All Might
A durable all-rounder with ranged pressure, vertical mobility, and tools for disrupting close fights.
Game plan
How All Might plays
Take strong positions early, pressure from mid-range, and use mobility to engage or rescue teammates.
Kit overview
Skills and special actions
Alpha
Detroit Smash
A ranged punch that sends a shock wave forward and can pressure enemies from the air.
Beta
Oklahoma Smash
A forward rush that closes distance and hits with a powerful punch.
Gamma
United States of Smash
A spinning area attack that can deflect incoming projectiles while active.
Special Action
High Jump
Launches high into the air for fast rotations, disengages, and high-ground access.
Special Action
Carry to Safety
Carries a downed ally and revives them after setting them down.
What works
Strengths
- Flexible at multiple ranges
- Excellent vertical mobility
- Can rescue downed teammates
Watch for
Weaknesses
- Large silhouette is easy to track
- Mobility cooldowns are important defensive resources
- Aggressive dives can separate him from the team
First matches
Beginner notes
- High Jump is valuable even when no enemy is nearby; use it to claim rooftops and scout safely.
- Do not spend every movement option entering a fight. Keep a route out.