Throughout its engaging 430 chapters, My Hero Academia has showcased a vast array of quirks, each ranging in power and utility. While some quirks may appear underwhelming on their own, others possess significant limitations that can hinder their effectiveness. Notably, many of the most formidable quirks come with constraints, but when combined with others, their potential can be drastically amplified.
This analysis delves into various quirk combinations, assessing and ranking them based on how much they enhance each other’s capabilities. It’s important to note that we won’t consider the quirks All For One and One For All, as they function more as combinations of multiple quirks.
Disclaimer: This article contains spoilers for the My Hero Academia series.
Top 8 Quirk Combinations in My Hero Academia
8. Rifle and Homing
The quirks of Lady Nagant and Snipe, known as Rifle and Homing respectively, showcase the prowess of two of the foremost marksmen in the series. While Snipe’s Homing quirk can elegantly redirect bullet trajectories, its limitations surface quickly; he cannot dictate the impact location, and his shots lack substantial power. In contrast, Lady Nagant wields a rifle that extends from her elbow, enabling her to unleash high-caliber shots with remarkable skill.
A fusion of these quirks would empower the user to launch high-powered, homing sniper bullets that are nearly impossible to evade, effectively neutralizing the shortcomings of Snipe’s ability.
7. Ice Ply and Half-Cold Half-Hot
Geten’s Ice Ply and Todoroki’s Half-Cold Half-Hot quirks each offer unique ice manipulation abilities. Todoroki can generate both ice and fire but struggles to create complex ice structures, while Geten can manipulate ice but lacks the capacity to conjure it independently. A combination of these quirks would allow the user to summon an endless supply of ice while simultaneously crafting advanced constructs, enhancing overall versatility.
6. Foldabody and Landmine
Edgeshot’s Foldabody quirk grants him the ability to manipulate his body’s thinness, allowing him to infiltrate and incapacitate opponents with ease. On the other hand, Curious’s Landmine quirk empowers objects with explosive properties upon contact, which, while limited in individual power, can create a barrage of explosions.
The synergy of these quirks would enable the user to designate vital internal organs as explosive targets while infiltrating foes, significantly boosting damage potential through covert operations.
5. Confession and Brainwashing
Confession, wielded by one of Overhaul’s subordinates, compels targets to speak the truth, whereas Hitoshi Shinso’s Brainwashing allows him to control targets post-response to verbal prompts. The primary limitation of Brainwashing is its dependency on initiating a verbal exchange.
A merger of these quirks could lead to infallible brainwashing techniques, vastly enhancing their tactical utility in both combat scenarios and everyday interactions.
4. Warp Gate and Black Hole
Kurogiri’s Warp Gate allows for teleportation through portals, primarily serving as a utility quirk without offensive capabilities, while Anan Kurose’s Black Hole creates an intense gravitational pull. During their initial encounter in the U.S.J. arc, Kurogiri effectively countered Black Hole by redirecting its suction using his portals.
Combining these quirks could strategically leverage Black Hole’s destructive power without the usual range limitations, offering significant tactical advantages in combat.
3. Dupli-Arms and Erasure
The quirk Dupli-Arms, held by Shoji, allows for the replication of enhanced limbs, while Shota Aizawa’s Erasure disables opponents’ quirks within his line of sight. The limitations of Erasure include the necessity to blink and a restricted field of view.
Leveraging Dupli-Arms alongside Erasure would permit the user to possess multiple sets of eyes with the capacity to deactivate various enemies’ quirks simultaneously without requiring any blinks, essentially creating a quirk-stopping powerhouse.
2. Double and Foresight
Twice’s Double quirk allows for the creation of numerous copies, while Sir Nighteye’s Foresight grants insight into future events after establishing visual contact. The limitations on Foresight include a 24-hour activation window and the requirement for eye contact to trigger the ability.
A combined application of these quirks would enable the creation of multiple doubles to meet the activation requirements of Foresight, consequently bypassing individual limitations and expanding tactical options in combat.
1. Transform and New Order
The Transform quirk, utilized by Himiko Toga, enables the user to adopt another’s appearance through blood ingestion, while Cathleen Bate’s New Order identifies rules governing objects. The main limitation for Transform hinges on the duration, which is directly related to the amount of blood consumed.
When these two quirks converge, Transform can access a wide array of quirks by utilizing blood, while New Order can potentially eliminate time constraints, thus enhancing adaptability and strategic maneuverability in various scenarios.
Conclusion
The My Hero Academia manga wrapped up its compelling saga with 430 chapters, now accessible via Shueisha’s MANGA Plus platform. The anime recently completed its seventh season, showcasing an intense showdown between All For One and All Might, with an eighth season on the horizon.
For further insights into these incredible quirk combinations, check out this in-depth source.
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