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Fumikage Tokoyami Guide

Guide developed and supervised by: Vateilika (Steam)
Contributors: Pneulysta (Steam), Versitax (PS), Xmandark (Switch/Steam)

Last Update:


Table of Contents


"Revelry in the dark..."

Overview

Tokoyami is a jack-of-all-trades, master of none that constantly switches between a normal form and a stance that significantly empowers his mobility and melee power. He excels at enemy lockdown, mobility, and general utility, but longer TTK (Time to Kill), has average HP, and crumbles without cooldowns.

His base kit covers his basic needs containing a slow-moving but piercing projectile Alpha, a low combo potential but long-lasting lockdown AoE Beta, and a weak but versatile shield Gamma.
Tokoyami can leap high into the air, and he can glide at will while healing. He can also protect himself while performing actions, such as healing, reviving, and rescuing civilians.

What sets Tokoyami over the edge is his Special Action stance, Black Ankh. When in Black Ankh, Tokoyami becomes significantly stronger. He moves much faster, his melees are greatly enhanced, and he can leap an additional time.
This is not without a significant downside. If Tokoyami does not manage his Black Ankh resource well, he will be left vulnerable for a long period of time, and has to rely on his basic kit.

Pick if you like Avoid if you dislike
  • Managing a powerful, but punishing stance resource via Special Action
  • Having strange, but versatile tools
  • Constantly switching between stances
  • Locking down enemies via Knockdowns and Staggers
  • Having good vertical and air mobility
  • Constantly pressing buttons
  • Feeling extremely weak without your resource
  • Underwhelming basic skills
  • High TTK due to high knockdown values
  • Requiring meter to use your half of your mobility



Best Map: Any

Tokoyami's kit is versatile enough to work well on any map.



Alpha Skill - Ragnarok


Tokoyami's Alpha sends out Dark Shadow in a straight line to attack opponents. Dark Shadow himself has a rather large hitbox, can hit pierce through opponents, and even travel up walls. The main weaknesses of this move is that it deals below-average damage, is fairly slow, and only has three uses. While the cooldown is forgiving, every shot needs to count.

Tips for Tokoyami's Alpha:

  • While trying to hit opponents over ledges, Dark Shadow can get caught on ceilings or strange map geometry. Try to aim Alpha close to ledges to prevent this.
  • Dark Shadow is amazing at destroying structures such as civilian boxes and buildings. If you line up Dark Shadow, he can destroy multiple buildings in a row or at the same time!
  • Alpha is great for poking at multiple enemies in chaotic battles.

Beta Skill - Spiral Shadow Born of the Gloaming


Tokoyami's Beta sends out Dark Shadow to a location, who then proceeds to attack and stagger opponents inside the circle. The main weakness of this move is that it causes high down power which can limit potential combo routes for yourself or teammates.

Tips for Tokoyami's Beta:

  • Due to it's stagger, it is a great tool for interrupting opponents.
  • Beta's duration is fairly long, so it can be used on an opponent's wake-up to limit their options. This can also be used to cover any escapes you need to make.
  • Beta will continue even if Tokoyami is staggered as long as the AoE has been created. With some predicting, you can use this to your advantage against aggressive players.
  • Beta will still create a circle at max range. This effectively extends it's range slightly at max range.
  • If an opponent is knocked down and there is terrain nearby, it can be a good idea to aim Beta at a wall, slightly above ground, to catch both ground options and air options depending on your opponent's tunings or character.

Gamma Skill - Jet-Black Shadow Shield


Tokoyami's Gamma commands Dark Shadow to protect Tokoyami with a small, weak shield with a large amount of utility. When used, Dark Shadow blocks in the direction that Tokoyami's crosshair is facing. Additionally, Tokoyami can "lock" Dark Shadow to a specific direction, by pressing and holding the Gamma button again when Dark Shadow is out, then move his crosshair independently. While the shield is out, Tokoyami can perform specific actions while Dark Shadow is protecting him, such as reviving a teammate, opening a chest, or reviving. The main weakness of this move is that it's brittle and reloads extremely slow when not broken.

Tips for Tokoyami's Gamma:

  • Tokoyami can use Dark Shadow WHILE opening a chest or rescuing a civilian, but must use shield BEFORE using a revive card or reviving a teammate.
  • It reloads extremely slow, so it's best to completely break it when at low percentage.
  • Keep in mind the shield is very visible to enemies. If they didn't already know where you are, then with shield they will.
  • Gamma is great at blocking physical attacks, but will crumble against projectile attacks.

The interactions between skills and Tokoyami's gamma are as follows:
✅ Means "Blocks and Staggers"
🟡 Means "Blocks Only"
❌ Means "Ignores"
➖ Means "Not Applicable"

* Denotes skills that can go through Gamma at close ranges
** Denotes skills that need to be blocked at specific angles

Battle Style Alpha Beta Gamma Special Action Melee
Izuku Midoriya 🟡 🟡
Izuku Midoriya - Full Bullet 🟡 ✅ Heel
🟡 Shockwave
Izuku Midoriya (OFA) 🟡 Ground
🟡 Air
✅ Normal
❌ Overdrive
❌ Normal
✅ Overdrive
✅ Ground
✅ Air**
Katsuki Bakugo 🟡 🟡 ✅ Cartwheel
🟡 Explosion
Katsuki Bakugo - Machine Gun 🟡 🟡 🟡*
Ochaco Uraraka 🟡 ✅ Spin
🟡 Throw
❌Float AoE
✅ Debris
Ochaco Uraraka - Zero Satellites 🟡 Throw
✅ Swing
❌Float AoEs
✅ Debris
✅ Floating Island
Tenya Iida
Shoto Todoroki 🟡** 🟡
Shoto Todoroki - Ice Fang Wind Flame 🟡 Fire
🟡 Ice*
🟡 Ice
🟡 Explosion
🟡
Tsuyu Asui 🟡
Eijiro Kirishima 🟡*
Eijiro Kirishima - Red Drive 🟡 🟡
Momo Yaoyorozu 🟡 ✅ Shield Run 🟡 Cannonball
🟡 Explosion
✅ Melee 1, 2
🟡 Melee 3 (Hammer)
Fumikage Tokoyami 🟡 🟡 Dark Shadow
🟡 AoE
✅ BA Ground Melee
✅ BA Air Melee
🟡 BA Ground Projectile
🟡 BA Air Projectile
Denki Kaminari 🟡 Bullet
🟡 Connection
Denki Kaminari - Lightning 🟡 Normal
🟡 Lock-On
🟡
Neito Monoma 🟡 ✅ Knee
✅ Dash
Itsuka Kendo 🟡
Itsuka Kendo - Twin Palm Strike 🟡 Normal
🟡 Charged
Ibara Shiozaki 🟡
Mirio Togata ✅ Uncharged
❌ Charged
Mirio Togata - Sheer Counter 🟡
Tamaki Amajiki 🟡 Swordfish
🟡 Tentacle
🟡
Nejire Hado 🟡 🟡 🟡
Nejire Hado - Fairy 🟡 🟡
Hitoshi Shinso 🟡 ✅ Grounded
✅ Air
🟡 🟡
All Might 🟡 Bullet
🟡 Shockwave
✅ Dash
🟡 Tornado Slam
All Might - Gatling 🟡 Bullet 🟡 Projectile
✅ Dash
Armored All Might 🟡 Ice
🟡 Fire
🟡 Shock
✅ Pull
🟡
Shota Aizawa 🟡 Grounded
✅ Air Dash
🟡
Present Mic 🟡 🟡 Tap
🟡 Hold
❌ Boombox Throw
🟡 Boombox Alpha
🟡 Boombox Beta
Cementoss 🟡 Ball
❌ Creation
🟡 Ball
❌ Creation
Endeavor 🟡 🟡 Arrow
🟡 Pillar
🟡
Endeavor - Inferno Fist 🟡 Projectile
🟡 Fire Ground**
🟡 Initial Hits**
🟡 Initial Pull**
❌ Ring Pull
🟡 Ball
🟡 Explosion**
Hawks 🟡 🟡
Hawks - Slicing Wind 🟡 ✅ Dash
🟡 Follow-through
✅*
Stars and Stripes ➖ Testing... ➖ Testing... ➖ Testing...
Mt. Lady 🟡 Regular
🟡 Giant
🟡 Giant Explosion
🟡 Regular
🟡 Giant
✅ Regular
🟡 Giant
Tomura Shigaraki 🟡
Tomura Shigaraki - Catastrophe 🟡 Debris
🟡 Cracks
🟡 Debris
🟡 Pulses
✅ Dash
🟡 Shockwave
Tomura Shigaraki - Thousand-Hand Break ❌ Initial Hit
✅ Extended Arm
All For One 🟡 Regular
🟡 Charged
All For One - Factor Fusion ➖ Testing... ➖ Testing... ➖ Testing...
All For One (Youth Age) 🟡 Regular
🟡 Explosion
🟡 Line**
🟡 Expansion**
🟡 Orbs
🟡 Expansion
🟡
Dabi 🟡 🟡
Dabi - Crazy Torch 🟡 🟡 Pulse
🟡 Expansion
🟡
Himiko Toga 🟡 🟡
Himiko Toga - Sting Dance 🟡 🟡
Twice 🟡 🟡
Mr. Compress 🟡 🟡
Overhaul 🟡 🟡
Kurogiri 🟡 Projectile
🟡 Linger
🟡 Portal Shot 🟡 Alpha
🟡 Alpha Linger
🟡 Beta
Nagant 🟡 Projectile 🟡 🟡 Grounded
🟡 Aerial
🟡 ✅ Melee 1, 2
🟡 Melee 3 (Bullet)

Special Action - Black Ankh / Twin Wings of the Black Arm


Tokoyami's special action enhances his melee attacks and mobility. Black Ankh is a stance that enhances Tokoyami's overall speed and grants his melee attacks special properties. Twin Wings of the Black Arm allows him to leap high into the sky and/or glide in the air.

Black Ankh

Dark Shadow covers Tokoyami, greatly increasing his movement speed, melee attack power, and melee tracking. Tokoyami's Air Melee and Ground Melee fire out large projectiles, but these will not activate melee special tunings and will not pierce enemies. All melee attacks will gain an increase in down power, meaning Tokoyami sacrifices combos for the ability to heavily pressure opponents by constantly knocking them down. During Black Ankh, Tokoyami's leap costs 40% of his Special Action meter instead of 50% and leaps even higher.

Tips for Black Ankh:

  • While Tokoyami can manually untransform via the Special Action Button, he can also untransform through the use of Alpha, Beta, or Gamma.
  • Black Ankh has a base 30 second cooldown penalty when fully depleted. It's recommended to untransform early to prevent a penalty or play passively when a penalty does occur.

Twin Wings of the Black Arm

Tokoyami uses Dark Shadow to leap high into the air, allowing him to attack from above or escape a fight. The ability can be used midair, allowing Tokoyami to ascend higher.

By pressing the sprint button while in the air, Tokoyami will glide through the use of Dark Shadow. This ability is a considered passive and is tied to Black Ankh, but does not need or consume Special Action meter. Clever use of your abilities or the environment will allow you to travel great distances. Tokoyami can use items while gliding, allowing you to heal yourself while you escape a fight, or heal your team from the safety of the skies.

You can only drink and re-glide once. Attempting twice in the air will lock you out of gliding.

Tips for Twin Wings of Black Arm:

  • When Special Action is silenced, you will not be able to use your glide. Plan accordingly.
  • See Movement Tech.

Basic Attacks

Ground Melee

A basic 4-hit string with fair tracking and okay damage.

The 1st melee is a double hit whirlwind.

The 2nd melee is a rising back swipe.

The 3rd melee is a diving attack. It has a very niche use case as a fast fall. The attack falls at a ~45 Degree angle until it hits the ground.

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Air Melee

An aerial melee with serviceable tracking and okay damage. It has low down power and has a ground bounce property on HP. Air melee provides the main structure of Tokoyami's normal form combos and is an amazing melee for stabilizing team combos.

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Black Ankh Attacks

Black Ankh Melees are the same as normal forms, but have extra properties tied to them.

Black Ankh Ground Melee

A good damage 4-hit string combo.

The 1st melee attack throws out an extremely large projectile that does decent damage. The projectile is so large that it can hit opponents past ledges and/or around corners. It also has a very low down power, making it a good choice for tagging on extra damage during a teammate's combo. Keep in mind, the projectile does not pierce enemies, it merely stops at the first one struck.

The 2nd melee attack is exactly the same as the formal form except with slightly less down power.

The 3rd melee attack has a shockwave that performs a hard knockdown. The shockwave is useful for salvaging the string for a knockdown if the initial 2 melees did not land.

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Black Ankh Air Melee

A decent damage aerial claw slash that has a projectile. This air melee has incredible tracking and high down power. The melee attack portion does NOT stagger. Therefore, should be considered the "sourspot" of the move. You must hit BOTH the melee attack and projectile to knockdown.

Compared to the Black Ankh Ground Melee projectile, it does more damage and goes farther, but has a higher downpower and smaller hit box. The projectile's main draw is that you can stay very mobile while firing a projectile.

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Leveling Paths

Tokoyami is not very level dependent early in the match, due to his basic kit performing below average and Black Ankh providing a lot of damage and utility. Generally, Gamma is leveled last as it reloads very slow. These level paths are merely a suggestion and not a rule.

Poke Path

Maxing Alpha early allows for much better poking and combo damage. This path is good on maps with a lot of open space or verticality.

Lockdown Path

Maxing Beta early allows for much better lockdown and interruption. This path is good on maps with tight corridors, in chaotic lobbies, or lobbies with characters that must be controlled.

Balanced Path

Alpha levels 1-4 provides more damage per level than Alpha 5-9. Beta at 4 allows for a larger AoE to have an easier time hitting it for wake-up situations. Beta and Alpha max can be interchangable depending on what you want.

Movement Tech

Jump Pads

Jump pads give a great resourceless way to traverse an area. Essentially, it acts as a free special action leap. Glide can be used at any point during the jump pad launch to control your height. Different jump pads have different jump velocities, meaning they will send you to different minimum heights.

You can use it in creative ways, such as juking enemies or traversing to different heights of the map.

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Walljump Cloak

During a wallrun jump, you can transform into Black Ankh. This allows you to keep very mobile and get into Black Ankh quickly if needed. If you wish to move without the fall penalty from a wallrun jump, melee right after the transformation.

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Drink Fast Fall

While drinking if Tokoyami cancels it mid-air, it allows Tokoyami to fall much faster than usual. This can be useful for quickly regrouping with your team, going down into ground cover faster, or juking enemies by going up, then down quickly.

The order of inputs for jumping:

  • Glide > Drink > Cancel into any move

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The order of inputs for walking off a ledge:

  • Drink > (Fall of Ledge) > Cancel into any move

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Shield Glide

During the start-up of jump or falling off a ledge, you can use both Tokoyami's shield and glide. This requires quick consecutive button presses. This can be useful to protect yourself while either gaining distance on an enemy or running away from one. Do remember, Tokoyami's shield is very weak, so this will stall only for a little bit.

The order of inputs for jumping:

  • Jump > (During Jump Start-up) Gamma > Glide

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The order of inputs for walking off a ledge:

  • Gamma > (Fall off Ledge) > Glide

Keep in mind, this cannot be done mid-air or off a walljump. It MUST be either starting a jump off the ground or falling off a ledge.

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Feather Fall

If Tokoyami resets his glide while healing in the air, his fall speed is even lower than normal. It allows him to drink, 2 team fulls from 1 Black Ankh Boosted leap before hitting the ground instead of normally 1. There's a brief period after finishing a heal where his horizontal momentum and vertical momentum are lowered. However, if you glide again twice, it resets his momentum to normal glide momentum.

Keep in mind that Tokoyami is much easier to shoot in the sky. Combine this with Stealth Healing to have the best results.

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Slope Glide

Tokoyami's glide can be used to go up slopes. As climbing is about the same speed, this tech isn't particularly useful, and is mostly for fun. Tokoyami can heal during this, but will slide down.

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General Strategies

Tap Glide

Tokoyami can glide as many times as he desires while in the air. You can combine this in conjunction with Alpha or Beta to deal damage while slowing your descend and keeping your movement unpredictable.

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Black Ankh Meter Management

Black Ankh is Tokoyami's most important resource. The penalty cooldown for using all of Black Ankh meter is 30 seconds. Being without Special Action puts Tokoyami in a very bad situation. His other skills often times will not be enough to cover for him during that down period. Therefore, you should usually untransform to conserve meter when it's at a low percentage or when there are no engagements. To do this, you can manually untransform with the Special Action button or use Alpha, Beta, or Gamma.

In a life or death situation, it's okay to use all of your Black Ankh meter. It's better to live than to save a meter you can't use when dead.

A key thing to note is that Black Ankh will not start recharging while in the air. You need to either touch the ground, cling on to a wall, wall jump, or wall run to start the recharge.

Meter Zones

In normal form, leap during consumes 50% meter. In Black Ankh, it consumes 35% meter, but also has an action lockout period that wastes about 4-5% of meter. This means 41% meter is the maximum limit for not going into cooldown penalty when leaping during Black Ankh.

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When fighting, make sure you have enough Black Ankh gauge to untransform safely. Stun timers vary depending on the move used and your height. 20% is considered the safe zone threshold to untransform. 10% is considered the danger zone. 5% is irrecoverable.

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Stealth Healing

While Tokoyami is drinking during his glide, his glide speed is lower than normal. To make the most out of this, use the nearby environment to your advantage by staying hidden inside them. Tall pillars, corners in buildings, or trees are great ways to hide yourself while healing.

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Dark Shadow Multi-tasking

Dark Shadow can break buildings for you and will continue punching for a set amount of time or until the building breaks. So as long as you don't use another Alpha, Beta, or Special Action, you can multi-task with this while rescuing civilians or reviving teammates. Gamma can be used during the rescue/revive animation, so you can break a building, protect yourself, and rescue at the same time!

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Covering wake-ups

Tokoyami has excellent tools at catching an opponent on their wake-up from a Knockdown. Choosing the right one depends on what your resources are, the type of character you are facing, the type of player you are facing, and their tuning.

With beta

Beta is Tokoyami's best option in normal form and safest option overall. A maxed Beta allows for greater room for error and elimination of options for enemies. There are several ways to use Beta on wake-up.

Covering corridors

Beta can be used at entrances to prevent escapes outside should an enemy be far away enough from the entrance. Keep in mind that Beta is susceptible to line of sight checks when they pass around the corner, so precision is required to hit Beta.

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Eliminating flyer options

If there is terrain nearby and there's an enemy/character that likes to use their movement ability right after wake-up, you can place Beta slightly above where they wake-up. Beta has a decent sized vertical hitbox, which will eliminate their ground and air options.

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Protecting yourself

If the enemy you're facing is very aggressive, then you can place Beta on yourself to prevent retaliation. You can generally tell when an enemy is going to be aggressive based on their proximity to you. If they're close, they're more likely to retaliate. If they play a character that gets great reward off a single move, they're more likely to retaliate. Some players are very aggressive, so naturally more likely to retaliate.

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Black Ankh wake-ups

Black Ankh Ground Melee

Black Ankh Ground Melee can be good at catch wake-ups. It's fairly active which makes it easier to catch instant and can be salvaged if it whiffs with Black Ankh Ground Melee 3. It provides the most potential damage out of all the wake-up options. However, it's much more committal, is inconsistent when hitting airborne enemies at certain heights, and loses a lot of tracking after Melee 1.

It's best used when you want a large reward for hitting people on wake-up or the enemy character does not have a lot of verticality in their moves.

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Black Ankh Air Melee

BA Air Melee has excellent tracking and can chain knockdown enemies. Keep in mind, you must hit both the projectile and the melee to knock down. When combined with acceleration and good timing, you can whiff air melee and still have time to ground melee to catch a roll.

It's best when used against aggressive players or players that want to use their immediately movement after a tech.

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Shield Bash

If you know an enemy will try to perform a physical attack on you, you can intentionally run into a physical attack with shield to stagger an enemy and punish them. Shield Gliding can be extended to this strategy.
Be wary of any fights happening around you. This will most likely break your shield or nearly break it, so you likely won't have shield for a while.

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Team Play

Due to Tokoyami's versatile kit, he is naturally good at team play. Generally in fights, his role is to be disruptive, ie. lockdown an enemy or bodyguard an ally from other enemies via knockdowns and staggers. He is also able to protect allies with a shield or heal them via team heals while staying gliding.

Early Game Generosity

Tokoyami is not very level dependent early, due to his special action being strong at the start of the game. You can consider giving your teammates cards instead of yourself, if you feel like your teammate's skill spikes are stronger than yours.
However, don't neglect your own levels entirely. As the zone progresses, without levels, your vulnerable periods are more punishing.

Team Combos and You

Tokoyami's high down power makes him less than ideal for team combos. Whether or not you can help with a combo is largely dependent on your teammates' characters and your own tuning.
For teammates that have high damage, high downpower solo combos, it's better to act as a bodyguard for them or to help them chase.
For teammates with low downpower combos, it's better to use BA Ground Projectiles or Normal Air Melee on HP.

You can fix combos that would otherwise drop with Normal Air Melee, but this requires high situational awareness.
If you have team-based melee special tuning equipped, melees can provide utility for teammate during or after the combo, ie. Embrittlement or Perception.

Healing and Protecting

If you have team heals and your teammates are in a fight or low, it's a good idea to retreat and start a team heal to keep them alive. You can use shield prior to protect yourself while healing or use leap into glide to hide in a safe position. If the team heal is not time-sensitive, after leaping, you can do a brief wall-jump, or wall run, with a rapid card or wall runner, to start recharging Special Action early. Be sure to untransform before drinking to conserve special action meter.

Shield can be used to protect yourself and allies while performing actions. As Tokoyami's shield is very visible and brittle, sometimes it's best not to use shield as to not draw attention. Be sure to use shield prior to an action to protect yourself while drinking, reviving a downed ally, or starting a revive card.

Sometimes an enemy is a high damage threat, shields and team heals can only do so much. This is where Tokoyami's specialty of enemy lockdown comes in. You are dragging their attention to you using staggers and hard knockdowns, so that your teammates can get some space to heal.

In normal form, Tokoyami can use Beta to keep enemies staggered and off your allies. Tokoyami can make use of shield bashing to stagger an enemy off their teammate.

In Black Ankh, he can make use of Black Ankh Melees to keep enemies off of teammates.

  • BA Ground Melee is good for keeping an enemy locked down for longer, but has issues directly hitting opponents slightly in the air.
  • BA Air Melee is a great move to use as it performs a hard knockdown if both the projectile and melee hit. If an enemy plays too recklessly, such as using a move out of i-frames, you can repeatedly use this move to keep them knocked down.

Combos

The different ways you can combine and chain various skills for higher damage within 500 DP (Downpower). The downpower of Fumikage Tokoyami's abilities are as follows:

Alpha: 225 DP
Beta: 93 DP (Per Tick), 465 DP (Total)
Gamma: - DP

Melee 1: 100 DP (Per Hit), 200 DP (Total)
Melee 2: 100 DP
Melee 3: 100 DP
Air Melee: 100 DP

"BA" refers to while transformed in Black Ankh.

BA Melee 1: 125 DP (Per Hit), 250 DP (Total)
BA Melee 1 Projectile: 25 DP
BA Melee 2: 75 DP
BA Melee 3: 75 DP
BA Melee 3 Shockwave: 500 DP
BA Air Melee: 450 DP
BA Air Melee Projectile: 200 DP

The text of the combos below will be colored by how true they are, in this case, we will define as "True" combos that, without 3rd party or tuning interference, can only be escaped/interrupted by Overhaul and/or Mirio, as those are special cases.
White Text means that part of the combo is True on both GP and HP.
Green Text means that part of the combo is True if the target is on HP only or the hit guardbreaks.
Blue Text means that part of the combo is True if the target is on GP only.
Red Text means that part of the combo is Untrue, and therefore the enemy can escape it.

The DMG of the following combos at max level and accounting for the character's strike role is classified under the following tags:
Basic DMG (100-149 DMG), Basic+ DMG (150-199)
Light DMG (200-249 DMG), Light+ DMG (250-299)
Medium DMG (300-349 DMG), Medium+ DMG (350-399)
High DMG (400-449 DMG), High+ DMG (450-499)
Heavy DMG (500-549 DMG), Heavy+ DMG (550-599)
Deadly DMG (600-649 DMG), Deadly+ DMG (650-699)

Numbers in parentheses denote the number of hits, ex. Beta (1) means one hit of Beta, Beta (5) means five hits of Beta.

Beta (5) -> Alpha

Basic Beta combo that's good for non-committal poking.

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Beta (5) -> Air Melee

Basic close-ranged Beta combo that can apply melee tunings.

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Melee 1 -> Air Melee -> Air Melee -> Alpha

Acceleration only for HP. Test this combo on GP

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Air Melee -> Air Melee -> Air Melee -> Air Melee -> Alpha / Air Melee

Air Melee Loops or also known as the "Dribble Combo" or "Basketball Combo". This combo makes use of air melee on jump startup. Alpha can be applied at the end on HP with Acceleration or down a slope.

Tips for doing the combo:

  • Hit jump to air melee in rapid succession for best results.
  • Timing of the jump > air melee can be precise. It helps to think of it as a rhythm.
  • If you get Grounded Melee 1, your timing is too fast.
  • If you whiff Air Melee, your timing is too slow.

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Air Melee -> Ground Melee 1 -> Air Melee -> Alpha

Decent combo that can be used to salvage damage from a mistiming during the Air Melee Loop.

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Jump -> Beta (1) -> Glide Cancel -> Air Melee -> Air Melee -> Air Melee -> Air Melee -> Alpha / Air Melee

Highest Damage Combo for Tokoyami in base form. This combo requires getting one tick of Beta damage, then transitioning into Air Melee Loops. In practicality, this combo is very expensive and is mostly for flexing your mastery.

Breakdown:

  • Beta can be cancelled at any point with glide.
  • A single hit of Beta hit does 93 DP, meaning it won't affect Tokoyami's Air Melee Combo, due to it going under 100 DP.

Tips:

  • Time the glide when Dark Shadow forms.
  • The tracking for Air Melee after the Glide Cancel is inconsistent, so you may need to manually adjust your crosshair to the enemy.

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BA Ground Melee Projectile -> BA Melee 1 -> BA Melee 2 -> BA Melee 3

Great Damage Untrue Combo in Black Ankh. BA projectiles don't stagger, so BA Melee 1 is not guaranteed. It's also very spacing dependent due to needing to whiff the BA Melee 1 to avoid it's hit and tracking. This combo is best used when catching an opponent off guard while relatively closeby.

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BA Ground Melee -> (Untransform) -> Air Melee -> Air Melee -> Alpha / Air Melee

Difficult, HP Acceleration only combo.

The timing on BA Ground Melee > (Untransform) > Air Melee is VERY precise. You must manually untransform during your jump, then come down with a normal form Air Melee.

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Normal Tunes

WIP Explanation about why these tunes are good on Tokoyami here.

Melee Attack Power+ is good for Melee, Black Ankh Melees, and Black Ankh projectiles. Alpha Attack Power+ is good for poking with Alpha and combo damage. HP DMG and GP DMG are good in general. Special Action Reload+ allows for less downtime for penalty cooldowns. Forward Jump HT+ will help you get slightly more distance from your flights.

Strike Slots: Melee DMG = Alpha DMG > HP DMG > GP DMG > Beta DMG > Else
Assault Slots: Melee DMG > GP DMG > HP Defense > Alpha Defense > Beta Defense > Gamma Defense > Else
Rapid Slots: Melee DMG > Alpha Reload > Beta Reload > Forward Jump HT+ > Else
Support Slots: HP+ > GP+ > Else
Technical Slots: Special Action Reload > Alpha Reload > Beta Reload > HP Defense > Gamma Reload > Else

Special Tunes

General Playstyle

These special tunings are geared towards general play.

Special Action Reload Boost
Great tuning for Tokoyami. Allows you to have more up-time with Special Action. Keep in mind, you will not recharge Special Action during Black Ankh or while in the air.
Wall Runner
Great tuning on Tokoyami. Wallrunning will start Special Action's cooldown, so you are able to recharge Special Action while staying mobile.
Embrittlement
Amazing tuning on Tokoyami. Allows everyone to deal more damage to the enemy he strikes with Melee. When combined with Black Ankh's amazing tracking, an enemy will practically always have Embrittlement on them.
Fixer
Great tuning on Tokoyami. Multiplies the values of small tuning on Tokoyami. See this for good small tuning or this for good costumes.
Critical Permeation
Good tuning on Tokoyami. It can let you stall for Special Action gauge for up to 7 seconds.
Iron Fist
Decent tuning of Tokoyami. When combined with Embrittlement, it can allow for Tokoyami to get a full guard break from combos. This tuning is held back by the relatively long cooldown when it runs out.
Quick Reload
Good Tuning for a poking playstyle. Be sure to count the damage you're dealing before a down to ensure Alpha is the final blow. It's good for finishing off enemies, being annoying, and being non-committal in chaotic fights.
Quirk Factor Release
Great tuning for Tokoyami. His base kit will practically always be ready and will reload Special Action much faster. Gamma will still pitifully reload slow.
Space Hop
Good tuning for Tokoyami. It acts as a pseudo-special action leap. It can allow you to escape from bad situations by Space Hopping, then gliding away. During the jump, you can use Special Action to allow for faster gliding. Ideally you want to use Space Hop while in Black Ankh in order to get an even higher jump.
Willpower
Great tuning for Tokoyami. The hard knockdown from Will power can stall for a couple seconds which can be enough to charge up Special Action.
High-Speed GP Replenishment
Great, versatile tuning for Tokoyami. While gliding, he can easily heal himself with GP drinks or his team via team heals quickly.
High-Speed HP Replenishment
Much like the reasoning for the tuning above, it's a great tuning for Tokoyami. HP Replenishment is especially good since it allows for Tokoyami to extend his time in storm, should he not be interrupted while drinking and provided that he has enough healing.
Acceleration
Amazing tuning for Tokoyami, arguably his best tuning. His speed with special action and acceleration is unmatched. An enemy will not be able to run from you and won't be able to catch up to you, and it opens up more combos for Tokoyami.
Bunny Hop
Incredible tuning with defensive, offensive, and mobility capabilities. The wall jump will reset Tokoyami's flight limit and give him more height for an extended flight duration. The longer distance tech will allow for Tokoyami to move from a bad situation and set-up height for glide. It can also allow you get quickly get back on to a target.
Spiraling Leap
Good tuning on Tokoyami. It allows him to naturally get more distance out of his glide or attack enemies higher in the air when combined with his Black Ankh Air Melee tracking.
Speedy Self-Revive
Niche tuning on Tokoyami. Dark Shadow can protect you while you are down allowing you to stall briefly for your self-revive. This tuning requires large negligence on the enemy's side to not finish you.
Area Reduction
Good tuning on Tokoyami. Although Tokoyami's health pool is on the low side for storm camping, he can drink while gliding which makes it particularly difficult to chase Tokoyami without dying. It's also good for hiding into storm to perform team drinks.
Annihilation
Queue and team comp dependent tuning on Tokoyami. In ranked solo queue, this tuning is not very good as team play is much less coordinated, so your team cannot always make use of the perception effect. In coordinated team stack, this tuning can be absolutely deadly in a team comp that can move fast and hit hard.
Hyper Regeneration
Generally good tuning that extends general survivability and greatly extends the duration of Revenge type special tuning.

Support Playstyle

These special tunings are geared towards players that enjoy supportive playstyles.

Twisted Fortune
Amazing tuning for Support Players that like gambling and drinking. Twisted Fortune at lvl 11 gives a 55% chance to not consume team heals. This greatly extends the effectiveness of a single team heal for your team. Combined with Tokoyami's ability to glide while healing, he directly support his team with pokes and indirectly support his team with heals all while staying mobile.
Embrittlement
Great tuning on Tokoyami. Tagging an enemy with a melee will allow Tokoyami's teammates or other enemies to deal more damage. Depending on your teammates' characters, you can get great mileage out of this tuning if you can fit a normal air melee into their combos.
Speedy Civilian Rescue
Niche tuning for Support Tokoyami players with drinking problems. Tokoyami can shield himself during the rescue.
While carrying a lot of team heals, you must play passively to prevent another team from getting all of your team heals.
If you prefer playing aggressive, consider giving some of the team heals to your teammates.

This tuning can be fantastic when paired with Twisted Fortune (Nejire - Fairy).
Perception
Great tuning for general team play. An enemy struck by Tokoyami will generally have a difficult time getting away. Perception can be good if you can't persue due to cooldowns, but your teammates can. Situationally, it can be used to hit enemies around corners with Alpha or BA Ground projectiles.
The true power of this tuning is with teammates that have wall-piercing skills or can chase well.
Divine Protection
Niche tuning for Tokoyami. Tokoyami has good mobility and can shield himself while taking large chest guaranteeing it. This tuning can be good when your team needs to recover from a bad start, need to snowball off of boxes, or desperately need a revive card.
Reinforced Revive
Niche tuning for Tokoyami. This tuning is considerably high-risk, high-reward for Tokoyami the length of revive and his shield being very brittle. Keep in mind, you must use shield prior to reviving, otherwise the revive gets cancelled when used.

Costumes

Hero Costume (Heat)

Good Budget Costume for Tokoyami. Can run Special Action Boost and Willpower. Can run every melee power+ small tuning.

Hero Costume (Fancy)

Good Budget Costume for Tokoyami. Good amount of defensive utility. Can run all of the melee small tunings


Casual Style (Combat)

Incredible PUR Costume that allows for a lot of movement or utility tuning to allow Tokoyami to save Special Action. Able to run Acceleration, Wall Runner, Bunny Hop, and/or Perception.

Casual Style (Fancy)

Good PUR Costume for Tokoyami. Yellow slots are flexible and have good utility. Embrittlement and Quirk Factor Release are good candidates for the villain slot, or you can run both with Embrittlement on the Flex Yellow and QFR on the Villain. Other yellows include Revenge Assault and Space Hop. Small slots are a little left to be desired for melee, but has good slots for Special Action Reload+.

Casual Style

Decent PUR Costume for Tokoyamis that like utility and poke-centric gameplay and a great costume for coordinated play. Able to run Wall Runner or Acceleration for Special Tuning. Able to run Quick Reload and Annihilation on the villain red. Has a good amount of small red tuning and can run all of the special action reloads.

Armor of the Abyss (Dangerous)

Great PUR costume. In the red slot, you can run Willpower or High-Speed HP Replenishment. In the purple slot, you can run Special Action Reload or Hyper Regeneration.

Armor of the Abyss (Combat)

Great PUR costume for Support or Tanky playstyles. Green Special Tuning is very flexible being able to use Revenge Support, Twisted Fortune, or Divine Protection. Yellow Special Tuning can run Revenge Assault, Speedy Civilian Rescue, or Space Hop.

Armor of the Abyss

Decent PUR costume for Support Tokoyami players that have a drinking problem. Purple Special Tuning is flexible for High-Speed Replenishment or Special Action Boost. Green Special Tuning can be used for Reinforced Revive, Compression Magic, or Warp Heal.

Builds



Depending on the match-up, Tokoyami should focus on different playstyles. Poking is generally staying at medium range and whittling down an enemy's health or knocking them down so that Tokoyami has a chance to close the distance. Lockdown is generally staying at close range and repeatedly knocking down an enemy for as long as possible.

Although both playstyles should be incorporated in some form, some match-ups prefer one over the other or a balance of both.

Izuku Midoriya (Default)

Difficulty Score: 🔴Unfavorable🔴
Deku has various tools to deal with Tokoyami's tools and vice versa. This match-up depends on Tokoyami's movement and meter management vs. Deku's aim. With bad meter management, Deku can have the upperhand as Tokoyami will be significantly weak for a long period of time. Deku's crouch shot can keep you under control as it performs a hard knockdown which will halt Tokoyami's momentum. Deku's beta is incredible for getting out of Tokoyami's Beta as it has armor for the duration of the kick.

Tips vs Izuku Midoriya (Default):

  • Use cover to your advantage. It can stall for your cooldowns and force Deku to come to you to do damage.
  • Use Gamma in small bursts or to stall for cooldowns. It will be your main way of providing cover for yourself while approaching or running.
  • Use Beta for wake-ups if you know Deku's Beta is on cooldown.
  • Make use of various glide techniques to keep yourself difficult to hit. Be wary of being complacent in your safety.
  • Don't give too much space for Deku, especially on wake-up. He can leave fairly quickly requiring you to use your Special Action meter to keep up.

Izuku Midoriya (Full Bullet)

Difficulty Score: 🔴Unfavorable🔴
Full Bullet's mobility makes it awkward for Tokoyami to chase. However, Tokoyami can make use of his Alpha and BA Projectiles to counteract this. In a straight on fight, Tokoyami loses. Tokoyami must make use of his movement and lockdown to prevent Deku from beaming him.

Tips vs Izuku Midoriya (Full Bullet):

  • Keep your movement unpredictable to make it harder for Full Bullet to hit you.
  • Make use of glide to get out of range of Full Bullet's Beta.
  • If you're in the air, make use of re-gliding to make yourself harder to hit while keeping air time.
  • Full Bullet is very strong indoors. If you must fight them inside, make use of Beta to maximize lockdown.

Izuku Midoriya OFA

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
OFA Deku outpaces, outdamages, and out-shoots Tokoyami. Tokoyami must make good use of all of his tools in order to counter Deku.

Tips vs Izuku Midoriya OFA:

  • Consider using Beta on yourself to disrupt OFA Deku's attempts to approach you.
  • When OFA Deku is performing melee, it can be a good idea to perform a shield bash to disrupt him.
  • Keep in mind OFA Deku's ground melee has armor, so approach with caution when trying to scare Deku off a teammate as you may be hit yourself.
  • Try to stay on the ground when fighting OFA Deku on the offensive, as overdrive will nearly guarantee a hit on you in the air even with Black Ankh glide.

Katsuki Bakugo (Default)

Difficulty Score: 🟡Even🟡
Bakugo and Tokoyami have similar movement. Tokoyami can easily lockdown Bakugo with his Beta and Black Ankh Melees. However, Bakugo can turn a fight quickly from just one mistake.

Tips vs Katsuki Bakugo (Default):

  • While not entirely difficult to lockdown Bakugo, be careful leaving gaps where Bakugo can Gamma as it can turn a fight quickly. Consider the use of Beta or Gamma.
  • Staying in the air makes it difficult for Bakugo to shoot you and use Beta.
  • If a wall is nearby and you know Bakugo has Special Action, use Beta slightly above Bakguo after knocking him down. This can catch Bakugo jumping and flying away, or it can catch him rolling away.

Katsugi Bakugo (Machine Gun)

Difficulty Score: 🔴Unfavorable🔴
Machine Gun can make himself very difficult for Tokoyami to reach him. Tokoyami must make use of his projectiles to pressure Bakugo to land.

Tips vs Katsugi Bakugo (Machine Gun):

  • Your main way of dealing with Bakugo is to pressure him with Black Ankh Projectiles and Alphas until it forces him to land.
  • When Bakugo approaches you, he will most likely use Gamma. Consider using Tokoyami's Beta to catch him falling down..
  • Once you have Bakugo knocked down, try to keep him locked down as much as possible with Black Ankh Air Melees. Don't get frustrated if he gets away, it will happen eventually.

Katsugi Bakugo (Cluster)

Difficulty Score: ➖ Need more Data ➖
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Tips vs Katsugi Bakugo (Machine Gun):

  • Gathering Data...

Ochaco Uraraka (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Catching Ochaco is notoriously difficult for most characters. This is no exception for Tokoyami. Ochaco has the initiative in most engagements vs Tokoyami as she can leave and engage as she pleases. Tokoyami will need to try to knock down Ochaco when she approaches. When on the offensive, Tokoyami must make the most out of his knockdowns and poke at Ochaco whenever he can.

Tips vs Ochaco Uraraka (Default):

  • Generally when Ochaco techs, she is looking to use Alpha. Use this timing to land a Black Ankh Air Melee or Beta to disrupt her.
  • As Ochaco is running away, try to pepper her with Black Ankh Projectiles and Alpha.
  • Don't chase Ochaco very long if she gets away, it is incredibly meter hungry. Preserve Black Ankh Meter for when you can realisitically hit her.

Ochaco Uraraka (Zero Satellites)

Difficulty Score: 🔴Unfavorable🔴
Ochako has very telegraphed attacks with large recovery. Tokoyami can punish these mistakes to lead into repeated knockdowns. However, a single mistake will allow Ochaco to take a mile back.

Tips vs Ochaco Uraraka (Zero Satellites):

  • Play cautious if you know Ochako has Gamma ready. Gamma's float is extremely long and will most likely allow her to trade damage in her favor.
  • If Ochaco's Beta is on cooldown, she is very vulnerable.
  • Make use of Black Ankh Ground Projectiles to poke at her when she flies away with Beta.
  • If Ochaco is on her floating island, you can use Alpha to hit her on top of her island. Aim at the top edge of the island to allow Dark Shadow to surf on the terrain.

Tenya Iida

Difficulty Score: 🔴Unfavorable🔴
Iida easily outmaneuver Tokoyami and outdamage him. Tokoyami must be careful at close-medium range and poke at long-range. Tokoyami's Gamma is great at hindering Iida's approach. However, Iida can easily walk past it. Punish him accordingly for overextending too much.

Tips vs Tenya Iida:

  • Use Tokoyami's Gamma and expect to punish Iida a lot in this match-up
  • Delay your wake-ups when fighting Iida to bait his Alpha.
  • You can use Beta on top of yourself and roll to cover attacks that Iida will do. Beta will prevent an Alpha and rolling will dodge Iida's Beta. Keep in mind Iida will likely Alpha immediately after being struck.
  • Keep track of Iida's Gamma gauge as it is very costly to chase him otherwise. If you think he will burn out soon, then attempt to chase him.

Shoto Todoroki (Default)

Difficulty Score: 🔴Unfavorable🔴
Todoroki's close range damage output and damage at range make it very difficult for Tokoyami to poke or stay on top of Todoroki. Outside, it can be easy to bait Todoroki into committing resources to keep Tokoyami out. However when indoors, Todoroki can hit Tokoyami easily and put Tokoyami in a bad situation.

Tips vs Shoto Todoroki (Default):

  • When Todoroki is indoors, only go in if Todoroki is low. Although Tokoyami's beta is very good in close quarters, Todoroki wins in the long term and can put you in a bad position by blocking off escape routes.
  • Keep distance when you knockdown Todoroki and react to if he using Gamma to escape. A well placed Tokoyami Beta is great at catching Todoroki's Gamma.
  • Be careful when using Black Ankh Air Melees to stop Todoroki from using Gamma. Most of the times it will end up with you frozen.

Shoto Todoroki (Ice Fang Wind Flame)

Difficulty Score: ➖ Need more Data ➖
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Tips vs Shoto Todoroki (Ice Fang Wind Flame):

  • You can use shield gliding to delete Todoroki's Gamma and approach.

Tsuyu Asui

Difficulty Score: 🔴Unfavorable🔴
Tsuyu easily outmaneuver's Tokoyami and does great damage as well. Tokoyami must play around Tsuyu's approach and try to keep her locked down.

Tips vs Tsuyu Asui:

  • If near a wall and Tsuyu is recovering from a knockdown, place Beta slightly above Tsuyu after she techs in order to catch her using Alpha or rolling.
  • Gamma is very good at hindering Tsuyu's approach and may make her consider a different option to approach.
  • When fighting Tsuyu in the air and in Black Ankh, use glide to extend your air time in order to hit Tsuyu.
  • Tsuyu will eventually escape, don't get frustrated.

Eijiro Kirishima (Default)

Difficulty Score: 🟢Favorable🟢
Kirishima's moves are very telegraphed meaning they are easy to dodge. However, don't underestimate the damage that they can do. Tokoyami can easily keep Kirishima locked down even in unbreakable during Black Ankh. When Black Ankh is down, Tokoyami must instead poke as Kirishima can charge at him.

Tips vs Eijiro Kirishima (Default):

  • Black Ankh Air Melee will do a lot of work in this match-up. Don't get frustrated if it sourspots, it will happen eventually.
  • If Black Ankh is down or recharging, keep distance from Kirishima. All of Kirishima's moves have armor on them, and a single mistake can cost a lot of life.
  • Beta can be helpful at distance in order to knock down a Kirishima that is in unbreakable. This can allow for time to transform.
  • Gamma is very good vs Kirishima at mid-range due to it being able to block virutally anything that Kirishima throws out.
  • Don't use Gamma to block Kirishima's Gamma as it will be obliterated and you will lack and option at close range to hinder Kirishima's approach.

Eijiro Kirishima (Red Drive)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Red Drive's raw damage output obliterates Tokoyami. Along with unbreakable, Red Drive forces Tokoyami to commit to using resources to halt Red Drive at all. Red Drive's mobility is must cheaper than Tokoyami, so more often than not Red Drive can get away from Tokoyami for little to no consequence.

Tips vs Eijiro Kirishima (Red Drive):

  • If you try shield bashing, keep in mind you will generally have only one chance at it, make it count.
  • Make the most out of Tokoyami's knockdowns with Beta and Black Ankh. If he escapes, don't bother, your cooldowns are too high to chase him.
  • Be very careful when Kirishima has unbreakable. He can easily armor through attacks from Tokoyami. Unlike Default Kirishima, Red Drive's attacks are extremely quick and hit hard.
  • Stay on the ground to dodge Kirishima's Beta, but keep in mind he can cancel the ground slam into Alpha to catch your roll.
  • Make use of Alpha's wall climb properties to catch him off guard from low-ground.


Denki Kaminari (Default)

Difficulty Score: 🔴Unfavorable🔴
Denki struggles versus Tokoyami's tool kit. Denki's Alpha is shorter range than Tokoyami's Alpha and BA projectiles. Denki's Beta will go through shield, but Tokoyami has tools to punish him for that. Denki's Gamma will be blocked by Tokoyami's Gamma. However, Tokoyami MUST BE CAREFUL AND CANNOT PLAY RECKLESS. Should Denki get one stun either from multiple Alphas, Gamma, or Special Action, he can TOD Tokoyami.

Tips vs Denki Kaminari (Default):

  • Be wary of when Denki has special action activated on himself. Keep distance and use projectiles until it runs out.
  • Catch Denki's wake-up with Beta or Black Ankh Air Melee to prevent him from escaping.
    • Tokoyami's Beta is a safe option to use against Denki as it can catch him trying to Gamma immediately on wake-up.
    • Gamma is the most passive option as it allows for strong protection for Tokoyami, but can allow Denki to escape.

Denki Kaminari (Lightning)

Difficulty Score: 🟢Favorable🟢
At distance, Denki beats Tokoyami. At mid-close range, Tokoyami beats Denki. Tokoyami must patiently approach Denku, ideally without using many resources to close the distance.

Tips vs Denki Kaminari (Lightning):

  • You can make use of shield gliding to close the distance.
  • If waiting for Black Ankh to recharge, keep at mid-range and counter poke. Although Denki's strength is at long range, his close-range Alphas do a good amount of damage. At mid-range, Denki struggles to do damage as the spread of Alpha will barely do damage and it's too dangerous to charge Alpha when Tokoyami can easily close the distance.
  • Use Alpha to destroy Denki's Beta. But if Denki is close to his mines, then use Beta instead.
  • For Denkis with Space Hop, wait until he is at the apex of his jump and use Beta to catch him.

Momo Yaoyorozu

Difficulty Score: 🟡Even🟡
Momo is a great close-range combatant and has great deterrant skills. A Tokoyami that is overly aggressive can find himself in over his head trying to kill Momo.

Tips vs Momo Yaoyorozu:

  • Gamma can be a great option versus Momo's wake-up as she can't use Alpha to make space for herself.
  • Black Ankh projectiles make quick work of Momo's cannons.
  • BA Ground projectiles are large enough to strike Momo from behind her shield if aimed above the shield.
  • Alpha projectiles will go over her deployed shield. If Momo is close enough to her shield, she will be hit. However, at specific distances away from shield, she will not get hit by Alpha.
  • Momo is considerably vulnerable against opponents above her. If an angle allows it, you can leap and poke her from above.
  • Be careful when chasing Momo indoors. Cannons be placed at chokepoints in the building. When she dissappaears around a corner, wait a few seconds to confirm cannons weren't setup or use Gamma to quickly peek.

Fumikage Tokoyami

Difficulty Score: 🟡Skill Match-up🟡
Skill match-up that is largely dependent on who gets momentum first and maintains it.

Tips vs Fumikage Tokoyami:

  • Make use of your i-frames when fighting a Tokoyami that is in Black Ankh. Generally, Tokoyami will want to use BA Air Melee to hit you on wake-up. You can use this to punish them accordingly.
  • Beta is good for keeping an enemy Tokoyami locked down and to start your own momentum with Black Ankh.
  • Gamma is good for blocking most of Tokoyami's moves.
  • Make use of glide to get around Gamma or close the distance as Tokoyami can't sprint faster than glide while Gamma is up.
  • If the enemy Tokoyami is still in Black Ankh after you get knocked down, delay your wake-ups to waste their meter.

Neito Monoma

Difficulty Score: 🟣Unknown🟣
How well Monoma plays versus Tokoyami depends entirely on what quirks Monoma has stolen. If Monoma has stolen Tokoyami's quirks, Monoma will be left with an extremely underwhelming copied quirkset.

Tips vs Neito Monoma:

  • Play cautious until you know what quirks Monoma has stolen and plan accordingly.
  • Monoma can be difficult to chase once he has gotten away. Make use of Black Ankh Projectiles to tag damage on to him while he flees.
  • Be careful at close range. Monoma's Beta > Beta combo does a great amount of damage.

Itsuka Kendo (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Kendo is a stronger close-range combatant than Tokoyami. Even if Tokoyami plays a poke war, Kendo's shield will hold no matter how many projectiles are thrown at her. Despite these issues, Tokoyami has the great benefit of mobility; allowing him to retreat to fight again later. However, as the match goes on, Tokoyami may find himself needing to interact with Kendo.

Tips vs Itsuka Kendo (Default):

  • Delay your wake-ups vs Kendo and punish. Kendo's Gamma on wake-up covers a lot of options and is extremely active.
  • Use Beta pre-emptively on Kendo's wake-up to prevent her from using Beta or Gamma.
  • Weave in and out of her range with your speed in Black Ankh, so that she exposes herself via Alpha recovery or a Gamma whiff.
  • Worst case scenario, leap away.

Itsuka Kendo (Twin Palm Strike)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Kendo is incredibly good at close range and countering close-range characters. Tokoyami has a very awkward time dealing with Kendo due to her Beta. When Kendo is on the offensive, Kendo can lockdown Tokoyami at an distance.

Tips vs Itsuka Kendo (Twin Palm Strike):

  • When Kendo is holding Beta, stay at range and poke. Be prepared to roll to avoid her Beta on reaction.
  • Kendo is incredibly vulnerable after she has used Beta. Try to fight her when it's on cooldown.
  • Be careful when using Leap because Kendo can easily stagger you out of it causing you to waste meter.
  • If Kendo is spinning towards you, you can use shield bash to stagger her. However, be quick on the punish as she can do a panic Beta.

Ibara Shiozaki

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Ibara outdamages Tokoyami at distance and is deadly at close-range. Caution is required when fighting Ibara. Ibara's Alpha goes through Tokoyami's Gamma. Ibara's Beta will easily break Tokoyami's Gamma. Ibara's Gamma has armor, so it will trade favorably with Tokoyami's Beta if he hasn't hit her already, and is dangerous due to Tokoyami having 300 hp.

Tips vs. Ibara Shiozaki:

  • Poke Ibara at mid-range and when she commits to a move, ie. Beta or Alpha, then punish her.
  • Keep your movement unpredictable. Try to incorporate 180 degree turns when glidng or tap glide.
  • Roll when Ibara is near to avoid getting grabbed. Predict if possible, try not to panic roll.
  • Don't over commit to staying close-range vs Ibara, one grab will instantly delete any progress you made.

Mirio Togata (Default)

Difficulty Score: 🟡Even🟡
Skill match-up. If Mirio is reckless, Tokoyami can punish him. If Tokoyami is reckless, Mirio can punish him. Tokoyami can lockdown an overly aggressive Mirio, but a Mirio with good reads can bait Tokoyami into overcommitting or undercommitting, allowing free damage or an opportunity to escape. Mirio has an edge due to permeation allowing cooldown stalling and baiting out abilities.

Tips vs Mirio Togata (Default):

  • If you know Mirio is very aggressive, you can use Beta or Gamma to stop Mirio in his tracks.
  • Mirio is very vulnerable after he uses his Beta. However, you must be quick to puinish. Be careful of the mind game where he uses Special Action to bait and punish your punish.

Mirio Togata (Sheer Counter)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Mirio has the initative in every interaction and Tokoyami must respond accordingly to Mirio. Mirio can play mind games with his counter which will lead to devasting damage against Tokoyami. Tokoyami must be patient and minimize free that Mirio can deal during Alpha.

Tips vs Mirio Togata (Sheer Counter):

  • Put large delays in your attacks to bait out Mirio's counter.
  • You can bait out Mirio's counter by going in very close to Mirio.
  • When chasing Mirio, keep any entrances or walls in mind. Mirio can and will leave through walls.
  • Keep track of Mirio's Alpha usage. You can tag a projectile on him when he runs out, but keep his counter in mind.
  • If Mirio's Beta missed you, you can punish him after he slams. You must punish immediately. If you're too slow, he can counter.
  • Alpha, Beta, Black Ankh Melees and their projectiles can be parried by Mirio.

Tamaki Amajiki

Difficulty Score: 🔴Unfavorable🔴
Tamaki punishes mistakes tremendously. Should Tokoyami have Beta, he must use this to prevent Tamaki from using Special Action. Tokoyami must keep in mind that if he is in Black Ankh, he must keep his movement unpredictable in order to avoid getting pulled by Tamaki. If Tamaki uses Beta to escape in the air, Tokoyami can easily fire Black Ankh Projectiles to pepper Tamaki.

Tips vs Tamaki Amajiki:

  • Tamaki's Special Action is very fast, so it's difficult to catch his wake-up with Tokoyami's Black Ankh. Consider using Beta to catch it instead whenever possible.
  • Tamaki is very vulnerable in the air while he does Gamma. Pepper him with Black Ankh projectiles or knock him down with Alpha/Beta.
  • Tamaki's Aimed Alpha has a decent amount of recovery on whiff. Make use of this period to close the gap.

Nejire Hado

Difficulty Score: ➖ Need more Data ➖
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Tips vs Nejire Hado:

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Nejire Hado (Fairy)

Difficulty Score: 🔴Unfavorable🔴
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Tips vs Nejire Hado (Fairy):

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Hitoshi Shinso

Difficulty Score: ➖ Need more Data ➖
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Tips vs Hitoshi Shinso:

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All Might (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
All Might's sheer damage output can put Tokoyami in a very difficult spot before he can even get close.

Tips vs All Might (Default):

  • While All Might is using his Gamma, use Shield Bash into him to disrupt the Gamma.
  • Be very careful when at low GP vs All Might. If All Might hits Beta on HP, he can do devasting damage.
  • Don't use Beta while All Might is using Gamma, Dark Shadow will bounce off and potentially hit you.

All Might (Gatling)

Difficulty Score: 🟡Even🟡
Tokoyami has great tools to stop All Might from running away, but All Might is at advantage if he attacks at distance or is able to catch Tokoyami off guard.

Tips vs All Might (Gatling):

  • Beta is excellent at catching many of All Might's wake-up options.
  • Don't use Gamma to block Gatling's Alphas unless it is an emergency. It will destroy your shield quickly.
  • Don't try a poke war against All Might, he will win through sheer DPS.
  • Black Ankh Air Melee will HKD All Might during Alpha if you can hit both hits.

Armored All Might

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Like Tokoyami, Armored All Might has versatile tools for many situations, but the difference is that All Might's are much better than Tokoyami's. Tokoyami will have a hard time locking down Armored All Might due to All Might being able to use his mobility during i-frames. Should Tokoyami be able to hit All Might, he has drones to stop Tokoyami's combos/pressure in it's tracks. Black Ankh Projectiles will often not be high enough to reach All Might.

Tips vs Armored All Might:

  • Although BA Ground Projectiles are good, BA Air Projectiles are better as they go farther and have a higher down power, meaning they are able to knock down Armored All Might at high heights.
  • Don't use too much Special Action when chasing Armored All Might. You need Black Ankh for projectiles in case you run out of Alphas.
  • If you need to stall for cooldowns, you can use Gamma. Keep in mind, Armored All Might shreds Tokoyami's Gamma.

Shota Aizawa

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Although Aizawa cannot silence Tokoyami's Black Ankh, Aizawa's sheer damage output outweighs any risk reward for Tokoyami. Aizawa's move is also very sporatic, so it's difficult for Tokoyami to keep him locked down. Tokoyami must lockdown Aizawa to prevent further damage to his team.

Tips vs Shota Aizawa:

  • Keep in mind, although your basic abilities are silenced, you can still use your Black Ankh and Glide.
  • Move unpredictablely against Aizawa to make it difficult for him to land an Alpha.
  • Be careful committing to close range versus Aizawa, Aizawa's Gamma covers a large area and is his best combo starter.
  • If Aizawa is running away, pepper him with Black Ankh Projectiles.

Present Mic

Difficulty Score: ➖ Need more Data ➖
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Tips vs Present Mic:

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Cementoss

Difficulty Score: 🔴Unfavorable🔴
Cementoss morphs terrain unevenly, but Tokoyami can make use of Alpha to strike Cementoss at the top. Cementoss' Alpha and Gamma projectile can be blocked by Tokoyami's Gamma. But if the projectile hits ground nearby, then Tokoyami cannot shield the terrain creation.

Tips vs Cementoss:

  • Keep airborne to make it difficult to hit you. Consider using tap gliding to extend your airtime while poking at him.
  • Don't overextend for Cementoss it's generally too expensive.
  • Avoid fighting Cementoss indoors if possible.
  • Make use of Alpha or Black Ankh Ground Projectile to hit Cementoss on top of towers.

Endeavor (Default)

Difficulty Score: ➖ Need more Data ➖
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Tips vs Endeavor (Default):

  • If Endeavor flies, make use of Black Ankh Projectiles to pressure him to come down.
  • Avoid fighting indoors versus Endeavor.
  • If you must fight indoors, then make use of Gamma and limit glide until you're sure Endeavor is out of betas.

Endeavor (Inferno Fist)

Difficulty Score: 🟡Even🟡
Endeavor has strong air to ground capabilities, however struggles in air-to-air battles. Tokoyami can outmaneauver Endeavor's setups and keep in the air to minimize damage from his Alphas.

Tips vs Endeavor (Inferno Fist):

  • Avoid indoor fights if you can help it. If you must fight indoors, use Alpha or Black Ankh Projectiles to poke around corners.
  • Tokoyami can shield Endeavor's Beta, but the shield must be facing the center of the circle.
  • Bait out Endeavor's Beta by approaching and backing off. Once Endeavor has used Beta, he's more vulnerable.
  • Make use of Black Ankh Projectiles or Alpha to force him to the ground.
  • If Endeavor is low enough to the ground, you can make use of Black Ankh Air Melee's incredible tracking to hit him out of the sky.

Hawks (Default)

Difficulty Score: ➖ Need more Data ➖
Hawks has a difficult time versus characters with shields. Tokoyami is no exception. However, Hawks can choose the rules of his engagement while Tokoyami must not chase too hard lest he loses all of his Special Action

Tips vs Hawks (Default):

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Hawks (Slicing Wind)

Difficulty Score (Low Level Level): 🔴Unfavorable🔴
Difficulty Score (High Level): 🔴🔴Very Unfavorable🔴🔴
Hawks has incredible mobility and damage. He does everything Tokoyami does, but better. Tokoyami must play cautiously vs Hawks as a single mistake can snowball into a down.

Tips vs Hawks (Slicing Wind):

  • Hawks is very weak without levels. Should you meet one early in the match, it's not a bad idea to fight him.
  • Be careful on wake-ups vs Hawks. A single mistake can lead to another combo for Hawks.
  • Don't bother trying to chase Hawks if he flees with special action. You will have to use all of your special action to even get close to him.
  • Tokoyami's Gamma is decent at keeping Hawks in check when he tries to do physical attacks, but keep in mind Hawks' Gamma has an absurd hitbox and can often go through your own Gamma.
  • Time your wake-up attacks well, Hawks has Gamma and Beta to catch you if you mistime your Beta or Black Ankh Air Melees.


Mirko

Difficulty Score: ➖ Need more Data ➖
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Tips vs Mirko:

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Star and Stripe

Difficulty Score: 🟡Even🟡
Star's attacks are very telegraphed and fairly easy to dodge, but do devastating damage. Tokoyami can easily lockdown Star and prevent her from escaping, but the same can be said from Star.

Tips vs Star and Stripe:

  • Stay on the ground when you are vacuumed to be be able to roll.
  • If multiple people are vacuumed into her Beta, you must selflessly use gamma to protect the others in the bubble. It is everyone lives or everyone dies.
  • Star's Gamma tracks surprisingly well, but has a large recovery period when it misses. Delay your roll until she starts moving.
  • If Star's uses Gamma to escape, pepper her with projectiles. Do not go under her Gamma laser, it will pull you in.


Mt Lady

Difficulty Score (Small Form): 🟡Even🟡
Although Tokoyami has oppressive lockdown, Mt. Lady has good tools and damage to keep Tokoyami on his toes.

Tips vs Mt Lady (Small Form):

  • Keep relative distance and stay mobile to avoid getting hit with Mt. Lady's Beta.
  • Keep in mind of any escape routes for Mt. Lady and make use of Beta to cover them.
  • Gamma can be good against Aggressive Mt. Lady players to prevent her from starting a large damage combo on you.

Difficulty Score (Giant Form): 🔴🔴Very Unfavorable🔴🔴
Mt Lady in Giant Form wins versus anything close-range meaning Tokoyami's ideal range is his weakness.

Tips vs Mt Lady (Giant Form):

  • 1 Rule. Get away from her.

  • Mt Lady's melees easily reach you while flying. Make full use of your i-frames to try to get away.
  • Poke with Alpha and Black Ankh projectiles at distance.
  • You can block one of her Alphas with your Gamma.

Tomura Shigaraki (Default)

Difficulty Score: 🟢Favorable🟢
Shigaraki thrives in indoor fights by making the floor lava. Thankfully, Tokoyami can ignore most if not all of his ground moves through the use of his glide. Tokoyami also has good lockdown for Shigaraki to prevent him from counterattacking.

Tips vs Tomura Shigaraki (Default):

  • Make use of glide whenever Shigaraki uses Alpha or Beta.
  • Although you can dodge most of his grounded moves, be careful against Shigaraki's Gamma and Special Action. Shigaraki's Gamma hits higher than you think and will obliterate your HP and Special Action will instantly break your shield.
  • Don't play into Shigaraki's Beta even with Glide as it limits your options to the air and can allow Shigaraki to counter attack.


Tomura Shigaraki (Catastrophe)

Difficulty Score: 🔴Unfavorable🔴
Shigaraki can take miles off of a single mistake from Tokoyami. His Gamma can indirectly hit Tokoyami due to it's large AoE. If Shigaraki catches Tokoyami with one Beta, then he can start his TOD. Tokoyami can leap above Shigaraki and make it difficult for him to attack, but he must land eventually. If Tokoyami is able to knockdown Shigaraki and close the distance, Tokoyami can easily lock down Shigaraki.

Tips vs Tomura Shigaraki (Catastrophe):

  • Make use of Gamma to prevent Shigaraki from starting his TOD.
  • Glide to air stall versus Shigaraki. Many of his moves require the ground or have very poor reach.

Tomura Shigaraki (Thousand-Hand Break)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Tech Shigaraki's raw damage output and tankiness will allow him to outlast Tokoyami. If Tokoyami does not keep pressure on Shigaraki, Shigaraki can take a mile. Shigaraki's Alpha and Beta easily breaks Tokoyami's Gamma. Shigaraki cannot easily attack Tokoyami in the air, unless Tokoyami's movements are predictable.

Tips vs Tomura Shigaraki (Thousand-Hand Break):

  • Time your attacks well on Shigaraki's wake-up. Beta is the safest and easiest option on Shigaraki's wake-up. While BA Air Melee has the highest tracking, it can sourspot and not perform a knockdown allowing Shigi to plow through you.
  • Try to make the most out of any stagger you get vs Shigaraki. When you use Gamma, you must mentally be ready to punish him. Consider the use of Shield Bash.
  • You can make use of glide to quickly make distance away from Shigiraki.
  • Avoid indoor skirmishes without Black Ankh, Gamma, or Beta.
  • Keep calm. Sometimes he will get away and there's only so much you can do.

All For One (Default)

Difficulty Score (Base Form): 🟡Even🟡
Difficulty Score (With Stolen Quirk): 🟣Unknown / Dependent🟣

AFO has various tools that can hinder Tokoyami's approach and lockdown game. Tokoyami also has tools to deal with AFO. In the end, it becomes a game of back and forth mind games between the characters. This changes depending on what tuning AFO has taken.

Tips vs All For One (Default):

  • Make use of Gamma in this match-up because you can keep shield out while performing evasive movements such as rolling.
  • Be wary around corners vs AFO as he can use Beta to hit you through walls. Mitigate this by approaching with Tokoyami's Gamma out.
  • It can be a good idea to wait and see what quirk AFO has stolen to adjust your approach accordingly.

All For One (Factor Fusion)

Difficulty Score: ➖ Need more Data ➖
All For One is very easy to lockdown as he has no fast panic moves and mobility. Tokoyami must be careful about AFO's Beta lightning, as it will allow AFO to combo.

Tips vs All For One (Factor Fusion):

  • Gathering more Data...

All For One

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
YAFO has all the tools to shutdown Tokoyami. A single Special Action from YAFO will shutdown Black Ankh removing most of Tokoyami's power. From there, YAFO can bully Tokoyami with Alpha combos or Gamma. The best Tokoyami can do in that state is use Gamma ,but even that will not hold long vs YAFO.

Tips vs All for One :

  • Ideally fight YAFO as a team or by third-partying him.
  • Keep your movement unpredictable with glide to dodge YAFO's Beta and Special Action.
  • Keep track of YAFO's Special Action meter usage. If he runs out of Special Action, he cannot silence your Special Action.
  • Poke at YAFO when he's in the air with either Black Ankh Projectiles or Alphas.
  • Have a plan when fighting YAFO outside. Look for cover you can use later if things go awry.
  • Gamma can block YAFO's Held Beta, but it is very inconsistent. Opt to use roll instead of blocking it.

Dabi (Default)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi is reliant on Gamma and Beta to keep enemies out. Tokoyami has tools to deal with much of Dabi's kit.

Tips vs Dabi (Default):

  • You can use Beta to destroy Dabi's mines and potentially hit Dabi as well.
  • Beta can hit around corners if placed far into a building. Beta's circle checks line of sight from the center, meaning if the center of the circle can see Dabi around the corner. It can hit Dabi.
  • Avoid using Beta when Dabi uses Gamma
  • You can use Black Ankh Projectiles to destroy mines.

Dabi (Crazy Torch)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi relies on his damage in Gamma which is a double edged sword for him. His main form of reliable poke damage is his Alpha and his source of strong burst damage comes from his Beta. Although Dabi does more damage than Tokoyami at distance, Tokoyami's pokes allow him to close the distance easily. Tokoyami can block Dabi's Beta with his Gamma or merely roll it. Once Dabi is knocked down, it's very difficult for Dabi to run away from Tokoyami.

Tips vs Dabi (Crazy Torch):

  • Keep track of Dabi's Gamma in a prolonged fight.
  • On Dabi's wake-up perferrably use Beta or Black Ankh Melees. If both are not usable, gamma is a good defensive option.
  • Make use of Shield Gliding to keep damage to yourself minimal from his Gamma explosion.
  • Delay your wake-up so that Dabi's beta misses.
  • Dabi has difficultly fighting at range vs fliers. Make use of tap gliding at distance.

Himiko Toga (Default)

Difficulty Score: 🟢Favorable🟢
Difficulty Score (Transformed): 🟣Dependent🟣
Toga is a very

Tips vs Himiko Toga (Default):

  • If Toga is using Beta, make use of Beta or Gamma to stagger her to prevent her from causing further damage.
  • Be quick on your punishes versus Toga as many will simply Beta once again.
  • Be aware of where Toga is, as her Alpha can deal extreme damage if you let her.

Himiko Toga (Sting Dance)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Difficulty Score (Transformed): 🟣Dependent🟣
Sting Dance has high burst damage, but significantly less HP and more readable movement than Tech Toga. Tokoyami can easily lock down Toga as she moves in a straight line and her Beta is telegraphed.

Tips vs Himiko Toga (Sting Dance):

  • Toga's Gamma goes in a straight line and has a considerable amount of recovery. For the easiest shots, shoot at Toga at the end of her dashes.

  • At mid-range, stay grounded in order to roll and dodge Toga's Beta.


Twice

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Twice has a difficult time keeping Tokoyami off of him. Tokoyami can easily stay on Twice, cover his wake-ups, and dispatch of his clones.

Tips vs. Twice:

  • Make use of Alpha's piercing properties to kill Twice's clones quickly.
  • Twice's Alpha is difficult to land, but don't underestimate the amount of damage it can do. Keep your movements unpredictable using glide.
  • Twice's clone can be more dangerous than Twice himself. Poke at Twice to confirm if it is a clone, then go in.

Mr. Compress

Difficulty Score: 🔴Unfavorable🔴
At range, there is little Tokoyami can do to Mr. Compress due to his deflect shield. When Compress is airborne, it's very difficult for Tokoyami to catch him. Instead Tokoyami must rely on using Black Ankh Projectiles or Alpha. However, when Tokoyami is able to get on top of Compress, Compress can have a very difficult time getting away from Tokoyami due to Black Ankh Air Melee causing a hard Knockdown with both hits.

Tips vs. Mr. Compress:

  • Keep in the air to make it harder for Compress to hit you.
  • Be careful when using Beta against Compress as it will stun you instead.
  • Make use of Black Ankh Projectiles to poke back at Compress.
  • Black Ankh Air Melee can stop Compress when he tries to escape with Gamma. Keep in mind, it must be both hits and not the sour hit.

Kurogiri

Difficulty Score: 🔴Unfavorable🔴
Although, Kurogiri is fairly easy to lockdown, but he will be able escape in one way or another. Tokoyami is unable to fully commit to chasing Kurogiri due to the high resource cost. Kurogiri can also air stall for long periods of time, which Tokoyami will need to simply wait for him to fall down.

Tips vs. Kurogiri:

  • If chasing Kurogiri through portal, make use of glide to see if Kurogiri is using Gamma to air stall. You can then use Black Ankh Air Melee to track and knockdown Kurogiri.
  • Black Ankh Air Melee can catch Kurogiri through portal if he has used it right after he goes through.
  • Destroy Kurogiri's Gamma with your own projectiles. This will cause him to exit early and fall down normally.

Lady Nagant

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Nagant has incredible damage and mobility that Tokoyami cannot match. Nagant can be locked down, but if she gets away once, it's too expensive for Tokoyami to chase. Despite being a sniper, Nagant has very strong close-range capabilities. Her air melee can lead to a strong combo with Gamma and will make her movement very sporatic.

Tips vs Lady Nagant:

  • Nagant is most vulnerable to Alpha and Black Ankh Projectiles in the air. Use BA Ground Melee Projectiles for Nagants that are hard to hit.
  • Nagant's Beta is very awkward to shield. Rely on rolling or using glide to maneuver around it.
  • Keep your movement unpredictable to avoid her Alpha.
  • Black Ankh Projectiles are good at poke at her from afar, but you must keep mobile to avoid being an easy target.
  • Use Beta when Nagant is up close to prevent her from getting an Air Melee.

Overhaul

Difficulty Score: 🟢Favorable🟢
Overhaul has a very hard time fighting flyers, but has a strong close-range ground game. Tokoyami can poke at Overhaul from the air, but must be careful when fighting Overhaul at close-range as Gamma will tag Tokoyami if he's not careful.

Tips vs Overhaul:

  • Make use of Gamma or rolling to avoid getting hit by Overhaul's Gamma from afar.
  • When Overhaul has Gamma, don't let Overhaul get too close as his Gamma can go through your shield.
  • Punish Overhaul's self heal with Beta or Black Ankh Melees.

Overhaul (Blighted Precipice)

Difficulty Score: 🟢Favorable🟢
Tokoyami can easily keep Overhaul in check through his lockdown. However, should Overhaul get away, it's very expensive for Tokoyami to chase.

Tips vs Overhaul (Blighted Precipice):

  • Gathering more Data...


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