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