Answer these questions to find out which Quirk would suit you best!
The signature Quirk of All Might and Deku, One for All is a tremendous power that represents the strength of all that used it before. Unlike most Quirks, it is passed down from user to user, but since it is not a power one is born with, it takes a huge toll on the user's body. Still, with enough training and dedication, it can be used to achieve the greatest heights. This is a Quirk for the most dedicated and heroic.
All for One is a mysterious power that allows its user to steal the Quirks of others as well as distribute those stolen Quirks to new people. While combining the various abilities it can steal is powerful, not all Quirks play well together, and some don't adapt well when given to someone whose body isn't used to them, so it is not an easily used Quirk. Still, it is a force to be reckoned with in the hands of a crafty and resourceful user.
Earphone Jack is an unusual Quirk used by Kyoka Jiro that turns your earlobes into long, fleshy headphone cables. You can use them like normal headphone cables to listen to music on your phone, but with some training, they can also make for a solid support ability capable of shocking people or detecting movement through vibrations, as well as emitting vibrations to be used offensively. This Quirk is perfect for people who want a Quirk they have to use creatively while still being useful on a day-to-day basis.
An ability used by hero Mt. Lady and villain Gigantomachia, Gigantification lets you become enormous, towering over buildings. Gigantification is a straightforward power that is useful for combating large enemies or overwhelming small ones with your sheer size. This is the perfect ability for those who want a flashy and strong power that doesn't take much thought to use effectively, though careless use of it may result in more destruction of your surroundings than intended.
The signature ability of "Eraserhead" Shota Aizawa, Erasure is a unique ability that allows its user to disable enemy Quirks by simply looking at them. While technically offering no physical advantage to its user, Erasure's strength is in how much most people rely on their Quirks in combat — against the vast majority of opponents, taking away their Quirk might as well be the same as making them completely useless in battle. Its downsides are in the amount of focus needed to maintain it and the need for the user to see their enemy in order to activate it in the first place, but these can be mitigated by simply ending the battle quickly. Erasure is a perfect Quirk for those that are confident in their normal physical power and ability to end fights quickly.
The result of a Quirk marriage, Shoto Todoroki's Half-Cold Half-Hot is a powerful ability that grants the user control over flames on their left side and ice on their right. This has many immediately apparent uses both offensively and defensively, letting the user use whatever combination of these abilities is most convenient to defend from oncoming attacks while firing back with intense elemental strikes. Its power comes at the price of being difficult to control, though, as the user's constantly changing body temperature must be carefully regulated lest they harm themselves with frostbite or intense burns. This is the perfect Quirk for those who want a strong, versatile ability and are willing to put in the work to master it.
The signature ability of Ochaco Uraraka, Zero Gravity is an abundantly useful skill that is as helpful as it is difficult to master. Zero Gravity lets someone manipulate the gravitational force of anything the user touches with their fingertips and has been shown to have a limit of as high as three tons. There are many weaknesses to this ability — being weightless can make the user nauseous, and needing to touch the target is sometimes difficult. However, Ochaco has shown that none of these are deal-breakers and most of the downsides to Zero Gravity can be worked around with practice and support. This is the perfect Quirk for a team player who wants a less conventional ability and is willing to put in the effort to control it.
Tape is a Quirk used by Hanta Sero that lets the user attack with tape that comes from their elbows. Aside from its odd place of origin, the tape acts like any normal adhesive, but with extra strength that allows it to be used to incapacitate enemies. It can also be used creatively in other ways, like to form obstacles and tools, allowing it to be used offensively in limited scenarios. Of course, in everyday life, it can of course be used as completely normal tape. This is a good Quirk for those who want a simple ability that is surprisingly versatile.
The signature move of Katsuki Bakugo, Explosion causes its user to sweat nitroglycerin which can, in turn, be ignited to cause powerful explosions. While this sounds especially dangerous, the user is also mostly protected from the explosions they cause through this ability, though extended use can cause pain in the areas that are most directly involved in the blast. This Quirk is obviously useful offensively but can be utilized in other ways as well, such as using the force of the explosions to propel oneself in various directions. Despite that versatility, it is ultimately a Quirk most suited to someone who enjoys putting themselves in the forefront of battle, engaging with enemies directly.
A transformation-type Quirk used by Eijiro Kirishima, Hardening allows its user to harden any of the skin on their body. The extent to which the skin can be hardened is tied entirely to how much the user has trained this ability, but with effort it can reach incredible defensive capability, to the point that Hardening can even prevent its user from being burned by fire. The hardened skin can also be used as a blunt tool offensively, reinforcing ones normal melee attacks. In addition to defending themselves, the Hardening user can also use themselves as a shield to protect others, though this is a double-edged sword as the rough hardened skin can be dangerous itself. This is a good Quirk for those who want to be able to safely engage in combat and are willing to put in much effort to enhance their own natural powers.