Izuru Kira

Type : Bleach
Izuru Kira

Izuru has blue eyes and shoulder-length blond hair that is combed into
three points, with two in the back of his head and a third combed to
cover his left eye. He also wears the standard Shinigami robes and the
3rd Division's lieutenant armband on his left arm. When he was a student
at the Shinigami Academy, his hair was shorter and shaggier, and he wore the standard blue uniform for the males.

 

Izuru Kira Skills

Beserker

The user uses a Beserk potion to give himself a power boost

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: Beserk Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 10

Increase Attacker Statistics
  • Effect Lasts: 6 Rounds
  • STR changes: 40 %
  • INT changes: 40 %
  • DEF changes: 40 %
  • SPDEF changes: 40 %
  • SPEED changes: 40 %

Double It!

In this form, Wabisuke doubles the weight of any object it strikes. The ability can affect both inanimate objects and living beings, and is cumulative.
  • Move Type: Non-Passive
  • Move Requirement: After Learning Raise Your Head
  • Item Requirement: None
  • Use Move After: Raise Your Head
  • Usability: 1 Rounds
  • Cooldown Time: 4 Rounds
  • SP Consumption: 70

Decrease Opponent Statistics
  • Effect Lasts: 4 Rounds
  • STR changes: 50 %

Enhanced Hierro

User uses his spiritual power to block attacks

  • Move Type: Non-Passive
  • Move Requirement: After Learning Enhanced Spiritual Power
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 15

Increase Attacker Statistics
  • Effect Lasts: 1 Rounds
  • DEF changes: 9999
  • SPDEF changes: 9999

Extreme Fighting

A strong move that allows the user to charge at the opponent with force.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 60

Cause Damage
  • Move Class: Physical
  • Attack Power: 120
  • Accuracy: 100

Guillotine

After the opponent kneels due to the excess weight, Kira uses his Zanpakto to behead them
  • Move Type: Non-Passive
  • Move Requirement: After Learning Raise Your Head
  • Item Requirement: None
  • Use Move After: Double It!
  • Usability: 1 Rounds
  • Cooldown Time: 3 Rounds
  • SP Consumption: 125

Cause Damage
  • Move Class: Physical
  • Attack Power: 250
  • Accuracy: 100

Haien

Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.
  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 70

Cause Damage
  • Move Class: Energy
  • Attack Power: 160
  • Accuracy: 100

Punch

A simple punch with sufficient force

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 100 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 0

Cause Damage
  • Move Class: Physical
  • Attack Power: 50
  • Accuracy: 100

Raise Your Head

When activated, the blade loses its curve and straightens, and where a normal katana would end, Wabisuke's blade makes two 90 degree angles, forming three sides of a square reminiscent of a hook. Even more interestingly, the cutting edge of the blade is on the inside of the angles, not the outside.
  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 20

Increase Attacker Statistics
  • Effect Lasts: 6 Rounds
  • STR changes: 20 %
  • INT changes: 20 %
  • DEF changes: 20 %
  • SPDEF changes: 20 %
  • SPEED changes: 20 %

Rikujōkōrō

Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 100

Decrease Opponent Statistics
  • Effect Lasts: 2 Rounds
  • STR changes: 40 %
  • INT changes: 40 %
  • DEF changes: 40 %
  • SPDEF changes: 40 %
  • SPEED changes: 40 %

Sajo Sabaku

Sajo Sabaku is primarily used to disable. The practioner raises his/her palm up to the target and closes his/her hand into a fist.
  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 2 Rounds
  • SP Consumption: 50

Decrease Opponent Statistics
  • Effect Lasts: 2 Rounds
  • SP changes: 40 %
  • STR changes: 40 %
  • INT changes: 40 %
  • DEF changes: 40 %
  • SPDEF changes: 40 %
  • SPEED changes: 40 %

Shakkahō

Shakkahō is primarily used for offense. The practitioner generates a orb
of crimson red energy in his/her palm or finger. The orb can be any
size from small, medium or large depending on the level of power being
used. The destructive power released by the blast can vary between a
simple explosion to a pillar or energy. In both instances the spell
causes concussive as well as burn damage.

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: None
  • Use Move After: None
  • Usability: 2 Rounds
  • Cooldown Time: 1 Rounds
  • SP Consumption: 70

Cause Damage
  • Move Class: Energy
  • Attack Power: 150
  • Accuracy: 100

Use HP Potion

Allows user to use HP Potion

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: HP Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 0

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • HP changes: 50 %

Use SP Potion

Allows user to use SP Potion

  • Move Type: Non-Passive
  • Move Requirement: None
  • Item Requirement: SP Potion
  • Use Move After: None
  • Usability: 1 Rounds
  • Cooldown Time: 6 Rounds
  • SP Consumption: 0

Increase Attacker Statistics
  • Effect Lasts: Permanent
  • SP changes: 50 %