In the world of My Hero Academia, while most kids are just punching, Takeru is using Multipliers to turn a small tap into a devastating explosion.
Using your numbers, here is the "Easy" breakdown of how his Quirk calculates a single attack:
Here is how calculation work in balatro
The Calculation Breakdown
Base Strength: Takeru's natural physical hit is 350.
The "Chips" (Add-ons): * Ice Cream Joker: Adds +100 to the base.
Three of a Kind: This specific hand adds +30 to the base.
Total Base (Chips): 350 + 100 + 30 = 480 (The raw "weight" of the attack).
The "Mult" (Multipliers):
Hand Base: Three of a Kind starts with a 4x multiplier.
Joker: Adds +4 to the multiplier.
Half Joker: Since you only played 3 cards, it adds +20 to the multiplier.
Total Multiplier: 4 + 4 + 20 = 28x
The Final Result:
480×280=13440 attack power
So he could do this until his playing cards become 0 making his quirk in cooldown.
Annual Growth: Every single year, he unlocks 2 Tarot Cards, 2 Planet Cards, 1 joker, 1 voucher
Year 2 (The Deck Shift): Every second year, his entire aesthetic and mechanical "Deck" changes. This "re-skins" his power and introduces new rules that the HPSC has to re-study from scratch.
Year 3 (The Spectral Phase): He unlocks a Spectral Card—high-risk, high-reward abilities that can "soul-bind" or permanently alter his current cards.
Year 4 (The Code Phase): He unlocks a Code Card. These are the "Buggy" powers. They allow him to ignore the laws of physics or "re-index" the reality of the battlefield.
Year 5 (Core Card Phase) He unlock a core card. Attack, defense, and stamina it depends on luck the final result here: 480×280=13720 attack power that 13440 if he held a core card like defense that 13440 could be equivalent into defense
Milestone Unlocks: Just like the game, he can unlock Jokers through specific achievements (e.g., "Defeat a Top 10 Hero without using a Discard").
2. The Weakness: "The Deck-Out Cooldown"
mc is untouchable because he is never out of energy; MC is untouchable until the 52nd card is played.
The Resource Wall: He has exactly 52 cards per "cycle" before a mandatory Cooldown.
The "Super Nerf" State: Once the cards hit zero, the Halo behind him vanishes. He loses his Scythe and his explosive Multipliers.
Voucher Survival: In this state, he isn't a civilian—he still has his Vouchers (permanent passive buffs like enhanced speed, durability, or "Interest" gains). He becomes a "Low-Tier Hero" until the Deck refreshes.
