies and enemies. But thanks
to the work of the UA Support Department, Kamunati's Hero costume was eventually equipped
with sharpshooting gear created by Mey Hatsuman and power Loader. Sharpshooting gear is a
support item that allows Kamunati to actually aim his electric discharges so that they won't
negatively affect the people around him who are not his targets. Kamunati has a
device on his right arm which allows him to fire off discs in whichever direction
he pleases. These discs will then stick to the point of impact, and
as long as Communati remains within ten meters of the intended target, the electricity
that he discharges will be drawn directly to the disc and surged towards it in
a straight line, instead of discharging wildly all around him. He can even
target multiple points of impact by using a dial on his shooter and calculating the
locations of the various points of impact using his special glasses. It's all really
cool, complicated tech stuff, very cyberpunk. In addition to attacking and defending
with his quirk, Kamunati can use electric discharges to power electronic devices, making
him a great friend to have around when you forget your smartphone charger. But
even though electrification is both powerful and useful, it also has some significant drawbacks.
At its core, electrification is a close range quirk, and the further
away you try to discharge it, the less effective it becomes. On top
of that, there is a limit to how much electric power coming out he
can actually discharge. If he surpasses his limit, he will essentially short circuit
his own brain, and this turns him into a useless, dirpy mess for
about an hour. During that one hour period, he can't really use his
quirk to do much of anything, so he becomes nothing but dead weight on
the battlefield. And while his dirty mode is a great meme, it is
a very serious setback in battle. If he's not careful, this weakness could
jeopardize coming out his life and the life of his allies if it happened at
the wrong time. Coming out. His quirk will also be rendered ineffective whenever
he runs into materials that don't conduct electricity, So, for example, if
Kaminnati tried to fight Loofy, he would be completely wrecked. Electrification has a
number of ultimate moves, including indiscriminate shock one point three million volts, which
involves Kaminnati discharging a bunch of electricity all around him and shocking everyone that is
close to him. This is obviously a useful attack when you are surrounded by
enemies, but it is less useful when you are also in the vicinity of
your own allies. He can also use indiscriminate shock two million volts, which
is essentially the same as the previous ultimate move, but the voltage is higher.
Due to the higher voltage, this attack is more likely to short circuit
Kamunati's brain. Finally, Kamunati has a move called target electo. This move
refers to Kamnati using his sharpshooting gear to fire off a powerful charge of electricity
towards his target in a straight line. Seat number eight belongs to our boy
aged O Kirishima aka the Sturdy Hero Red Riot. The name of his quirk
is hardening. It transformation type quirk, and it allows him to harden his
body, either all of it or a select part that he chooses, such
as an arm. Once hardened, Kidishima's body becomes both tough and sharp,
so it can be used both defensively and offensively. In terms of defense,
kadishi mus hardened body can withstand explosions, falling rubble, and even bullets without
suffering damage. In terms of offense, kadishi mus hardening greatly increases the power
of his attacks, and he is able to destroy powerful objects like metal with
a single blow. Again, all of these guys can just crush metal.
Metal doesn't stand a chance. In addition, Kadishima can actually increase the strength
of his quirk by training it, and that is exactly what he does during
his training sessions with Ojitro. The more damage Kadishima takes on in training,
the more his hardening can adapt and become even more durable in the future.
Hardening first manifested when Kidishima was three years old, and initially it was a
much weaker quirk than it is now. Kidishima's ability to harden his body to
the extent that he is able to now is a result of intense training and
hard work. It's not just natural talent. But with all of that said,
hardening isn't without limits, and if Kishima takes on enough damage, his
hardening will eventually wear off. So if he's facing a particularly powerful and relentless
opponent, his quirk could give out, then he could be defeated. Needless
to say, hardening is a short range quirk with no long range capabilities.
The user must get up close and personal with his opponent in order to use
the quirk for offensive purposes, Although the defensive aspects of hardening can still be
used against an opponent with long range attacks. Finally, even though hardening protects
Kishima from nearly all physical damage, his body will still feel the effects of
extreme hot or extreme cold if he's facing an opponent with like a fire based
quirk or an ice based quirk. In such situations, his body will be
immune to physical damage, but it could still vulnerable to other side effects that
come with being exposed to extreme cold or heat. Kidishima has a number of
ultimate moves, including Red Counter, which allows him to withstand a close range
attack from an opponent and then immediately counterattack with a hardened punch. There's also
Red Riot Unbreakable, which allows Kishima to reach the absolute maximum of his hardening
abilities. His entire body becomes rugged and hard, almost like a jagged cliff.
In this form, Kishima is practically indestructible, but he can only maintain
it for about thirty or forty seconds. Nevertheless, even if he is unable
to end the fight while in this form and he is forced to return to
normal, Kishima can still eventually come back and keep fighting, which is an
ability that he demonstrated in his fight against a wrap up. Kirishima's third named
ultimate move is red Gauntlet, which involves Kishima rushing the enemy and smashing them
with a single overpowered punch. On top of being a great quirk for hand
to hand combat, hardening is also very useful for a hero to have in
evacuation situations. That's because the user can smash through rubble in order to get
to civilians who may be stuck inside and then rescue them. He can also
use this hardened body as a human shield in order to protect innocent civilians from
potential attacks. Next up, we have Kogkoda aka the petting hero Anima,
who sits in seat number nine. He has an emitter type quirk called anivoice,
and this quirk enables him to communicate directly with animals and also to tell
them what to do. The animals will then obey his orders and do his
bidding. He doesn't seem to be able to have a complex conversation with an
animal like he would with another human, but he can definitely give information to
animals and they can also pass information back to him. Coda squirk allows him
to make use of all sorts of animals, from tiny insects to large beasts,
and from burrowing rodents to high flying birds. We don't know if animals
have the power to disobey Coda, but so far they have always come applied
with his orders. This could be because they genuinely like Coda because he is
very nice to them and he is clearly an animal lover, or it could
just be that the quirk actually compels them to obey. Even though humans are
technically also animals and a voice does not work on humans, it also doesn't
work on any artificial creatures such as robots, because the quirk works on the
basis of sound. If Coda is unable to speak for whatever reason, the
quirk will not work. Furthermore, if another quirk can produce a loud noise
that drowns out and a voice, then it will also lose its effectiveness.
Like many others, Coda is able to make his quirk stronger through training.
In particular, he's able to do vocal cord exercises that increase the range of
his quirk, making it possible to control animals that are far away from him,
and not just animals that are like right beside him. He also uses
a voice amplifier as part of his hero costume, which also increases the range
of his quirk. At first, Coda didn't want to use his quirk on
insects because he was afraid of them, but he has been working through that
fear. In chapter three hundred and seventy two, Coda undergoes a bit of
a transformation. He grows horns on his head, which is something that his
mother had told him would happen when he reaches maturity, and after that occurs,
his quirk becomes more powerful and its range increases even further. Coda has
two named ultimate moves, including Hitchcock Birds, which involves Coda summoning a swarm
of birds and using them against an opponent. The name of this move is
a reference to the movie The Birds by Alfred Hitchcock. His second ultimate move
is bugging Out, which involves Coda summoning bugs and insects and then getting them
to swarm his opponent. Seed number ten belongs to Riki Do Sato, also
known as the sweets Hero Sugarman. The name of his quirk is sugar rush.
It is an emitter type quirk, and it enables its user to suddenly
become five times stronger than he is normally. This lasts for a period of
three minutes for every ten grams of sugar that he consumes. The quirk is
pretty straightforward. It is a temporary power boost fueled by unhealthy amounts of sugar,
and Sato must consume this sugar before his quirk will activate. If he
doesn't have access to sugar, Sato cannot use his quirk, and there is
also a drawback to using it. After using sugar Rush, Sato will experience
a sugar crash and this will result in the lowering of his cognitive ability and
intelligence, as well as sluggishness and the lack of energy. Sato is a
close range fighter and he uses his quirk to punch his way through opponents while
the effects of the sugar last. His hero costume includes a belt that holds
sugar containers, which he can then consume when he needs them. His only
name move is also called sugar Rush, and it's basically just him consuming sugar
and then rushing his opponent and punching him over and over again and screaming.
But yeah, he's basically a JoJo's character. In Seed number eleven, we
have Mezzo Shoji, also known as the Tentacle Hero Tentacle, a character who
is a mystery for most of the series, but who finally got some excellent
character development in the final arc. Shoji has a mutant type quirk called duple
arms. He was born with fleshy arm like tentacles attached to his body,
and his quirk enables him to essentially duplicate parts of his body and produce them
on these tentacles. The duplicate body parts are improved versions of the originals,
which allows Shoji to increase both his strength and his senses when using the quirk.
If any of the replicated parts are damaged or cut off, Shoji can
still replace them again later. That said, he will feel pain when the
duplicated body parts are injured, and it takes some time to heal those injuries.
Shoji is able to make his duplicate body parts stronger and more effective through
training, and his quirk is actually very versatile while with many diverse uses.
His ability to produce high powered eyes and ears in various places on his body
make him great at gathering, intel, spying, and stakeouts. He can
create many artificial arms on his body, which he can then use to deliver
a barrage or incredibly strong punches on his opponent. He can also use his
arms and tentacles to create a protective cocoon around people and then carry them out
of harm's way, which has got great ability to have when evacuating civilians.
Because of the webbed design of his duply arms, Shoji can even use them
to glide through the air for a brief period of time by spreading them open
as if they were a large pair of wings. Shoji has several named ultimate
moves, including Octoblow, which allows him to create multiple arms at once and
then unleash an array of fast paced and overpowered punches at his opponent. He
also has a move called octo Searcher, which allows him to create multiple artificial
eyes and ears throughout his body in order to gather as much intel as possible
within a short period of time, and in the final arc of the story,
Shoji revealed a new move called octospansion, which allows him to transform his
tentacle like arm into a gigantic fist that he can then use to deliver a
superpowered punch to his opponent. Due to the mutants type nature of his quirk,
Shoji has an unconventional physical appearance along with his unique tentacle like arms.
He also has a face that looks different from what an average human face looks
like. Initially, Shoji kind of implied that he wore a mask all the
time because his face was particularly grotesque or disturbing, but that is not actually
the case. When he does finally reveal his face, we see that although
it looks elongated and unconventional, his face is by no means ugly or disturbing.
He does, however, have multiple scars across his face, which were
given to him by bullies who attacked him just because he had a mutant type
quirk. Shoji had an extremely tough childhood and he faced serious hardship because of
the nature of his quirk, but he persevered and became a truly impressive and
admirable hero. Seat number twelve is occupied by Kyoka Jiro, also known as
the Hearing Hero earphone Jack. She has a mutant type quirk which is also
called earphone jack. Jero's ear lobes are basically long earphone cables that she can
control and manipulate. There is a jack at the end of each ear lobe,
and Giro is able to plug these jacks into various objects, including electronic
equipment. If she channels the vibration of her heart beats into her cable like
ear lobes, she can actually damage the objects that she comes into contact with.
She can also use the ear lobes to hear what's happening on the other
side of large walls, so kind of like Shoji, she's well suited for
scouting and reconnaissance missions, although amazing for support and spying because it can detect
enemy movements through vibrations and things of that nature. Earphone Jack's natural offensive abilities
are limited compared to some of the other quirks that we've covered, But with
that said, Gero's earlobes are able to expand to a length of about six
meters, and they are also surprisingly strong. Gero can use them to actually
pick up objects and even to pierce through strong materials like concrete. Thanks to
a wide variety of special equipment and support items, she has been able to
enhance her offensive capabilities. For example, she is now able to plug her
jacks into the boots of her hero costume and then amplify the vibrations of her
heart beat in order to create a sound wave that she can direct at an
opponent. These sound waves can also be used to counter enemy attacks, like
when Giro uses an attack called counterbalance to counter the effects of present Mike's sound
based quirk. Gero can also use special amplifier items on her forearms to create
a powerful vibration that causes the ground itself to shatter, an attack known as
heart beat distortion. Once again, this is accomplished by plugging her jacks into
the amplifier items and then channeling and amplifying the vibration of her heart beat through
these items. Gero eventually learns to use her amplifying equipment in such a way
that it sends powerful sound waves directly at her opponents and her Other named moves
include heartbeats around legato and heart beat wall. So overall, Gero's quirk can
be quite useful and versatile, although it does rely heavily on support items.
In addition, if Gero over uses her quirk, her ears will begin to
bleed, and because of earphone jack is a mutant type quirk that is literally
a part of Gedro's physical body. If the ear lobes were physically damaged,
then Giro wouldn't be able to use her quirk anymore. Next, let's talk
about the student who occupies seed number thirteen, The flex tape spider Man himself,
Hanta Sero, also known as the taping hero Cellophane. Sero has a
mutant type quirk called tape, and it enables him to eject sticky tape from
his elbows. This tape can be extremely long and it sticks to the surfaces
it The tape is also extremely strong and it can be used to restrain opponents,
support Sara's own weight and the weight of others, rapidly climb buildings and
other objects, and generally to move around like a flex tape spider man.
The amount of tape that Saro can generate is not unlimited, and he has
to train hard in order to increase the amount of tape that he can use,
as well as the strength and speed of the tape itself. Sarah takes
full advantage of the long range capabilities of his quirk by firing tape from a
distance at his opponents, hitting them with the tape, and then wrapping the
tape around them in order to restrain them. He has developed great aim over
the course of his training, and he can even fire multiple strands of tape
at the same time. He can also produce double sided tape that sticks on
both sides and that can be used to create sticky traps for opponents. Because
of its versatility, tape is a great work to use in combination with other
quirks as part of a team battle, and we've seen both Minata and Ochako
making use of Sarro's tape in combination with their own quirks. Sero has a
couple of named moves, including barricade tape, which involves them surrounding an entire
area with tape to protect the area itself from surprise enemy attacks. And there's
also Trident, which involves Sero grabbing objects with his tape and then throwing them
at his opponent. Trident is especially effective when used in combination with Ochako's quirk
because she can use zero gravity to allow Cerro to launch incredibly heavy objects like
boulders that he would never have been able to pick up otherwise. As is
the case with many quirks, tape does have some drawbacks if it is overused.
In Seo's case, over ejecting his tape will lead to dry skin.
On top of that, while Seto's tape is certainly sturdy, it is not
unbreakable, and a strong opponent can simply cut or break through it. In
seat number fourteen, we have the legendary Feathered Batman, the Emo bird Boy,
the Chicken of Darkness Fumi Kage toco okay His official hero name is the
Jet Black Hero Tsukuyomi, but I prefer Chicken of Darkness. Tokyami's quirk is
called dark Shadow, and it is a long range emitter type quirk. This
quirk basically gives you access to a stand from JoJo's by which I mean that
a bird like monster that seems to be formed from shadows appears out of the
user's own body. Even though this creature looks like a shadow, it has
a real physical presence and it can do some real physical damage. The creature
is sentient and even capable of speaking. It is permanently attached to its host,
Tokoyami, and it protects him from harm. It also obeys his orders
at least most of the time. Although the creature known as Dark Shadow is
always connected to Tokoyami's body, it is also able to extend itself far beyond
his body. It has its own senses and sensations separate from the host body.
And it can even speak telepathically with its host. It possesses immense physical
power, and it is also highly resistant, which means that it can be
used both for attacking an opponent and for shielding the host against attacks. Later
on in the story, and thanks to the guidance of hawks, Tokiami figures
out a way to use dark Shadow to essentially fly through the air, which
greatly boosts his maneuverability. The power of dark Shadow is weakened by the presence
of light, and quirks that work on the basis of light are more effective
against it. At the same time, though, when there is no light
present, like during the night, dark Shadow becomes much bigger and stronger.
At times like this, it is even prone to going berserk, especially if
Tokyami is feeling intense emotions that he is struggling to control. But although berserk
mode dark Shadow can be difficult to control, it is also much much stronger
than it is during the day, and this is no understatement. Berserk mode
dark Shadow is easily one of the strongest quirks in the entire series. Dark
Shadow has a whole bunch of named ultimate moves, including black Abyss, piercing,
Twilight Clause, Blackfallen Angel, Sabbath, Fleeting Blow, and more.
I can't talk about them all because if I do, we'll be here forever.
But it is important to note that a move called Ragnarok appears to allow
Tokoyami to use dark Shadow in its overpowered berserker form without losing control of it.
Throughout the series, Tokoyami has worked extremely hard to train his quirk and
better control his power, and towards the end of the series, all that
hard work really starts to pay off. Seed number fifteen belongs to Shoto Todroki,
the son of number one pro hero Endeavor and the user of an extremely
unique qirk called half Cold, half Hot. His hero name is literally just
Shotto, so yeah, let's just call him Shotto. Shotto's quirk is a
unique mix of his parents quirks, and because his mother has a powerful ice
based quirk and his father has a powerful fire based quirk, Shotto was born
with the ability to generate both ice and fire. Specifically, the right side
of his body could create ice, frost, and extreme cold, while the
left side of his body can produce fire, flames, and heat. Shotto'
squirk is therefore the perfect marriage of ice and fire, which makes it rare,
powerful and extremely versatile. At first, Shotto only wanted to use the
ice side of his quirk because he had a very poor relationship with his father
and he didn't want anything to do with his father or his father's quirk.
He actually tried to suppress his fire based powers and focus only on the ice
powers instead. Thankfully, Shotto did eventually reconcile with both his father and the
fire side of his quirk, and he then started using his fire based powers.
It took him a while to get used to actually using the fire side
of his quirk, and he spent a lot of time trying to alternate between
ice and fire in order to gain full control of both aspects of his quirk.
Shotto has a resistance to both extreme cold and extreme heat, and eventually
he learns to use the two sides of quirk so well that he can actually
combine both into a single attack. Shotto developed a technique called phosphor, which
enables him to channel both fire and ice throughout his entire circulatory system and fuse
the two halves of his quirk into a single ability. He is then able
to create a unique form of flame known as cold fire, which allows him
to both burn and freeze his opponents at the same time. The move also
has defensive capabilities, as it can repel other attacks using its unique combination of
ice and heat even before he learns to combine them. Both sides of Shotto's
quirk are extremely strong, and I won't go into all of his feats here
because they will take a long time to cover it all. Suffice it to
say that with his ice side, he can instantly generate entire waves and walls
of ice that can freeze entire buildings in seconds. With his fireside, he
can create massive walls of flame and heat so intense that it can literally melt
steel. Initially, over using his ice side would drastically lower the temperature in
that side of his body and cause frostbite and other injuries, and over using
his fireside would make that side of his body too hot, causing overheating and
exhaustion. Luckily, Shotto's commitment to training both sides of his quirk eventually allows
him to use fire and ice to balance each other out, reducing the negative
effects of both fire and ice on his body. Shotto is another one of
those characters with too many named ultimate moves to cover in detail. Basically,
they're all really strong, and the more that the story progresses, the stronger
they become. Also, the more Shotto learns to use both sides of his
quirk at the same time, the more his ultimate moves begin fusing fire and
ice based powers. Then we have Todu Hagakure, also known as the Stealth
Hero Invisible Girl, who sits in Seed number sixteen. Her quirk is called
invisibility, and the name is pretty self explanatory. It is a mutant type
quirk that renders the user's entire body in visit and it cannot be turned off.
Toto squirk is obviously great for moving around undetected, whether you want to
sneak up on an enemy, spy on them, or just complete secret missions
without being seen. That said, for Toto to be completely invisible, she
has to be completely naked, because any clothes that she puts on will be
visible on her body. Toto S quirk also has the ability to manipulate light,
which suggests that the entire quirk may function on the basis of light manipulation.
In short, her body automatically refracts light in a way that hides her
appearance to the naked eye. Using light manipulation, Toto can use her invisible
body as a magnifying lens of swords, which allows her to warp the light
around her into bright sparks that can temporarily blind people. This move is called
warp refraction. She can also use her body to redirect other light based attacks,
such as, for example, Ayama's naval laser. Due to both her
invisibility and her ability to redirect light, Toto can be an ex extremely useful
part of a hero team. The fact that she has to be completely naked
to be invisible means that Todu can't really wear protective gear, so she is
vulnerable to being hurt if she finds herself on dangerous terrain, or if she
finds herself in extreme temperature conditions like scorching heat or freezing cold. On top
of that, if she is hit by a visible substance such as paint,
her silhouette will then be revealed, then she will no longer be invisible.
For most of the series, we had no idea what Todo actually looked like
because she was always invisible, but we did eventually get a partial face reveal
in chapter three hundred and thirty seven of the manga. We then got a
full face reveal on the cover of chapter three hundred and sixty eight. In
seat number seventeen. We have the Great Explosion murder God Dynamite himself, although
he's sometimes referred to as Katsuki baku Goo. Baku Go's emitter type quirk is
called explosion, and it enables him to produce a special type of sweat from
his palms that has properties similar to nitroglycerin. Essentially, instead of normal sweat,
Bakkugo produces an explosive liquid and he uses it to create explosions of different
sizes and intensities. The explosions are extremely powerful and they deal a great deal
of damage to both opponents and structures. Fortunately for Bakugo, he himself is
immune to the effects of his own explosion, so he doesn't have to worry
about blowing himself up by accident. The explosions become stronger the more that Bakugo
sweats, so his quirk can actually become more powerful during a longer and more
challenging battle. The more intense the battle becomes, the more Bakugo will sweat
as a result, which for him is actually an asset. Explosion can be
effective at both close range and long range, and it has a lot going
for it beyond its impressive offensive capabilities. For example, Bakugo can actually use
his explosions to propel himself through the air, and in general, he can
use the explosions to increase the speed and efficacy of his movements. Due to
the explosive nature of his quirk, Bakugo does have to be careful about color
lateral damage. It is very easy for his explosions to get out of control
and do unintended damage to the surrounding area. Baku Goo's hero costume and especially
his Grenadier bracers support items allow him to have better control of his explosions while
also making them stronger and more intense. These items enable Bakugo to store his
sweat in very specific doses, which means that he can produce overpowered explosions without
losing control of them and without hurting others. Baku Goo is another character with
way too many moves to cover individually, but it's important to note that Bakugo
is very creative with his quirk, and he has developed a large number of
effective combat tactics using his quirk's abilities. Bakugo can do a superpowered nadutaran propelled
by his explosions, or he can do a large direct blast, or he
can do multiple large or small blasts. He can do scattered blasts that are
weaker and concentrated blasts that are stronger. He can use his explosions to propel
himself into the air and then attack his opponent with mid air bombardments, and
much much more. His most recent ultimate move is called Howitzer Impact Cluster,
and it is his most powerful attack yet. With the help of a new
support item called Strafe Panzer, Bakugo uses his explosions to launch himself upwards and
then spin himself through the air. After that, he unleashes a massive barrage
of explosions that spray devastation all around him, turning the battlefield into a freakin
war zone. Imagine like a tornado made of explosions, and that's kind of
what it is. Next up is seat number eighteen, where we find the
one and only Izuku Midria aka Deku. Deku was born quirkless, but he
wanted desperately to become a hero, even though he didn't stand much of a
chance in a world where about eighty percent of the population had a quirk.
Having a quirk is obviously a huge advantage to anyone trying to become a hero,
and so Deku was a massive underdog. But he got lucky because he
met Toshin Riyagi All Might, and All Might became convinced that deck Who was
the perfect person to inherit his quirk. One for All One for All is
a special quirk that can be transferred from one person to another, and the
transfer can happen only if the current user willingly allows the new user to consume
some of their DNA. After deck Who eats a strand of All Might's hair,
he becomes the ninth user of One for All. One for All is
an emitter type quirk that was created by the fusion of a powerful stockpiling quirk
and another quirk which allowed its user to transfer it onto someone else. The
stockpiling ability allows the user to build up incredible amounts of power in their body,
and this gives them superhuman strength, speed, durability, and agility.
What makes All for one extra strong is the fact that it has been transferred
from one person to another over the course of many decades, and with each
new user, more power was stockpiled inside the quirk, and so One for
All is much stronger now than it was initial, and it just keeps getting
stronger. This stockpiled power can be spread out evenly throughout the body, or
it can be focused into a specific body part, like your arm when you're
punching or your leg when you're kicking. Now, because the user has so
much power available to them, they first need to train intensely in order to
learn to control the quirk. At first, Deku would severely injure himself every
time he tried to use his quirk, and we're talking serious injuries like broken
bones. It was only after undergoing rigorous training under the mentorship of both all
Might and Grand Reino, that Decu learned to control the percentage of power he
was using when he activated One for All, and this helped keep him out
of the hospital at least sometimes, because let's face it, he does still
end up in the hospital a lot. Another thing that makes One for All
truly unique is that the vestiges and quirk factors of all its former users are
still contained within the quirk, and after a while, dek Wu learns to
actively communicate with the vestiges of all the former users. They are then able
to guide him as he works on fully mastering the One for All quirk.
In fact, Deck who eventually becomes the first One for All user in history,
to gain the ability to unlock the quirks of all the former users,
and so he goes from being quirkless to inheriting One for All, to then
unlocking six other quirks in addition to One for All, the quirks that once
belonged to the former users of the One for All quirk. These additional quirks
include Black Whip, which lets Deck who generate black tendrils from his body and
then use them to attack or restrain an opponent, Float which allows him to
levitate through the air, Smoke Screen which enables him to generate smoke all around
him, Danger Sense, which is a lot like a Spidey Sense, and
it lets him identify threats in the surrounding area, fog in which allows him
to build up kinetic energy and release superhuman bursts of strength and speed, and
finally, gearshift, which allows him to shift the speed anything he touches,
literally defying the laws of physics. Now, of course, these are just
quick summaries of what the quirks do, and there is a lot more that
can be said about each of them. In fact, I would need an
entire thirty plus minute video to break down all of Deku's different quirks and all
of the former users of One for All. Thankfully, I already made that
thirty plus minute videos, so if you want to deep dive into One for
All and its former users, I will link that video in the description and
in the pinned comment, so feel free to check it out. The main
power of the quirk All for One is to steal the quirks of others,
and the villain All for One has been trying to steal One for All for
many many generations, but because One for All can only be transferred with the
current user's consent, All for One has always failed in his attempt to steal
it. This makes One for All an incredibly precious weapon in the multi generational
battle to stop All for One. Unsurprisingly, One for All has way too
many named moves, and we can't talk about them all in the VI,
although many of them are named after US states or cities, and they are
often directly related to how much of One for All's Full Power is being released
again. If you want a more detailed breakdown of One for All, check
out my full video on it link in the description. In seat number nineteen,
we have best Boy Mino ru Mineta. You know, the guy who
throws sticky grape shaped balls from his head. The name of his quirk is
pop off and it is a mutant type kirk that works at medium range.
Basically, Mineta produces sticky purple balls on his head and he can rip them
off and throw them at people and things. The balls will stick to anything
except for Minata's own body. They actually bounce off of his body, and
as soon as he rips one ball off his head, a new one will
replace it right away. Mineta can use his kirk to make his opponents stick
to something or to each other, essentially trapping them in planes. Because the
balls bounce off of Mineta's body instead of sticking to it, he can actually
use the balls as many trampolines to increase his own speed and maneuverability. So
if he places a ball on the ground and then jumps directly on it.
He will bounce high up into the air, and if he places a bunch
of balls on the ground in front of him, then he can bounce from
one ball to the other with great speed and agility. He can also attach
a bunch of balls to each other in order to create bigger traps, and
he can even stick them one on top of the other to create a whip
of sorts that he can then use on the battlefield. This move is called
Mineta beads because of course it is, and it is one of the several
named ultimate moves that he possesses. Others include grape Rush, which involves Minata
rushing an enemy while throwing a bunch of balls at them, Super grape brush,
which involves him launching a large number of balls from the air at an
opponent below, vineyard, which involves Minita attaching a rope to his balls in
order to create a snare man that did not come out right, grape Buckler,
which involves Minata making a powerful shield by sticking a bunch of his balls
together, and grape Pinky Combo Minata Bounce, a combo move between Minata and
Mina Ashido Minata squirk is clearly the strongest in all of Class one A,
but it does have a few weaknesses. The level of stickiness is dependent on
Minata's own health, and the stickiness can last anywhere from a few hours to
an entire day. Also, if Mineta pops too many balls from his head
in a short period of time, he starts bleeding from his scalp. And
finally, after Best Boy Mineta, we have Best Girl Momo yo yoto Zoo,
the class vice representative who sits in seat number twenty. Momo has an
emitter type quirk called creation that allows her to create objects from any part of
her body, and these objects can include anything from basic weapons and tools to
sophisticated cannons and missiles. No matter how complex an object is, Momo is
able to create it as long as she understands the atomic structure of the object.
She just needs to imagine the parts that are required to make it,
then the raw materials that are required to construct it, and finally the coating.
The objects can emerge anywhere on Momo's skin, but she needs to keep
the skin bare, meaning she can't cover up that part of her skin with
clothing. Creation functions by breaking down Momo's fat on a molecular level and reusing
it as materials that form the objects she creates. So Mama's ability to keep
creating objects depends on how much fat she has stored up inside her body,
meaning that she has to eat a huge amount of food in order to use
her quirk effectively. But if she does have enough fat stored up, Momo
has the ability to create massive objects, even objects that are bigger than her
own body, such as a fully functioning catapult. Although getting to this point
to training and commitment, Momo's creations are generally considered to be flawless copies of
the originals. Due to the absolutely incredible versatility of her quirk, Momo is
able to fight at close range, mid range, and long range. All
she has to do is create a suitable weapon or tool for the range in
question, and since she can make everything from I'm a short sword to a
canon, she doesn't have to worry about range related limitations. But although creation
is incredibly powerful and versatile, and it is easily one of the best quirks
ever in my opinion, it is not without some drawbacks. Momo does need
time to create objects, and so having to fight suddenly without prep time makes
things more difficult. This is especially the case with producing more complex objects because
their creation requires more time than the creation of simple objects. And as I
mentioned earlier, Momo needs to have a strong understanding of the atomic composition of
everything she creates, and she needs to have enough fat stored up in her
body in order to create that object. Over using her quirk can lead her
to becoming too weak and frail to continue fighting. Momo has a named ultimate
move called Yaoyota Zoo's Lucky Bag, and this involves Momo creating a cannon that
shoots out a bag that contains a bunch of useful support items that her allies
can use in battle. And this move really showcases what a great asset Momo's
quirk can be in any team situation. Almost exceptional intelligence, impressive strategic ability,
and incredible quirk make her one of the best team players in all of
MHA, and she demonstrated her ability to work effectively with other heroes and hero
students multiple times throughout the series. The scene in which she and a bunch
of heroes and hero students attempt to stop a raging Giganto Machia by putting him
to sleep is probably the single best example of this and that is it all
twenty quirks from Class one A explained with updated information all the way up to
the final arc of the story. Needless to say, this video turned out
to be far longer than the thirteen minute video on all the Quirks that we
made over five years ago when there was far less information available about the quirks
themselves. Thank you guys so much for watching, and don't forget to check
out my detailed breakdown of One for All and all its former users and their
quirks link in the description. If you made it this far into the video,
then congratulations. You just heard me say over ten thousand words. Yes,
that is how long this video turned out to be. But I really
hope that having all of this information here in one place will be useful to
you. If it is, then please leave a li like in comment right
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