The Ultimate Quirk Quiz
The Ultimate Quirk Quiz
*SPOILERS*
Wanna know what your true quirk is but you're sick of the super predictable quirk quizzes that you're taking? Well, look no further, because this quiz will tell you what your REAL quirk is.
It goes without saying that there are definitely spoilers in this quiz. With over fifty quirks to get, there are gonna be a few that haven't been revealed yet. So unless you are caught up with the manga, I suggest that you don't take this quiz.
*SPOILERS*
Wanna know what your true quirk is but you're sick of the super predictable quirk quizzes that you're taking? Well, look no further, because this quiz will tell you what your REAL quirk is.
It goes without saying that there are definitely spoilers in this quiz. With over fifty quirks to get, there are gonna be a few that haven't been revealed yet. So unless you are caught up with the manga, I suggest that you don't take this quiz.

Which of the following do you hate people calling you?
When you're sad, what kind of videos would you watch to make you feel better?
Four items are placed in front of you, which do you take?
When you die, what do you want people say about you?
You're tracking someone and you finally found them, but your not sure what their quirk is. What do you do?
Which would you rather be?
You caught someone breaking the rules, and no one saw it but you, what do you do?
You're forced to work together with someone you hate. How do you react?
What frightens you the most?
You're walking alone at night and you hear a cry in the distance, what do you do?
What tempts you the most?
A man clings to the edge of a building and looks up at you. He's a murderer. Do you save him?
What is a Quirk?
How do you see yourself?
What's more important?
Which Drink?
What did you want to be when you were young?
Do you like surprises?
Clean or Messy
You're climbing up on a roller coaster. What are you thinking about?
Is it easier to hate or to love?
What's your strength?
What is your weakness?
Street Smart or Book Smart
Choose
What makes you hate someone?
Your friend flips a coin. Which do you choose, heads or tails?
Acid
Acid
Acid allows an individual to create corrosive liquid from her skin.
This Quirk alters the user's skin pigment, resulting in it having a purple-pink coloration. Despite that, the acid itself seems to be colorless. Acid can be generated in high quantities from any part of the user's skin, and they are also capable of manipulating it to an extent.
The individual can produce acid that's strong enough to melt solid objects, including metal ones. This gives the user an advantage against most adversaries, especially those who are overly reliant on easily-destroyable weapons and equipment.
The user has a limit of how long they can keep producing acid, with their skin gradually losing its natural resistance to corrosion.
Anivoice
Anivoice
Anivoice allows an individual to communicate with and command animals through speech.
The user is able to understand animal language or otherwise receive information from the animals they command. This makes the user a versatile Hero, due to the diversity of abilities found within the animal kingdom. For example, bugs with their small size and burrowing capabilities are able to perform sneak attacks from the underground, birds are useful for reconnaissance due to being flying creatures with great eyesight, and so on.
Animals must be within the user's vocal range in order to be influenced by Anivoice, otherwise it won't work. Humans, despite being animals as well, are exempt from the effects of Anivoice. This Quirk is also useless against artificial creatures that have been shaped to resemble real animals.
Harding
Harding
Hardening gives an individual the power to harden any part of their body.
Hardening protects the user from most physical threats. Once activated, they become capable of enduring what would be otherwise lethal hazards, like tons of falling metal, and multiple explosions, without leaving a scratch. Even bullets are unable to pierce his skin.
Aside from increased defense, Hardening also grants the individual offensive power by turning their hardened body rough and sharp like rock, increasing their physical strength and allowing him/her to cut enemies by grazing on them. This all leads to Hardening being a highly practical Quirk for Hero work, which is frequently combat-oriented.
One drawback to this Quirk is that there is a limit to how much damage the hardened skin can withstand, causing Hardening to slowly dissipate. Furthermore, Hardening is noted to lack long-range potential, limiting the user's combat repertoire and forcing him to take battles up close.
Invisibility
Invisibility
Invisibility grants an individual a completely invisible body.
Because of Invisibility, none of the user's physical features can be observed through the naked eye, making it hard to detect their presence or read their emotions unless they announces them themselves.
Invisibility does not extend to worn clothing or held objects, meaning that the user becomes easier to spot if they is performing either action. Because the user's skin is still exposed despite being invisible, their body can be affected by extreme temperatures.
While still unexplained, this Quirk also appears to involve a certain degree of light manipulation.
Creation
Creation
Creation allows an individual to materialize different objects, such as weapons and tools, from any exposed part of their body.
Apart from living things, the user has the potential to replicate virtually any object, no matter how complex or advanced its structure may be. They only require to understand the atomic configuration of said object in order to reproduce it. The user first imagines the necessary parts, followed by the materials, then the assembling process and, finally, the coating.
The user's creations emerge from their body with a reddish glow and are otherwise no different from the regular objects they are based of, although they can customize the materials that form their composition, giving them whole new properties.
The user doesn't necessarily have to completely dispense a creation from their body either, having the choice to materialize only half or more of its functional structure, while the rest remains within their person.
Navel Laser
Navel Laser
Navel Laser gives an individual the ability to fire sparkly laser beams from their navel.
Those beams can range from short to long-ranged, with strong enough recoil to propel the user through the air at a high speed. The user's beams are powerful enough to destroy metal, although they do not appear to be lethal.
Navel Laser is bright enough to illuminate dark areas, a valuable skill in rescuing missions, or work as a beacon, allowing allies and enemies alike to easily locate the user's current position from the beam of light. For scattered allies, this is extremely helpful for regrouping.
This Quirk can only be used for one second at a time, otherwise Navel Laser will cause continuous damage to the user's stomach, leaving them in bad shape and unable to act much.
Dark Shadow
Dark Shadow
Dark Shadow grants an individual a shadowy monster-like being within their body that they can materialize and de-materialize at any moment.
Dark Shadow is always connected to the user's body through an "umbilical cord" even when it moves itself far away from them. However, the user does not appear to share the same physical sensations as Dark Shadow, such as pain and weakness, or vice-versa, meaning that incapacitating just one entity will not prevent the other from acting.
Dark Shadow is sentient, capable of speech and loyally protects its host regardless of the state it finds itself in. It is somehow able to communicate with the user telepathically as well.
Dark Shadow appears to possess the ability to change shape to some extent, as it can apparently extend the length of its arms and neck if so desired. It's apparently made of "darkness energy", despite being a solid entity that can interact with the material world, but said energy has a limit.
Dupli-Arms
Dupli-Arms
Dupli-Arms grants an individual arm-attached tentacles that can replicate parts of their body.
The user is able to reproduce any of his body parts, including ears, eyes, mouths, hands and so on, with said parts taking form through pods located at the tip of each of their tentacles.
The duplicated parts are actually enhanced versions of the original ones, which improves the user's strength and senses. Different parts can be manifested at once too, allowing the user to combine their augmented sensory abilities.
The tentacles, just like any part of the user's body, are vulnerable to injuries coming from enemy attacks. The same goes for the replicated body parts.
One For All
One For All
Long ago, a man with a Quirk that could steal other Quirks and give them away, forcibly gave his seemingly Quirkless little brother a Quirk that allowed him to stockpile power within his body. However, unknown to them, the little brother already had a Quirk with no effect other than that it could be transferred to others. The little brother's Quirk and the Quirk given to him by his older brother merged into one and became One For All.
The little brother somehow discovered this. He had a strong sense of justice and he tried to defeat All For One, but given the huge difference in their abilities, the brother failed. The little brother decided to entrust the Quirk to future generations of heroes, hoping that they would cultivate One For All and one day, put a stop to All For One. Few knew the truth about One For All. The Quirk was passed down through nine generations, growing stronger with the passage of time. Currently One For All is one of the most powerful Quirks in existence.
Pop-Off
Pop-Off
Pop Off allows an individual to produce extremely sticky, removable spheres from their head.
Once the user removes one of their spheres, a new one will grow in its place almost instantly. Those spheres appear to be made of the user's hair.
The spheres will glue themselves to any surface once they get in contact with one, and are extremely difficult to take off seeing that any limbs or objects will just get stuck to it as well. The user is the sole exception to this, as their spheres act like bouncy objects when they touch them. Water does not seem to affect the adhesion capabilities of the spheres.
The stickiness of the spheres corresponds to the user's health, with it lasting at least a whole day if they happen to be in good condition. If the user removes too many spheres from their head in quick succession, they will begin to bleed from the scalp.
Earphone Jack
Earphone Jack
Earphone Jack grants its users long, controllable earlobes that work like headphone cables.
The user's earlobes are shaped like jacks at their ends, allowing them to plug them into a variety of objects. Those earlobes can further channel the vibrations of the user's own heartbeats, dealing internal damage to said objects.
Moreover, the user is able to catch faint sounds through their jacks even across extremely thick walls, making them excellent at scouting work. It is possible, however, to mislead them somehow generating multiple sources of noise to mask the ones they are trying to detect.
The user's earlobes can stretch up to 6 meters, and the radius of detectable sound is 12 meters. They are sturdy enough to easily pierce hard materials like concrete and able to act as additional limbs due to their prehensile nature, with the user being capable of picking up small objects with them. Like any other part of their body, however, they are susceptible to damage.
Electrification
Electrification
Electrification gives an individual the ability to charge in electricity and emit it out of their body as a sort of protective aura that electrocutes anyone through contact.
When using their Quirk, the user gains a defense mechanism that shocks those who touch them, leaving the attacker slightly paralyzed. If they emit enough electricity, it automatically discharges in all directions, shocking anyone close to them, regardless of contact.
It is, however, possible to protect oneself from the user's electricity through insulation material. This also makes them vulnerable to Quirks that don't conduct electricity like Vines or even other electric-type Quirks.
When the user uses their quirk too much they fry their brain, becoming useless in a fight.
Engine
Engine
Engine grants an individual engine-like protrusions somewhere on their bodies that allow them to move at extraordinary speeds.
Thanks to Engine, the user can dash through long distances in a short amount of time. This makes them suited for missions that involve reaching a faraway place as fast as possible, chasing after an object moving at high speeds or even escaping from an overwhelming threat.
Engine appears to require fuel in order to work properly, similar to an actual vehicle. The user drinks orange juice as a source of fuel for their Quirk, while carbonated drinks make him stall. But others with quirk can favor grape juice instead, or any kind of fruit juice. If the user doesn't refill themselves, their Quirk will gradually lose potency until it stops functioning altogether.
The mufflers found on Engine can be removed, with new ones regenerating in their place over time.
Explosion
Explosion
Explosion allows an individual to excrete sweat similar to nitroglycerin from their palms and ignite it at will to create various explosions.
Through either one of their palms, the user creates fiery shock waves that are highly powerful and destructive, often burning and/or shattering whatever they hit, with the user themselves being (initially) immune to them save for some recoil.
The more the user sweats, the more powerful the explosions become. This essentially means that the user gradually grows in power the more they fight, since they will naturally sweat more under ongoing physical activity. However, during cold weather, the nitroglycerin-like sweat requires a slightly longer time to detonate, as opposed to heat, where conditions are optimal for ignition.
Repeated explosions, particularly large ones, eventually result in throbbing pain to the user's arms and shoulders. Additionally, creating explosions with both arms at the same time causes their overall strength to decrease
Sugar Rush
Sugar Rush
Sugar Rush allows an individual to multiply their strength five-fold for three minutes by every 10 grams of sugar they ingests.
The user must consume the required sugar quantities for their Quirk to be activated in the first place. This can be achieved by eating any food items that carry enough sugar content, such as most sweets, soft drinks or even raw, granulated sugar. Once this condition is met, the user is able to convert the absorbed sugar into raw strength, with their body slightly bulking up as a result
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When converting sugar into strength, the user's cognitive functions gradually drop, decreasing their intelligence and causing lethargy in the process. Without a source of sugar, the user can't activate their Quirk.
Frog
Frog
Frog is the summation of an individual's many frog-related abilities.
This includes great leg strength, wall clinging, a powerful extending tongue, camouflaging and fast swimming. The user is seemingly capable of using all those skills limitlessly and in combination with one another. They also appear to have access to all abilities used by frogs, regardless of breed.
As frogs are cold-blooded creatures, the user is highly sensitive to the cold, with prolonged exposure preventing their Quirk from being used while additionally making them feel drowsy and lethargic. Exposure to sudden cold puts the user into a hibernation-like state, rendering them completely unable to do anything until they warm up.
Zero Gravity
Zero Gravity
Zero Gravity allows an individual to manipulate gravity upon touching solid things with the pads on their fingertips.
The targets lose their gravitational pulls, effectively making the touched object or objects weightless. The user is able to activate or cancel their Quirk's effects by closing their fingers together.
Through Zero Gravity, the user can make anything solid float in mid-air as long as they are within the weight limit of their Quirk, which is around three tons. The more objects the user has under the effects of their Quirk, the more they will struggle to keep them afloat. Continued strain results in the user feeling sick and woozy, to the point of vomiting.
Whenever the user activates their Quirk, the pads of her fingertips briefly glow pink.
Half-Cold Half-Hot
Half-Cold Half-Hot
Half-Cold Half-Hot allows an individual to generate ice from the right side of their body and flames from the left.
Half-Cold Half-Hot stems from the fusion of a Hellflame Quirk and an Ice Quirk through a Quirk marriage. As a result, Half-Cold Half-Hot is perfectly divided between the right and left sides of the user's body. This gives the user two powerful separate methods of combat that they may use regardless of the other to an extent, if they choose
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For the Quirk to function properly, the user needs to constantly alternate the use of both their sides, heating themselves with their left side after using ice or cooling themselves with their right side after using fire. Overusing either side might lead to either frostbites or overheating, with possibly fatal consequences.
Cremation
Cremation
Like Hellfame, this quirk grants an individual pyrokinetic abilities. The user's flames are blue in color, and they are capable of generating and manipulating them at will.
The user can ignite blue fire anywhere on their body with minimal effort or movement almost instantaneously. They can also combust anything they touch almost instantly, including robust minerals and living creatures alike. For example, by touching a single tree in the Beast's Forest, the user, Dabi, was able to set the majority of the forest ablaze, trapping everyone there in a ring of fire.
The flames are extremely hot and it is believed their temperature is higher than that of normal fire, which is signified by its blue color. These flames are hot enough to burn an entire group of villains into ash in mere seconds.
Rewind
Rewind
Rewind allows an individual the ability to bring a living being's body to a previous state.
When Rewind is activated, a horn that sits on the individuals head horn grows and glows brightly. Those that are in contact or in the vicinity of that indivudal at the moment of the activation start having their bodies rewound to previous states, undoing or bringing back injuries or modifications from the present or the past.
They are capable of reverting people back to a point before they even existed, effectively erasing them from existence. This Quirk can rewind genetics, dubbing it a terrifying power.
Magnetism
Magnetism
This Quirk allows an individual to magnetize people around them, up to a 4.5-meter radius of themselves at will.
The user can magnetize a person's entire body or specific portions. Once magnetized, the targets either attract or repel each other depending on whether they're of the same sex or not. Men are polarized south, and women are polarized north, which is represented through a blue and a red aura, respectively. The user cannot magnetize themselves.
Meatball
Meatball
Meatball grants an individual the ability to manipulate raw human flesh.
The user can manipulate their own flesh, giving them the ability to separate their limbs and control them at will.
Flesh can be expanded and molded together for offensive and defensive maneuvers. It can be levitated and used as projectiles to capture targets.
Anyone captured by a ball of flesh can be kneaded and rolled into a meatball, rendering them immobile and disfigured. People who have been turned into balls of flesh still maintain all their senses. The user must maintain focus to keep their targets restricted, and this hold can be released if the user takes enough physical damage.
Mimicry
Mimicry
Mimicry allows an individual to transfer their own body and mind into solid objects, and manipulate them as though the object was their actual body.
Under normal circumstances, the size of the object that this Quirk is said to be usable on is no larger than an average-sized refrigerator, but when his Quirk is boosted the user is capable of manipulating entire locations.
When immersed into an object though, the user becomes unable to fully perceive their surroundings, having to manifest the necessary body part on the exterior of the object in question to monitor events or interact with others more precisely. This leaves the user with a potential target that can be attacked by enemies.
Big Fist
Big Fist
Big Fist allows the user to enlarge one or both of their hands to enormous sizes.
The user's hands become gigantic (around three times bigger than their own body) almost immediately. Their physical strength also increases in tandem, giving them enough power to easily crush shields, knock out people with a few strikes and carry heavy objects with them. The user does is not affected by the increased weight of their gigantified hands.
Muscle Augmentation
Muscle Augmentation
Muscle Augmentation is a Quirk that gives its user the ability to manipulate and amplify their muscles.
Muscle fibers can be enlarged to where they can no longer be contained by the skin. This grants its user great strength and defensive durability, as well as enhanced speed and agility.
This Quirk grants enough strength to contend with One For All at 100%. While strong, the brute force granted by this power can be bested by One For All.
Mushroom
Mushroom
Mushroom allows an individual to instantly grow mushrooms anywhere.
The user's body naturally releases spores that are capable of traveling very far depending on the location's humidity. Once those spores make contact with any surface, mushrooms will start growing in those spots at an alarming pace. The user has the ability to manually choose where their mushrooms can grow so long as the spores are able to reach that area.
The user;s mushrooms require high humidity in order to spread fast and they will disappear after two to three hours. It's possible to combat the mushrooms with ethanol or some other fungicide.
Manifest
Manifest
Manifest grants an individual the ability to enhance their limbs with the characteristics of anything they consume.
The user can manifest traits of any food they've eaten while it's still active within their digestive system. For example, if the user eats Takoyaki, they can transform their fingers into octopus tentacles. If the user eats a clam, they can harden their hands into a clam-shell and etc. Multiple manifestations of different food is also possible.
Manifestation occurs only on command and any trait can be dismissed at will. The transformation is maintained by the amount of the respective item within the user's system. If the user's system ran low, this would render them unable to manifest any characteristics. The user must replenish their arsenal by eating certain foods every single day. The items do not necessarily have to be food, as anything the user's body is capable of consuming will work with his Quirk.
Black Hole
Black Hole
Black Hole allows an individual to create small black holes through their fingers.
The black holes suck and disintegrate any matter at the atomic level, as well as certain forms of energy such as light. In combat, the user can use this ability to prevent enemies from escaping their range by sucking them towards themselves.
Due to its nature, Black Hole is highly volatile and dangerous, having a lot of potential to kill living beings or cause large collateral damage on structures if not regulated properly. the user is not immune to the effects of Black Hole and will get disintegrated like any other object caught by the range of suction, so they have to be extra careful while activating it. Surviving Black Hole is not impossible if one only gets briefly exposed to it, but victims will be left in critical condition.
Blood Control
Blood Control
This Quirk allows an individual to manipulate their own blood and cause it to flow and harden in a way that they seem to be able to control.
The blood appears to be ejected from the user's gloves, which are connected to tubes attached to various parts of their body. Once the blood is out in open air, the user can harden it to immobilize foes. They can also reabsorb their blood back through their gloves if they wish.
Bloodcurdle
Bloodcurdle
Bloodcurdle allows an individual to temporarily paralyze an opponent by ingesting samples of their blood.
The user only requires their tongue to make contact with a small amount of a person's blood, regardless of where and how it's found (for example, coagulated bloodstains on a curative). Once the user gains access to their target's blood, they can activate Bloodcurdle and immobilize their target for a limited period of time, leaving them vulnerable to a finishing move.
The amount of time a victim remains paralyzed depends on their blood type in relation to the user's own. Blood type B represents the longest amount of time, then decreasing to AB, A and finally O for the shortest amount of time. Regardless, the maximum amount of time anyone can stay paralyzed for is 8 minutes.
Brainwashing
Brainwashing
Brainwashing allows an individual to assume control of anyone who responds to one of their statements, forcing them to do as they say.
Brainwashing is willingly activated by the user, who otherwise can hold normal conversations with other people without having to brainwash them. They can control more than one person at once, but this has to be done individually as brainwashing multiple targets simultaneously is beyond the user's capabilities due to them needing to concentrate on their desired target in order to activate the Quirk
Victims feel dazed when being controlled, but will remain largely aware of their current state of being brainwashed, despite looking completely spaced out. They are rendered essentially caged in their own bodies and feeling helpless all the time until the brainwashing effect breaks.
The brainwashing effect requires the target to answer to take place, therefore, as long as the target remains silent, this Quirk will not have any effect on them.
Outburst
Outburst
This Quirk allows an individual to force others around them to burst into a laughter so intense that it dulls their motor skills and cognitive abilities. It is useful for incapacitating villains. The full extent of this quirks power, as well as its limitations, are currently unknown.
When activated, a blue aura appears around the user. It is unclear whether or not the user must say anything to make people laugh, or if the laughter is purely spontaneous.
Overhaul
Overhaul
Overhaul gives the user the ability to disassemble and then reassemble anything they touch with their bare hands.
Once the user takes a target apart, they have the options of either leaving it destroyed, restoring it to its original form or shaping it into something new. This process happens instantly and is effective on living and non-living things alike. The user just needs one finger to make contact with something for their Quirk to activate, with the choice of whether Overhaul should affect only one select part of their target or its entirety being left solely to the user's wishes.
The user is capable of deconstructing matter and reconstructing it into shapes favorable to themselves and hostile to their enemies. When activating Overhaul on an entire area, the deconstruction and reconstruction phases both happen extremely fast. The user is able to form holes, walls, spikes, and platforms anywhere in their surroundings from a single point.
Cement
Cement
Cement gives an individual the ability to manipulate cement-based material simply by being in contact with the surface.
Concrete can be molded into any shape the user desires, no matter in what state or form it is found, and they are free to weaponize said material as long as they keep touching it. In the right conditions, even those with enough power to destroy concrete may easily get overwhelmed by Cement.
Because of the nature of this Quirk, the user has a large combat advantage on urban areas, where concrete is abundant. Inversely, they hold little fighting ability on settings where concrete is rare or nonexistent, such as in the countryside.
The user's hands glow in a faint blue light whenever they using Cement.
Permeation
Permeation
Permeation grants an individual the ability to phase their body through physical matter.
the user can choose to make one part of themselves intangible or their entire body. This allows the user to smoothly maneuver through solid objects and effortlessly evade incoming attacks.
If the user fully activates Permeation, not only do their worn normal clothing fall off, but gravity will drag their body's mass through the ground as well. If he deactivates his Quirk while phasing through the ground or another solid object, the user is instantly repelled to the surface due to their own body mass being unable to overlap with any other preexisting mass. The user's senses are negated too, as the necessary elements for them to work (light, oxygen, sound, etc.) will also pass through them.
The user's Permeation does not extend to other people, meaning they have to be extra careful while handling those they need to rescue.
Comic
Comic
Comic allows an individual to materialize onomatopoeia into the real world in the form of giant Japanese letters.
The onomatopoeia is manifested with the same effects as the sound they're based from. This grants the user excellent versatility as they are given a way to conjure various effects by just spelling the right wording. The manifested onomatopoeia are quite durable and can even resist laser beams.
Using Comic too much and in rapid succession will eventually cause the user's throat to become sore, limiting their actions.
Copy
Copy
Copy allows an individual to utilize a Quirk after coming into contact with its respective user.
The user only requires to touch as little as a few strands of hair from the target for their Quirk to take effect. After contact with a target is made, the user gains full access to the other's Quirk, at least at a basic level; the user is unable of copying further improvements that one may achieve with their Quirk.
Copying multiple Quirks at once is possible as well, however the user is able to accumulate only a certain number of copied Quirks within their body. The user is also unable to activate more than one copied Quirk simultaneously, which means they are instead forced to switch between them.With a copied Quirk, the user essentially possesses the same advantages and disadvantages of the original Quirk user they copied from.
The user has a time limit of how long they are able to keep a copied Quirk stored within their body, which is initially stated to be 5 minutes.
Compress
Compress
Compress allows an individual to shrink down anything inside a spherical area into a small marble without actually damaging it.
To activate his Quirk, the user first needs to touch the target with their hand. This will result in the target getting shrunk down into a minuscule marble-like object. Compress will affect anything that is found within a specific range of space around the intended target, including, for example, fire or pieces of the ground.The weight of the compressed objects is reduced considerably, making it possible to hide or carry them around. The user is able to cancel their Quirk's effects on a single marble by wishing it or all their marbles at the same time by snapping their fingers, which causes the target(s) to turn back to their normal size alongside everything that was captured with them.
When used on a person, Compress effectively entraps them, terminating the fight in an instant and letting the user abduct them easily.
Clones
Clones
The Clones Quirk allows an individual to release a viscous substance from their mouth and shape it into clones of themselves.
By vomiting what appears to be a glowing fluid, the user can create up to thirty clones at a time with the fluid (thirty-six if their in a good mood). The clones are capable of taking on a fair amount of enemies or overwhelming a small group of them due to the obvious advantage in numbers. The user is also able to dispel their clones willingly if they need to.
the user and their clones also appear to share the same mind, as the original is aware of what their duplicates witness even if they is at a long distance from them. The clones are each capable of speech as well, making it possible for the user to communicate through them.
The clones themselves can be destroyed with one strong blow.
Crystallization
Crystallization
Crystallization is a Quirk that allows an individual to grow a large number of crystals from their body, completely covering their skin with them.
The crystals are shown to be both durable and able to grow virtually instantly. It does not appear to have any limitations to where on the body that the crystals can grow from. The user also possesses the ability to form their crystals into a sword shape that covers their arm in order to extend their reach.
Despite their hardness, the crystals are not unbreakable. The crystals also appear to burst through whichever clothes the user is wearing.
Decay
Decay
Decay allows an individual to destroy anything their hands touch, making it crumble to dust.
Whether the target is organic or not, Decay will work without fail. As such, this Quirk is extremely lethal against living beings, having their flesh rot away if hit by it. The speed of the disintegration has varied from slow to almost immediate, eventually spreading through their whole body if a victim doesn't amputate the decaying body part.
Decay will only occur when all five fingers touch the target, indicating that its activation isn't voluntary.. Because the Quirk requires the user to touch a solid object in order to be activated, it is possible to counter Decay through Quirks that allows manipulation of fluids or particles, which the user cannot properly touch with all their fingers.
Decay stays permanently on a target, once they have been touched everything part of it will be infected as well, even if the user is not touching the target anymore.
Double
Double
Double allows an individual to create a copy of anything, two at a time, through touch.
With Double, the user can produce replicas of anyone to provide support in numbers. Their clones possess the same personality and abilities as the original, making it hard to distinguish them from the real person at a first glance.
The user has a limit of creating only two clones at a time. However, because the user is able to copy himself and their copies also have access to Double, the user capable of producing infinite replicas of himself, as long as each clone gets to clone themselves and so on.
In order to conceive a perfect clone, the user requires a flawless image of whatever they plans to duplicate. This includes having knowledge of precise measurements and features. The copies are less durable and powerful than the real thing, dissolving into a viscous liquid after suffering enough damage, and a second copy is apparently even more fragile
Dragoon
Dragoon
This quirk allows and individual to transform into a pink dragon, a powerful mythological creature.
This form grants the user abilities commonly associated with dragons, including flight, powerful jaws and claws. The activation of this quirk is connected to the claw-like accessory on the user's head.
The previous user of this quirk used her physical strength in this form allowed her to effortlessly block a punch from a villain with superhuman strength, as well as restrain him, and later to knock him back and hurt him despite having been weakened by the villain's quirk. The user's durability also increases considerably.
It is worth noting that despite the user's form changing, they remain capable of grappling with the opponent, grabbing their hands with their claws, restraining them with submissions, and using their fangs as extra appendages in a hold.
Earth Flow
Earth Flow
Earth Flow allows an individual to manipulate the earth around them, being able to mold it into anything they want.
With Earth Flow, the user is capable of feats of considerable power as demonstrated by their ability to conjure avalanches. The range of this quirk appears to be fairly long as well.
Due to the nature of Earth Flow, it can be reasonably assumed that the user holds a disadvantage in territories where soil is not readily available for them to manipulate.
Erasure
Erasure
Erasure allows an individual to cancel other Quirk powers and abilities simply by looking at the target.
When Erasure is activated, the user is able to disable a person's "Quirk Factor" for as long as they concentrate on their target, rendering any Quirk affected unusable. The user only needs one part of the target's body to be within their sights for Erasure to take effect. Since most people in the world rely on Quirks for combat purposes, this makes the user an extremely bothersome opponent for anyone to deal with.
The user's hair stands upwards and their eyes glow in a bright red color whenever Erasure is in use. Its effects wear off if the user shuts their eyes or looks away from the person their targeting.
E does not affect appendages originated from Mutant-type Quirks, but it can impair their function as the Quirk Factor incorporates all the mechanisms necessary for a Quirk to work properly. Physical strength or abilities not derived from Quirks are unaffected.
Fat Absorption
Fat Absorption
This Quirk grants an individual body fat the ability to adhere to any objects that enter in contact with it, causing them to sink into their body afterward.
This fat provides a high degree of protection, making the user very resistant to blades and bullets. Those who attempt to physically strike them may end up getting stuck to their body, allowing the user the opportunity to restrain them.
Fat Absorption also lets the user absorb the force behind enemies' attacks and then release it back in a singular counterattacking punch; however, utilizing this technique requires them to burn down their fat as they stockpile said force, weakening the user's defense in the process and leaving them practically powerless if the counterattack doesn't bring down the target.
As a prerequisite for this Quirk to work, the user requires to gain extra mass by conventional means, or eating, in other words. This Quirk has no effect on an user with a slim build.
Softening
Softening
Softening allows an individual to soften anything they touch, effectively turning solid objects semi-liquid.
Softening works on anything solid, such as ice, metal or the ground, and it possesses great range. The softened objects become similar to mud or quicksand, trapping and sinking anything caught on it. To revert the effects of Softening, the user only needs to touch the softened object a second time.
Softening is extremely effective against those who rely on ground or building mobility, as those become unstable footholds for one to move through. A softened structure or spot might look normal at first glance, but will lose its apparent solidity once someone steps on it, meaning Softening works well for laying traps.
Softening does not work on living beings. If caught by a softened trap, the target can still escape if they have an ability or device that allows them to propel themselves out of the ground. If the user loses consciousness, all softened objects harden.
Solid Air
Solid Air
Solid Air allows an individual to solidify air to form a wall or platform through their breath.
Air walls do not fall to the ground once solidified and will stay afloat in midair even when another person hangs onto it. They're soundproof as well, making it effective against Quirks that rely on sound like Anivoice or Brainwashing.
The size of the air barrier depends on the user's lung capacity. The barriers are breakable, as others are able to punch through one of them.
Steel
Steel
This Quirk allows an individual to turn their body into steel.
Steel is tough enough to protect the user from bullets and tons of falling metal, as well as other lethal hazards. Naturally, it increases their physical strength to superhuman levels too, allowing them to break through most obstacles. The user will gain longer and stronger use of their Quirk depending on the level of iron in their diet.
Steel can protect the user from extreme temperatures. Ice and cold have no effect on their skin when Steel is activated, making the user immune against freezing. Steel may also grant resistance (not complete immunity) towards high heat, however, the user has to through Quirk training in order to achieve that, meaning that Steel is not naturally effective against fire. the user steel body gains a red coloration if exposed to flames. The user's body might melt if subject to a certain degree of heat.
Using his Quirk for too long will cause the user to suffer from iron fatigue.
Foresight
Foresight
Foresight grants an individual the ability accurately predict all of the target's future moves and actions for an entire hour.
This Quirk activates by first touching a target and then making eye contact with them. Once these conditions have been met, the user is capable of watching the target's future lifetime from a third-person perspective that showcases the target themselves and their immediate surroundings, in a manner similar to a flashback. The user does not appear to have a limit to how much he is able to see into the future, being capable of foreseeing events that are years beyond present time.
The drawback to this ability is that the user is incapable of giving a precise date to when said events will happen, thus having to rely on rough estimates; the events although can be changed through much struggle.
Once Foresight is activated, the user requires a 24-hour interval before they are able to activate it again.
Gigantification
Gigantification
Gigantification allows an individual to drastically increase their size to gigantic levels.
While gigantified, the user can easily subdue smaller targets and fight similarly-sized foes on equal footing. The extra mass also grants them enough strength to destroy buildings and other structures with ease.
The user's Gigantification's limit is 2062 centimeters (67'6"), with the user being unable to assume any height in-between their normal and maximum ones. Due to their massive size after transforming, the user needs a minimum space in order to move properly, making the Quirk impractical in small or enclosed spaces.
Glamour
Glamour
This Quirk allows an individual to create both visual and auditory illusions for a short period of time.
The user emits a mist-like substance from their mouth, which forms the illusion. Said illusions can reach an impressive scale, enough to fill a large room.
The illusions eventually dissipate, although it's unknown if this is voluntary on the user's part.
This quirk had many unknowns, but that doesn't make it any less important. Having the ability to make illusions is needed in every hero agency, and with this quirk any individual can make it as a hero. But be careful, because the user can make it as a villain just as easily.
Tail
Tail
Tail grants an individual a prehensile appendage that extends from their lower posterior.
The user's tail is very bulky, being longer and wider than any of their regular human limbs. Its tip contains a tuft of hair, reflecting the user's normal hair color.
Tail effectively functions as a third arm. It's strong enough to break objects made of metal, capture enemies and support the user's own weight. However, just like any other part of the user's body, it's susceptible to damage.
Tail, being a permanent mutation, makes it difficult for the user to lay down or sit. They might require tailor-made clothing in order to accommodate their particular anatomy as well.
Tape
Tape
Tape allows an individual to eject adhesive tape from openings located on both of their elbows.
The user's elbows look and function like tape dispensers, from where they can fire lengths of tape that stick to anything they aim at. The amount of tape the user is able to generate in a single instance isn't unlimited, but it's still plentiful enough for them to successfully utilize for various offensive, defensive and movement purposes, making their Quirk surprisingly versatile.
The tapes are strong enough to immobilize opponents, hold large structures together and support the user's own weight. Once a strand of tape is released from the user elbows, they have the choice of either cutting it off with their hands to allow new strands to be fired or leaving it intact for them to move around whatever they caught.
Despite their unusual toughness, the user's tapes are not unbreakable. If the user over-ejects tape, they will suffer from dry skin.
Telepath
Telepath
Telepath grants an individual the ability to communicate with anyone through thought. They can instruct and send messages to multiple people at once. The range of their abilities is unknown, but it was enough to reach over a great number of distance without trouble. Telepath is only one-way communication, so its user cannot hear their targets thoughts or receive responses.
When the user is fighting against an enemy, they can use their telepathy to send messages directly to their foe's mind with the intention of distracting them. This throws them off, causing them to lower their guard against the user's next attack.
Transform
Transform
With this Quirk, an individual can shape-shift anyone's appearance by consuming their blood. It gives the user the full ability to copy another person's appearance and create a perfect image of them, including tiny details and an exact replica of the voice of the person they’ve copied.
However, this Quirk can only aesthetically transform its user into a perfect replica. The user cannot replicate their target’s personality, knowledge, and other such details. These details must be discovered separately by the user if they wish to mimic their target exactly.
The amount of time the Quirk allows one to stay transformed is proportionate to the amount of blood that is consumed. Transform also allows the user to use a copied person's Quirk, provided they have enough prior knowledge of said Quirk through studying and researching. Transform also doesn't grant their user any level of knowledge about mimicked Quirks the way Copy does, severely limiting the user's ability to use said copied Quirk
Heal
Heal
Heal allows an individual to amplify and quicken their targets' healing process by extending their lips and kissing them.
With Heal, some grave injuries requiring months to heal can be healed completely in a matter of seconds. The healing process, however, is not without its cost. It requires stamina from the receiver's part in order to work, leaving said receiver very exhausted after the process is completed if an injury is, or injuries are, serious enough.
If the amount of stamina someone has is less than what is needed to heal their injuries, the process could lead to their death. As such, surgeries and conventional healing methods will be required for severely life-threatening injuries before the effects of the Quirk can be applied.
In such cases, it is sometimes applied several times over a period of time instead of healing everything in one shot. This also means that if a person suffers serious enough injuries, Heal will be unable to save them from death.
Hellflame
Hellflame
Hellflame is an extremely powerful Quirk that gives an individual pyrokinetic abilities.
The user is able to generate large fire blasts to incinerate their opponents, as well as cover their body in flames. Changing the temperature of the flames is possible as well, which means that their damage output is capable of increasing or decreasing depending of the user's wishes.The flames can heat up to the point of turning blue.
Hellflame will raise the user's body temperature to dangerous levels if overused due to successive powerful attacks or drawn out battles, impairing their physical abilities.
High Spec
High Spec
This Quirk grants an individual an intelligence surpassing that of normal humans.
Due to their high intelligence, the user is capable of formulating incredibly intricate battle strategies; allowing them, from a single vantage point, to destroy an entire industrial zone along a designated path from just one well-placed construction ball smash. This same intellect also grants them great leadership skills.
Perhaps because of their acquired intelligence, the user has feels feelings much stronger than an average human, which might interfere in their thought processes.
Voice
Voice
Voice allows an individual to increase the volume of their voice, giving them the ability to create loud, high-pitched sounds.
The sound that comes from the user's mouth can reach extremely high levels, enough to incapacitate people by disrupting their eardrums (which may cause bleeding). The loud noise will also drown out other sound-based Quirks, giving them an advantage against those Quirk types in battle.
Because sound does not travel underground very well, it's ineffective against anything moving through it.
The voice of the user is so powerful that the sound waves become visible, giving off a yellow aura.
Warp Gate
Warp Gate
Using this Quirk, an individual can create and manipulate a dark fog that acts as a portal.
When the user produces a mass of the dark fog, it transports anything it comes in contact with to a nearby location. The user can even shroud themselves with the black mist to hide their true body and personally transport anything out of themselves.
The portals that they create are based on coordinates and thus to open them means the user must be able to pinpoint the exact position where they wish for each portal to open up into but can open them based on sight and usually only needs coordinates to open up in areas they cannot see. It is said that this ability is a very rare type of Quirk.
Should a warp gate close while someone is stuck half-way through, the person will be snapped in half.
Its only main weakness is that a part of his real body must be present at all times in order to release the fog in the first place, allowing foes the opportunity to hit or immobilize said part.
Weld
Weld
Weld allows an individual to merge things both organic and inorganic at an atomic level.
When the user activates their Quirk, the two objects they are making contact with will become physically connected. This extends to the user's own body, as they are capable of melding themselves with objects or people as well. the user can reverse the effects of Weld if they need to.
Weld will not work if the user doesn't make contact with more than one object.
Jet
Jet
Jet grants an individual the ability to expel air from open holes on the soles of their feet. This allows them to fly around a limited range as well as move faster than the eye can follow, even on the ground.
The air used to fuel Jet is taken from the breath of the user. Jets on the user's feet propel them in a straight line to their desired destination. Switching angels requires a second breath to create another pulse of air. Momentum granted from this power can be used to improve the user's own strength.
Jet provides its user with the ability to fly to a certain degree and it also serves as a great evasion ability. However, it's limited by the amount of air used from the lungs. Therefore, it can hope to match flying Quirks that suspend their users in mid-air for much greater lengths of time.
Whirlwind
Whirlwind
Whirlwind grants an individual the ability to completely control the air around them.
The user is able to manipulate gusts of wind with little to no movement from their body at all, letting them create strong gales and small tornadoes that they have full mastery over. Great winds may be used to propel the user, the people around them, and different objects all at the same time.
While the user can activate their Quirk even while subdued, Whirlwind loses significant strength and speed if they become unable to move around their limbs. As high temperatures are known to push air away, large amounts of fire may affect the flow of the user's wind, disrupting their control over their Quirk.
All For One
All For One
All For One allows the user to steal other people's Quirks and wield these stolen powers as their own or to transfer them to someone else.
The process of giving and taking away Quirks is done through touch. However, not all recipients of a Quirk from the user are able to handle the strain of gaining them. Subsequently, they may become mindless dolls, who are not able to speak or think for themselves. Rarely, a Quirk granted by this ability can blend together with the original Quirk of the target, creating an entirely new one.
All For One can be used to combine several Quirks in order to create devastating techniques, which would normally not be possible with the usage of only one Quirk. There are some limitations to the Quirk. The effectiveness of the Quirks that are stolen by the user depends on their own abilities.
Fierce Wings
Fierce Wings
Fierce Wings is a Mutant-type Quirk that grants an individual two large red wings made up of dozens of feathers. The user can freely manipulate each individual feather using their mind.
The fully feathered pair of wings gives the user the ability to fly at incredible speeds. Feathers can be detached to perform individual tasks and the user shares a telepathic connection with their feathers. However, as more feathers are detached, the user's flying capabilities will worsen and limit their mobility.
The feathers are both stiff and flexible, as a single feather is enough to easily move a person around. They also vary in size, strength, and even cutting ability. Each individual feather act as sensors that can feel people and objects around them by feeling the vibrations they produce. This widens the range of the user's senses, allowing them to utilize their feathers at a great range.
As long as the feathers remain intact, they can be reattached to the user's wings.
The Ultimate Quirk Quiz