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For the original Izuku Midoriya, build around steady ranged pressure with Quirk Skill α, use St. Louis Smash (β) to commit when you have a clear opening, and save Blackwhip (γ) for spacing, utility, and favorable confirms. The current official 1.18.0 changes make β easier to connect and safer after a hit, while γ is faster, larger, and more likely to knock opponents away. This is a reliable baseline—not a proven universal best build.
First: identify which Midoriya you are using
My Hero Ultra Rumble has two materially different Midoriya configurations. The original character uses the three-skill kit discussed throughout this guide. Full Bullet is a separate Quirk Skill Set that replaces all three Quirk Skills and changes the character’s tactics and playstyle.
Do not apply the original-kit recommendations to Full Bullet. Bandai Namco describes Full Bullet as a Roll-available set. The official description does not establish a current cost or confirm identical availability across every region and platform.
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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →| Configuration | α | β | γ | Primary tactical identity |
|---|---|---|---|---|
| Original Midoriya | Ranged pressure tool | St. Louis Smash dash attack | Blackwhip projectile and utility | Pressure from range, then commit when an opening appears |
| Full Bullet | Long-range, multi-wave attack | Area shockwave that becomes stronger when activated from higher up | Area damage; can be held to climb raised earth and jump | Area control, vertical positioning, and high-ground pressure |
The official 1.15.0 notes document changes to Full Bullet’s α, β, and γ, including a two-stage height behavior for β. They do not provide enough version-specific detail to establish a settled Full Bullet leveling order here. The rest of this guide therefore covers original Midoriya.
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The original Midoriya loadout at a glance
| Slot | How to use it | What the current patch establishes | What it does not establish |
|---|---|---|---|
| Quirk Skill α | Maintain ordinary ranged pressure and test an opponent’s movement before spending a mobility option. | It remains the core ranged-pressure slot for this practical baseline. | No official damage, range, or level-breakpoint sheet was supplied. |
| St. Louis Smash (β) | Dash into a confirmed or strongly favorable opening, not as a blind first move. | Tracking continues through the start of the dash; recovery after a hit is reduced; opponents are knocked farther and more easily; post-dash momentum is increased. | The changes do not promise a guaranteed hit, combo, or universal matchup advantage. |
| Blackwhip (γ) | Use as a projectile and spacing tool when you need to interrupt, discourage a route, or create room. | Projectile speed and size are increased, and it knocks opponents back more easily. | A hit is not documented as guaranteeing a follow-up. |
| Special Action: Carry to Safety | Carry an ally toward a revive opportunity when the route is safer than leaving them in place. | Super Armor while carrying, reduced damage taken, and increased resistance to knockback make interruption harder. | It does not make a dangerous revive automatically safe. |
These are current patch facts, not a claim that Midoriya is the game’s top character. The official notes explain that β was harder to land than other dash skills and could leave the user exposed even after connecting. The adjustment addresses that problem with better tracking, lower recovery, altered knockback, and more momentum. For γ, the trade-off is easier use alongside easier knockback.
How the build works in a match
Start with α to control the interaction
α should be the action you can use most often without forcing a close-range commitment. Use it to make an opponent move, check whether they are trying to cross open ground, and preserve information about their escape route. A strong α pattern is not simply “fire whenever available”; it is pressure that leaves you ready to react if the opponent suddenly closes distance.
Because no current official source in this guide publishes exact damage, range, or level breakpoints, judge α by its practical result: did it make the opponent spend movement, take cover, separate from a teammate, or expose a predictable approach? Those observations are more reliable than treating an unverified number as a build rule.
Use β as a commitment, not a scouting button
St. Louis Smash is the loadout’s approach and punish option. The 1.18.0 adjustments make it more forgiving than before, but a dash still places Midoriya in a committed sequence. Use it after α pressure has narrowed the opponent’s choices, after a teammate creates an opening, or when an opponent is recovering from an action that cannot be canceled safely.
- Prefer a visible opening over a prediction made from maximum distance.
- Account for obstacles, elevation, and nearby enemies before starting the dash.
- After connecting, use the improved momentum and reduced recovery to reposition or continue only when the surrounding fight is understood.
- Do not assume a hit automatically produces a guaranteed second skill; the patch notes do not make that promise.
Reserve γ for spacing and utility
Blackwhip’s faster, larger projectile is easier to place into an opponent’s path. It can check a retreat, discourage a direct approach, or help separate an enemy from a teammate. Its stronger knockback is useful when you need space, but it can also push a target outside the range of an immediate follow-up. Treat γ as a way to shape the next exchange rather than as an automatic combo starter.
A practical sequence is to use α to make the opponent move, hold γ for the route they choose, and only spend β when the resulting position gives you a clear dash opportunity. The order can change when a teammate has already forced a predictable movement pattern.
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A practical skill-up order
Official sources do not publish a universal best skill-level order, exact breakpoints, or a tested competitive ranking. The following is an editorial baseline for players who want a simple starting plan, not a settled meta prescription.
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- Prioritize α first. More investment in the tool you use for ordinary ranged pressure gives the build a dependable neutral game. Stop treating this as mandatory if your matches are decided by repeated close-range engagements rather than sustained spacing.
- Invest in β next when you are securing openings. β is the payoff for successful pressure and a way to punish movement. Raise it earlier if your team already supplies reliable crowd control or if opponents repeatedly give you clear dash windows.
- Raise γ after the core pressure is functioning. γ’s projectile utility becomes more valuable when you are using it deliberately to control routes, protect a retreat, or create room for a revive. Move it earlier if your squad needs a safer spacing tool.
Re-evaluate the order after several matches. If α is consistently creating no meaningful movement, leveling it further may be less useful than improving the skill that actually converts your team’s openings. Conversely, if β attempts are repeatedly punished, do not interpret a higher β level as a substitute for better timing and positioning.
Using Carry to Safety without throwing the fight
Carry to Safety is a team-revival tool, not merely a defensive escape. The latest patch grants Super Armor while carrying an ally, reduces damage taken, and increases resistance to knockback. Those changes directly improve the chance of completing a carry under fire, but route selection still determines whether the action succeeds.
Before picking up an ally
- Check whether the enemy team has line of sight on the likely carry path.
- Use nearby cover, elevation changes, or a teammate’s pressure to reduce the number of uninterrupted attacks you must absorb.
- Confirm that the destination is safer than the ally’s current location; moving into a second enemy squad can waste the special action.
During the carry
- Take the shortest route that avoids the most dangerous sightlines rather than the shortest route on the map.
- Do not stop to chase damage unless the threat has already been removed.
- Remember that Super Armor and knockback resistance reduce interruption risk; they do not make Midoriya invulnerable.
After the carry
Once the ally is in a viable revive position, return to the fight with the information you gained. α can re-establish pressure from distance, while γ can discourage an immediate chase. Save β for a confirmed opportunity instead of dashing back into the same crossfire.
Positioning and engagement rules
Open ground
Open ground favors disciplined α pressure because opponents have fewer places to break the interaction. Keep enough distance to react to a rush, and avoid spending β merely to cross space that could be crossed safely by normal movement.
Corners and cluttered terrain
Obstacles can hide an approach and make a dash harder to judge. Use γ to check a likely route, then commit with β only after you know which side of the obstacle the opponent must use. If the opponent disappears from view, reset rather than guessing.
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Vertical fights
Height changes the value of every commitment. Before using β, consider where the dash ends and whether the landing leaves you isolated. If an opponent has the higher position, α and γ can be used to contest the approach without immediately accepting a disadvantageous close-range exchange.
Third-party encounters
Midoriya’s dash can be effective against a distracted target but dangerous when another enemy is watching. Check the second opponent before committing. If you cannot account for both, use α or γ to create separation and wait for your team to collapse together.
Team play: what Midoriya contributes
Original Midoriya combines ranged pressure, a mobile punish tool, and a revive-oriented special action. That makes him useful in a coordinated squad without requiring every engagement to begin at point-blank range.
With a front-line teammate
Let the front-line player create the opening while you apply α pressure from an angle. When the opponent turns toward your teammate, β can punish the exposed movement. γ is particularly useful when the enemy tries to disengage and you need to prevent a clean reset.
With another ranged teammate
Avoid firing from the same angle and standing in the same lane. Use crossfire: one player pressures the current cover while the other watches the escape route. Midoriya’s γ knockback can help create distance, but coordinate before using it if your teammate needs the target to remain nearby.
When your team is down a player
Prioritize survival and information. α can test whether the enemy is still searching, γ can protect a retreat, and Carry to Safety can turn a risky recovery into a realistic revive attempt. β should be reserved for a clear punish unless the dash itself is the only route out.
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Original Midoriya versus Full Bullet
The two configurations ask you to win fights in different ways. The official descriptions support a tactical comparison, not a numerical head-to-head ranking.
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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitches| Comparison axis | Original Midoriya | Full Bullet | Practical implication |
|---|---|---|---|
| Ranged pressure and engagement distance | α supplies ordinary ranged pressure, with γ adding a projectile option. | α is described as a long-range, multi-wave attack. | Full Bullet is built around longer, repeated wave pressure; original Midoriya has a more mixed pressure-and-commitment pattern. |
| Mobility and approach | β is a dash attack whose current tracking, recovery, knockback, and momentum were improved. | γ can be held to climb raised earth and jump. | Original Midoriya approaches through a committed dash; Full Bullet’s movement utility is tied more closely to terrain and verticality. |
| Area control | γ primarily shapes spacing through projectile pressure and knockback. | β is an area shockwave that becomes stronger when activated from higher up; γ also deals area damage. | Full Bullet has the clearer area-control and high-ground identity. |
| Safety after committing | β is safer than before after a hit, but it remains a commitment. | The official description emphasizes height and area behavior rather than supplying a complete safety profile. | Do not transfer original β habits to Full Bullet. |
| Team utility | Carry to Safety provides a defined revive-and-carry role with improved interruption resistance. | The supplied official description does not identify an equivalent special-action change. | Original Midoriya has the clearer documented revive utility. |
Choose original Midoriya if you want a flexible ranged baseline with a dash punish and explicit revive utility. Choose Full Bullet when you specifically want to build around long-range waves, area damage, and high-ground interactions. Neither official source establishes a universal winner.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Common mistakes and corrections
Blind-dashing with β
Symptom: the dash connects rarely or leaves you surrounded.
Correction: use α to force movement first, check for a second enemy, and start β only when the landing position is acceptable. The 1.18.0 improvements make β more forgiving; they do not remove the need for an opening.
Using γ only for damage
Symptom: you hit an opponent but push them too far to capitalize.
Correction: decide whether you need damage, a route denial, or space before firing. The easier knockback is valuable when separation is the objective.
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Over-leveling a skill you cannot safely use
Symptom: your chosen order looks good on paper but your matches are still decided by missed commitments.
Correction: treat the suggested α-then-β-then-γ order as a starting point. Shift investment toward the skill that is producing real pressure in your mode, team composition, and current opponents.
Attempting a revive in the open
Symptom: Carry to Safety ends before you reach a usable revive location.
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Mixing Full Bullet and original-kit advice
Symptom: you expect original β dash behavior from Full Bullet or try to play Full Bullet’s area skills as if they were original γ.
Correction: confirm the active Quirk Skill Set in the character menu before changing your plan. The skill names and tactical jobs are not interchangeable.
A match-ready checklist
- Confirm that you are using original Midoriya, not Full Bullet.
- Use α as the default pressure tool and watch how the opponent responds.
- Use β after a clear opening, with the landing position and nearby enemies considered.
- Use γ to control routes or create space; do not assume its knockback guarantees a follow-up.
- Plan a protected Carry to Safety route before committing to a revive.
- Adjust the editorial skill order to the situations actually deciding your matches.
- Check the latest official patch notes before treating any current behavior as permanent; balance is volatile.
What is and is not established about a “best” build
The official material establishes the current behavior changes and the difference between original Midoriya and Full Bullet. It does not establish a universal level order, a complete tuning sheet, a matchup chart, a win-rate ranking, or a tested performance tier. No published statistic in the supplied official material supports a damage ranking, pick rate, or level breakpoint.
That is why the strongest defensible recommendation is a playstyle baseline: pressure with α, commit with the improved β when the opening is real, use γ to manage space, and treat Carry to Safety as a team-saving resource. Your mode, teammates, map position, and ability to recognize openings should determine the final adjustments.
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