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 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 |
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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.
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:
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's normal form combos and is an amazing melee for stabilizing 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/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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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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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.
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.
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.
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.
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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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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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:
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The order of inputs for walking off a ledge:
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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:
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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.
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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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.
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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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 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. 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.
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.
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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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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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 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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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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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 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.
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.
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.
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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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:
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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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+ 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
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 Great 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. |
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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. |
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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. 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. |
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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 GP Replenishment Great, versatile tuning for Tokoyami. While gliding, he can easily heal himself with GP drinks or his team via team heals quickly. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Hyper Regeneration Generally good tuning that extends general survivability and greatly extends the duration of Revenge type special tuning. |
These special tunings are geared towards players that enjoy supportive playstyles.
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.
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+.
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.
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.
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.
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.
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.
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):

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):

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:
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):

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):

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

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):
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:
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):

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

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):
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):

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):
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:

Difficulty Score: 🟡Skill Match-up🟡
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, Monoma will be left with an extremely underwhelming copied quirkset.
Tips vs Neito Monoma:
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):

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):
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:
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):

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):

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

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

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

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):

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

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):
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):

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):

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

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:
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):
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):
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):

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):

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 (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):
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):

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
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):

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):
Difficulty Score: 🟢Favorable🟢
Difficulty Score (Transformed): 🟣Dependent🟣
Toga is a very
Tips vs Himiko Toga (Default):

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.
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: 🔴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:
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:

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:
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:

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):
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