One-Punch Man, Vol. 10: How Saitama Faces His Biggest Challenge Yet
One-Punch Man, Vol. 10: A Review
One-Punch Man is one of the most popular and acclaimed manga series of recent years, with a unique premise, a hilarious sense of humor, and a stunning art style. The series follows the adventures of Saitama, a bald-headed hero who can defeat any enemy with just one punch, but is bored and frustrated by his lack of challenge and recognition. In this review, we will take a look at the tenth volume of the series, which covers two major arcs: the Hero Hunter Arc and the Monster Association Arc.
One-Punch Man, Vol. 10
Introduction
What is One-Punch Man?
One-Punch Man is a manga series written by ONE and illustrated by Yusuke Murata. It started as a webcomic by ONE in 2009, which quickly went viral and garnered over 10 million hits. In 2012, Murata contacted ONE and offered to redraw the series for publication in Shueisha's Weekly Young Jump magazine. Since then, the manga has been serialized in various magazines and collected in tankobon volumes. As of June 2021, there are 23 volumes released in Japan and 22 volumes released in English by Viz Media.
The manga has also been adapted into an anime series by Madhouse (season 1) and J.C.Staff (season 2), which aired in 2015 and 2019 respectively. The anime has received critical acclaim and popularity worldwide, with praise for its animation quality, voice acting, music, and faithful adaptation of the manga. A third season has been announced but no release date has been confirmed yet.
What is the plot of Vol. 10?
Vol. 10 of One-Punch Man covers chapters 51 to 55 of the manga, which correspond to episodes 16 to 18 of season 2 of the anime. The volume contains two major arcs: the Hero Hunter Arc and the Monster Association Arc.
The Hero Hunter Arc focuses on Garo, a former disciple of Bang (Silver Fang), one of the top heroes in the Hero Association. Garo has a twisted admiration for monsters and a hatred for heroes, and has embarked on a mission to hunt down and defeat as many heroes as possible. He also aims to challenge Saitama, whom he considers to be the ultimate hero.
The Monster Association Arc introduces a new threat to humanity: a group of powerful monsters who have formed an organization to overthrow the human society and create a monster utopia. They have kidnapped the son of an influential Hero Association executive and have issued a ransom demand: they want all the S-class heroes to come to their hideout and face them in battle.
Who are the main characters?
The main characters of Vol. 10 are:
Saitama: The protagonist of the series, a hero who can defeat any enemy with just one punch. He is bored by his lack of challenge and recognition, and often joins various activities to find some excitement in his life. He is also oblivious to his own strength and popularity, and is often mistaken for a fraud or a weakling by others.
Garo: The antagonist of the Hero Hunter Arc, a former disciple of Bang who has turned into a self-proclaimed monster. He has a grudge against heroes and wants to prove himself as the strongest being in the world. He is constantly evolving and adapting to his opponents, becoming more powerful and monstrous with each fight.
Metal Bat: A S-class hero who uses a metal bat as his weapon. He has a hot-headed and rebellious personality, but also a strong sense of duty and loyalty. He is assigned to protect the Hero Association executive and his son from any danger, and ends up facing Garo and several monsters.
King: A S-class hero who is known as the strongest man on earth. He has a reputation for being invincible and fearless, but in reality he is a coward and a fraud who has taken credit for Saitama's feats. He is good friends with Saitama, who knows his secret but does not mind.
Genos: A S-class hero who is a cyborg and Saitama's disciple. He admires Saitama's strength and wants to learn from him. He is serious and diligent, but also prone to rash actions and overconfidence. He often upgrades his body with new parts and weapons to improve his combat abilities.
Main Body
The Hero Hunter Arc
Garo's rampage and evolution
The volume begins with Garo continuing his hero hunting spree, defeating several A-class and B-class heroes with ease. He also encounters Mumen Rider, the C-class hero who is admired by many for his courage and kindness. Garo spares him out of respect, but warns him not to interfere with his plans.
Garo then meets Saitama in a park, where he challenges him to a fight. However, Saitama does not recognize him as the hero hunter, and thinks he is just a random thug. Saitama easily knocks him out with a chop to the neck, and leaves him unconscious on the ground.
Garo wakes up later, confused and angry by his defeat. He vows to get revenge on Saitama, whom he calls "Baldy". He then encounters Tanktop Master, an A-class hero who leads the Tanktopper Army, a group of heroes who wear tank tops as their uniform. Garo fights him and manages to injure him severely, but is also wounded in the process.
Garo then runs away from the scene, pursued by the other Tanktoppers. He hides in a shack, where he meets Tareo, a young boy who is a fan of heroes and monsters. Tareo lends him a book that contains information and profiles of all the heroes in the Hero Association, which Garo uses to study his potential targets.
Saitama's participation in the martial arts tournament
Meanwhile, Saitama receives an invitation to join a martial arts tournament called the Super Fight, where he can win 3 million yen as the grand prize. He decides to enter the tournament, hoping to find some strong opponents and learn some new techniques.
However, he realizes that he needs a wig to disguise himself as a martial artist, since the tournament does not allow bald participants. He borrows a wig from Mumen Rider, who is hospitalized after his encounter with Garo.
Saitama then arrives at the tournament venue, where he meets Sour Face, a former disciple of Bang who recognizes him as his senior. Sour Face tells him that Bang has forbidden his disciples from entering the tournament, because he considers it to be a disgrace to martial arts. He also warns him about Bakuzan, the reigning champion of the Super Fight, who is known for his brutal and merciless fighting style.
Saitama then registers for the tournament under the name of Charanko, another disciple of Bang who was injured by Garo and could not participate. He also meets Genos, who has come to watch the tournament as a spectator.
Metal Bat's protection mission and encounter with Garo
At the same time, Metal Bat is assigned to guard an Hero Association executive named Narinki and his son Waganma, who are attending a meeting with other VIPs at an expensive restaurant. Metal Bat is annoyed by their arrogant and spoiled attitude, but agrees to do his job.
However, he soon faces trouble when a group of monsters attacks the restaurant, led by a dragon-level monster named Elder Centipede. Metal Bat fights them off with his metal bat, which increases his power and ```html speed with each swing.
He then senses the presence of Garo, who has followed him to the restaurant. Garo recognizes Metal Bat as a S-class hero and decides to challenge him. Metal Bat accepts the fight, despite being injured and exhausted from his previous battles.
The two engage in a fierce and brutal clash, with Garo using his martial arts skills and Metal Bat using his raw strength and endurance. Metal Bat manages to land a few hits on Garo, but Garo also dodges and counters most of his attacks. Garo realizes that Metal Bat is getting stronger and faster as the fight goes on, and that he needs to finish him quickly before he becomes too powerful.
The Monster Association Arc
The emergence of the Monster Association and its members
While Metal Bat and Garo are fighting, a mysterious voice contacts the Hero Association headquarters and introduces itself as the leader of the Monster Association, a group of monsters who have banded together to overthrow the human society and create a monster utopia. The voice claims that they have kidnapped Waganma, the son of Narinki, one of the Hero Association executives, and demands a ransom for his release.
The ransom is not money, but heroes. The Monster Association wants all the S-class heroes to come to their hideout in Z-City and face them in battle. They also warn that if any other heroes or forces try to interfere, they will kill Waganma and unleash their full power on the city.
The Hero Association is shocked and confused by this sudden threat, and tries to verify the authenticity of the call. They also try to contact Metal Bat, who is supposed to be guarding Waganma, but they get no response.
The Monster Association then broadcasts their message to the public, causing panic and fear among the citizens. They also reveal some of their members, who are all powerful and terrifying monsters with different abilities and appearances. Some of them are:
Gyoro Gyoro: The second-in-command of the Monster Association, a mysterious monster who appears as a floating eyeball with tentacles. He is the one who contacted the Hero Association and made the ransom demand. He is also responsible for recruiting and organizing the other monsters.
Orochi: The leader of the Monster Association, a gigantic monster who resembles a dragon with multiple heads and limbs. He is said to be the strongest monster in existence, and the source of energy for the Monster Association. He rarely shows himself, and leaves most of the decisions to Gyoro Gyoro.
Phoenix Man: A monster who was once a human actor wearing a phoenix costume. He gained his powers after being rejected by his fans and colleagues, and decided to join the Monster Association. He can fly, manipulate fire, and resurrect himself from death.
Do-S: A monster who was once a human dominatrix. She gained her powers after being exposed to a mysterious substance that turned her into a monster. She can use her whip to control anyone she hits with it, making them her love slaves.
Bug God: A monster who resembles a humanoid insect with a hard exoskeleton. He is one of the strongest members of the Monster Association, and has superhuman strength, speed, durability, and senses.
The kidnapping of the Hero Association executive's son
The volume then shows how Waganma was kidnapped by the Monster Association. It turns out that one of the monsters who attacked the restaurant was actually a human spy working for the Monster Association. He disguised himself as a waiter and drugged Waganma's food, making him unconscious.
He then carried Waganma out of the restaurant, avoiding Metal Bat and Garo's fight, and met with Phoenix Man, who flew him to the Monster Association's hideout. There, he handed Waganma over to Gyoro Gyoro, who praised him for his work.
The spy then asked Gyoro Gyoro for his reward: he wanted to become a monster like them. Gyoro Gyoro agreed, and gave him a monster cell, a special cell that can transform humans into monsters if they eat it. The spy eagerly ate the cell, hoping to gain incredible power.
However, he soon regretted his choice, as he felt a horrible pain and his body began to mutate. He turned into a grotesque and mindless monster, losing his intelligence and personality. Gyoro Gyoro then ordered him to join the other monsters, who treated him as a lowly pawn.
The recruitment of Garo by the Monster Association
The volume then returns to Metal Bat and Garo's fight, which has reached its climax. Metal Bat is about to deliver a final blow to Garo, who is barely standing. However, before he can swing his bat, he is interrupted by a phone call from his sister, Zenko, who scolds him for being late for their family dinner.
Metal Bat is distracted by the call, and lowers his guard. Garo takes this opportunity to knock him out with a punch, ending the fight. Garo then prepares to finish him off, but is stopped by Zenko, who arrives at the scene and stands in front of her brother.
Garo is surprised by Zenko's appearance, and hesitates to attack her. He remembers his own childhood, when he was bullied by other kids for liking monsters. He also remembers his admiration for Bang, who taught him martial arts and treated him like a son.
Garo then decides to spare Metal Bat and Zenko, and walks away. However, he is confronted by two monsters: Bug God and Royal Ripper, a monster who resembles a clown with blades for hands. They tell him that they are members of the Monster Association, and that they have been watching his fights.
They offer him to join their group, saying that he has the potential to become a great monster. They also warn him that if he refuses, they will kill him and everyone else in the city.
Conclusion
What are the main themes and messages of Vol. 10?
Vol. 10 of One-Punch Man explores some of the main themes and messages of the series, such as:
The meaning of strength and weakness: The volume shows how different characters define and measure their strength and weakness, and how they cope with their challenges and limitations. For example, Saitama is strong physically but weak emotionally, as he struggles to find a worthy opponent and a purpose in his life. Garo is strong martially but weak morally, as he follows his twisted ideals and rejects his human bonds. Metal Bat is strong mentally but weak physically, as he fights with his willpower and spirit despite his injuries.
The contrast between heroes and monsters: The volume shows how heroes and monsters are not always clearly defined or distinguished, and how they can sometimes share similar traits or goals. For example, Garo is a human who acts like a monster, while Phoenix Man is a monster who was once a human. Some heroes are selfish or arrogant, while some monsters are sympathetic or honorable. Some heroes and monsters also have similar motivations or backgrounds, such as Saitama and Garo, who both seek strong opponents and recognition.
The importance of friendship and family: The volume shows how friendship and family can provide support and motivation for the characters, as well as influence their decisions and actions. For example, Saitama finds friendship in King, who shares his hobbies and understands his problems. Metal Bat finds motivation in Zenko, who cares for him and reminds him of his duty. Garo finds hesitation in Zenko, who reminds him of his past and his humanity.
What are the strengths and weaknesses of Vol. 10?
Vol. 10 of One-Punch Man has many strengths and weaknesses, such as:
Strengths:
The volume has a fast-paced and exciting plot, with many twists and turns, cliffhangers and reveals. It keeps the reader engaged and curious about what will happen next.
The volume has a balanced mix of action, comedy, drama, and suspense. It showcases the amazing fight scenes between the heroes and the monsters, as well as the hilarious interactions between Saitama and King. It also depicts the emotional struggles of Garo and Metal Bat, as well as the tense situation of the Monster Association's threat.
The volume has a rich and diverse cast of characters, with different personalities, abilities, designs, and roles. It introduces new characters like Garo, Metal Bat, Gyoro Gyoro, Orochi, Phoenix Man, etc., while also developing existing characters like Saitama, Genos, Bang, etc.
Weaknesses:
The volume has some inconsistencies and plot holes in its story logic and continuity. For example,
How did Garo survive Saitama's ```html chop to the neck? How did he recover so quickly and fight Tanktop Master and Metal Bat?
How did Saitama get a wig from Mumen Rider? How did he know his phone number and hospital location?
How did Zenko find Metal Bat and Garo's fight? How did she know where her brother was?
The volume has some characters and events that are not fully explained or developed. For example,
Who is Orochi and what is his origin and goal? How did he become the leader of the Monster Association?
What is the monster cell and how does it work? How does it affect different humans differently?
What is the Super Fight tournament and what is its purpose and history? How does it relate to the Hero Association and the Monster Association?
How does Vol. 10 compare to the previous volumes?
Vol. 10 of One-Punch Man is a continuation of the previous volumes, but also a transition to a new phase of the story. It maintains the same tone and style of the series, but also introduces new elements and challenges for the characters.
The volume expands the scope and scale of the story, by introducing a new antagonist (Garo), a new threat (the Monster Association), and a new setting (the Super Fight tournament). It also deepens the complexity and diversity of the story, by exploring different perspectives and motivations of heroes and monsters, as well as showing different types and levels of strength and weakness.
The volume also sets up the stage for future developments and conflicts, by creating new connections and tensions between characters, as well as raising new questions and mysteries. It also foreshadows some events and revelations that will occur in later volumes.
FAQs
Here are some frequently asked questions about Vol. 10 of One-Punch Man:
Q: Is Vol. 10 of One-Punch Man worth reading?
A: Yes, Vol. 10 of One-Punch Man is worth reading, especially if you are a fan of the series or enjoy action-comedy manga. The volume has a lot of exciting and funny moments, as well as some interesting and surprising twists. It also advances the plot and develops the characters in meaningful ways.
Q: Where can I buy or read Vol. 10 of One-Punch Man?
A: You can buy or read Vol. 10 of One-Punch Man from various sources, such as:
Amazon: You can buy the paperback or Kindle edition of Vol. 10 from Amazon.com or Amazon.co.uk. You can also read it for free with Kindle Unlimited or Prime Reading.
Viz Media: You can buy the paperback or digital edition of Vol. 10 from Viz Media's website. You can also read it for free with a Shonen Jump subscription or a free trial.
Manga Plus: You can read Vol. 10 for free on Manga Plus, an official manga app and website by Shueisha. You can access it on your browser or download it on your iOS or Android device.
Q: What is the release date of Vol. 11 of One-Punch Man?
A: The release date of Vol. 11 of One-Punch Man is July 4, 2017 for Japan, and September 5, 2017 for North America.
Q: How many chapters are in Vol. 10 of One-Punch Man?
A: There are five chapters in Vol. 10 of One-Punch Man, which are chapters 51 to 55.
Q: Who are the cover characters of Vol. 10 of One-Punch Man?
A: The cover characters of Vol. 10 of One-Punch Man are Saitama and Garo.
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