Kongu
Bionicle · Story · Toa Inika / Mahri of Air
- Tier
- 7-B, up to HIGH 5-A
- Attack Potency
- City Level+, up to Brown Dwarf Level
- Speed
- Massively Hypersonic+, up to Relativistic
- Durability
- City Level+
Powers and abilities
- Superhuman Physical Characteristics
- Air Manipulation and Absorption
- Weather Manipulation
- Electricity Manipulation (As a Toa Inika, his element is intertwined with lightning)
- Fusionism (Can fuse with other Toa of different elements)
- Telepathy (Can read minds and project his thoughts into the minds of others with Suletu)
- Sealing (By combining his element with the different elements of five other Toa at once, Kongu can encase an opponent in a cage of Protodermis)
- Mind Manipulation with Suletu
- Summoning with Zatth
- Underwater Breathing (Type 2; Becoming a Toa Mahri allowed him to breathe underwater and once Matoro teleported his team back to Metru Nui, they were granted the ability breathe both air and water)
- Longevity
- Regeneration (High-Low; Toa can regenerate the biological portions of their body and reattach lost limbs)
- Resistance to Empathic Manipulation
- Fear Manipulation
- Mind Manipulation
- Perception Manipulation
- and Poison Manipulation (For many Kraata powers, only a Stage 6 Kraata or a Makuta can affect a Toa)
Weaknesses
Kongu is weakened without his Kanohi. Using a Nova Blast drains his powers and leaves him incapable of using his elemental powers for a few days. As a Toa Mahri, he initially couldn't breathe out of the water.
Ranked tied for #16 of 94 in Bionicle by strength.
More from Bionicle
Close fights from other series
Compare Kongu with another character · Kongu on the VS Battles Wiki