Hero Costume (Heat)
Good Budget Costume for Tokoyami. Can run Special Action Boost and Willpower. Can run every melee power+ small tuning.
Last Update:
"Revelry in the dark..."
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 struggles with dealing damage, has average HP, and crumbles without cooldowns.
His base kit covers his basic needs containing a slow-moving but piercing projectile Alpha, a small 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 |
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Tokoyami's kit is versatile enough to work well on any map.
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:
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:
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:
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
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.
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:
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.
Tips for Twin Wings of Black Arm:
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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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 Normal Form Combos and is amazing melee to use during team combos.
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Black Ankh Melees are the same as normal forms, but have extra properties tied to them.
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 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 Normal 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 if the initial 2 melees did not land.
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A decent damage aerial claw slash that has a projectile. This air melee has incredible tracking and high down power. If both the melee attack and the projectile hit, then the move will hard knock down.
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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Tokoyami is not very level dependent 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.
Alpha gives good poking and slightly better combo damage. Maxing Alpha gives larger projectiles, adds 10 extra damage per projectile, and slightly faster reload.
Beta provides great utility for catching wake-ups, covering for teammates, or covering for escapes. Maxing Beta makes it much larger, do 9 extra damage per tick, and slightly reducing the cooldown.
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.
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:
The order of inputs for walking off a ledge:
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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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.
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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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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 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.
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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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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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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Tokoyami has excellent tools at catching an opponent on their wake-up from a Knockdown.
In normal form, Tokoyami's Beta is the best option as it is very active, staggers, and at worst can trade with an enemy. Try to aim Beta where an enemy will want to move.
In Black Ankh, BA Ground Melee is decent at catching wake-ups. BA Melee 1 has good tracking and BA Melee 3 has a large shockwave that will often catch opponents that aren't paying attention. It provides the most damage out of all the wake-up options, but BA Melee 1 can easily be rolled.
BA Air Melee has excellent tracking and can chain knockdown enemies. It's best when used against aggressive players or players that want to use their movement after a tech.
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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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Due to Tokoyami's versatile kit, he is naturally good at team play. Generally in fights, his role is 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.
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 teammates are stronger at lvl 9 skills.
However, don't neglect your own levels entirely. As the zone progresses, without levels, your vulnerable periods are more punishing.
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.
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.
🟢🟢 Exceptional 🟢🟢 means both Tokoyami and their partner can greatly negate each other's weaknesses or greatly bolster each other's strengths
🟢 Good 🟢 means Tokoyami and their partner benefit from having each other on their team.
🟡 Average 🟡 means Tokoyami or their partner benefit from each other, but still have noticeable weaknesses.
Synergy Score: 🟢 Good 🟢
Although Deku can chase decently well, Deku struggles at keeping targets locked down. Tokoyami can in place force a 1v1 for Deku by locking down another target or keep their target repeatedly knocked down and out of resources.
Tips for playing with Izuku Midoriya (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Izuku Midoriya (Full Bullet):
Synergy Score: 🟢🟢 Exceptional 🟢🟢
Tokoyami can assist OFA Deku in combos due to his ground bounce property on HP hits of Air Melee. However, keep in mind that Beta and Alpha can potentially ruin any combos for OFA Deku. When Deku is comboing, you can act as a bodyguard against enemies or to help with catching the wake-up of the opponent.
Tokoyami's Alpha is good for whittling down or knocking down opponents for OFA Deku to catch-up.
Tokoyami's Beta can be used to catch the wake-up of an opponent, so that OFA Deku can easily pressure.
Tokoyami's Gamma is good for providing a small amount of cover for OFA Deku to throw Ground Alpha to knock down a problematic opponent.
Tips for playing with Izuku Midoriya OFA:
- Keep an eye on OFA Deku's combo and if you can assist in it. If the combo looks like it'll drop due to a strange height difference, consider using air melee to allow OFA Deku to recover and continue the combo.
- Consider bodyguarding Deku if he has started a long combo, ie. Air Melee on Flesh. It'll allow him to maximize his damage and allow you to keep pressure off him.
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Katsuki Bakugo (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Katsugi Bakugo (Machine Gun):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Ochaco Uraraka (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Ochaco Uraraka (Zero Satellites):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Tenya Iida:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Shoto Todoroki (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Shoto Todoroki (Ice Fang Wind Flame):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Tsuyu Asui:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Eijiro Kirishima (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Eijiro Kirishima (Red Drive):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Denki Kaminari (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Denki Kaminari (Lightning):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Momo Yaoyorozu:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Neito Monoma:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Itsuka Kendo (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Itsuka Kendo (Twin Palm Strike):
Synergy Score: 🟢🟢 Exceptional 🟢🟢
Ibara benefits greatly from a bodyguard. Tokoyami can fulfill that role and can poke alongside Ibara. Tokoyami's Gamma can stall time for Ibara to get into a good position to revive.
Tokoyami's Alpha is great at range in conjunction with Ibara's Alpha.
Tokoyami's Beta is great at keeping enemies off of Ibara due to it's stagger.
Tokoyami's Gamma is great at providing a little bit of cover for Ibara to have free reign while sniping or grabbing.
Tips for playing with Ibara:
- Your ideal role is to keep enemies off of Ibara by knocking them down with Black Ankh or staggering with Beta.
- When Ibara is grabbing, you can use your Air Melees to add on damage or proc melee tunings on enemies, ie. Embrittlement.
- Although difficult to do, Tokoyami's Beta can be used to tag on a little extra damage from Ibara's Alpha.
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Mirio Togata (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Mirio Togata (Sheer Counter):
Synergy Score: 🟡 Average 🟡
Tamaki combos have relatively strict down power limits. Generally, Tamaki's main combo ender is Beta which is significantly more damage than anything Tokoyami can throw out.
Tokoyami's Alpha can ruin Tamaki's combos.
Tokoyami's Beta can also ruin Tamaki's combos, but can be good if Tamaki combos into it with his own Beta.
Tokoyami's Gamma can provide decent cover for Tamaki while he is charging Gamma.
Tips for playing with Tamaki Amajiki:
- If you see Tamaki pull an enemy, turn your attention to other enemies coming in or after Tamaki finishes his combo, assist him on the enemy's wake-up .
- Keep in mind Tamaki's grab range, and switch your playstyle to a bodyguard when he's in range to attempt it.
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Nejire Hado:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Nejire Hado (Fairy):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Hitoshi Shinso:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with All Might (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with All Might (Gatling):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Armored All Might:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Shota Aizawa:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Present Mic:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Cementoss:
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Endeavor (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Endeavor (Inferno Fist):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Hawks (Default):
Synergy Score: 🟡 Average 🟡
Strike Hawks' combos will deal more damage than yours and have a relatively high down power tied to it. Be careful when comboing with your Hawks because you can easily distrupt their combos.
Tips for playing with Hawks (Slicing Wind):
- Consider being a bodyguard/lookout for Hawks instead of helping with combos.
- Intervene when Hawks is on cooldown or cannot pursue an enemy further.
- Keep in mind the HP of Hawks' target. If they are low, it's a good idea for you to try to finish them off if Hawks can't.
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Tomura Shigaraki (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Tomura Shigaraki (Catastrophe):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Tomura Shigaraki (Thousand-Hand Break):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with All For One (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with All For One
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Dabi (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Dabi (Crazy Torch):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Himiko Toga (Default):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Himiko Toga (Sting Dance):
Synergy Score: ➖ Need more Data ➖
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Tips for playing with Mr. Compress:
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.
Basic Beta combo that's good for non-committal poking.
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Basic close-ranged Beta combo that can apply melee tunings.
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Acceleration only for HP. Test this combo on GP
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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:
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Decent combo that can be used to salvage damage from a mistiming during the Air Melee Loop.
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Stylish, Highest Damage Combo for Tokoyami in base form. This combo requires getting one tick of Beta damage, then transitioning into Air Melee Loops.
Breakdown:
Tips:
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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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Very stylish and 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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Melee Attack Power+ affects Black Ankh Melees and their projectiles. Alpha Attack Power+ is good for players that prefer poking with Alpha or have Alpha centric builds. 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 > HP DMG > GP DMG > Alpha 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
These special tunings are geared towards general play.
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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. |
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Wall Runner Amazing tuning on Tokoyami. Wallrunning will start Special Action's cooldown, so you are able to recharge Special Action while staying mobile. |
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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. |
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Fixer Great tuning on Tokoyami. Multiplies the values of small tuning on Tokoyami. See this for good small tuning or this for good costumes. |
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Critical Permeation Good tuning on Tokoyami. It can let you stall for Special Action gauge for up to 7 seconds. |
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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 and Tokoyami's inately low damage. |
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Quick Reload Good Tuning for Tokoyamis that like to poke. Be sure to count the damage you're dealing to ensure Alpha is the final blow. It's good for finishing off enemies, being annoying, and being non-committal in chaotic fights. |
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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. |
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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. |
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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. |
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High-Speed Replenishment Great, versatile tuning for Tokoyami. He can heal GP while gliding and can perform blue team heals while gliding with ease. |
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Acceleration Excellent tuning for Tokoyami. His speed with special action and acceleration is unmatched. An enemy will not be able to run from you, and it opens up more combos for Tokoyami. |
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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. |
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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. |
These special tunings are geared towards players that enjoy supportive playstyles.
Amazing PUR Costume for Tokoyami. Able to run Acceleration, Wall Runner, and/or perception. This costume also has slots for every small melee tuning.
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, Speedy Civilian, Revenge Assault, and Space Hop. Small slots are a little left to be desired for melee, but has good slots for Special Action Reload+.
Decent PUR Costume for Tokoyamis that like utility and poke-centric gameplay. Able to run Wall Runner or Acceleration for Special Tuning. Able to run Quick Reload on the villain red. Has a good amount of small red tuning and can run all of the special action reloads.
Great PUR costume for Tokoyami. Able to run willpower, quick reload, Crushing PU, and special action boost. Has all the slots required for small melee tuning.
Great PUR costume for Support Tokoyami players. Green Special Tuning is very flexible, and Yellow Special Tuning can run Speedy Civilian Rescue or a Defensive Special Tuning, such as Revenge Assault. Has all the slots required for small melee tuning.
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. Has all the slots required for small melee tuning.
Placeholder: 🔴🔴Very Unfavorable🔴🔴 🔴Unfavorable🔴 🟡Even🟡 🟢Favorable🟢 🟢🟢Very Favorable🟢🟢
Difficulty Score: 🟡Even🟡
Deku has various tools to deal with your own tools and vice versa. This match-up depends on your own 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 Alpha damage will add up if he can hit his shots on you.
Deku's Crouch shot can perform a hard knockdown on Tokoyami, which can waste Special Action meter.
Deku's Beta is great at getting out of Tokoyami's Beta due to it's armor property.
Deku's Gamma can lead to devastating combos if it hits. It can also be used to make some distance from Tokoyami to stall for Deku's cooldowns.
Tips vs Izuku Midoriya (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Izuku Midoriya (Full Bullet):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Izuku Midoriya OFA:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Katsuki Bakugo (Default):

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

Difficulty Score: ➖ Need more Data ➖
Ochako has very telegraphed attacks, but a single mistake will allow her to take a mile.
Tips vs Ochaco Uraraka (Zero Satellites):
Difficulty Score: ➖ Need more Data ➖
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Tips vs Tenya Iida:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Shoto Todoroki (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Shoto Todoroki (Ice Fang Wind Flame):
Difficulty Score: ➖ Need more Data ➖
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Tips vs Tsuyu Asui:
Difficulty Score: 🟢Favorable🟢
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Tips vs Eijiro Kirishima (Default):

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Kirishima's raw damage output, mobility, and damage resistance will easily overtake anything Tokoyami has to offer.
Kirishima's Alpha, Beta, and Gamma break Tokoyami's shield instantly.
Kirishima's Beta is difficult to get around and along with Alpha cancelling the shockwave, can force you into a guessing game in his favor.
Along with it's relatively low cost, Kirishima's Shield Glide tech can easily outmaneuver you.
Kirishima has armor on Gamma which can keep you in check if you are reckless.
Tips vs Eijiro Kirishima (Red Drive):
Difficulty Score: 🟢Favorable🟢
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, don't get overconfident. Should Denki get one stun, he can quickly turn a fight around.
Tips vs Denki Kaminari (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Denki Kaminari (Lightning):
Difficulty Score: 🟢Favorable🟢
Momo is a vulnerable character when fighting her outdoors. However, don't underestimate her ability to quickly turn a fight.
Momo's Alpha makes her great at close-range combat.
Momo's Held Beta acts as a pseudo-shield while she is charging.
Momo's Gamma will obliterate a health pool if a player is too greedy when fighting her.
Tips vs Momo Yaoyorozu:

Difficulty Score: 🟡Even🟡
Skill match-up that is largely dependent on who gets momentum first and maintains it.
Tips vs Fumikage Tokoyami:

Difficulty Score: 🟣Unknown🟣
How well Monoma plays versus Tokoyami depends entirely on what quirks Monoma has stolen. If Monoma has stolen Tokoyami's quirks, he will be left with an extremely underwhelming special action.
Tips vs Neito Monoma:
Difficulty Score: 🔴Unfavorable🔴
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Tips vs Itsuka Kendo (Default):

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
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Tips vs Itsuka Kendo (Twin Palm Strike):
Difficulty Score: 🔴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:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Mirio Togata (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Mirio Togata (Sheer Counter):

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

Difficulty Score: ➖ Need more Data ➖
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Tips vs Nejire Hado (Fairy):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Hitoshi Shinso:
Difficulty Score: 🟢Favorable🟢
All Might's moves are very telegraphed, but don't underestimate the damage they can do. Tokyami has the tools to deal with All Might.
Tips vs All Might (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs All Might (Gatling):

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Armored All Might's Alpha outdamages all of Tokoyami's projectiles and will break Tokoyami's Gamma quickly.
Armored All Might's Beta can catch and punish a reckless Tokoyami in Black Ankh.
Armored All Might's Gamma will buy time for him to get out Tokoyami's melee strings or pressure. Armored All Might's burn does a tremendous amount of damage to Tokoyami, so AAM can outlast Tokoyami in a long fight.
Tips vs Armored All Might:
Difficulty Score: 🔴Unfavorable🔴
Although Aizawa cannot silence Tokoyami's Black Ankh, Aizawa's sheer damage output outweighs any risk reward for Tokoyami.
Tips vs Shota Aizawa:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Present Mic:
Difficulty Score: 🔴Unfavorable🔴
Caution is required when fighting Cementoss. Cementoss morphs terrain unevenly which will require Tokoyami to spend Special Action to attack him. 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:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Endeavor (Default):

Difficulty Score: ➖ Need more Data ➖
Endeavor has strong air to ground capabilities, however struggles in air-to-air battles.
Tips vs Endeavor (Inferno Fist):
Difficulty Score: ➖ Need more Data ➖
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Tips vs Hawks (Default):

Difficulty Score (Low Level Level): 🟢Favorable🟢
Difficulty Score (High Level): 🔴Unfavorable🔴
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Tips vs Hawks (Slicing Wind):
Difficulty Score (Small Form): ➖ Need more Data ➖
Difficulty Score (Giant Form): ➖ Need more Data ➖
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Tips vs Mt Lady (Small Form):
Tips vs Mt Lady (Giant Form):
Difficulty Score: 🟢Favorable🟢
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Tips vs Tomura Shigaraki (Default):

Difficulty Score: 🔴Unfavorable🔴
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Tips vs Tomura Shigaraki (Catastrophe):

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):
Difficulty Score: ➖ Need more Data ➖
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Tips vs All For One (Default):

Difficulty Score: 🔴Unfavorable🔴
This match-up is momentum-based. Theoretically, both characters can lock each other down and vice versa.
All For One's Special Action silence is devasting for Tokoyami, however Black Ankh Air Melee can be oppressive against All For One.
Tips vs All for One
Difficulty Score: ➖ Need more Data ➖
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Tips vs Dabi (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Dabi (Crazy Torch):
Difficulty Score: ➖ Need more Data ➖
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Tips vs Himiko Toga (Default):

Difficulty Score: ➖ Need more Data ➖
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Tips vs Himiko Toga (Sting Dance):
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:
Difficulty Score: ➖ Need more Data ➖
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Tips vs. Mr. Compress:
Difficulty Score: ➖ Need more Data ➖
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Tips vs. Kurogiri:

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
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Tips vs Lady Nagant:
Difficulty Score: ➖ Need more Data ➖
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Tips vs Overhaul:
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