Assault S1 Original battle style Difficulty 5/10

All Might

A durable all-rounder with ranged pressure, vertical mobility, and tools for disrupting close fights.

  • mobility
  • frontline
  • rescue
All Might character artwork

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

  1. High Jump is valuable even when no enemy is nearby; use it to claim rooftops and scout safely.
  2. Do not spend every movement option entering a fight. Keep a route out.