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[One For All (ワン・フォー・オール, Wan Fō Ōru ) is a transferable Quirk that has been possessed by many hosts, the first being Yoichi Shigaraki and the most famous being All Might . The most recent recipient of his power is Izuku Midoriya. It stockpiles power, meaning it becomes more powerful each time it is passed on to a new host.

Moves[]

One For All
Slot Move Description Cooldown Energy
1 Texas Smash The user punches the air in front of them, hitting the target with a medium range, powerful burst of air pressure, causing incredible knockback. 10.5s 29
2 Delaware Smash Flick your finger to create a concentrated, long-range shockwave, dealing high damage and causing similar knockback to Texas Smash. 5.5s 23
3 Super Jump User charges their legs with the power of One For All, causing them to leap high into the air. 8s 23
4 Detroit Smash User punches the ground, dealing high damage and creating a massive shockwave that knocks opponents into the air. 7.5s 21
5 Full Cowling (5%) The power of One For All flows through the user's body and grants them stat boosts. Speed and Strength are increased by 250 points, while Defense goes up by 100. Moves 1, 2, and 4 gain significantly increased damage. Energy is not affected by the boost of Full Cowling and is instead slowly drained over time while FC is active. FC lasts until it is manually deactivated again or until the user runs out of energy. 2.5s 2 per second

Tips and Tricks[]

All four of the first moves can be charged and released. This doesn't appear to have any effect on their power, except for possibly Super Jump gaining additional height. However, it does let you time your attacks better. For example, you can initiate a Super Jump and charge your Detroit Smash in midair, releasing it once you touch the ground. This leaves you less vulnerable as you can charge it in midair where your opponent likely can't counterattack.

The Rewind Horn that drops from the Greenku raid does not seem to have any effect on the drain speed of Full Cowling (5%).

All attacks from this quirk have long start up times, making them impossible to combo. This quirk is best used as a mid to long range quirk, attacking from outside of the close range of other quirks.

For stats, it is not recommended to put much if any points into speed, as your Full Cowling will buff your speed plenty. Some points into defense is advisable, but energy is the second most important after strength, as it dictates how long Full Cowling can remain active for.

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