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I have to work harder than anyone else to make it!

- Izuku Midoriya and his desire to be a hero.


Description

Green Hero is the first character to be ever developed in Heroes Battlegrounds based off of Izuku Midoriya and the easiest to use in general. Green Hero is a free in-game character and the default when playing the game for the first time. Green Hero has decent combo potential and a deadly ultimate when used correctly. This character can also be mastered to get Mastered Green Hero.

To get Mastered Green Hero you will need to get mastery, which can be gained by killing opponents with Green Hero (0.50%), completing quests from the Daily Quest Giver (4-5%), and killing the Namu boss (5-13%).

Pros and Cons

Pros

  • Possesses huge damage (2nd Place in Tier List's Normal Movesets section).
  • Has good combo potential.
  • The character's Ultimate is capable of dealing huge damage to both passive and aggressive players.
  • The user of the character has a lot of time to perform combos on grounded opponents.
  • Detroit has hyper armor.
  • Each move is a combo-extender. (Detroit // AIR VARIANT, Manchester. (If using New Hampshire Smash Tech), Delaware // AIR VARIANT and Texas.)
  • Detroit air variant does more damage the higher up you are.
  • The Ultimate has amazing mobility potential with Beyond 100% (9 tiles), Cosmic States of Smash (12) and 1,000,000% (37)
  • All moves are unblockable after Manchester Rework.
  • Cosmic States of Smash cannot be ragdolled out of.
  • Reworked Manchester has a much bigger hitbox.
  • You cannot ragdoll cancel after being hit by Beyond 100%, meaning that you can use any of the moves to combo-extend. (Timing required)
  • Detroit Air Variant stuns the enemy long enough for a downslam, meaning you can do a triple downslam.

Cons

  • If having knowledge about it, the character's Ultimate is very easy to counter.
  • Detroit and Manchester are easy to predict and counter.
  • Reworked Manchester became even more predictable.
  • Every single move is very punishable once missed or blocked.
  • 1,000,000% has no I-frames on startup, so you can get your move cancelled entirely and render it useless for your entire ultimate.
  • Cosmic States of Smash will get punished if blocked.
  • Beyond 100% is very hard to aim, and it can be interrupted in the start.
  • Every move is punishable. (Excluding 1,000,000%)
  • Beyond 100% can not hit grounded targets.
  • Beyond 100% hitbox is very janky.

Movesets

Attack Damage Cooldown Info
M1s
M1
1 hit: 4.5% Damage

All hits: 18%

~0.5 seconds The user punches forward multiple times, emitting a green electrical shock at the last M1.
Detroit smash
Detroit
14% 13 seconds The user channels One For All into their fist before releasing a powerful punch that sends opponents flying.
  • Has easily punishable endlag
  • Has a noticeable AOE in front of the user
  • Grants super-armor
  • Both the initial attack and landing on the ground deal damage to your opponent
  • Can hit ragdolled opponents
  • Unblockable
  • Combo-ender
Green Hero Detriot Variant
Detroit Air Variant
6%
12%-16% (After using Delaware's air variant)
20% (After using BEYOND 100%)
The user smashes the ground with One For All energy and creates a crater.
  • Can break block.
  • Can hit ragdolled opponents.
  • Seemingly can hit opponents mid-air. (Needs confirmation.)
  • Small endlag
  • Combo-extends into every other move
Manchester Rework
Manchester
11%
4-5% (if blocked)
13 seconds The user leaps into the air while spinning, before delivering a nimble kick that sends the opponent away.
  • Contains hyper armor
  • Can hit ragdolled opponents.
  • Can be cancelled during start-up
  • If launched upwards, the user will spin until they reach the ground.
  • Has punishable endlag on miss
  • Combo-ender
Green Hero Delaware
Delaware
6% (Initial)
10% (After hitting the ground)
17 seconds The user flicks their fingers with enough force to release a long-ranged projectile blast of air.
  • The ground variant has more range than triple dagger throw. Despite this, it's best to not use it as a ranged attack.
  • Can hit ragdolled opponents.
  • Unblockable
  • Very low damage at far range
  • Combo ender
Green Hero Delaware Variant
Delaware Air Variant
6% (Initial)
10% (After hitting the ground)
The user launches into air and blasts at the ground to propel yourself and your opponent upward, making your opponent lose track of your position.
  • Can hit ragdolled opponents.
  • Will send your opponent into the air, further disorientating them.
  • Players can dash out with or without ragdoll cancel if not hit directly
  • Can break block and ragdoll if landed directly atop opponent.
  • Combo extends into Detroit Air Variant and Texas (maybe Manchester
Green Hero Texas
Texas
9% 33 seconds The user releases a flurry of punches that conclude with a final power-punch.
  • Can hit ragdolled opponent.
  • All hits of this move are blockable except for the final blow.
  • This move has enough stun to guarantee an M1 chain, or to use Delaware right after
  • This move grants 2 M1's afterwards, being the last two in an M1 chain.
  • Combo extends into every other move

Attack Info
Detroit Smash Finisher
Detroit
The user charges significant amounts of One For All before punching significantly stronger, launching the opponent at fast speeds.
  • Starts at 13%
Green Hero Detriot Variant Finisher
Detroit Air Variant
The user punches significantly stronger, smashing the opponent onto the ground.
  • Starts at 6%
Manchester Rework Finisher
Manchester
The user kicks the opponent and sends them flying away, whereupon the user then runs to them and kicks them again, before they blast the opponent into the air then jumps towards the opponent and strikes with a powerful blow from above.
  • Starts at 10%
Green Hero Delaware Finisher
Delaware
The user hits the opponent, sending them flying forward ahead a long distance in a powerful blast of impact.
Green Hero Delaware Variant Finisher
Delaware Air Variant
The User hits the opponent, sending them flying up a long distance in a powerful blast of impact.
Green Hero Texas Finisher
Texas
The User's last hit makes the opponent get sent flying if it is connected.
Green 1,000,000%
1,000,000%
After you use the move, the opponent will bounce 1 time, and then bounce a second time, leaving them in the air as you land in front of them, breaking the ground, as rubble floats around you and your left eye glows a bright blue with power, as you channel the past users of One For All, and grab it in your right hand, you pull back your fist, and deliver a devastating blow to the opponent's gut, sending them miles away cause of the blow

Attack Damage Cooldown Info
Green Hero Ultimate
MAXIMUM OVERDRIVE
N/A N/A The player drops to their knees, then onto all fours, with blue electricity appearing around them, then the player punches their fist into the ground, giving off a blue aura around the player,with blue flames coming out of their eyes, after that, the player stands back up, using their right knee to get up.
Green Beyond 100% new
BEYOND 100%
50% OTU (One time use)

(19 seconds cooldown if missed)

The user charges a tremendous amount of their energy and travels a huge distance at extreme velocities, before they reach the opponent and deliver a powerful kick, enough to send their opponent extremely high. The user then charges more of their energy, forcing tiny debris to be lifted upwards with the energy flowing within it, before the user spreads their arms wide open while looking upwards, and then suddenly teleporting next to opponent, kicking them away and teleporting next to them once again, in order to deliver another powerful punch, which launches the opponent even higher. The user then appears above them, and strikes with both hands, before unleashing a flurry of huge fist projections, which beat the opponent to a pulp under user's gesture.
  • Requires a bit of aim to use, as it can be missed
  • CANNOT BE BLOCKED
  • Can hit players even if they dodge it (if the move is used quick enough)
  • This move deals half of your opponent’s health
  • This move is a cutscene, meaning that it is best used when your ultimate bar is low so it doesn’t drain (that way, you’re making the most of your ultimate mode).
  • This move comes out instantly, and forces your opponent to play passively in anticipation of it.
  • This move is the ultimate killer. It can drain the ultimate bar of your opponent if they’re hit by it.
  • This move has a very small window of time for your opponent to input one or two actions before the final hit of the beatdown. A player with fast fingers or a macro clicker can use this to use a counter or use their ultimate before they take damage from the final hit of this attack.
  • With good timing and proper positioning, you can combo your other ultimate moves off if it (typically One Energy Surge)
Green CSOS
Cosmic States of Smash
45% 15 seconds The user extends their leg forward and rushes at the opponent at the speed faster than the eye can see, before blasting them outwards with devastating force.
  • This move is blockable, and will leave you open to attack if blocked
  • Although very fast, this move is reactable
  • This move has two damaging parts: The first being the initial attack, and the second being the impact with the ground that your opponent suffers after being launched by this move. If you are hit by this move, using your ragdoll cancel to avoid hitting the ground is advised.
  • This move is very good for running away from your opponent
  • This move is good for chasing passive/running opponents
Green OES
One Energy Surge
30% 13 seconds The user builds up the energy in their fists, closing the distance between them and the opponent when they are done, before punching the opponent's face and then unleashing a violent barrage at lightning speed, ending the savage barrage with a concentrated punch full of destructive force enough to send the opponent flying away.
  • This move grants the user hyperarmor for its entire duration.
  • This move is slow, meaning doing a combo won't work. It's recommended to time it right on a ragdolled opponent.
  • This move has two damaging parts: The first being the initial attack, and the second being the impact with the ground that your opponent suffers after being launched by this move. If you are hit by this move, using your ragdoll cancel to avoid hitting the ground is advised.
  • Can be used to combo off of BEYOND 100% if timed right.
Green Hero 1,000,000%
1,000,000%
55% OTU (One time use)

(100 seconds cooldown if missed)

The user prepares to run at blinding speeds, crushing the ground beneath while so, before they transition into slow motion followed up with a threefold teleport in zigzag pattern, leaving trails after the user, before they dropkick their opponent, which forces them to be ragdolled away, while the user takes it to their advantage and runs up to them, appearing from behind and delivering a heavy blow at the opponent's back, sending them into the air. The user then charges their fists with devastating energy before unleashing a ferocious volley of the air pressure, which forms into fist projections that hit the opponent.
  • Teleport is only hitbox to hit.
  • Good move to catch enemy.
  • Iframes but none iframes upon start-up, meaning you can get punished.
  • This move has a finisher; check it in finisher's tab

Objects Damage Information
Tree
Tree
Tree 2
8% (or 20% on 4th M1) The user punches the enemy in the stomach then takes them by their head smashing them into the tree

If the user's M1 count is four, they holds an enemy then smashes said enemy towards the Tree 3 times, the fourth time smashes the enemy flying

Pillar
Pillar
14% The user holds enemy's head and smashes them into the pillar
Trashcan
Trashcan
11% The user throws the trash can at the enemy
Jukebox
Jukebox
Jukebox Finisher
18% The user holds the enemy then slams them rapidly against the jukebox

If you kill a player or dummy with a jukebox it starts to play music, more specifically, Free Bird

TV
TV
TV Finisher
11% The user smashes the enemy's head into the TV, cracking it

Upon killing with this animation, the lights of the bar will be shut down

Bench
Bench
Bench Finisher
11% The user smashes the enemy's head into the bench, destroying it

When finishing, the user proceeds to slam twice

Specials Damage Information
Green Aerial
Aerial Slam
4% Performs a front flip in the air with green effects, ragdolling the enemy on the ground
Green Tree
Tree
20% Punches the enemy 3 times before charging a miniature Detroit Smash, blood spurts out.
Green Pillar
Pillar
14% Punches the enemy once with their right hand, switches to their left hand and smashes them 3 more times with the last smash being charged with OFA
Green Trashcan
Trashcan
11% Smashes the enemy's head 3 times into the trashcan, the last smash is empowered with OFA, sending the enemy tumbling lifeless on the ground

Passives

Passive Name Damage Information
Ultimate Gain N/A Upon finishing someone, your ultimate bar will increase significantly, for the cost of losing some of your health (5%).
Cooldown Reset N/A After killing someone with credit your cooldowns resets.
  • This applies to all characters.

Trivia/Notes

  • The old music of Ultimate is "Jet Set Run (Dual Mix)" by xiiiMPeRFeCT.
  • BEYOND 100%'s start-up used to be a simple teleport, making it much easier to hit. This was changed due to it being unbalanced. It is now a series of zigzag movements that has a teleport at the very end.
  • This character is based off of Izuku Midoriya from My Hero Academia
  • The moves for Green Hero were actually just shortened; their full names were as stated.

| Detroit Smash | Delaware Smash | Manchester Smash | Texas Chain | (reference for each move linked)

  • Originally, mastering this character was much harder due to kills only giving 0.34% mastery
  • The finishing effect for any move also damages the player; this is a reference to when Deku wasn't able to control One For All to a specific percentage and had it at 100% power all of the time. This causes his bones to break whenever he attacks, such as here.
  • The pink in his spawn animation is a reference to his "Full Cowling" technique that disperses One For All's power evenly throughout his body.
  • The name "1,000,000%" is a reference to Deku's strongest attack, "1,000,000% Delaware Detroit Smash," although he doesn't do the actual move in the game. Also, 1,000,000% isn't actually 1,000,000% of his power; it is just his way of shouting his feelings towards this unusual strength in an emergency.
  • The 1,000,000% Finisher is based on when All Might went "PLUS ULTRA" and punched a Nomu (Namu) as seen here.
  • Deku's Manchester attack was completely revamped, as it used to just be a spinning kick.
    • But, if you own Private Server +, you can get "Manchester Old" by giving a random moveset or by a moveset block.
    • ‘’Old Manchester’’ used to be a combo extender if used raw.
  • Green Hero's Ultimate used to be called Ultimate, but now it's called Maximum Overdrive.
  • First character to have an infinite ultimate bug (patched but you can watch Smoothiedude´s video on it.)
  • The Manchester Finisher will always do 1 damage.
Characters
Heroes Green Hero • Split Ice • Explosion Hero • Jet Engine
Villains Hero Slayer • Azure Flames • Symbol Of Fear • Warp Portal
Mastery Mastered Green Hero • Mastered Hero Slayer • Mastered Azure Flames
Private server+ The Strongest  • Huge Lady
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