Inazuma Eleven Hissatsu Power Comparison (Game Data)

Compare 15 Inazuma Eleven hissatsu powers in Victory Road: Magic 50, God Hand 60, Sigma Zone 85, Inazuma Break 100, Lost Angel 140. Base powers listed.

Visual comparison

Linear scale: bar lengths are directly proportional to value, relative to the largest entry.

Lost Angel140 Power
Inazuma Break100 Power
The Earth100 Power
Tamashii The Hand100 Power
Sigma Zone85 Power
The Labyrinth85 Power
Majin The Hand85 Power
Dragon Slayer70 Power
Bakunetsu Storm70 Power
Asteroid Belt70 Power
Fire Tornado60 Power
Eternal Blizzard60 Power
Ignite Steal60 Power
God Hand60 Power
Magic50 Power

All values

Click any row to load it as Entry A.

NameValueContextSource

About this converter

Inazuma Eleven Victory Road lists base power per hissatsu, and rows pin that list so games compare on one ruler. Dribble runs Magic at 50 to The Labyrinth at 85. Catch runs God Hand at 60 to Majin The Hand at 85 to Tamashii The Hand at 100. Shoot runs Fire Tornado and Eternal Blizzard at 60 each to Dragon Slayer and Bakunetsu Storm at 70 each to Inazuma Break and The Earth at 100 each to Lost Angel at 140. Block runs Ignite Steal at 60 to Asteroid Belt at 70 to Sigma Zone at 85. One Lost Angel equals nearly three Magics. Elements ride along in context because matchups multiply power in play.

How to use it

Pick two techniques and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Lost Angel against Magics to see how many basic dribbles one top shot matches.

Older games print different bases, like God Hand at 11 in IE3 and 36 in IE2 against 60 in Victory Road, so rows pin Victory Road and note the split. Evolution stages, SD ranges, Cross levels and Override powers stay out. Shoot chains and combination shots keep their listed power with the setup noted per row.

FAQ

Which game do powers come from?

Base power from the Victory Road hissatsu list, pinned per row. Older games print different bases, like God Hand at 11 in IE3, so Victory Road keeps rows comparable.

What hits hardest here?

140 for Lost Angel. Tamashii The Hand follows at 100 as the top catch, with Inazuma Break and The Earth tied at 100.

What is the weakest here?

50 for Magic. It anchors the dribble end against Lost Angel at the shoot end.

Which technique types appear?

Shoot, dribble, block and catch, each with its element. Elements multiply power in matches, so context names them.

Sources

  • Inazuma Eleven Wiki Victory Road hissatsu list (type, element, base power, cost)
  • Inazuma Eleven Wiki technique pages: Fire Tornado, Eternal Blizzard, Inazuma Break, God Hand, Majin The Hand, Ignite Steal, Magic, Labyrinth
  • Inazuma Eleven Wiki IE2 and IE3 hissatsu lists (older base cross checks)

Last verified: 2026-10-01 · 15 entries

More power levels converters

Power Levels

Aardman Movie Runtime Comparison (Minutes)

Compare 9 Aardman runtimes in minutes, from the 79 minute Vengeance Most Fowl to the 97 minute Arthur Christmas. Studio data in a linked tool. right now.

Aardman · 9 entries
Power Levels

Advance Wars CO Power Star Comparison

Compare 16 Advance Wars CO power stars: Colin 2, Andy 3, Sami 3, Drake 4, Kanbei 4, Eagle 5, Hawke 5 and more. AW1 plus AW2 values. See full CO table here now.

Advance Wars · 16 entries

← In Plain Sight Episode Count Comparison · Indiana Jones Movie Runtime Comparison (Minutes) →