Wilhelmina Manheim-Mannheim-Guerrero-Robinson-Zilberschlag-Hsung-Fonzerelli-McQuack-Vandom

Will Manheim-Mannheim-Guerrero-Robinson-Zilberschlag-Hsung-Fonzerelli-McQuack Vandom or just called Will also known as The Guardian of Kandrakar or the Quinto-Guardian and formerly known as the Queen of the Shadowkhan is one of the twelve **official** main protagonists of the series and is best friends with Zoey Davidson, she is one of the Two Leaders of the Twelve Saviours and is the most powerful female member with Adam as the most powerful male.

She is the girlfriend of Fumikage Tokoyami, her former classmate from U.A. High.

She was also the former leader of W.I.T.C.H. before it was disbanded.

After Willow lost her powers, Will took her place as one of the 12 Saviours.

She is a major protagonist in the Six Heroines and became one of the main protagonists in the Twelve Saviours.

She is the main protagonists of the Elemental Beast Hero story arc, which took the same time around the Tale of Autobots & Gargoyles & Mutants and how she earned a place as one of the Saviours.

She is one of the 2 main protagonists of the Pokemon Arc.

She is one of the 2 main protagonists of the Digimon Arc.

When Midoriya, her male best friend was on the verge of death after the battle with the Meta Liberation Army, he passed One for Fall into Will, making her the 10th user.

She later used the crystal to absorb the She-Ra Powers as it was related to the Heart of Eternia.

## Appearance

Will has bright red, short hair in a bob cut.

Her eyes are brown, and big. She usually goes dressed in practical clothes like wide, not-too-saggy pants.

And hoodies with zippers. Will's Guardian outfit consists of a purple midriff-bearing cropped top with long poet sleeves, a teal mini-skirt, turquoise and green-striped tights, and purple high-heeled shin-high boots.

In the New Power Arc, her skirt changes into a pair of tight shorts, which connect with her top and form swirls on her thigh area.

Her sleeves shrink and become three-quarters length.

And she wears long, black, finger-less gloves.

Her hair stays in a bob, but two strands of her hair have grown longer in the front. Her symbol is displayed across her chest on her top.

Each symbol of elements in on her Arms and Legs.

She later used this outfit as her Hero Costume when she was in U.A.

## Personality

Will is a tomboy, but is also sensitive towards other people's feelings.

She is known to have a fiery, and unstable, temper.

Just like her mom.

But she has the personality of a great leader.

Will has issues with trusting people because she is scared of being let down or rejected.

Her favorite subject is science, especially biology.

Her hobby is swimming.

She loves animals in general, but she is especially crazy about frogs. She collects anything that's frog related.

Except the amphibian itself.

Instead, she has a dormouse named is Mr. Huggles.

She's allergic to nettles.

Will also struggles with jealousy issues. Such as when she believed that Matt, and Mandy, were dating after her astral drop saw them hugging (as old friends).

Her Jealousy issue came up again when she thought Tokoyami and Michiru were dating.

## Powers & Abilities

Will is able to posses the power of the elements, Air, Earth, Fire, Water, Quintessence/Aether and later on Chthonian/Nether.

* **Expert Hand-to-Hand Combatant**: Even before using her powers, Will was an incredibly skilled combatant as a result of her training with the J-Team. She was able to complete her training in record time.
* **Navigation and Survival**: Using materials in the Crimson Waste, Will was able to find the right way to go.
* **Leadership**: Will has been shown to be a competent leader, capable of coordinating her allies and develop strategies.
* **Indomitable Will**: Will is very determined to prove herself worthy of protecting those she cares about.

She is one of the strongest out of the Twelve Saviours, and one of the most powerful characters in the series.

## Quintessence Powers

* Chronological and Spacial Portals
* Reveal the true form of another magical being
* Conjuration of objects
* Object Duplication
* Environmental Manipulation
* Astral Drop Creation
* Creating portals and wormholes to other worlds
* Superhuman Strength
* Superhuman Speed
* Superhuman Agility
* Regenerative Healing Factor
* Intangibility
* Electrical Energy Creation & Manipulation
* Manipulate and control all types of pure electrical energy
* Energy Blasts
* Energy Rays
* Energy Bursts
* Force Fields
* Energy Waves/Pulses
* Aetherkinesis
* Aether Generation
* **Cosmological Force Manipulation:** Users will be able to control many spiritual, cosmic, and elemental forces as Aether created and binds them all together
* **Astral Manipulation:** Being ethereal in form, users will be able to command spiritual forces.
* **Celestial Control & Manipulation:** Gain great power over the cosmos with heavenly influence and divine power in the universe.
* **Cosmic Manipulation:** Gain a powerful influence over the universal forces and celestial bodies that encompass the universe.
* **Elemental Energy Manipulation:** Use pure ethereal power to control the seven main elemental forces and the many sub-elements that it created.
* **Life-Energy Manipulation:** Manipulate the many forms of pure life-force energy to an extreme level.
* **Animancy:** Magically control the forces of life living, life-force and/or souls.
* **Alchemy:** Gain mastery over the art of transmutation, and chemicals.
* **Astrology:** Master the art of interpreting the ethereal bonds in celestial bodies.
* **Astromancy:** Draw strength from the stars themselves.
* **Healing:** Repair high amounts of damage sustained by the human body very rapidly.
* **Mysticism:** Mystically interpret the ethereal bonds of the spiritual bones.
* **Subjective Reality:** Control the boundary between fantasy/reality to make realistic Illusions.
* **Transmogrification:** Transform living and nonliving things into different forms.
* Astral projection
* Healing abilities
* Life-Force Manipulation
* Animation and Reanimation
* Resurrection
* Life infusion
* Life-Force Attacks
* Life-Force Aura
* Life-Force Constructs
* Life-Force Conversion
* Life-Force Empowerment
* Life-Force Generation
* Life-Force Merging
* Life-Force Transferal
* Spiritual healing
* Control and manipulation of one's spirit/soul
* Spiritual Flight
* Aura Reading
* Astral projection
* Astral vision
* Clairvoyance
* Spiritual reading
* Purification/healing abilities
* Regenerative capabilities
* Detect the presence of spirits and supernatural beings
* **Electrokinesis:** the ability to manipulate, control, and create pure electrical energy; such as lightning. This power allows the owner to control all forms of electrical power, being it static electricity, thunder and lightning, magnetic force, electromagnetic forces, or electrical pressure. It is colored blue-white.
* Lightning Bolts
* Lightning Rays
* Lightning Blasts
* Lightning Bursts
* Lightning Beams
* Lightning Weapons
* Patch into radio signals
* Magnetic Manipulation and Generation
* Static Pressure
* Electrical Charge/Discharge
* Create shields and force-fields of pure electrical energy
* Intuition
* Initiative Aptitude
* Guardian tracking via the Aurameres
* Mediumship
* Unusually strong and close affinity with the Spirit World
* Telepathy
* Mind Reading
* Truth/Lie Detection
* Telepathy/empathy with animals
* Animal whispering
* Illusion Immunity
* Winged Flight
* Glamouring (Shapeshifting and transformational magic)
* Teleportation over long distances (called "Teletransporting")
* Releasing a blinding pink light from the Heart
* Channeling the magic of the Aurameres into the Heart and enter the Guardians, initiating their transformation
* Creating Astral Drops
* Revealing the true form of another
* Opening and close holes in the Veil
* Opening whitish-blue oval-shaped folds in time and space
* Activate the Guardian Form with the command: ***"Guardians Unite!"***
* Reverting the Guardians form back to their human form using the command **"Change Back!"**

## Air Powers

* Aerokinesis: Power over Air and can manipulate aspects of said element.
* Conjure clouds
* Create windstorms and tornadoes
* Control temperature of air
* Freeze people and objects
* Create air bubbles for travelling underwater
* Super-Hearing abilities
* Use Empathic Precognition (Also seen as Premonitions)
* Suck the air and wind out of living beings
* Create a multitude of shapes out of air such as weapons, animals and creatures
* Manipulate and control steam (as it is a form of a gas element)
* Greatly strengthened and amplified agility and flight
* Create highly destructive windstorms, whirlwinds, tornadoes and storms
* Manipulate and control the weather and surrounding climate at will
* Recall memories from the sounds of objects
* Use empathic precognition
* Soundproof rooms
* Shape shifting
* Use wind to move objects
* Use her breath as a weapon
* Act as an empath
* Read the history of an object by touching it and closing her eyes
* Transmute objects
* Invisibility
* Shoot beams of silver energy
* Manipulate aspects of said element.
* Asphyxiation: A technique whereby an aerokinetic manipulates the flow of air within a person's respiratory system, extracting it from the lungs via the nostrils and mouth, and prevents any new intake of breath by forming a vortex of air around the victim, thus suffocating the victim.
* Aerokinetic Blasts: Certain users can create large,concentrated amounts of air and focus it into a powerful blast or ball of wind, capable of inflicting great damage with merely one blast.
* Use her breath as ice
* Use air shields
* Shoot air blasts at her opponents
* Use her breath as wind
* Control air vortexes
* Give others and herself the ability to fly
* Communicate with the air
* Fly
* Cast a glamour
* Teleport
* Recall other peoples' memories
* Make herself and others completely invisible

## Earth Powers

* **Geokinesis**: Cornelia's primary power along with Chlorokinesis; the ability to control and manipulate any geologic material, such as plants, minerals, and stone. She has shown that she is able to set off earthquakes, tear holes in the ground, carve slabs of stone and rock from geologic sources like mountains, crags and walls, shift the terrain around her, slice through stone with her mere fingertips, and control seismic energy. Cornelia has also been seen expelling green energy from her palms many times in the comics and only once in the television series. Cornelia also has the power to manipulate all forms of metal.
* **Trichokinesis**: the ability to manipulate the growth of one's hair and use it at a prehensile weapon.
* **Chlorokinesis**: the ability to control plants, trees, grass and manipulate their growth and structure. This allows Cornelia to use the many forms of plant life as her own personal weapons. She can summon vines from deep within the ground and use them to entangle enemies, cause flowers and other plants to bloom instantaneously, manipulate tree branches to use them as whip-like weapons, control spores and pollen, and bring plants back to life.
* Shoot bolts of green energy
* Set off earthquakes
* Carve craters into the ground
* Create trenches
* Form avalanches and mudslides
* Levitate and throw stone through the use of psionic energy
* The ability of Green-Speaking
* Communicate the location of vegetation
* Use geologic material as armor
* Slice through rock, stone and steel with her bare hands
* Teleport forms of earth-related materials
* Animate her hair with psionic energy and use it as a tangible weapon
* Sense and visualise people
* Sense vibrations of the earth
* Travel underground
* Drag or sink people under the ground

* Change from her normal self to her Guardian self without the wings and costume

* Limited flight powers
* Flight after gaining the new power
* Teleportation
* Glamouring
* Telekinesis
* Heal wounds
* Wishes to herself

## Fire Powers

* Create balls of fire
* Ignite large wildfires
* Conjure balls of fire
* Start and extinguish fires
* Breathe fire
* Use pure thermal energy as a defensive barrier that vaporizes all nearby projectiles
* Shoot pinpoint flames with her finger
* Sense sources of heat
* Use fire to cut through objects
* Manipulate temperature by thought
* Contact the other Guardians through telepathy
* Read, project, and perceive thoughts of others
* Read other peoples' thoughts, feelings, and memories
* Understand the concept of dreams instantly
* Use her telepathic powers to stun or kill opponents
* Communicate with animals, such as dogs, dolphins, cats and ravens
* Possess superhuman awareness
* Melt any object or food like chocolate, ice, glass etc.
* Sense the presence of others
* Throw blasts of heat energy (heat waves)

* Throw whirling discs of fire and heat

* Absorb the heat of opponents
* Melt objects by multiplying their heat
* Create rings of fire
* Control dangerous infernos
* Create force fields of fire
* **Thermokinesis:** The ability to control and generate heat, allowing the user to increase temperature at will.
* Mend objects that are broken
* Throw beams of orange energy
* Create large wild fire
* Take the form of fire on any object
* form and control fireworks
* Make metal soft and melt
* Use fire as a shield to bounce back attacks
* **Pyrokinesis**: The ability to telekinetically control and manipulate any fire or flame, even ones one did not manufacture, and utilize them in any way imaginable. She possess complete and precise control over their shape, size, intensity, density, temperature, and even color. she could alter its size and intensity from a mere candlestick flame, to an immeasurable inferno. she could telekinetically manipulate any fire or flame to do whatever she desires
* **Thermokinesis**: The ability to control and manipulate the heat. She has the hands destroy the instrumental metal or iron, which is manipulating is the heat control (it is our level of heat to superhuman strength).
* **Blazing Bolts**: The ability to project blazing bolts, destructive, incinerating long-range beams of fire from any part of one's body at will (They could be able to blow reinforced, solid titanium walls without effort).
* **Burning**: The ability to burn, scald, singe, scorch, vaporize, evaporate, and incinerate virtually any being or object by touch.
* **Fire Absorption**: The character can absorb any amount of flame into his/her body harmlessly.
* **Fire Breath**: A character can project his/her fire from his/her mouth by breathing and exhaling at will, like a dragon.
* **Fire Extinguishing**: The character can extinguish any fire in his vicinity mentally.
* **Fire Projectiles**: The ability to make constructs out of flame (fireballs being the most common) and hurl them at opponents. Also includes shooting a steady stream of fire from the hands.
* **Fiery Projections**: The ability to generate, project, and create virtually any shapes, objects, constructs, weapons, and even beings composed of fire from any point on one's body.
* **Firestorm**: The ability to summon a firestorm that can cover great distances, from an acre to over a fifty thousand-mile radius.
* **Plasma Control**: A character's body and plasma could possess a high hydrogen content, and could be surrounded by an exuded cloud of mono-atomic hydrogen atoms. This hot cloud could provides sufficient positive buoyancy for him/her to float. With mental stimulation of his/her flame, he/she could provide enough lift to carry an undetermined amount of weight that could be greater than one could normally carry. By forming a jet from his/her feet, directed behind him/her, one could achieve supersonic speeds of up to at least 300 miles per hour.
* **Spontaneous Combustion**: The ability to spontaneously combust and/or engulf any portion of or all of oneself in fiery plasma without harm to oneself whatsoever.
* **Welding and Fusing**: One can control his flame to perform the most delicate welding jobs. He/she can fuse craters, holes, or openings in walls, floors, ceilings, or the ground.

* Contact the other Saviours through telepathy

* Contact ex-guardians through telepathy
* Read, project and perceive thoughts of others

## Water Powers

* Control and summon rain such as light or heavy downpours
* Create water out of thin air (in the cartoon and by the "New Power" comic arc)
* Control and manipulate bodies of water at will
* Shoot powerful blasts of water
* Solidify water to grab objects
* Create force fields through water
* Create watery shapes that she can manipulate and control at will
* Freeze objects with solid ice (by the "New Power" arc)
* Create water bubbles that can travel underwater
* Evaporate water
* Use blizzards
* Create rainstorms
* Alter the pressure of water to slice through objects
* Hydromancy: see vivid visions or scenes through water
* Hydrokinesis: create, control and manipulate water at will and mold it into a wide variety of shapes and forms
* Hydro-cryokinesis: freeze water and all other liquids to freezing temperatures literally to absolute zero
* Hydro-thermokinesis: superheat and boil water and all other liquids to scalding temperatures
* Cryokinesis: create, control and manipulate ice, snow and hail at will
* Shoot beams of pure water energy from her hands
* Use enhanced intuition
* Change the physical appearance of herself and others
* Use and control plant life by controlling and manipulating the water inside
* Foresee the future in various fluids and in lucid dreams
* Evaporate beings at will
* Create physical embodiments of herself
* Breathe underwater
* Use her own sweat as water
* Create jet water
* Create water Balloons
* Create whips of water that can also bind opponents.
* Summoning of tsunamis/floods.
* Control Ebb and Flow
* Create waves and whirlpools in the areas of water.
* Form clouds out of water molecules.
* Summon rain
* Control fluids in person's body; controlling and manipulating the person against his or her will for puppet purposes
* Slide on water in a skating manner
* Walk on water
* Propelling one's self from a mass of water; shooting themselves out of the water
* Create various makeshift weapons such as swords, daggers, shields, barriers, and create animals such as snakes, tentacles, and birds to attack or defend
* Create massive tidal waves, whirlpools, rainstorms, downpours, floods, tsunamis at will
* Become a being of pure liquid water
* Control, manipulate and redirect rain and snow
* Create strong and powerful geysers to lift people of the ground
* Create a large bubble or sphere of water to travel underwater
* Breathe underwater for long periods of time
* Compress liquid water allowing the sharp pressure of a knife to cut through solid objects such as wood, metal, iron, steel, rock, or crystal with ease
* Control and manipulate plants by controlling and manipulating the liquid water inside
* Control and manipulate one's own sweet to use as makeshift weapons and tools
* Create thick fog, control steam
* Dry off extremely quickly
* Superheat tubs, and pools
* Create thick clouds of steam for cover
* Raise bodily temperature

* Mind Control

* Change the color of fabric
* Foresee her present and future

## Chthonian Powers

* **Reality-Warping:**
	+ Chronological and Spacial Portals
	+ Reveal the true form of another magical being
	+ Conjuration of objects
	+ Object Duplication
	+ Environmental Manipulation
	+ Astral Drop Creation
	+ Creating portals and wormholes to other worlds
* **Superhuman Condition**
	+ Superhuman Strength
	+ Superhuman Speed
	+ Superhuman Agility
	+ Intangibility
* **Nether-Force Manipulation & Control**
	+ Netherkinesis
	+ Nether Generation
	+ **Cosmological Force Manipulation:** Users will be able to control many spiritual, cosmic, and elemental forces.
	+ **Astral Manipulation:** Being well adjusted to souls, users can control spiritual energy.
	+ **Cosmic Manipulation:** Gain a powerful influence over the universal forces and celestial bodies that encompass the universe.
	+ **Elemental Energy Manipulation:** Use pure nethereal power to control the seven main elemental forces and the many sub-elements of the Nether World.
	+ **Death-Energy Manipulation:** Manipulate powerful and destructive forces of dark death-energy.
	+ **Alchemy:** Gain mastery over the art of transmutation, and chemicals.
	+ **Astrology:** Master the art of interpreting the nethereal bonds in celestial bodies.
	+ **Astromancy:** Draw strength from the stars themselves.
	+ **Healing:** Repair high amounts of damage sustained by the human body very rapidly.
	+ **Mysticism:** Mystically interpret the methereal bonds of the spiritual bones.
	+ **Necromancy:** Magically control the forces of death life-force and/or souls.
	+ **Subjective Reality:** Control the boundary between fantasy/reality to make realistic Illusions.
	+ **Transmogrification:** Transform living and nonliving things into different forms.
	+ Astral projection
	+ Spiritual Force Manipulation
	+ Spiritual healing
	+ Control and manipulation of one's spirit/soul
	+ Spiritual Flight
	+ Aura Reading
	+ Astral projection
	+ Astral vision
	+ Clairvoyance
	+ Spiritual reading
	+ Purification/healing abilities
	+ Regenerative capabilities
	+ Detect the presence of spirits and supernatural beings
* **Extrasensory Perception**
	+ Intuition
	+ Initiative Aptitude
	+ Guardian tracking via the Aurameres
	+ Mediumship
	+ Unusually strong and close affinity with the Spirit World
	+ Telepathy
	+ Mind Reading
	+ Truth/Lie Detection
	+ Telepathy/empathy with animals
	+ Animal whispering
	+ Illusion Immunity

## One for All

One For All is a transferable Quirk that can be passed on from one user to the next. Its name comes from its nature; being 'one' Quirk for 'all' people. In order for the Quirk to be transferred, the recipient must ingest a sample of the predecessor's DNA (ex. a strand of hair or a drop of blood).

The origin of One For All is itself a powerful will that refused to submit to All For One, because of this, the power cannot be forcibly taken. In order for the Quirk to be transferred, the current owner must freely choose to transfer it.

However, it can be forcibly given, as the recipient doesn't have to agree to anything.

Since One For All can't be forcibly taken, it is the only Quirk that can be used in combat against All For One, as any user of All For One would simply be able to steal any other Quirk.

One For All also allows the user to stockpile an enormous amount of raw power, allowing them to significantly enhance all of their physical abilities to a superhuman level. This results in unbelievable levels of strength, speed, agility, and durability.

The user can focus the stockpiled power into a single body part, or spread the power evenly throughout their body, although, focusing the power puts a greater strain on the part of the body where the power is focused.

The user is also able to control the percentage of the power that they activate. One For All can even grant the user an exceptional strength boost to their given Quirk if they have one.

The core of One For All has grown in strength from being passed from user to user, and the Quirk Factors of all of the previous users have merged into the core, granting the current user the ability to access these Quirks.

The Quirks have significantly increased in strength since they were used by their original users; this is due to the nature of One For All's core stockpiling power and increasing in strength from user to user.

In addition to the Quirk Factors merging with the core, One For All carries echoes of the consciousnesses of all of the previous users.

One For All has some kind of subconscious realm where these echoes exist.

It is later revealed that this is due to the fact that Quirks are engraved with the consciousnesses of their users, so any new user who receives One For All have their conscious embedded and placed into the subconscious realm.

It was believed that the consciousnesses can only be embedded into One For All if the user possesses a Quirk, however Toshinori proved this to be false: since he didn't have a Quirk or a Quirk Factor to have his consciousness copied into, Toshinori instead was able to actually imbue a true piece of his consciousness inside of One For All.

This allows the fragment of consciousness to fully interact with the other users and share with them everything the real Toshinori knows, which is how the other vestiges were able to learn about the life shortening side-effect of One For All.

The subconscious realm within One For All was originally a barren landscape surrounded by darkness, and vestiges of the previous holders could only share brief visions with one another.

However, after Tomura Shigaraki and All For One attempted to steal One For All, they drew the vestiges out by sheer force, stabilizing the vestiges within and allowing the current and previous users of One For All to communicate with each other freely. The realm took the form of the ruins of a conference room with chairs, one for each holder, though the second and third users chose not to sit and stood in the corner with their backs turned. The realm seems to have some connection to One For All's counterpart Quirk, All For One.

One For All draws power from the cries of help of those in need, as they are like a direct order to the user.

One For All also seems to alter the user's appearance in different ways.

For All Might, it significantly enlarges his muscles and overall body mass to make him look like a completely different person, similar to a giant.

For Izuku, usage of One For All causes the empowered part of his body to glow, with vein-like lines crossing through each other.

His body also generates crackling, green energy that resembles lightning bolts when he activates One For All: Full Cowling.

It is unknown what the usage appearance of One For All looked like for its previous handlers, however.

One For All can be duplicated, but since it is an accumulation-type Quirk, the amount of power given is practically insignificant; shown when Neito Monoma did not gain any substantial increase in power after copying it.

## Weakness of One for All

When One For All is transferred, the new user's body is not naturally suited to it as they would be with a Quirk they were born with (ex. Someone who breathes fire doesn't burn their mouth while using their ability).

In addition, One For All is a lot to handle; if ones' body can't handle the power, then their chassis could be blown apart.

Because of this, the successor must undergo intense and rigorous physical training.

After One For All is transferred, the previous user is left with only residual power of the Quirk (or "leftover embers").

While they would still be able to utilize the power to essentially the same degree as before, continuous usage of it will cause their power output to decrease, until the wielder is not able to make tangible use of the Quirk at all.

After All Might's final battle against All For One, his ability to sustain his Muscular Form was reduced to seconds, rending him unable to make any use of his residual power.

Following the research conducted by All Might, as well as the discourse of the One For All vestiges, it was revealed that One For All can affect the user's lifespan.

If a person who already has a Quirk receives One For All, the extra Quirk places an enormous burden on their body, depleting the user's life force and shortening their lifespan, described as adding water to an already full cup, causing it to overflow and breakdown.

The rate at which the person's life decays is unknown, but Hikage, the fourth user, received One For All at the age of twenty-two and died of "old age" eighteen years later, at the age of forty.

This weakness can be circumvented if an inheritor does not already have a Quirk, since the Quirkless user would be an "empty cup" that is filled by One For All.

However it is unknown if this weakness will apply to Will since her powers aren't related to Quirks.

The ability to resist having One For All stolen is heavily dependent on the difference in willpower between the user and the thief: if the will of the person attempting to steal One For All is great enough, then One For All's theft immunity can be overridden.

When manifesting themselves in the unconscious realm of One For All, the current user's body is not all there at first.

Some parts, such as their mouth, take time to learn how to fully manifest, making it more difficult to communicate with the other vestiges.

## Added Quirks of One for All

The Quirk factors of each of the previous users have merged with the core of One For All and have since increased in strength due to One For All's nature of stockpiling power. Izuku is the first user capable of accessing the Quirks of the previous users, Will being the second.

The Quirks within One For All are:

* **Danger Sense**: The Quirk wielded by the fourth user, Hikage Shinomori. This Quirk allows the user to detect nearby threats.
* **Blackwhip**: The Quirk wielded by the fifth user, Daigoro Banjo. This Quirk allows the user to create tendrils of dark energy from their body. These tendrils are good for long-range grappling and increasing the user's mobility.
* **Float**: The Quirk wielded by the seventh user, Nana Shimura. This Quirk allows the user to levitate.
* **Smokescreen**: The Quirk wielded by the sixth user, En. This Quirk allows the user to generate a thick cloud of smoke. This smoke can be used to obscure peoples vision.
* **Two Unknown Quirks**: Two unknown Quirks that originally belonged to the 2nd and 3rd users of One For All.

## She-Ra Powers

* **Transformation** : Using the Sword of Protection, Adora can transform into the legendary warrior She-Ra. Described by Mermista as being eight-feet tall, Adora becomes much taller and more muscular when transformed into She-Ra. Her hair also becomes longer and a much lighter shade of blonde. Her eyes become lighter-blue and when affected by the runestone, turns white. Finally, Adora's clothes are transformed into She-Ra's costume. With the sword broken she discovered the power within and can now transform without it, materializing a new sword in the process as well. Adora can also transform the sword into any form (from Season Two and onward). Some include a shield, a flute, a mop, a whip, and a cup.

* **Superhuman Strength**: Adora is incredibly strong as She-Ra, being able to easily lift alder and punch dents into Horde tanks with very little effort. Even without She-Ra powers Adora is very strong which can be seen when she wins an arm-wrestling match against well built, strong Sea Hawk who himself is an excellent wrestler.

* **Superhuman Agility**: Adora is shown to be able to make incredible leaps while transformed.

* **Healing Powers**: According to Perfuma, She-Ra is said to possess powerful healing abilities. The first time Adora successfully performed this ability as She-Ra was when she restored Plumeria using the very same machine the Horde used to poison the land as the conduit, reversing the damage. Later, Shadow Weaver guides Adora into being able to heal her using the runestone housed in She-Ra's sword.

* **Animal Transformation**: Energy from the sword's Runestone is shown to mutate animals. This is shown twice on the show. The second being a reptile in Plumeria that scurries away, the first resulted in the transformation of “Horsey” into “Swift Wind”. Swift Wind's transformation was physical and mental, giving the creature intelligence, a horn, the abilty to speak and wings. It changed the color of Swift Wind's hair and mane. It also created a bond between Adora and Swift Wind that strengthens with teamwork.

* **Energy Blast:** Focused through the sword and is rainbow-colored.

* **Aura Generation**: When united with the other Princesses, Adora can generate an aura that greatly increases her power. Her aura manifests in white with some little pale yellow glowing.

* **Animal Magic**: She-Ra has the power to calm aggression in animals. This is first seen in "The Sword: Part 1" after she transforms when being attack by a giant bug-like creature.

* **Sword Summoning:** In Season Five, with her new She-Ra form comes the ability to summon a new sword that seems to be just as powerful as her old one.

* **Space Survival:** In her She-Ra form she can travel trough the void of space without the assistance of a space suit.

## She-Ra Weakness

* **First One's Artifact/Corrupted Virus (briefly)** : If the sword is directly infected with the Data Disk when she is She-Ra, she enters a violent berserker rage and becomes incapable of differentiating friend (Bow, Glimmer and Sea Hawk) or foe (Catra). Taking The Sword of Protection from Will and destroying the Data Disc is the only way to stop its corruption. Once the Sword of Protection is taken from Will falls into an inebriated state. She doesn't remember what happened.
* **Unclear Mind:** If her mind is unfocused or full of doubt she cannot transform into She-Ra.

## Weapons

* Heart of Kandrakar: She can use all the powers within the heart, she can also store powers within the Heart, which allows her to store One for All and She-Ra.
* Sword of Protection: A sword conntected to She-Ra.

## Family

* Susan Vandom (Mother)
* Dashawn Manheim (1st Father)
* Steve Mannheim (2nd Father)
* Jose Guerrero (3rd Father)
* Cupe Robinson III (4th Father)
* Otto Zilberschlag (5th Father)
* Gregory Hsung (6th Father)
* Arturo "Ice Man" Fonzerelli (7th Father)
* Quackers McQuack (8th Father)
* Thomas Vandom (9th Father, formerly)
* Hollyhock Manheim-Mannheim-Guerrero-Robinson-Zilberschlag-Hsung-Fonzerelli-McQuack (Adopted Older Sister)
* Unnamed Younger Brother
* Napoleon (Pet/Familiar)
* Xolotl (Pet/Familiar)