User blog:WHYNAUT/Irre Darstellerisch


 * -|Irre with armor=IrreDarstellerisch.jpg
 * -|Actor=IrreTheActor.png
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Personal Statistics
Name: Irre Darstellerisch

Origin: Everybody Wants to Rule the World

Gender: Androgynous, female as Irre Hiro

Age: Unknown

Classification: Makuta

Date of Birth: Unknown

Birthplace: Unknown

Weight: Varies

Height: Varies

Eye Color: Varies

Hair Color: varies

Marital Status: Single

Status: Alive

Combat Statistics
Tier: 9-C, Higher with telekinetic energy absorption | 8-C, up to 8-A with Sun Shine and/or Stardust Vortex | High 7-A, up to 6-B with Creations/Inventions, Sunshine and Stardust Vortex, Higher with Machaíri, 6-B for Kardas

Powers and Abilities:

Superhuman Physical Characteristics, Multiple Personalities, Extrasensory Perception, Self-Sustenance (Type 1, 2 and 3), Information Analysis, Enhanced Senses, Weapon Mastery, Martial Arts, Flight (Can fly by growing wings), Dimensional Storage (Can store equipment in a hammerspace), Telepathy (Can telepathically communicate with people and read their minds across the planet), Mind Manipulation, Shapeshifting and Sizeshifting, Absorption (Can absorb others and can drain different forms of energy including the energy of other people. It can also absorb kinetic energy making it hard to damage. The ability to absorb kinetic energy also spreads to any mount it may be using), Darkness Manipulation (Possesses mastery over elemental Shadow), Corruption (Type 2; can drain the inner light of others with Shadow Leeches and can corrupt Kanohi masks), Energy Manipulation, Matter Manipulation (Capable of creating Rahi and breaking down objects on a molecular level through various means), can create and control Rahi, Kraata and Rahkshi, Adaptation (Can instantly adapt to any situation), Air Manipulation (Can control air and vacuums), Anger and Fear Inducement, Animal Manipulation, Density Manipulation (Possesses complete control of its own density, and can manipulate the density of others with a touch; can turn intangible), Electricity Manipulation, Explosion Manipulation (Can make things explode violently), Gravity Manipulation, Magnetism Manipulation, Plant Manipulation, Plasma Manipulation, Poison Manipulation (Can poison things, living and unliving, even soil), Sleep Manipulation, Sound Manipulation (Can generate and control powerful sound waves that can shake objects apart), Virus Manipulation (Can engineer and control energy-based viruses), Weather Manipulation, Time Stop (Can freeze an opponent in a stasis field that traps them in space and time), Disintegration, Elasticity, Forcefield Creation, Healing (Low-Mid), Heat and Laser Vision, Illusion Manipulation (Can form complex illusions), Invisibility (Can blend into any environment), Teleportation, Possession (Can possess unoccupied bodies), Non-Corporeal (In its true form, Irre is a mass of Antidermis, which is pure energy), Regeneration (Low-Mid; Can instantly regenerate from serious wounds, and can recover from being devolved into a body that doesn’t have room for its new internal organs), Longevity, Immortality (Types 3 and 6), Intangibility (The sword Dead End Rainbow can freely change its blade between spiritual form and material form), Death Manipulation (Can kill its opponents in 7 hits by damaging their spiritual bodies with Dead End Rainbow), Magic, Holy Manipulation, Precognition (Can look a few seconds into the future and can accurately predict movements), Power Absorption (Can gain the abilities of others), Non-Physical Interaction (Can harm its opponents even if they exist in spiritual form and can harm elemental spirits), Summoning, Soul Manipulation and Biological Manipulation with Disintegration, Paralysis Inducement, Poison Manipulation, Madness Manipulation, Petrification and Corrosion Inducement with Eyes of the Heavenly Snake Resistance to Soul Manipulation (Unique skills are the shape of the mind itself, and require a strong soul in order to possess them), heat, cold, Information Manipulation (Magic Senses overloads the brain with so much information it would kill a normal human, but Irre doesn't suffer from this), and Data Manipulation (The information from Magic Sense is turned into data, which overloads the human brain, but Irre doesn't suffer from this), Statistics Amplification and Resistance to Elemental Manipulation with Invulnerability, any mount it uses will gain Reactive Evolution All previous abilities to a higher degree plus Aura, Healing (Low-High), Blessed, Fire Manipulation, Intangibility, Regeneration Negation (High), Heat Manipulation, Light Manipulation (Can emit intense light with the same properties as sunlight), Statistics Amplification most notably with Sun Shine and Stardust Vortex, Empowerment, Summoning (Can summon Rhitta from extremely far distances), Resistance to Fire Manipulation, Soul Manipulation, Immunity to Mind Manipulation (Irre's memories are stored in its astral body. In other words it can think with its soul and is thus immune to mind control and mind reading effects), Curse Manipulation, Poison Manipulation, Magic (Has an innate resistance to magic), Power Nullification, Holy Manipulation, Death Manipulation, Paralysis Inducement, Electricity Manipulation, Ice Manipulation, Poisons, Corrosion Inducement, Fear Manipulation, Sleep Manipulation, and Pain Manipulation All previous abilities to a higher degree plus Stealth Mastery (Can't be sensed, even by those who have exceptional senses), Can harm those outside of logic, Space-Time Manipulation (Includes Attack Negation through Dimensional Gap and Durability Negation through Dimensional Slash and World Break), NPC Creation, Mana Absorption and Energy Beams, Magic can't be used when it is absorbing mana, Vibration Manipulation, Duplication, Creation, Metal Manipulation, Biological Manipulation, Technological Manipulation, Resistance to Life, Blood and Power Absorption, Regeneration Negation (Mid-Godly), Statistics Reduction, Biological Manipulation, Existence Erasure, Attack Reflection, Conceptual Manipulation, Empathic Manipulation, Absolute Zero, Illusions, Disease Manipulation, Light Manipulation, Darkness Manipulation, Earth Manipulation, Water Manipulation, Air Manipulation, Memory Manipulation, Elemental Manipulation (Includes Acid), Time Manipulation, Status Effect Inducement, Matter Manipulation (Which works at the atomic level), Decomposition, Hellfire Manipulation, Energy Manipulation, Gravity Manipulation, Spatial Manipulation, Fate Manipulation, Void Manipulation (Those who possess an ultimate skill are not affected by lower abilities. Every rule of the world is ultimately reduced to this unique level. In other words, they will not be affected by any form of magic–highest or not), Information Analysis (The abilities of ultimate skill users can't be analyzed by those with lower skills, in addition ultimate skill users can know when someone is trying to analyze their abilities, and can even give fake information about their abilities), and Law Manipulation (Ultimate skill users understand the laws of the world and are also released from them), With Creations/Inventions Irre has access to Danmaku, Elemental Manipulation and Absorption, Energy Projection, Chain Manipulation, Clairvoyance, Psychometry, Telekinesis, X-Ray vision, Translation, Size Manipulation, Limited Probability Manipulation, Astral Projection, Necromancy, Limited Power Mimicry, Text Manipulation, Light Absorption, Sense Manipulation, Reactive Evolution, Hacking, Fusionism, Status Effect Inducement, Limited Power Nullification, Social Influencing, and Resistance to Extrasensory Perception
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Attack Potency: Street Level+, ignores durability with a multitude of abilities | Building Level+, up to Multi-City Block Level with Sun Shine and/or Stardust Vortex | Large Mountain level+, up to Country Level with Creations/Inventions, Sunshine and Stardust Vortex, Higher with Machaíri,  Country Level for Kardas

Speed: Supersonic| Massively Hypersonic, up to Sub-Relativistic with various stat amps | FTL+ up to Massively FTL+ with various stat amps

Lifting Strength: Class G | Class G | Class G

Striking Strength: Street Level |  Building Level+, up to Multi-City Block Level with Sun Shine and/or Stardust Vortex

Durability: Street Level | Building Level+, up to Multi-City Block Level with Sun Shine and/or Stardust Vortex

Stamina: Extremely High. Can fight for an entire month.

Range: Extended melee range, Tens of meters to hundreds of kilometers with abilities and planetary with teleportation and telepathy.

Standard Equipment:  {| class="wikitable mw-collapsible mw-collapsed" !Notable pieces of equipment Its sword, Dead End Rainbow, which can destroy the spiritual body, which is the foundation of any individual's lifeforce, in 7 hits, even if his opponents only exist in a spiritual form. His Rotating Shadow Blades and Twin Sword, along various other weapons.
 * -|First Power Set=
 * -|First Power Set=
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 * Mask of Scavenging: Irre’s helmet, which allowes it to drain any residual life energy from fresh corpses nearby, making it stronger.
 * Kraahkan: The Great Helm of Shadows, the only one of its kind. It grants Irre greater control over elemental shadow over great distances, and it also allows it to see the darkness in the hearts of others. If any non-Makuta being attempts to touch it, it violently attacks them.

More weapons.
 * -|Second Power Set=
 * Divine Axe Rhitta: An large one-handed axe. It is able to store the immense heat produced by Irre during the day, allowing it to protect its surroundings and concentrate his attacks. Irre can call its axe to it from great distances by raising its hand in the air, causing the axe to fly to it. By saying "Sacred Treasure Release" Irre can unleash an immense burst of heat and light, blinding its opponents.


 * Charge and Fire: Irre can release the stored up heat in Rhitta in a powerful but concentrated attack.

More weapons and items like potions.
 * -|Third Power Set=


 * Earth Recover: A pure white shield of incredible durability.

Created Items
Irre has a extremely large numbers of created items. It has fused a lot of these items together for combined effects too.


 * Machaíri: A sword with great control over matter. It can be used to create all kinds of materials and even living beings. Irre can easily restore even entire coutries after their destruction with this staff and it can protect itself from matter altering attacks.


 * Ring of the Makuta: It allows the user to freely teleport between every room inside their base.
 * A ring that protects the user from detection by all kinds of divination-type magic.


 * Hau: The Great Mask of Shielding, and Tahu’s primary Kanohi. It allows him to form a forcefield that protects himself from physical attack. Its Nuva version allows him to shield not only himself, but others as well.
 * Kaukau: The Great Mask of Waterbreathing. It allows Tahu to breathe underwater for a limited period of time. Its Nuva version gives the power to only breathe water, as well as being able to survive intense water pressures indefinitely, an ability that can be shared with others.
 * Miru: The Great Mask of Levitation. It allows Tahu to float and glide on air, though flight relies on wind currents. Its Nuva version allows him to share this ability with his allies.
 * Kakama: The Great Mask of Speed. It allows Tahu to move at high speeds, faster than the eye can see. Its Nuva version allows him to share this ability with his allies, on top of allowing him to phase through matter by vibrating his molecules at high speed.
 * Pakari: The Great Mask of Strength. When used, it simply raises Tahu’s physical strength past his regular limits. Its Nuva version simply enhances its effects and allows him to share them with his allies.
 * Akaku: The Great Mask of X-Ray Vision. It allows Tahu to see through solid objects and is outfitted with telescopic lenses that enhance his vision further. Its Nuva version strengthens the effect to the point where Tahu can see through illusions, and can share it with his allies.
 * Huna: The Great Mask of Concealment, which allows Tahu to become invisible, though he still leaves a shadow.
 * Rau: The Great Mask of Translation. It allows Tahu to understand and speak virtually any written or spoken language, as well as the meaning behind carvings.
 * Mahiki: The Great Mask of Illusion. Through its power, Tahu can create a variety of illusions. He can shapeshift to change his appearance, and mimic voices as well.
 * Komau: The Great Mask of Mind Control. Using Komau, Tahu can see into the minds of others, control them, and attack their minds with mental blasts. However, the mask cannot be used to direct someone against their morals.
 * Ruru: The Great Mask of Night Vision, which releases a beam of light that illuminates Tahu's surroundings and grants him limited X-ray vision. It can be used as a weapon, too, as the bright light can blind opponents.
 * Matatu: The Great Mask of Telekinesis, which allows Tahu to manipulate other objects within his field of vision through his psychic powers.
 * Aki: The Great Mask of Valor. It combines the powers of the Masks of Shielding, Speed, and Strength, and thus allows Akamai to use all three in any combination. Its Nuva counterpart can bestow these abilities onto its allies, as well, as well as allowing Akamai to phase through solid matter by vibrating his molecules at high speeds.
 * Rua: The Great Mask of Wisdom. It combines the powers of the Masks of Waterbreathing, Levitation, and X-Ray Vision, and thus allows Wairuha to use all three in any combination. Its Nuva counterpart can bestow these abilities onto its allies, as well allowing Wairuha to see through illusions.
 * Calix: The Great Mask of Fate. It allows its user to perform at the absolute peak of his abilities; he can execute seemingly impossible dodges, jumps, and he moves and reacts more swiftly than virtually any other being. This mask even manipulates probability to help with this.
 * Arthron: The Great Mask of Sonar, which is used by Jaller as a Toa Mahri. It allows him to navigate through echolocation, and can detect invisible opponents. It is always active on a low level.
 * Elda: The Great Mask of Detection, which was used by Hahli as a Toa Inika. It allows her to detect nearby hidden beings, such as invisible opponents or spirits. This is seen when she interacted with Matoro's spirit after he activated his Kanohi Iden. It can also detect the Mask of Life. It is always on at a low level.
 * Faxon: The Great Mask of Kindred, which is used by Hahli as a Toa Mahri. It allows her to mimic the abilities of any Rahi in her general environment. If she was in the water, she could mimic the powers of any sea Rahi, and if she was on land, she could mimic the powers of any land Rahi. As an example, she can mimic the hypnotic abilities of an unknown sea creature.
 * Sanok: The Great Mask of Accuracy, which was used by Hewkii as a Toa Inika. Always passively activated, it allows Hewkii to turn virtually any object into a projectile and throw it with the utmost accuracy.
 * Garai: The Great Mask of Gravity, which is used by Hewkii as a Toa Mahri. It allows him to manipulate the gravity of others, but not himself.
 * Suletu: The Great Mask of Telepathy, which was used by Kongu as a Toa Inika. It allows Kongu to read the thoughts of others and project his thoughts, or those of another, into their mind. It can also be used to distract an opponent with mental noise. Kongu's Suletu is also sentient, able to assist him with utilizing its powers. It is always on at a low level.
 * Zatth: The Great Mask of Summoning, which is used by Kongu as a Toa Mahri. It allows him to summon Rahi from his surroundings, but he can't control which ones appear or control them when they arrive.
 * Iden: The Great Mask of Spirit, which was used by Matoro as a Toa Inika. It allowed him to project his spirit from his body, rendering him invisible and intangible and allowing him to possess other unoccupied bodies, though he left his original body vulnerable in the process. He cannot use his other powers in this astral state.
 * Tryna: The Great Mask of Reanimation, which is used by Matoro as a Toa Mahri. It allows him to reanimate the dead and control their movements for as long as Matoro focuses.
 * Kadin: The Great Mask of Flight, which was used by Nuparu as a Toa Inika. It allows him to fly under his own power.
 * Volitak: The Great Mask of Stealth, which is used by Nuparu as a Toa Mahri. Through its use, he can become nearly completely invisible and completely silent, leaving only a shadow.
 * Avhokii: The Great Mask of Light. In addition to granting him control over elemental Light (though he already has it), it allows him to sense the moral light in other beings, and he can also induce peace and understanding in them to end conflict.
 * Mask of Intangibility: Tuyet's Kanohi, which allows her to become intangible and phase through solid objects.
 * Mask of Mutation: Miserix's Kanohi, which allows him to mutate others permanently from a distance. He can also reverse the mutations of others, though this is difficult without knowledge of the original mutation.
 * Felnas: The Great Mask of Disruption. On contact, it allows Gorast to cause an opponent's abilities to go out of control. Depending on the ability in question, this varies in effectiveness, but it can be very lethal. Using it to disrupt teleportation abilities resulted in someone's atoms being scattered across the universe, while using it on an intangible opponent caused them to slowly fade from existence.
 * Shelek: The Great Mask of Silence. When activated, it can disable the target's ability to speak and hear for as long as Mutran concentrates.
 * Jutlin: The great mask of corruption. It allows its user to break down inorganic objects within their range of vision by causing them to decompose and rust.
 * Mask of Psychometry: Helryx's Kanohi, which allows her to see the past of an object by touching it. She does not have control over how much she can see with this ability, cannot use it on multiple objects at once, and cannot use it on other living beings.
 * Rode: The Mask of Truth. It's always passively active, and allows Axonn to see through all forms of deception, such as lies, illusions, and invisibility. However, it cannot detect a lie if the target is not aware that they're lying.
 * Mask of Light and Shadow: A combination of Teridax's Kraahkan and Takanuva's Avohkii, allowing Takutanuva to manipulate both light and shadow, and see the moral lightness and darkness in the hearts of others. He can instill them with fear and anger, or peace and understanding.
 * Avsa: The Mask of Hunger. It gave its user the power to drain light, physical energy, or positive emotions from a single target over a distance. Physical energy stolen by the user will increase the user's physical abilities. Avsa can be used to make completely lightless beings by draining all of a target's light and then placing a "mind barrier" in the target.
 * Kiril: The Mask of Regeneration. It gave its user the power to repair damage to inorganic objects within their range of vision.
 * Pehkui: The Mask of Diminishment. It gave its user the power to shrink to a minimum height of six inches while still retaining their full strength and power level.
 * Mask of Sensory Aptitude: A Kanohi that gave its user the power to enhance all of their senses to a high degree.
 * Mask of Charisma: A Kanohi that gave its user the power to subtly alter the perception of one or more targets to make them agree with the user's views. The more the user spoke with their target(s), the more they would favor the user until they served the user's cause.
 * Mask of Rahi Control: A Kanohi that gave its user the power to control one or more of any type of Rahi at once.
 * Mask of Growth: A Kanohi that gave its user the power to grow larger, up to a maximum height of 60 feet. The user's strength grew directly in proportion to their enlarged size, but did not give them strength equivalent to a Pakari-user. The user's tools/weapons also grew larger.
 * Mask of Incomprehension: A Kanohi that gave its user the power to scramble both spoken and written languages for 10 minutes.
 * Mask of Adaptation: A Kanohi that automatically altered its user's body to adapt to their surroundings, including combat situations, local environs, and the weather. The mask was always on at a low level, scanning the environment; if it sensed the user needed to adapt, the mask would change them immediately.
 * Mask of Elemental Energy: A Kanohi that gave its user the power to quickly recharge their store of Elemental Energy.
 * Mask of Biomechanics: A Kanohi that gave its user the power to mentally interface with machinery. While interfaced, a wearer of this mask could directly influence the actions of the machinery, depending on how far they were from the target, and the complexity of the technology.
 * Mask of Fusion: A Kanohi that gave its user the power to forcibly merge themself with one or more beings into a single larger being. The mask user usually maintained most of the mental control over the resulting fusion. Some weaknesses were that strong minds could resist the merging, and even a weak mind could interfere with the user's control.
 * Mask of Healing: A Kanohi that gave its user the power to heal various physical injuries of other living beings. Specifically, the mask-user could cure diseases, insanity caused by a physical ailment, and the organic parts of a wounded being. However, the mask's power could not remove viruses, heal its user, reverse mutations, or uninfect Infected Kanohi. In addition, the mask-user needed to have a basic understanding of the injury targeted in order to heal the damage.
 * Mask of Rebounding: A Kanohi that gave its user the power to cause objects they threw to return to them after they hit or missed their target.
 * Mask of Aging: A Kanohi that gave its user the power to slightly accelerate the life processes of one or more targets to make them slower and weaker. The mask's power also worked on both non-living and inorganic targets.


 * Adaptive Armor: A special armor given to Tahu by Artakha prior to the final battle with the Makuta on Karda Nui. The Adaptive Armor’s onboard artificial intelligence analyzes whatever situation and environment Tahu finds himself in, and adapts its construction to best suit the conditions. It can grant Tahu the ability to fly in aerial combat, and can even adapt to the vacuum of space.
 * Nynrah Ghost Blaster: A special projectile weapon granted to Tahu by the Adaptive Armor. The Nynrah Ghost Blaster fires energy, the nature of which can be altered by Tahu through his thoughts. When he fought the Makuta, it adapted to fire Light energy, and it can also be used to channel his elemental powers.
 * Nynrah Ghost Blaster: A special projectile weapon. The Nynrah Ghost Blaster allows Bitil to take control of any mechanical object he fires at, even the mechanical parts of biomechanical beings.
 * Midak Skyblaster: A ranged weapon granted to Kopaka by the Adaptive Armor. It fires spheres of Light, which is highly effective against beings of Shadow, such as the Makuta. This works by drawing in the light in the user’s surroundings, and can potentially drain all the light from one's surroundings if it is overused.
 * Cordak Blaster: A powerful six-shot revolving rocket launcher.


 * Electric Shields: Tahnok-Kal's twin shields, which it uses to channel its control over lightning. They can contain and release hundreds of thousands of watts at a time. It can also use them as melee weapons, or as actual shields.
 * Magnetic Shields: Gahlok-Kal's twin shields, which it uses to channel its control over magnetism. Using them, it can create magnetic force fields, magnetize objects with a touch and manipulate magnetic materials. It can also use them as melee weapons, or as actual shields.
 * Vacuum Shields: Lehvak-Kal's twin shields, which it uses to channel its control over Vacuum. They can draw in large amounts of air from Lehvak-Kal's surroundings, hold it in for long periods of time, and then release it as a powerful burst of air capable of pulverizing rock. It can also use them as melee weapons, or as actual shields.
 * Plasma Shields: Pahrak-Kal's twin shields, which it uses to channel its control over Plasma. They can emit waves of intense heat, capable of melting down nearly any object and producing plasma to use in its attacks. It can also use them as melee weapons, or as actual shields.
 * Gravity Shields: Nuhvok-Kal's twin shields, which it uses to channel its control over Gravity. They can either eliminate gravity in an area to throw its opponents into the air (potentially even into orbit), or it can increase gravity by 1, 000 times its regular strength. It can also use them as melee weapons, or as actual shields.
 * Sonic Shields: Kohrak-Kal's twin shields, which it uses to channel its control over Sound. They can create protective barriers of sound, sonic booms, and even solid objects out of sound. It can shake apart objects with high power sound waves. It can also use them as melee weapons, or as actual shields.


 * Kanoka Disks: A series of disk-shaped projectiles used and fired by Vakama through the use of a Kanoka Disk Launcher. Different disks have different powers. The disks can have the following effects:
 * Antidote: The disk cures the effects of any poisons afflicting the target.
 * Disk of Time: A special Kanoka disk used to forge Vahi, the Legendary Mask of Time, created from all the Great Disks. The Disk of Time slows or accelerates time in a given area when fired. Given that it had the same power as Vahi, destroying it would've had the same effects.
 * Enlarging: The disk causes the target to grow.
 * Freezing: The disk covers the target in a thick layer of ice.
 * Reconstitution: The disk scrambles the molecular structure of the target, shapeshifting them into another form.
 * Regeneration: The disk repairs the target, usually structures or equipment.
 * Shrinking: The disk causes the target to shrink.
 * Teleportation: The disk moves the target to another location.
 * Weakening: The disk lowers the strength of the target, be they living or unliving.
 * Antidote: The disk cures the effects of any poisons afflicting the target.
 * Rhotuka Launcher: Vakama Hordika can use his Rhotuka Launcher to channel his control over fire.
 * Rhotuka Launcher: A projectile weapon attached to the Shadowed One's Staff of Protodermis, used to fire wheels of energy which induce temporary insanity in the target.
 * Rhotuka Launcher: A rapid-fire projectile weapon that causes targets to lose all physical coordination
 * Rhotuka Launcher: A ranged weapon that disintegrates targets.
 * Rhotuka Launcher: Voporak's Rhotuka Launcher disrupts the target's sense of time, knocking their perception back in time by a few seconds.
 * Rhotuka Launcher: Umbra's Rhotuka Launcher allows him to create constructs of solid light.


 * Zamor Launcher: A projectile weapon utilized by Irre, using Energized Protodermis Zamor as ammunition. It can briefly freeze an enemy in stasis.
 * Zamor Launcher: A projectile weapon utilized by Hewkii as a Toa Inika, using Energized Protodermis Zamor as ammunition. It can drain the power of an enemy.
 * Zamor Launcher: A projectile weapon that fires Zamor Spheres containing Teridax's Antidermis, which enslaves those it hits.
 * Zamor Launcher: A projectile weapon that fires Zamor Spheres that cause the target's worst fears to come alive.


 * Ussanui: A flying vehicle.


 * Nui Stone: A crystal that allows the user to absorb all the Toa Power from Tuyet's surroundings to increase her own power drastically.


 * Staff of Protodermis: A weapon used by the Shadowed One that has the power to create and manipulate Protodermis to imprison and bind others.


 * Staff of Darkness: A large, bladed staff which Takutanuva can use to channel his control over shadows. It can also be used to convert light and Protodermis into shadow.


 * The Spear of Fusion: A tool created by Artakha with the power to fuse other beings or split them apart.


 * Power Lance: A powerful lance. It amplifies the energy that is put into it.


 * Chains: Powerful chains that can be controlled. These chains can channel elemental powers.


 * Kanoka Blades: Powerful swords that can use Kanohi abilities.


 * Disintegration Staff: A staff that can fire off a disintegration beam.


 * Other tools and weapons: Irre has crafted many more weapons, shields, tools and vehicles that have abilities that are connected to elemental powers and Kraata powers.


 * }

Intelligence: Genius.

Weaknesses: Irre is vulnerable to light. It can only use one of the Kraata powers at a time. In its Antidermis form, it can only access its mental Kraata and Makuta powers, is weaker than normal, and needs a body to contain its essence so it doesn’t dissipate. | Irre is no longer vulnerable to light and can temporarily use its spiritual body when its container gets destroyed.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Other
Notable Victories:

Notable Losses:

Inconclusive Matches: