Matoro
Bionicle · Story · Toa Inika / Mahri of Ice
- 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
- Ice Manipulation and Absorption
- Electricity Manipulation (As a Toa Inika, his element is intertwined with lightning)
- Fusionism (Can fuse with other Toa of different elements)
- Limited Telepathy (Can form mental links with other beings and share the things they see)
- Sealing (By combining his element with the different elements of five other Toa at once, Matoro can encase an opponent in a cage of Protodermis)
- Astral Projection and Possession with Iden
- Necromancy with Tryna
- Life Manipulation and many others with Ignika
- Underwater Breathing as the Mahri of Ice (Type 1; Becoming a Toa Mahri allowed him to breathe underwater)
- 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
Matoro 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 couldn't breathe out of the water and unlike his fellow teammates, it would not be an ability he would gain later, as it was rather himself who bestowed this perk to the Mahri upon teleporting them to Metru Nui. Matoro is left vulnerable when he projects his spirit from his body and dislikes using his reanimation powers.
Ranked tied for #16 of 94 in Bionicle by strength.
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Compare Matoro with another character · Matoro on the VS Battles Wiki