Leo Corbett

Power Rangers · Series · Human, Power Ranger

Magna Defender arc

Tier
LOW 7-C, up to 6-C
Attack Potency
Small Town Level, up to Island Level
Speed
Massively Hypersonic, up to Massively Ftl+
Durability
Small Town Level, up to Island Level

Trakeena Uprising arc

Tier
LOW 7-C, up to HIGH 6-B
Attack Potency
Small Town Level, up to Large Country Level
Speed
Massively Hypersonic, up to Massively Ftl+
Durability
Small Town Level, up to Country Level

Lost Galaxy arc

Tier
LOW 7-C, up to LOW 2-C
Attack Potency
Small Town Level, up to Universe Level+
Speed
Massively Hypersonic, up to Massively Ftl+
Durability
Small Town Level, up to Universe Level+

Powers and abilities

  • Morphin Grid Energy (Wielder Physiology)
  • Martial Arts and Acrobatics (Utilized his combat skills and his environment to take out three thugs. Capable of defeating three Stingwingers alone. The Rangers are capable of using standing arm lock moves combined with spinning elbow techniques, leg sweeps, side flips that end with a kick on the back, Judo throwing Nage techniques, flying kicks, elbow drop, throwing techniques, double kicks, side and leg headlocks, giant swings, suplexes. Defeated many Stingwingers in quick succession by combining multiple of the previously mentioned techniques)
  • Weapon Mastery (Masters at using their Quasar Sabers, they can combine their Sabers with martial art techniques and acrobatics they use such as side flips and leg sweeps. Masters at using reverse grip fighting styles)
  • Accelerated Development (Training, Battle; Physical Statistics and Abilities: The Rangers constantly train to increase their skill. Fought and defeated Furio without much difficulty, despite being easily defeated in their first encounter. Went from being stomped by Chameliac to stomping him despite Chameliac being five times stronger due to him being able to overpower team finishers. Overpowered Deviot despite him gaining new powers that completely dwarfed the imagination of the Rangers prior. Despite Nightmare tanking their team finisher, the Rangers instantly grew their strength and punched through him and tanked his attacks)
  • Stealth Mastery (Was able to hide from a swarm of Stingwingers actively trying to find him. He was able to quickly hide from Stingwingers. The Rangers can appear and reappear without anyone noticing giving the impression of teleportation. The Rangers can create smoke with their attacks which allow them to leave out of plain sight)
  • Supernatural Willpower (The Rangers can still get up and fight despite being blasted by sounds of 105 decibel and far higher)
  • Standard Wielder Resistances
  • Sleep Manipulation (Took Gasser's sleeping gas but did not fall asleep)
  • Madness Manipulation (Type 2; Capable of using the Lights of Orion without side effects. Those who use the Lights get addicted to the high power and will get mad trying to destroy everything around them)
  • Sealing (Resisted Maronda's attempt to seal him into her amulet)
  • Limited Sound Manipulation (The Rangers can still get up and fight despite being blasted by sounds of 105 decibel and far higher. The Rangers were suffering no side effects after the sounds ended)
  • Paralysis Inducement (The Rangers can fight against Hexuba's electricity binding)
  • Corruption (The Rangers fought and resisted Hexuba's attempt to corrupt them)
  • Time Manipulation (Can operate in the Lost Galaxy where time is tossed, acting irrational and forcing objects to move backwards)
  • Morphin Grid Energy (Ranger Physiology/Red Ranger)
  • Acrobatics (The Rangers can do side flips, continuous wall jumps, backflips even mid-air, continuous backflips, 360° flips even in the air, roundoff flashkicks, cartwheels, rolls and forward rolls. The Rangers can perfectly stand on ground and not fall down after getting leg swept or thrown by their opponents. The Rangers can jump on top of the opponent's weapon perfectly and use it as extra height for various acrobatics or attacks. The Rangers can also jump off enemies to gain extra height while kicking the opponent and create distance between them. The Rangers jumped off a Stingwinger and leg headlocked another mid-air due to the height they got from the bounce and then leveraged themselves upwards to kick the headlocked Stingwinger)
  • Energy Manipulation (Capable of energizing his Quasar Saber to unleash a devastating energy attack. The Rangers can transform into energy, cause explosions and fly while also being able to grab items. By calling upon the Morphin Grid's energies the Rangers were able to transform the Galactabeasts into the Galactazords and nullify their petrification)
  • Fire Manipulation and Aura (Capable of creating powerful flamethrower like attacks. Capable of generating a fire aura around himself. His flames are seen comparable to that of the Lion Galactabeast which is hot enough to disintegrate others instantly. Leo's transdagger can create fire slashes. His fire aura can be used to fuel and charge the Quasar Launcher)
  • Non-Physical Interaction (Spirit; Can physically interact with the spirits of monsters)
  • Standard Ranger Resistances
  • Fire Manipulation (Capable of bathing in the Lion Galactabeast's fire that is hot enough to disintegrate others instantly. Samuron's flames which burned forests did not bother them in the slightest)
  • Electricity Manipulation (Horn's electrocution attempt did not phase the Rangers at all. Unfazed by Hardtochoke's lightning attack)
  • Mind Manipulation (Took Icy Angel's bow blast which allow Icy Angel to control the minds of others)
  • Ice Manipulation (Icy Angel's ice wind could not freeze the Rangers)
  • Deconstruction (Withstood attacks from Trakeena which disintegrate others into particles)
  • Technology Manipulation (The equipment of the Power Rangers remained unaffected by the Lost Galaxy which scrambles all systems)
  • Light Manipulation (Can look at the Lights of Orion's blinding light)
  • Power Nullification (Nullified Icy Angel's ice on the Galaxy Megazord. The Lights of Orion could have nullified Chillyfish's freeze spell that froze all of Terra Venture)
  • Attack Reflection (The armor provided by the Lights of Orion can deflect energy attacks)
  • Energy Manipulation (The Rangers can unite their strength to transform into a ball of light. Each individual Ranger can transform into a ball of light that reflects the spectrum that they embody within the Morphin Grid)
  • Intangibility (The sphere phases through its enemies)
  • Light Manipulation (The energy sphere of the Lights of Orion project a blinding light)
  • Weather Manipulation (The Lights of Orion can generate thunderstorms)
  • BFR (Capable of teleporting himself and others into a Grid pocket space which is filled with fire)
  • Non-Physical Interaction (Phasing; Chameleon using the Lights of Orion could damage the Sphere mode of Lights of Orion)
  • Healing (The Lights of Orion power heals any wound after activating)
  • Energy Projection (The Battlizer has multiple energy blasters within it)
  • Information Analysis (His visor contains various sensors)
  • Resistance to Fire Manipulation, Dark Magic and Petrification (The Battlizer is invincible and immune to Astronema's dark magic. Tanked Rojomon's fireballs)
  • Quasar Saber

Weaknesses

Lights of Orion or team moves cannot be activated unless all the Rangers are together, otherwise none-notable

Ranked #29 of 62 in Power Rangers by strength.

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Close fights from other series

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