

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. Tried to fix ragdoll- let me know if there's still issues.
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 specials (OFA 100% and 45%) 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 and Movespeed 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. OFA 45% instead only allows direct healing effects rather than health regen but in turn doesn't drain health.
Deku has innate increased health regen the lower his health is. He also has a double jump. Technically not a passive but he can sprint in any direction- activated by using his primaries.

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


Dash and kick, dealing 300% damage scaling based on movespeed, 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. Distance scales on movespeed and attack speed. 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(-7x) 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. No health cost. 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 80% damage each. Proc coefficient = 0.25.

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.
1.3.2 - Properly credited model maker. Made most of his skills to make Deku enter sprinting- since most moves scale of movespeed this buffs them by default and rather than sprinting beforehand. Fixed descriptions for skills. Fixed regen code for OFA 45% so that it is always 0. Buffed OFA 100% so that at the negative regen won't kill you (also- this was previously in but the health costs of his moves could never kill Deku in the first place either) and lowered the negative regen multiplier to x-7. Buffed boosted 100% primary by removing the health cost as that was too debilitating. Halved duration of invincibility with Shoot Style Kick primary and OFA 100% St Louis primary (since it doesnt cost health). Made the damage hitbox of shoot style kick larger to fix the occasions where the hitbox didn't hurt enemies. Also adjusted the bouncing of shoot style kick, it was not consistent before. Buffed shoot style dash to have greater range. Improved code for shoot style so that it doesn't get cancelled by other attacks. Set the range of detroit smash (weak version)to be static so that it doesn't grant crazy range but now scales better with movespeed and also scales with attackspeed. Nerfed Airforce 45% to be more in line with other 45% skills (made the damage by 80% as when taken into account the damage multiplier for 45% it will be 120% per bullet, before it was 150% per bullet basically and with 5 bullets it was nuts) and also properly made it have 4 bullets instead of 5. Updated Overview page. Improved code for St Louis 45% so that it puts you in the spot when using it and decreased the duration as well. Improved the radius and made position range of Blackwhip 45% further. Improved ragdoll by having the camera follow Deku as he dies. Also forgot to update the mod version in the code.
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