False Heroes AU Kwami and Miraculous Overhaul
What it says on the tin. A lot of the Miraculous feel underwhelming to me for items that create champions of what the actual creators of the show have called "basically gods" in at least one quote. Some are really strong, some are weak, and some are just overlooked but actually very cool.
What I've tried to do here is not just add more power to the Kwami and Miraculous, but also add some kind of cohesion, to make them feel a little less eclectic and random, and more like the Chinese Miracle box is actually a cohesive whole with Kwami that are intended to work in tandem.
To facilitate this, I have grouped every Kwami into pairs, and given each of them one new concept so that they now all represent two concepts each: one which is unique to that Kwami, and one which they only represent half of and that they share with their Kwami partner/counterpart. The Ladybug and Cat are the exception, as both of their concepts are counterparts. As they are actually one entity split in two, it felt right.
Also, since I made the Kwami into 5 pairs of two, but there were only 19 Kwami in the Chinese Miracle box, I have added one more to fill out the rankings. He's at the very bottom if you wanna skip to him.
Now, I still need some unique abstract concepts for the Goat, the Tiger, and the Bee. And at least one power to go with each concept. So if you have any suggestions, please send them in!
Without further ado, here are my updated miraculous, Kwami's, and their powers:
Probability(Luck) Duo:
Both miraculous can effect the chances of something happening, the ladybug can increase the chance of positive outcomes with âLadybugs Blessingâ, and the Cat can increase the chance of negative outcomes with âBlack Cats Curseâ. Both abilities can be used on the wielder and on others.
Due to the power of these miraculous, the wielders also have a weaker version of their shared abilities as a passive Aura. In short, the holder of the ladybug miraculous is lucky, and the wielder of the black cat is unlucky.
Tiki, ladybug: Creation
Lucky charm: as cannon
Miracle Cure: as cannon
Plagg, Cat: Destruction
Cataclysm: as canon(also works on people. Unsure if that's canon or not, but it is for this AU.)
Miraculous Cat Noir (looking for a new name if anyone has suggestions): as cannon
Emotion Duo:
Both the Peacock and Butterfly Miraculous give their wielders the ability to grant emotions physical manifestations. The Peacock let's it's wielder give physical form to their own emotions through âAmokizationâ, and the Butterfly lets the wielder give physical form to other people's emotions through âAkumtizationâ. The peacock also gives it's wielder perfect understanding of their own emotions and what is truly causing them, while the Butterfly gives the wielder the ability to sense the emotions of people in a limited range.
Changes to Amokization: there is still a cap on Akumas per wielder, but it's higher than one and it varies from wielder to wielder.Â
Changes to Akumatization: The biggest change I've made to Akumatization is that you can only Akumatize other people, not yourself. As working with the emotions of others, and managing connections to them, is the whole point of the Butterfly miraculous in this world. The only other major thing is that Akumas or âChampionsâ can only be created if you touch a target. Some abilities like Brimstone Bond, modify this.
Dusuu, Peacock: Soul
Many Feathers, Many Eyes: this ability causes the many eye shaped spots on your costume to glow and move around like real eyes. Through them you are able to see the souls of the people around you, which, if you study differences between souls enough, could provide valuable information. It also lets you see floating bits of soul stuff left over by beings that have passed on, and even the full spirits of the recently departed whose souls are still in this world for just a little while before moving on to the next.
Note: this is only the Very recently departed that you can see. Maybe if a place is haunted because someone has a deep connection to it and won't or can't leave yet, you could see that ghost. Idk though.
Peacocks Gift: allows you to gather up fragments of soul energy left in this world by the departed and fuse them together into a new soul. By placing this soul into an object or other soulless construct, you can grant that object Sentience like that of an animalâs, and on rare occasions, even full human level sapience.
Notes: how is this useful if it doesn't outright grant like, the ability to move around to objects that now think? Well for one thing, this ability came about from Tom's desire to make a child, so it was always meant to be used by a Sentimonster. But also, if something is Sapient it has emotions. Which means you can Akumatize it. Or use other butterfly emotion abilities on it if more are discovered. Also could have like, a Pinocchio situation.
Nooroo, Butterfly: Connection
Butterfly Spy: Create, release, and control butterflies made from faintly glowing energy, anywhere from just 1, all the way up to 20 (at first, training might be able to expand this number with time). You can see and hear through all Butterfly Spies, even all of them at once, though doing so can cause a lot of mental strain at higher numbers and is a skill that needs a lot of practice to be useful. Butterfly Spies, and your connection to them, do not disappear when Nooroo leaves the miraculous.
Brimstone Bond: this ability lets a Butterfly Spy fly into a human and sync up with them, letting the wielder communicate telepathically with them, sense their general location, their emotions, and their wellbeing. Additionally, while normally you can only Akumatize someone you can touch, you may also Akumatize anyone you are connected to via Brimstone Bond. You may have multiple Brimstone Bonds active at once, but only one Akuma at a time.
Notes: Brimstones are a kind of butterfly, and I thought the name sounded faustian, and perfect for a more villainous Marinette. Especially one who knows the power names and ideas have. Brimstone Bond sounds sinister, and that helps sell what she's going for. Right now, at any rate.
Time Duo:
Both the Rabbit and Snake Miraculous grant partial dominion over Time.Â
The Rabbits âBurrowâ ability allows it's wielder to traverse the greater time stream, and to ignore changes to the time stream in regards to their memories, no matter what timeline they are in. However, the Rabbit Wielder cannot directly alter the timeline. They can carry information and even other individuals (rarely) through the timeline and thus affect change, but any direct action they take simply won't ever result in a change to the timeline. Even if it would if the actions were taken by anyone else.
In comparison, the Snake Miraculous wielder has total dominion to alter the timeline any way they wish with their ability âSecond Chanceâ, with the caveat that they can only affect the time stream in five minute intervals. If it happened more than five minutes ago, they can't change it. And they never know what's coming next if it's even just 6 minutes away.
Notes: Second Chance puts extreme stress on the users body, repeated use of it in a short time span(relative to the user, not the world being reset) can cause the wielder to eventually collaps from exhaustion, or, at it's worst, just flat up kill them from exhaustion. No other major changes to either power from cannon.
Fluff, Rabbit: Evolution
Survival of the Fittest: this ability is halfway between the Ladybugs Lucky Charm, and the Roosters Sublimation. When triggered during a potentially dangerous event (combat, building collapse, etc) it grants the wielder a physical mutation that will drastically increase their chances of survival if used correctly. Sometimes it's obvious, like wings while you're falling, and sometimes it isn't.
Sass, Snake: Intuition
Intuition abilities:
Taste the Air: literally just Spiderman's spider sense. Felt right.
Gut instinct: this ability lets you combine all the information you know about something or some one all at once and produces a piece of information that you did not previously know about it. The more evidence you gather before using this ability, the stronger and more accurate it gets, and the more hidden the information it finds becomes. Once doing this, you have to get all new information about the target, as if starting from scratch with nothing, to use this power again.
Action Duo:
The Tiger miraculous is all about enhancing Actions taken by it's wielder. The most basic example of this is it's ability âCloutâ which can increase the force of any blow to devastating proportions.
Meanwhile, the Tigers mirror, the Bee, is focused on restricting the actions of others. It's go to ability âVenomâ achieves this by completely paralyzing anyone the wielder can lay their hands, or weapon, on.
Pollen, Bee: (Personal Abstract Concept still needed)
Roar, Tiger: (Personal Abstract Concept still needed)
Desire Duo:
Pig Miraculous shows the greatest desire of others and an understanding of what those are and why through its âGiftâ , often entrancing them.
Meanwhile, the Rooster Miraculous grants its wielder and only its wielder a power based on their immediate desire via its power of âSublimationâ.Â
Pig, Daizzi: Dreams
Dream Flight: the wielder can use this ability to enter a sleep like trance, while in this trance they astral project from their body and can fly around like an apparition, unseen by others. When they fly into the body of someone who is sleeping in this state, they enter their dreams. Where they can either just watch, or use their powers to have some ability influence the dreams. This ability has a short range, meaning the wielder needs to be decently close before meditating.
Rooster, Orriko: Pride
Grasp at Embers: This ability is very unique among Miraculous and Kwami, as it's the only known one to apply only after the bond between Kwami and human is exited. The Pride of Rooster Wielders, when synced with Orrikoâs, causes the last power created by Sublimation to linger in the user for up to a week after they last used it, albeit in a weakened form, generally roughly around only one quarter its original effect. The more this lingering power is used, the less time it lasts in the user. Using these embers of power in quick succession or even just multiple days in a row can be extremely taxing on the human body. Overuse could prove extremely dangerous or potentially even lethal.
Transportation Duo:
Both the Horse and the Dog Miraculous deal with instantaneously moving things through space.
The Horse allows its Wielder to open portals to anywhere in the world they can think of, effortlessly moving the Wielder through space. This power is called âVoyageâ
The Dog miraculous, on the other hand, lets its wielder move anything they have previously marked with a single touch instantly to their own location nearly instantaneously and with a flash of light. This power is called âFetchâ
Notes: voyage is entirely as in Cannon, while fetch was just given some simple but important buffs:Â
It is not longer necessary for the Dog Wielder to touch its weapon to an object to mark it, now just touching it with any part of their own body is fine.
The users weapon no longer needs to fly to the object before it teleports, it now simply teleports automatically.
The Wielder can even âFetchâ items they marked on previous occasions of using the Miraculous.
Horse, Kalki: Nobility
Into the Breech: With this ability, the wielder rallies those around them into a flurry of activity and pushes all their allies to the limits of their ability, and possibly beyond. All allies within a certain distance of the wielder gain increased strength, speed, and durability. Additionally, any miraculous powers used by an ally within this distance receive a similar boost in power. (Note, this ability does not effect the Horse Miraculous wielder)
Dog, Barkk: Tracking
Catch a Scent: to use this ability the Dog Miraculous Wielder must hold an image in their minds of something they wish to find. After a few moments of focusing on it, a glowing orange trail only the wielder can see will become visible in the air, leading towards the target of their search. As normal, this ability cannot pierce the kwantic camouflage on any Miraculous or their wielders.
Disruption Duo:
The Kwamiâs of Disruption and their Miraculousâ are uniquely dangerous among their kind, as they directly interfere with and cancel out the use of other Miraculous abilities.Â
The Monkey Miraculous does so by imbuing objects with disruptive energy that causes a Miraculous Wielders powers to go temporarily haywire on contact, courtesy of its âUproarâ power.
The Ox Miraculous, in contrast, nullifies the effects of any Miraculous ability that targets it's wielder so long as it's âResistanceâ power is active.
Notes: all abilities above work as cannon accept the Monkey Miraculous doesn't need to summon toys to throw to carry it's power, it can just imbue any object the user touches with its power.
Monkey, Xuppu: Hunger
Growing Boy: once this power is activated by calling out it's name, the Monkey Wielder suddenly gains a ravenous, endless appetite for food, and this hunger does not go away until this power ends or is canceled by the user. While in this starving state, eating food doesn't fill the wielders stomach, instead all calories consumed are converted into extra size for the user. The more they eat, the bigger they get, even reaching building sized heights if they eat enough food. However, as time goes on and the food is rapidly digested, they begin to shrink. In order to maintain their increased size they must eat a lot of food, which isn't always easy to find in the middle of a fight.
Ox, Stompp: Determination
Stubborn Will: An Ox Wielder doesn't stop till the job is done. No matter the job, and no matter the state of the Wielder. And stubborn will is the reason why. When this ability is activated, the wielder picks a single, simple goal they need to achieve. This is generally something like âKnock out the Butterfly Wielderâ or maybe âGet these kids somewhere safeâ.
Once the goal is chosen and the ability activated, the Wielder can focus on nothing else but achieving that goal. In this state their physical abilities are enhanced even further by the Miraculous transformation, with their knew strength letting them treat Miraculous Wielders almost like how a Miraculous Wielder would treat a regular human in fight. What's more, the raw manifested power of Determination takes over as fuel for their body. While the ability is active an Ox Wielder no longer needs food, water, oxygen, or even blood to survive. No organs are necessary for the body's operation either, not even the brain. The only way to actually kill an Ox Wielder while this ability is active is to essentially wait out the clock on the ability, which varies from Wielder to Wielder.Â
After Stubborn Will deactivates, any complications from wounds or lack of nutrients sustained during the duration take full effect, even outright killing the Wielder if the injuries would normally fatal.
Note: this ability is crazy strong, and could easily be seen as incredibly over powered, but I want to note that it's a trade off. A very dangerous one. While using Stubborn Will, a Wielder can focus on nothing but their stated goal. They struggle to think outside the parameters of how best to immediately complete that goal in the moment and have nearly know ability to plan ahead. It is incredibly easy to trick, trap, out think, and out maneuver an Ox Wielder under the effects of this ability. That's why it's best used as a last resort, and with allies present to coral you.
Imagination Duo:
Both the Fox Miraculous and the Goat Miraculous harness and personify the power of imagination. The fox through its ability âMirageâ which allows itâs Wielder to project any image they can imagine into reality in an intangible illusionary form, and the Goat through its core power âGenesisâ which allows the Wielder to turn anything they draw into a real object.
Notes: both work as cannon.
Fox, Trixx: Deception
Sly and Smooth: While this ability is active, the Wielder of the Fox Miraculous can alter the perception of the truth of anything for anyone within range. They could make obvious lies feel like unbreakable truth, obvious truths like the flimsiest lies, make people question if reality is real, and make the most thrown together disguise fool anyone. Sly and Smooth lets the Wielder actually make the truth of reality subjective within their range. This ability only lasts around one hour, though less obvious lies made believable by it will remain after that period. It has a 2 hour recharge period before it can be used again.
Goat, Ziggy: (Personal abstract concept still needed. Passion is still on the table, but I don't vibe very much with it.)
Eminence Duo:
The Dragon and Mouse Miraculous embody opposite ends of the scale of Eminence, with dragons being feared and respected for their power and rarity, and mice being overlooked and ignored for their weakness and commonness. As such, their respective miraculous grant abilities in line with their eminence.
The Dragon Miraculous gives its bearer access to the ability âFearsome Reputationâ which, when activated, causes a near tangible aura of threat and fear to roll off of the user. All those in this auras effect immediately regard the wielder as the strongest, most powerful, and most dangerous thing in their immediate vicinity. Effects of this aura vary from person to person. A brave and practical enemy might find the aura convincing them to focus all attacks on the wielder to disable them before the âstrongestâ foe can act, while a cowardly or less aggressive foe might flee from the presence or even cower in fear and beg for mercy. Allies are also affected by the aura, but generally positively, becoming more confident and harder to frighten or made to break, trusting in the âcertainâ strength of the Dragon wielder.
On the other end of things, the Mouse Miraculous gives its wielder access to the ability âUnassuming Presenceâ. When activated, Unassuming Presence makes people overlook the wielder, not just making it difficult to spot them, but physically makes their minds slide over or ignore that the Mouse wielder is even present. Actions taken by the mouse wielder get chalked up to other things around them. And if someone does manage to notice the wielder, their first instinct will be to assume that the wielder is the weakest, most cowardly, and most easy to intimidate person in the immediate area. Which makes it very likely that they underestimate the wielder.
Dragon, Longg: Storm
Wind, Water, and Lightning forms: As Cannon
Mouse, Mullo: Multiplication
Multitude: As Cannon
Protection Duo:
As you might've noticed, a lot of the duos on this list follow a pattern of one using their shared concept on others, and one primarily using it on themselves, and the Protection Duo definitely follow this trend.
Wayzz and the Turtle Miraculous use the ability Shell-ter, which allows for the creation and shaping of large shields of green energy, generally in dome or circular shapes, though others can be made with enough practice. These key Wielders of this miraculous provide protection to many individuals at once.
Treepee and his Pangolin Miraculous however, cover the more personal side of things. This Miraculousâs signature/starting ability is âAnt Proofâ which covers the Wielder in heavy, thick, overlapping scales made from tan energy. This armor takes the rough shape of a pangolin, even including rough claw like gauntlets that work excellently for digging. This energy armor is nearly impervious to physical damage, and even allows the wearer to curl up into a ball and roll like a wrecking ball at enemies. However, it does nothing to block non-physical attacks like Psychic assaults, and magically enhanced strikes with enough power behind them can easily tear off chunks of the armor. A single full strength cataclysm will vaporize this, although it would save the life of the wearer.
Notes: Shell-ter is unchanged from cannon.
Turtle, Wayzz: Patience
Wisdom With Time: To use this power, the Wielder speaks its name, then holds a single action they plan to take vividly in their mind. The ability then puts them into a zen like state. The longer they meditate like this, the more actions they can add to their mental plan.Â
When the Wielder exits the meditative trance, they then immediately execute the planned actions exactly as they planned, even reacting perfectly to unexpected interruptions or complications that arise. The glowing green light of their miraculous shows them where they need to step, how they need to move, and how to do it. And when their step falters, or their aim wavers, the energy gently corrects the course with an almost imperceptible nudge.
This ability can easy turn the whole tied of a fight as the Wielder dances through the field like an untouchable acrobat, or sidesteps strikes like a martial arts master. So long, that is, as a Turtle Wielder can be protected long enough to pull off a substantial amount of meditation mid battle, often times, there's only enough time for the Wielder to plan three to five moves ahead, but when used correctly, that can sometimes be the difference between life and death.
Pangolin, Treepee*: Preparation
Contingency: Treepee, in his desire to be always prepared, borders on the paranoid with how careful, and nervous, he is to plan for as many eventualities as possible. And Contingency is the Kwami's go to tool for that kind of thing.
Contingency is best used before any kind of confrontation, as it allows the Wielder to store effects from an action taken by the Wielder into objects linked to specific triggers. As an example: The Wielder could go to throw a stone as hard as they could, but, right before they released, store that stone and all of its potential energy in their shirt, which would absorb the item.Â
The Wielder would then set a specific trigger that would cause the contingency to trigger and the stone to get grown. This trigger can be as general as âwhen this shirt is next touchedâ to as complex as âthe next time my best friend David touches this shirt after coughing twice and after I blink twice a second beforehand.â
These are basically traps that store the actions taken by the Wielder to be later released when someone triggers them.
There is no limit to how many contingencies the wielder can have active at once. However, the wielder can only store their own actions, not the actions of others. It can be used to store Miraculous abilities, but only those used by the Wielder, so no one can just get a bunch of friends to stockpile a store's copy of all of their powers in a bunch of random trash.
*A completely original Kwami of my creation, let's freaking go! Needed to make an even twenty, for 5 pairs. I will go over Treepee more in depth in a later post, don't worry. I freaking love Treepee.














