Electroblitz

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Quirk

Quirk Name: Electroblitz

Quirk Type: emitter / mutation(his skin is mutated to always have a negative charge and minor static electric buildup, his irises are altered to a silver-like color, his hair is pale and carries more static shock. His body is not completely flesh, and when unstable, this shows as he literally starts to fall apart.)

Quirk Overview: The quirk has two abilities. Electricity/voltage manifestation/creation( electrokinesis), and electron manipulation. This allows him to partially phase out of physical space for brief moments at a time(Think, like permeation but also fast). This would make walking or short sprints look like flash stepping. Azure can use electric manifestation to his advantage to attack. By using a combination of the brief phasing, and using his own charge/minor discharges, he can speed himself up and travel at high speeds to a max of mach ½(around 350MPH  update: as of 11/7/25 azure can go 400mph due to quirk development.). Due to his need to consume electric energy in some form, or electrolytes, he can both overcharge himself to expand his energy supply, and/or supercharge himself to enter a blitz-like state for a temporary time. (abilities are expanded upon in weaknesses and drawbacks)

Quirk Limits/Drawbacks, Strengths, and weaknesses: His quirk is very powerful, but comes with a lot of drawbacks. Firstly, conventional food that is not high in electrolytes provides him with little to no nutrition. He must either consume high-electrolyte content foods, and/or conductive edibles or materials, or just straight up energy from an electrical or battery sort of sorts. This is why he constantly carries a bunch of batteries with him to suck on or swallow. There is also the fact that he  has a limited energy reserve. His body does not have infinite energy. He can OVERCHARGE his reserves, but doing so without having enough control will start to make him unstable, given that he is temporarily expanding his reserves beyond their normal limits. The longer he stays overcharged, then the higher risk full or  near full instability is, meaning he would have to release that in some form or another. Instability is a big downside. He must eat every few hours due to most of his bodily functions being sped up and heightened. With a much faster metabolism than the average person, he has to eat something compacted with a lot of what he needs(that being stated above). His quirk affects his dopamine levels and mentality. Due to this, his brain is hardwired into being predisposed to be prideful and condescending. Due to this, if he doesn’t eat for a while, several things happen in varying degrees or severity: 1. His health will gradually decline. 2. His control over his quirk will become lessened, and start harmfully discharging around himself. 3. His prideful and condescending nature is worsened and majorly affects his judgement. When unstable, he is stronger, but lacks control and has almost no sense of coherent judgement. His pride causes him to, in that state, believe himself the strongest, meaning he is open to being outsmarted. Instability is reached after 12 hours of malnutrition, or extreme stress and distress. He also becomes more and more violent the closer he gets to instability. There is also the fact that when he isn't in his hero suit, his quirk constantly is generating static low voltage electricity that builds up. He must discharge regularly, or the buildup will start to indiscriminately discharging out at random at anything it can. There is also the fact of how damage affects him. Direct hits are more damaging, and though he can try to counteract it through momentarily phasing to counteract some of, if not all of the force/damage, or use electromagnetics to make his voltage act as a cushion or shield,  regarding his physical state, the faster he goes, the more damage can affect him if it is direct. He can only consume electrical or electrical related energy. For example, he can’t swallow fire and gain energy from that. It must be a form of energy that contains a negative charge within it.

Quirk Overuse/Cooldowns:  His ability to phase his body lasts at most, 2-3 seconds, but is commonly used for only very brief instants, usually less than a second. While he can string together multiple brief usages, he cannot string together multiple second(s) length ones. Between each 1-3 second long phase is about a minute of cooldown. Do note that overuse of split second phasing will exponentially drain from his energy reserves, so he has to use it strategically. His supercharge state lasts for 5-10 minutes(going beyond this without proper control will induce damage, and if done repeatedly can induce much more long lasting, if not permanent damage to his body), and takes a full Hour of cooldown to be reused, on top of him needing to be overcharged, or near full energy capacity He cannot go mach 1/2 instantly, and must build up to it over a period of 5-10 seconds uninterrupted. Maintaining mach 1/2 speeds is difficult, and usually he will start to dip to about 80-85% speed of mach 1/2 consistently. Momentum is a factor of his quirk, too. While in his supercharged state, he can consistently keep at mach 1/2 speeds and stays at his cap speed for the entire duration without dipping down. Supercharge is not recommended to be used right after the one hour cooldown, as his body, though fueled back up and possibly overcharged, still hasn’t fully recovered from the extra strain that supercharge gives, on top of when the supercharge ends, he’s less stable. In order to be able to supercharge multiple times a day without causing or risking permanent damage, he can only supercharge every four hours. Both his overcharge and supercharge, along with phasing can be honed and improved with MUCH better quirk control, if he works towards it, but will not be without drawbacks completely, even when fully mastered. Extreme use of his quirk or repeated strain can result in his body and mind becoming unstable which can result in: mental breakdowns or rampages, loss of firm/solid form in the form of him literally starting to come apart, etc.

Further weaknesses:  Insulators. These come in the form of things like rubber and anything that does not conduct electricity at all or is poor at it such as diamonds, fresh water, pure water etc. This makes anyone with a water quirk a threat if they can actually get a hold on him or submerge him into it beyond his ankles, or surround him, wall him, etc, with their water.

Hyper-Conductors are also a weakness. Salt water for example is one. Another can be fellow users of electric quirks, though they would have to siphon external electricity in the form of either physically touching his suit and taking from the buildup it naturally keeps in check, or through absorbing electrical attacks he sends out, or even the voltage trail he can leave behind if they can catch up to it. Trying to do so through physical contact will take a few seconds if it’s an electric quick user. Salt water on the other hand doesn’t need sustained contact.

Hyper-Conductors will in essence absorb electricity or conduct it, while Insulators will block it out or just not conduct it.

By messing with his suit(i.e how hyper-conductors can) he is.. The way he is without the suit. He can’t control the natural buildup of static the way it can and will have to release it or risk it releasing itself in an uncontrolled fashion. Prolonged periods without restoring what was lost can dip into his reserves and passively drain him over time.

Water, or things that can cause drag. Movement in water above one's ankles or higher will no doubt start to slow them down. If he is caught in something that causes drag then it will no doubt begin to work against his speed and momentum.

Quirks that affect motion can mess with his speed, most likely.

Any ice quirk that can lower the temperature of an area/the air of an area, or a quirk that can lower the temperature of an area/the air. These will cause him to have to push harder in order to compensate for the slowing of molecules as that’s how heat and cold work, cold stuff has slower molecules, hot stuff has it moving quicker.

Future Development (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.):    Both his overcharge and supercharge, along with phasing can be honed and improved with MUCH better quirk control, if he works towards it, but will not be without drawbacks completely, even when fully mastered. Perhaps being able to supercharge for longer as he becomes more in control and stronger? For sure, as he improves, he’ll be able to achieve a much better maximum speed, likely up to mach 10 or maybe more. (a big maybe. Really it could just be anywhere between Mach 4-5, but who knows.)

AWAKENING:

Through Semi-conscious self repairing in the electrodome for two weeks straight, pulling himself from the brink of death and having only a quarter of his body remaining, Azure awakens his quirk. The awakening gives him two abilities correlating to the quirks of his parents.

First awakening ability:  Solid Voltage. This allows him to solidify his voltage as solid voltage meaning electric quirk users and electricity absorbing devices cannot absorb the voltage due to its unique properties. This also of course makes it solid, allowing for tangible constructs and creations. This of course dips into reserves more and takes higher concentration. It isn’t unbreakable either, though it’s sturdy enough to take a good hit or two.

Second awakening ability: Electron assimilation. This allows him to uniquely better control electrons, but he can also become one with the voltage of his quirk and his electricity as well as make it one with him. This of course has its own issues like dipping into his reserves and instability risks.

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Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?)

Quirk Stats(Used as a general metric and scale of power and is not fine-tuned accurate nor absolute fact):  out of 10, 5 being average.

Speed: 10/10

Power: 9/10

Defense: 5/10

Developments:

-speed limit expanded from 350, to 400MPH as of 11/7/2025 irp

- he can hit up to 300mph speeds without starting to go unstable, and is more stable the closer - he gets to expending his internal reserve/when he nears his limits. This is due in part to the week-long process of numerous treatments, recovery, and electrically-based rehabilitation he underwent after the sports festival, ending on 11/14/2025 with his release.

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