Heroes Battlegrounds Wiki

Welcome to Heroes Battlegrounds Wiki!

READ MORE

Heroes Battlegrounds Wiki
Maxreal

Spoilers Ahead!

Spoilers for Hero Killer: Stain


Description

Mastered Hero SlayerMastered Hero Slayer, also known as Crimson Justice by its badge name, is an unlockable character in Heroes Battlegrounds, obtained by achieving 100% mastery with 'Hero Slayer'. Mastery can be gained by completing daily quests, defeating the The Prototype boss, or accumulating kills (0.5% per kill, requiring 200 kills total without other sources). Released on June 21st, 2024, he is the 8th character added to the game.

Mastered Hero SlayerMastered Hero Slayer represents a more potent and versatile version of his base counterpart. His core gimmick revolves around stance switching between a Katana-focused moveset and a Fists-based moveset, triggered by the Katana Throw ability. This dynamic allows for varied combo routes and adaptations mid-fight. Furthermore, landing specific finishers grants temporary weapon passives (Knife, Knuckledusters, or both), which alter his M1 attacks and damage, rewarding skillful execution and diverse combo completions. His awakening, Judgement, is distinct from that of the base Hero Slayer.

Pros & Cons

Pros

  • Possesses amazing combo potential due to stance switching and diverse move interactions.
  • Certain finishers grant temporary weapon passives (Knife, Knuckledusters), increasing M1 damage and altering M1 animations.
  • Dagger Cascade has a second use, allowing for more daggers to be thrown compared to the base Hero Slayer's Triple Dagger Throw.
  • Shadow Rush's air variant is an easy combo starter if landed correctly.
  • Whirlwind Pierce deals extra damage if timed to hit an opponent during their wakeup invincibility.
  • Has access to a defensive Armor skill (Whirlwind Pierce) that is available in both Katana and Fist stances.
  • Can access two long-ranged moves in his base (Katana) moveset.
  • The follow-up to Shadow Rush can lead into either Katana Throw (stance switch) or an Attack Dash for continued pressure.
  • If an opponent lacks ragdoll cancel, using Whirlwind Pierce immediately after Headbutt guarantees either the stun or the bonus wakeup damage.
  • Features four distinct True Combos.
  • The Mixed Martial Arts passive (Knuckledusters + Knife) boosts M1 damage to approximately 24% per full chain.
  • The combined damage potential of Mastered Hero SlayerMastered Hero Slayer's stance moves (Detrimental Division and Blitzing Talon in Ultimate) can reach 66-67%, making it one of the highest damaging movesets in the game.
  • One Million Slashes breaks block on its initial contact and its final slash.
  • Dagger Cascade and Katana Throw can stun opponents on wakeup, similar to Triple Dagger Throw.
  • The two distinct movesets (Katana and Fists) greatly enhance combo extension possibilities.
  • Rewards players who experiment with move interactions, as nearly every move can function as a combo extender with proper techniques.
  • The Judgement ultimate offers great mobility.
  • Blitzing Talon teleports the user to the opponent after the Katana hits them.
  • If an opponent's evasive is baited, the second use of Shadow Rush can be combo-extended with a front dash by quickly turning the camera to hit the opponent's back, causing a roll that allows for a side dash M1 follow-up.
  • If used immediately after an uppercut, Shadow Rush can hit the player if done correctly.
  • After a downslam, if you wait a bit, you can use Whirlwind Pierce to hit your opponent and apply the Bloodcurdle effect.

Cons

  • High learning curve for beginners due to being a complex character with numerous moves and stance mechanics.
  • A very advanced character; effective use requires a strong understanding of game mechanics.
  • Takes a long time to unlock due to the mastery requirement (200 kills without daily missions or The Prototype farming).
  • Very low base damage on individual skills, forcing reliance on M1 attacks and passive weapon buffs.
  • Lacks easily accessible, high-mobility moves in his base kit.
  • Executing most advanced combos requires frame-perfect inputs.
  • The Black Flash-like M1 passive can be escaped if the opponent times their evasive correctly.
  • If the Black Flash M1 passive is missed, it cannot be used and goes away.
  • Whirlwind Pierce can be punished, countered, and missed easily due to its recovery.
  • One Million Slashes and Shadow Rush (both variants) have significant endlag if missed, leading to easy punishes.
  • Shadow Rush (Air Variant) can be easily missed or dodged.
  • One Million Slashes does not extend combos on already ragdolled enemies.
  • One Million Slashes and Shadow Rush (Air Variant) have very low finisher thresholds (6-8%), making them unreliable for securing finishers.
  • Headbutt has almost no I-frames after the move finishes, leaving the user vulnerable to immediate counter-attacks from teamers.
  • Attempting the Dagger Cascade wakeup tech on a ragdolled opponent only grants the fourth M1 hit instead of a full M1 reset.
  • Obtaining certain weapon passives, like the Knuckledusters and Knife simultaneously, can be challenging, and the individual M1 boosts from single weapons are relatively small.
  • Mastered Hero SlayerMastered Hero Slayer has less raw base damage than his non mastered counterpart, Hero Slayer.
  • Mastered Hero SlayerMastered Hero Slayer can be complex to learn due to the amount of moves and functions of the moveset.
  • Whirlwind Pierce, despite having super armor, CAN be bypassed.
    • This can be done by hitting the user enough to ragdoll them, or if they are on low health, kill them, or using a grab move or a move that puts you in an animation.
      • This can also be said for Curdle Pierce, one of Hero Slayer's moves.
      • Like the other masteries, this one takes a LOT of time (or robux)

Movesets

Moves Damage Cooldown Information
MHS M1
Crimson Swordsmanship (M1)
16% ~0.5 seconds A basic chain of katana slashes, leaving red trails and energy expulsions.
First Use
MHS Shadow Rush FU
Shadow Rush
MHS Shadow Rush SU
Second Use
14% total (10% first use, 4% second use) 14 seconds The user charges forward with their katana in a quick dash. Upon hitting, they spin and slam the opponent into the ground with the blade, then follow up with a fist slam. Reactivating the move causes the user to leap and stab downwards; if this hits, they fling the opponent off their sword.
  • First use is easily punishable if blocked.
  • Second use breaks block, unlike the first use.
  • First use leaves the enemy ragdolled long enough for an Uppercut or Downslam.
  • Second use ragdolls the enemy for half the normal duration.
  • A forward dash after the second use can enable an adaptation of the "twisted tech" for combo extension.
MHS Shadow Rush AV
Shadow Rush Air Variant
6% 17 seconds While airborne, the user is suspended as they aim and unleash two crimson slashes.
  • Unlike the ground variant, this version breaks block but deals less damage.
  • If used without setup (raw), it functions as a combo starter but sends the enemy far back if used after M1s or on a grounded opponent.
Throw
MHS Katana Throw FU
Katana Throw
MHU Katana Throw SU
Take back
10.5% total (1.5% on throw, 9% when retrieved from enemy on 4th M1) 12 seconds The user spins once before throwing their katana.
  • Throwing the katana switches the user's moveset to Fists until 40 seconds pass, the blade is manually picked up, or it is ripped out of an enemy (triggering the "Take back" animation).
  • If an opponent is within finisher range, this move will not defeat them unless they are hit by one of the user's other moves, an ally's attack, or the user's 4th M1 while the katana is embedded.
  • If timed correctly on a ragdolled opponent, this move can bypass wakeup armor and allow the user to start an M1 chain.
MHS One Million Slashes
One Million Slashes
4.8% 24 seconds The user briefly retreats before lunging forward with increased momentum, delivering an initial slash followed by a barrage of a million red cuts in a 360-degree area.
  • The initial slash breaks block; however, the subsequent AoE barrage is blockable.
  • Can be cancelled if the user is hit before the AoE attack begins, or by ranged moves at any point during the animation.
  • The actual damaging part of the move ends slightly before the visual effects dissipate, allowing players to dash in and hit the user.
  • Has significant endlag if missed.
First Use
MHS Whirlwind Pierce FU
Whirlwind Pierce
MHS Whirlwind Pierce SU
Second Use
7% (17% if hit during ragdoll wakeup) 28 seconds The user of the "Bloodcurdle" quirk jumps backward, tosses a knife into the air with an audible cue, then slashes horizontally. On a successful hit, reactivating the move applies the "Bloodcurdle" (paralysis) effect to the target.
  • This skill has Armor on startup and is unblockable but has slow recovery.
  • If the attack hits an opponent during their wakeup invincibility from ragdoll, it deals more damage but cannot apply the Bloodcurdle effect.
  • Available and functions identically in both Katana and Fist stances.

Moves Damage Cooldown Information
MHS M1 Fists
Streetfighter's Art (M1)
16% ~0.5 seconds A basic combo of punches. Damage is similar to Katana M1s without passives.
Without Second Use
MHS Uppercut FU
Uppercut
MHS Uppercut SU
With Second Use
10% total (10% first use, 0% second use) 20 seconds The user uppercuts their opponent, creating segmented impacts visualized as red explosions, sending both airborne. Reactivating the move slams the enemy downwards, causing a ragdoll with no additional damage.
  • This move breaks block.
  • The finisher threshold is higher if the follow-up slam is used (around 13% with follow-up, 10% without).
Without Second Use
MHS Dagger Cascade FU
Dagger Cascade
MHS Dagger Cascade SU
With Second Use
12% total (7.5% first use, 4.5% second use). Has a random chance to apply poison, draining the opponents HP by 4.5% (~0.2%/0.1s) over a few seconds and prevents side dashing as well as side dash evasives. 14 seconds The user throws a set of 5 daggers. Reactivating throws an additional 3 daggers.
  • Both throws are in a wider spread pattern compared to Triple Dagger Throw.
  • Like Triple Dagger Throw, these daggers do not break block.
MHS Headbutt
Headbutt
8% 16 seconds A singular grab. Upon connecting, the user slams their head into the enemy once.
  • Despite its animation, this does not function as a true grab (e.g., cannot be used to interrupt hyper armor).
  • Can hit ragdolled opponents if used immediately after a downslam or timed after a mini uppercut.
First Use
MHS Whirlwind Pierce FU
Whirlwind Pierce
MHS Whirlwind Pierce SU
Second Use
5% (12% if hit during ragdoll wakeup) 28 seconds The user of the "Bloodcurdle" quirk jumps backward, tosses a knife into the air with an audible cue, then slashes horizontally. On a successful hit, reactivating the move applies the "Bloodcurdle" (paralysis) effect to the target.
  • This skill has Armor on startup and is unblockable but has slow recovery.
  • If the attack hits an opponent during their wakeup invincibility from ragdoll, it deals more damage but cannot apply the Bloodcurdle effect.
  • Available and functions identically in both Katana and Fist stances.

Moves Information
MHS Shadow Rush Finisher
Shadow Rush
Upon hitting the second use, the user violently stabs through the enemy's chest repeatedly, spilling blood, before picking them up, twirling as they rip the sword out, and launching their body away with a devastating decapitating slash.
  • Second use finisher starts below 8% health (totaling up to 17% if the first stab is also part of the finisher threshold).
MHS Shadow Rush AV Finisher
Shadow Rush Air Variant
The user performs an extra 360-degree slash, the sword leaving a red trail (similar to base Hero Slayer's passive). As the swing finishes, the user swings their sword once more to clean off the blood.
  • Finisher starts below 7% health (sometimes 8%).
MHS Katana Throw Finisher
Katana Throw
When ripping the katana out of an enemy, the user launches a visibly larger upper slash following the first, briefly readying themselves before a combination of four slashes in the same style with flashy red effects. The last hit launches the enemy away, severing their head.
  • Finisher starts below 9% health (sometimes 8%).
MHS One Million Slashes Finisher
One Million Slashes
Following the initial barrage, the user stabs the blade into the enemy's shoulder, pulls it out, licks the blood, then performs a slash from the right cutting off their right arm, a diagonal slash from the left, and a second slash hitting their leg. This final slash sends them into the air before one last cut breaks their body into pieces.
  • Finisher starts below 8% health.
MHS Whirlwind Pierce Finisher
Whirlwind Pierce
Following the initial hit, the user grabs the enemy by the neck and lacerates their jugular with a single slash, defeating them quickly and cleanly as blood spills from their neck.
  • Finisher starts below 8% health (with curdle effect active). Without it, starts below 18%, making it the highest finisher threshold in his base kit.
MHS Uppercut Finisher
Uppercut
Following the initial hit, the user slams them downwards, instantly teleports to them, slams them downwards once more, then bodyslams them with their shoulder, quickly recovering with knuckledusters equipped.
  • Finisher starts below 10% health (with second use, starts below 13%).
MHS Dagger Cascade Finisher
Dagger Cascade
The user slashes the opponent horizontally in the gut before preparing a backhand stab. Immediately afterward, they brutally stab the opponent in the chest multiple times before flipping over them and delivering a final downward slash, smashing the opponent into the ground. The user gains a dagger (passive) after this finisher.
  • Finisher starts below 16% health (assuming both uses connect).
MHS Headbutt Finisher
Headbutt
The user repeatedly headbutts the opponent three more times, spilling blood in bursts, before the enemy simply falls. The user gains knucklebusters (passive) after this finisher.
  • Finisher starts below 10% health.
MHS Passive Finisher
Black Flash Passive
The user lands three heavy punches on the opponent before finishing with a Black Flash-empowered punch, which blasts the opponent much further away than a normal Black Flash. This restores a charge for the passive, allowing for potential chaining.
  • Finisher starts below 14% or 15% health (not counting the uppercut or fourth M1 setup).
Division Finisher
Detrimental Division
An afterimage of the user slashes their opponent, but the second slash from the user themselves forces them to be knocked away by immense force. The opponent tries to run, but the user licks the blood on their weapon. At that moment, a japanese Kanji for Death ( () Shi?) appears on the victim's body, stunning them. The POV switches to the victim's view; the user appears flashily, crouches, and waves as the victim's heartbeat increases. Finding their victim unable to move, the user flash-steps and dissects their neck, decapitating them, then glares at their head before the victim closes their eyes.
  • Finisher starts below 23% health.
Gekido Finisher 2.0
Gekido
The user dashes and performs a high-speed slash, curdling the enemy's blood and suspending them mid-air. The user preps both swords and dashes through the paralyzed enemy, causing them to fall. Before they can recover, the user dashes again at high speed, stabs one sword into the enemy's left side, then rips it out, causing them to stagger. The user follows with a relentless combo using both swords, then dashes backward and through the enemy again. The user menacingly turns, licks the blood off their right sword to reapply Bloodcurdle, then performs one last high-speed dash, slashing from both sides, before striking a pose (the user swings both swords as they look up at the sky) that causes the enemy to split into pieces.
  • Finisher starts below 26% health.
Blitzing Talon finisher
Blitzing Talon
The user gets into a running stance, then knocks the victim away. The camera cuts to the user, who does a T-pose-like stance, covering the screen with a red effect, before charging back at the victim and unleashing a powerful kick, sending them flying.
  • Finisher starts below 40% health.
Cull the Evil Finisher
Cull the Evil
The user takes their sword, slashes whoever is in front, then with M1 interactions, applies the Bloodcurdle effect. This is followed by a chain of slashes with afterimages also attacking every few hits, then a quick barrage. At that moment, a Japanese Kanji for Death ( () Shi?) appears on the victim's body before the user swings their sword to clean the blood off, causing the enemy to split into multiple pieces.
  • If all hits are landed, finisher starts below 52% health, with the final slash itself starting below 20%.

Attack Damage Cooldown Info
Slayer's Judgement
Judgement
43% (max damage from activation slashes) N/A The user touches their head, gathering energy from immense willpower, then smashes the ground, throwing their weapon upwards. They catch it and begin running at speeds that only leave afterimages, unleashing a violent flurry of slashes, ending in a menacing stance with an aura of willpower engulfing their body. Deals AoE damage during the slashes.
  • The user can aim themselves during the slash barrage to damage bystanders.
  • Unblockable.
JUDGEMENT 2ND Variant
Judgement (Second Variant)
43% (max damage from activation slashes) If an enemy is hit by the slash barrage, at the end of it the user slashes their enemy away, twirls their sword, and then sheathes it with a menacing stare. (This is a cosmetic/cinematic variant of the activation).
JudgmentalM1s
Judgemental Overslashes (M1)
27% ~0.5 seconds The user is equipped with two katanas, delivering a basic chain of slashes that leave red trails and scratch-like projections.
Bloodlust Division
Detrimental Division
25% 15 seconds An afterimage of the user cuts their opponent, before the user themselves delivers a strong slash, initiating a devastating barrage of slashes that act independently. Meanwhile, an afterimage of the user on the other side walks up to the opponent and glares at them before tilting their weapon slightly downwards, forcing the enemy to fall.
  • Can hit multiple people.
  • Grants I-frames upon use and once an enemy is hit.
  • Has a large hitbox.
  • Has no endlag if missed.
  • Cannot hit grounded players.
Gekido
Gekido
30% 17 seconds The user dashes with their swords and, upon catching an opponent, slashes them multiple times vertically to launch them upwards. The user then pierces their opponent, withdraws the swords, and strikes them back to the ground. If the initial dash misses, the user will stick their swords into the ground to absorb the recoil.
  • The damaging hit occurs at the end of the dash, but the initial slash provides a small lunge, allowing the user to catch opponents even if not extremely close.
  • With good TP dash timing, a downslam can be performed after the move concludes.
  • Has endlag when missed
Blitzing Talon Rework
Blitzing Talon
Katana Throw: 6%

The Move: 34% Collateral: 36% (Total AOE damage if nearby opponents stand too close during every strike)

30 seconds The user launches their sword. If the sword hits an opponent, the user teleports to them before lunging. Upon contact, the user strikes their opponent twice, then sends them upwards with a mighty uppercut to the stomach. Channeling energy, the user strikes the opponent's stomach with an enhanced punch, sending them flying forward with black sparks.
  • Very large knockback.
  • Travels very far but requires good precision to hit targets not in close range.
  • Grants I-frames upon use.
  • Hitting the Katana Throw part teleports the user in front of the target, making the rush part easier to land.
  • Hitting the katana throw does not guarantee the second part due to the rushdown's long startup, but if the enemy is ragdolled beforehand, both parts can true combo.
  • Currently, the hitbox can be bugged; if traveling more than ~9 tiles, the user may pass through the opponent instead of landing the move.
Cull the Evil
Cull The Evil
38.6% total

5% (First Swing) 1%-3% (Per M1 interaction)

26 seconds The user of the "Bloodcurdle" quirk takes their sword, slashes whoever is in front, then through M1 interactions, applies the Bloodcurdle effect. This is followed by a chain of slashes with afterimages also attacking every few hits, culminating in a final slash that ragdolls and knocks back the victim(s).
  • Can hit multiple players.
  • Insane AoE, able to chip away at teamers and hit from behind.
  • Grants Superarmor during its startup (can take damage but not be stunned).
  • Grants I-Frames during the attack sequence.
  • Has a long startup.
  • The user can decide when to stop the M1 interactions.
  • Completely inescapable once the initial hit connects.
  • Lasts for a long time; best used when other moves are on cooldown or as a combo finisher (finishes at a high 52%), to avoid wasting too much ultimate meter.
  • A total of 17 M1 interactions can be performed during the move.
  • Can hit ragdolled enemies.

Objects Damage Information
Tree 3
Tree
12% The user performs a rapid chain of 4 slashes before punching the target with their left hand.
Pillar
Pillar
14% The user holds the 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
Mastered Slayer Aerial
Bloody Slash (Aerial Slam)
4% The user spins around in the air while wielding a sword, slamming the enemy down with small blood effects on hitting.
Slayer Tree
Tree
20% The user performs a rapid chain of 4 slashes, then punches the enemy with their left hand much harder. Crimson Red effects appear on screen.
Slayer Pillar
Pillar
14% The user performs 3 slashes, and slashes one last time that is much more empowered. The slash sends the enemy flying away with Crimson Red effects.
Slayer Trashcan
Trashcan
11% The user grabs the enemy with their left hand and slams their head into the trashcan twice, before doing it much harder one more time, causing small amounts of blood to spurt out.
Stain v2 burst
Burst
TBA The user smashes the ground, before throwing their katana into the air in a quick succession, then punching around them so fast only the blows are seen, the katana then falls down and the user catches it, slashing around them.

Passives

Abilities Damage Information
MHS M1 Knife Knuckledusters
Mixed Martial Arts (Knife + Knuckledusters M1)
24% Requires defeating a target with Dagger Cascade finisher AND either Headbutt or Uppercut finisher to activate. Alters M1 animation and damage.
MHS M1 Knife
Shredder Style (Katana + Knife M1)
21% Requires defeating a target with Dagger Cascade finisher AND then picking the katana back up (after Katana Throw) to access this M1 chain. Alters M1 animation and damage.
MHS M1 Fists Knife
Master of Knives (Fist + Knife M1)
18% Requires defeating a target with Dagger Cascade finisher to access this M1 chain while in Fist stance. Alters M1 animation and damage.
MHS M1 Knuckleduster
Boxing Arts (Knucklebuster M1)
19% Requires defeating a target with either Uppercut or Headbutt finisher to access this M1 chain while in Fist stance. Alters M1 animation and damage.
MHS Passive Katana
The Sparks Of Black
18% (on 4th M1/Uppercut with Black Flash) After killing an opponent with a finisher, the next fourth M1 (or Uppercut) will be empowered with a Black Flash-like effect, dealing significantly more damage and launching the opponent away. This effect does not expire over time like Mastered Green HeroMastered Green Hero's passive. Deals 13% if the opponent uses evasive before ground impact, 18% if they do not.
  • Black Flashes have very large knockback, making them best used at the end of a combo.
Cooldown Reset N/A All move cooldowns are reset after defeating an opponent with credit.
  • This applies to all characters.

Differences from Hero Slayer

Differences
Feature Hero Slayer Crimson Justice
Overall Playstyle Simpler and more direct. Good for learning fundamental game mechanics. Highly complex and adaptive. Revolves around stance switching (Katana/Fists) triggered by Katana Throw. Rewards intricate combo knowledge and execution.
Complexity & Learning Curve Beginner-friendly; relatively easy to pick up and understand core mechanics. Advanced. Features a steep learning curve due to numerous moves, stance requirements, conditional passives, and long combos.
Passive Unquenchable Conviction: Speed buff on kills. The Sparks Of Black: Empowers 4th M1/Uppercut with a Black Flash-like effect after a finisher. Also gains temporary weapon passives (Knife, Knuckledusters) from specific finishers, altering M1s.
Base Skill Damage Output Moderate and consistent damage from individual skills. Individual base skills generally deal lower damage, emphasizing reliance on long combo chains.
Ultimate: Conviction vs. Judgement Conviction: A single, powerful transformation. Features a potent counter, and a utility move to extend ultimate. Judgement: A visually distinct and powerful transformation. Focuses on high mobility, aggressive multi-hit combos.
M1 Attacks Crimson Blood: Standard sword M1s. Katana Stance: Crimson Swordsmanship (similar visual, base damage).
Fist Stance: Streetfighter's Art (punch-based, base damage).
These are augmented by weapon passives:
  • Boxing Arts (Knuckledusters): 19%
  • Master of Knives (Fist + Knife): 18%
  • Shredder Style (Katana + Knife): 21%
  • Mixed Martial Arts (Knife + Knuckledusters): 24%
  • The Sparks Of Black (Black Flash passive on 4th M1/Uppercut): 18%
Slash Barrage Thousand Slashes: AoE circular slashes around the user. Good for hitting multiple opponents and as a combo extender. Blockable but does not launch ragdolled enemies. One Million Slashes: Similar concept with a retreat then forward lunge into an AoE barrage. First slash and final slash break block; the main barrage is blockable. Launches ragdolled enemies.
Dagger Projectile Triple Dagger Throw: Throws 3 daggers in a straight line. Good stun, can hit on wakeup. Dagger Cascade (Fist Stance): Throws 5 daggers in a wider spread (8 with second use). Hitting with multiple daggers applies a poison DoT and side-dash prevention. Retains wakeup hit capability. Finisher grants Knife passive.
Bloodcurdle Move Curdle Pierce: Forward lunge with a circular slice. Applies Bloodcurdle (paralysis on second activation). Has hyper armor. Whirlwind Pierce (Both Stances): Defensive backward jump, tosses a knife, then performs a horizontal slash. Applies Bloodcurdle (paralysis on second activation). Slower startup compared to Curdle Pierce and can be cancelled more easily.

Trivia/Notes

  • When performing a finisher with Dagger Cascade, the cutscene references a scene from Jujutsu Kaisen Season 2, Episode 3 (“Hidden Inventory Part 3”), specifically when Toji Fushiguro defeats Satoru Gojo.
  • Despite being based on the Hero Killer: Stain, the character features many visual and thematic references to Jujutsu Kaisen, such as the Black Flash-like effect on the empowered fourth M1 passive.
  • The reworked Whirlwind Pierce is a reference to a scene from My Hero Academia: Vigilantes (Stendhal Arc) where Stain (as Stendhal) saves Koichi Haimawari from Akira Iwako and then defeats Akira for being a "sinner".
  • Mastered Hero SlayerMastered Hero Slayer is the first character to feature two distinct base movesets (Katana and Fists), a mechanic later also implemented for Mastered Azure FlamesMastered Azure Flames.
  • He has the most finisher animations of any character, with every offensive move leading to a unique, brutal finish.
  • This is the second character to have a mastery system, following Mastered Green HeroMastered Green Hero, and preceding Mastered Azure FlamesMastered Azure Flames.
  • The character can utilize three distinct weapon styles through passives: Katana (default), Dagger (from Dagger Cascade finisher), and Knuckledusters (from Headbutt/Uppercut finishers).
  • Shadow Rush (ground variant) is a reference to the "Shadowrush" combat art from FromSoftware's game, Sekiro: Shadows Die Twice.
  • In the finishers for Detrimental Division and Cull the Evil, the kanji 死 (which translates to "death") appears on the victim.
  • The finisher for Blitzing Talon is a reference to the anime Jujutsu Kaisen, specifically the scene where Aoi Todo unleashes a Black Flash against Mahito during the Shibuya Incident Arc.
  • In the source material, Stain uses his Quirk, Bloodcurdle, to paralyze opponents by ingesting their blood. The duration depends on the victim's blood type (Type B is longest, followed by AB, A, and O). For game balance, the stun/paralysis in Heroes Battlegrounds has a set duration.
  • An M1 reset technique can be performed with Dagger Cascade: After three M1s, back up slightly and use Dagger Cascade twice, then side dash behind them to be able to perform another M1 chain. This does not have to be done in quick succession. If it doesn't work, try backing up more before using Dagger Cascade.
  • Mastered Hero SlayerMastered Hero Slayer's moveset and character were developed in approximately 2-3 months, partly during the development of Explosion Hero's ultimate after Exploding Star was released.
  • This is the first villain character to receive a "Mastered" version, preceding Mastered Azure FlamesMastered Azure Flames. (Mastered Green HeroMastered Green Hero, despite being the first character with a Mastery system, is a Mastered Hero).
  • The first hit of Shadow Rush does not have a finisher animation and thus will not defeat an opponent on its own, even if they are at low health.
  • Mastered Hero SlayerMastered Hero Slayer currently has the most finisher animations in the game (13 total): four for the Katana moveset (five including the Air Variant of Shadow Rush), three for the Fist moveset, four for the ultimate moves, and one for the Black Flash passive.
  • Many of Mastered Hero Slayer's animations take notable reference from My Hero One's Justice 2, where Stain appears as a playable character. This is most obvious with 'Dagger Cascade', as both it and Stain's Quirk Special 1 appear mostly identical.
  • Detrimental Division finisher is a first finisher in-game to have a POV switch to the opponent's at least once, the second being Calamity finisher.
  • Mastered Hero SlayerMastered Hero Slayer's Burst is an obvious reference to resurrected Toji Fushiguro.
Characters
Heroes Green Hero • Split Ice • Explosion Hero • Full Throttle • Winged AssassinWinged Assassin
Villains Hero Slayer • Azure Flames • Decaying Hatred • Warp Portal  • Human Architect
Mastery Mastered Green HeroMastered Green Hero • Mastered Hero SlayerMastered Hero Slayer • Mastered Azure FlamesMastered Azure Flames • Mastered Split Ice
Private Server+ (PS+) The Strongest  • Huge Lady
Event-Exclusive DullahanDullahan
Tester for Stain's V2 back