

Adds Deku from My Hero Academia, a high risk survivor which can boost his stats and skills, in exchange losing health and taking damage from his stronger skills.
Jelly head in game happens sometimes- fixed by exiting/dying then picking the character again. Not sure why it happens, will aim to add more ragdoll bones to fix it.
Deku's general game plan is that his base form is safe with range and crowd control but with low damage. Then, when needed, he can use his special (OFA 100%) to increase his damage output and mobility. When at low health he can rely on his passive increased regen in base form to heal up. Attack speed scales fairly well with him as most skills do scale with it. Aiming to mitigate the health drain costs in OFA 100% mode can also make him very powerful.
Deku has innate increased health regen the lower his health is. He also has a double jump.

Shoots a bullet dealing 2 x 100% damage. Proc coefficient = 0.5.


Dash and kick, dealing 300% damage, resetting the cooldown on hit and resetting all cooldowns on kill. Proc coefficient = 1.

Pulls and stuns enemies in front for 300% damage. Gain barrier if an enemy is hit (based on attack damage). Attack speed increases the pull radius and barrier gain as well. Proc coefficient = 1.

Jump in the air and slam down, dealing 300% damage and gaining barrier on hit, both scaling with movespeed. Proc coefficient = 1.

Dashes and hits enemies for 200% damage multiple times while having invincibility during the attack (Basically mercenary's eviscerate). Proc coefficient = 1.

Dash and stun enemies passed through, dealing ? x 100% damage (Attack speed increases the number of attacks). Have invincibility during the duration. Has 2 stocks. Proc coefficient = 1.

Charge up a punch that teleports you and does damage and stun on release, dealing 400% damage. Charging increases the movement range. Proc coefficient = 1.

Go Beyond your limits, boosting Attack speed (1.5x), Damage (2x), Movement speed(1.5x) and Armor(5x) as well as changing all your abilities. This comes at the cost of negative health regen(-8x) and self-damage on his skills. Health regen items can mitigate this.


Dash and hit enemies passed through, dealing ? x 200% damage (Attack speed increases the number of attacks). Have invincibility during the duration. Attack speed also decreases duration. Costs 10% of current health to use. Proc coefficient = 1.

Charge up a punch that teleports you and does damage and stun on release, dealing a minimum of 600% damage, charging infinitely. Costs 10% of your max health to use. Proc coefficient = 2.

Send a blast forward, stunning and dealing 600% damage to enemies in front, while sending Deku backwards as well. Costs 10% of your max health to use. Proc coefficient = 2.

Push yourself to your limits, boosting Attack speed (1.2x), Damage (1.5x), Movement speed(1.2x) and Armor(2.5x) as well as changing all your abilities. This comes at the cost of disabling Health Regen. Health regen items cannot mitigate this.


Shoot 4 bullets with all your fingers, dealing 100% damage each. Proc coefficient = 0.5.

Blackwhip enemies, pulling them right in front of you, stunning and dealing 300% damage. Attack speed increases pull radius. Proc coefficient = 1.
St Louis Smash, stunning and pushing away enemies in front, dealing 600% damage. Proc coefficient = 1.
These stats are prone to change.
1.3.1 - Buffed alternate primary (damage scales by movespeed, gain invincibility during use as well), fixed some naming issues and fixed secondary blackwhip not being the right skill.
1.3.0 - Changed formula for OFA 100% special such that getting regen items won't negatively affect the skills. Added alt primary shoot style kick, alt secondary manchester smash, alt utility detroit smash, alt special OFA 45%. renamed boosted 100% skills by adding 100% to them to separate the differences between the detroit smashes. Corrected some readme errors- boosted primary invincibility duration should scale down, not remain the same. Removed walking animation and used sprinting animation for it as well- just thought it didn't look right. Some balance changes such as making the cooldown of 100% boosted primary st louis smash none again.
1.2.0 - Fixed ancient scepter support with proper 10% lifesteal. Adjusted boosted primary (added self-damage and changed the speed and duration scaling). Buffed regen passive to accommodate the higher self-damage. Added new Alt skill (Similar to boosted primary, weaker but with stun). Fixed descriptions for skills. Changed colours to descriptions. Added ragdoll. Updated Readme.
1.1.1 - fixed model issues, code clean up. (Forgot to mention previously) Changed effect of boosted primary as it may have been causing memory leaks. Changed menu colour to green. Lowered volume of voice and sfx, changed sfx of primary.
1.1.0 - added Ancient Scepter support.
1.0.1 - removed r2modman from dependencies.
1.0.0 - released