Karate Kid (Pre-Zero Hour)

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==Summary==
Val Armorr, the Karate Kid, is a superhero active in the 30th/31st century, was a primary member of the Legion of Super-Heroes. Named after his mother Valentina, who died shortly after his birth, Val was the only son of Kirau Nezumi, a Japanese super-villain also known as the Black Dragon. Sensei Toshiaki, a japanese super-hero equally proficient in martial arts, eventually managed to defeat and kill the Black Dragon, only later noticing his son and swearing to raise him as his own.
Val Armorr was taught martial arts since a very young age, and quickly became the master of not just all earth-borne martial arts, but all known alien ones too, with a special proficiency and talent for karate, which he upgraded into a new form known simply as "Super Karate". Despite having no other powers than his supreme skill, Val moved to Metropolis to join the Legion of Super-Heroes and successfully did so, serving in their ranks against many great threats, eventually falling in love with fellow Legionnaire Princess Projectra, taking her hand and becoming her consort in the kingdom of Orlando, which he helped her administer after the death of her father.
==Powers and Stats==
Tier: At least , possibly higher, with shockwaves
Name: Val Armorr of Earth, "Karate Kid"
Origin: DC Comics
Gender: Male
Age: Initially late teens, later young adult
Classification: 30th Century Human, Member of the Legion of Super-Heroes
Powers and Abilities:
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|-|Karate Kid=
Superhuman Physical Characteristics, Genius Combat Intelligence, Martial Arts (Karate Kid is a master martial artist who has learned every single combat art, Earth-borne or alien, known to the 30th century), Weapon Mastery (Karate Kid's knowledge of all martial arts extends to armed ones, as he holds mastery over every single close combat weaponAdventure Comics Vol 1 368), Marksmanship (Has pulled off feats such as accurately throws a poorly balanced ornamental shield like a throwing star with enough precision to cut a rope while crying uncontrollably due to tear gas,Karate Kid Vol 1 7 splitting a rock with such precision that both halves were sent flying into two different enemies' facesAdventure Comics Vol 1 361 and punching a column so that a section of it flew against a stronger foe, knocking him out), Acrobatics (Acrobatically ascended through an elevator shaft full of deadly lasers.Karate Kid Vol 1 1 Halted a fall from a building by twisting himself back towards the wall and sticking to it with his toes alone. Descended from a tall building by leaping off and bouncing off a cloth roof.Karate Kid Vol 1 2 Used a futuristic car's antenna as a springboard to leap on top of an enemy airship.Adventure Comics Vol 1 367 Attempted a complex move for the first time under normal gravity, and pulled it off without an itchKarate Kid Vol 1 15), Attack Reflection (Can turn his opponents' strength against them, overpowering people far stronger than him by throwing them off-balanceAdventure Comics Vol 1 346), Pressure Points and Durability Negation (Karate Kid's Super-Karate relies on striking the weak point of objects.Legion of Super-Heroes Vol 2 277 Can K.O. beingsAdventure Comics Vol 1 358 or disable vehicles by hitting them with a well-placed Super-Karate chop.Adventure Comics Vol 1 351 The destruction caused by Karate Kid's Super-Karate is fully reliant on precision, as even a small distraction can completely nullify its effects.Adventure Comics Vol 1 359 Should be knowledgeable in nerve pinchSuperboy Vol 1 200 techniquesKarate Kid Vol 1 6 like his teammates are, as he is the one to train them), Stealth Mastery (Highly proficientAdventure Comics Vol 1 360 in the ninja arts of stealthThe Brave and the Bold Vol 1 198), Vibration Manipulation (With a precise strike, caused a shockwave that overpowered another strong enough to obliterate Manhattan Island. Can cause an entire street to shake with enough strength to cause others to fall over by stomping down on the ground), Accelerated Development (Learns fighting styles incredibly quickly), Preparation (Trains for any specific situation such as fighting foes in heavy armor), Damage Reduction (Can roll with the punches of much stronger foes, greatly lessening the damage takenAdventure Comics Vol 1 373), Status Effect Inducement (Knocked out a supervillain just by spinning her rapidlyAdventure Comics Vol 1 378), Instinctive Reaction (After being greatly bruised, Karate Kid's body still avoids a lethal attack on pure instinct. Gauges the precise way to perform an attack through instinct), Afterimage Creation (Can move fast enough to leave afterimagesSuperboy Vol 1 201), Supernatural Willpower (Has managed to endure and power through pain that would kill normal men on various occasions. Broke free of mind control exercised over him through sheer mental controlLegion of Super-Heroes Vol 2 268), minor Surface Scaling (Stuck to a wall with his toes alone), Berserk Mode and Rage Power (When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.Karate Kid Vol 1 5 He still seems to employ martial arts in this state), Paralysis Inducement (Karate Kid and Robin paralyzed a diamond foe with a joint pressure point attackKarate Kid Vol 1 14), Statistics Amplification (Can break through restraints that would otherwise hold him still with Thanarian Muscle FlexingSuperboy and the Legion of Super-Heroes Vol 1 231), Information Analysis (Can spot weak points of enemies,Superboy and the Legion of Super-Heroes Vol 1 251 objects or even energy constructs such as forcefields. Can instinctually pick out dangerous individualsAll-New Collectors' Edition Vol 1 C-55), Resistance to Pain Manipulation (Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly wounds for several hoursSuperboy and the Legion of Super-Heroes Vol 1 201), Mind Manipulation (Broke free of mind control exercised over him through sheer mental control), Radiation Manipulation (Survived a small nuclearKarate Kid Vol 1 9 explosion), Sleep Manipulation (Was still awake and talking after being injected with enough aesthetics to affect even Wonder WomanJustice League of America Vol 2 8), Disease Manipulation (30th Century human beings have an evolved genetic structure compared to modern day onesCountdown Vol 1 30 which means only incredibly strong illnesses can affect themCountdown Vol 1 6)
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Flight and Gravity Manipulation (All members of the Legion are equipped with flight ringsAdventure Comics Vol 1 347 which allow the user to fly by emitting a gravity negation field around them,Countdown Vol 1 20 and are well-trained in their use,Action Comics Vol 1 385 with Karate Kid having even adapted moves specifically to use with it.Who's Who in the Legion of Super-Heroes Vol 1 3 Has utilized extremely fast spaceshipsAdventure Comics Vol 1 378), Power Nullification (Has utilized handcuffs that would cancel one's powers when worn. The Legion's Flight Rings prevented Green Lantern from analyzing an illusionJustice Society of America Vol 3 6), Summoning and Sleep Manipulation (Members of the Legion of Super-Heroes can summon Legion satellites that contain medicines to put injured people in suspended animation coma), Intangibility (Has driven a spaceship capable of phasing), Empowerment (A Flight Ring's power is dependent on the user's willpowerLegion of Super-Heroes Vol 2 288), Telepathy (Legionnaires wear telepathic ear plugs to communicate in outer spaceDC Special Series Vol 1 21), Automatic Translation (Telepathic ear plugs can translate other languagesLegion of Super-Heroes Vol 2 Annual 2), Forcefield Creation (Legion Flight-Rings are capable of projecting self-repairing forcefieldsJustice League of America Vol 2 10), Self-Sustenance (Type 1) and Resistance to Radiation Manipulation (Has utilized space gear.Adventure Comics Vol 1 365 Can also breathe through inhospitable atmospheres with oxygen pillsAdventure Comics Vol 1 375), Resistance to Electricity Manipulation (Val's suit is heavily insulated against electricitySuperboy Vol 1 183)</tabber>Attack Potency: At least Building level, possibly higher (Karate Kid has proven his superiority in comparison to Batman while amnesiac, confused and having just woken up from a coma,Countdown Vol 1 50Countdown Vol 1 42 and is known to be the ultimate martial artist by a society well-aware of fighters such as Cassandra Cain or Lady Shiva having existed. More than comparable to his durability, as he has been capable of preventing an impact that would have killed him by shattering the wall he was headed against with his bare handsKarate Kid Vol 1 12) can ignore durability to a great extent with martial arts (Karate Kid's Super-Karate is fully reliant on precision and allows him to ignore the durability of foes far superior to him by striking weak spots. Sliced off the arm of a monster who could harm Supergirl.Supergirl Vol 5 22 By striking their weak point, destroyed gigantic energy chains that were going to crush an entire planetLegion of Super-Heroes Vol 2 279), City level with shockwaves (Caused a shockwave powerful enough to overpower another that would have destroyed Manhattan, and destroyed a tall building with the remaining energy. Caused an entire street to shake with enough strength to cause others to fall over by stomping down on the ground)
Speed: At least Massively Hypersonic+, possibly far higher combat speed (Ducked under a lightning bolt after it struck a metal rod he was holding, and can fight foes comparable to him in reactions. Surprised Superboy with his speed, though he was holding back, and has kept up with himSuperboy and the Legion of Super-Heroes Vol 1 245 and foes on the level of Supergirl or the Flash on other occasions, though this may be due to their tendencies to hold back. Can move fast enough to leave afterimages. Leaped over a bullet), Transonic flight speed with Flight Ring (With a Flight Ring, can reach any place in 30th Century Metropolis in less than one minute), Massively FTL+ flight speed with spaceships (Can cross enormous distances in seconds with Legion spaceships)
Lifting Strength: At least Class M (While getting his willpower and strength drained, tore open a machine restraining him. While in a berserk state, tore apart metal restraints. Bent a fiberglass staff and snapped chains restraining him. Leaped tens of meters into the air while carrying Projectra.Superboy Vol 1 206 Destroyed a foe's forcefield with a bear hug), higher with Thanarian Muscle Flexing, can restrain foes far stronger than him through certain holds
Striking Strength: At least Building level, possibly higher
Durability: At least Building level, possibly higher (Survived an explosion that blasted through a thick wall. Survived a small nuclear explosion), Solar System level with forcefields (The Legion Flight-Ring's forcefields are strong enough to block attacks from Superman and other Justice League members)
Stamina: Superhuman. Does not normally feel pain from wounds due to his martial arts conditioning. Endured one hour of the pain plague, a sickness that caused pain so intense that even its earlier stages would drive anyone insane and eventually kill them.Superboy Vol 1 209 Can banish away pain through mental control. Seconds from dying of asphyxiation and deprived of his strength, Karate Kid managed to pull off one last blow through sheer will. Broke free of mind control exercised over him through sheer mental control. Endured the pain of cellular disruption. All Legionnaires are trained in holding their breath for long amounts of time. While getting his willpower and strength drained, tore open a machine restraining him, which had also knocked out the rest of the Legion, despite him having been exposed to it for longer.Legion of Super-Heroes Vol 3 3 Was still awake and talking after being injected with enough aesthetics to affect even Wonder Woman. After being greatly bruised, Karate Kid's body still avoided a lethal attack on pure instinct. When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.
Range: Standard Melee Range, Extended Melee Range with sash or weaponry, at least Tens of Meters by throwing objects, Tens of Kilometers with shockwaves.
Standard Equipment: Legion outfit, built of polymicronic fibers,Legion of Super-Heroes Vol 2 281 which make it heavily insulated against electricity and coupled with a weighted sash that can be utilized to disarm foes. A LOSH communication device, Flight-Ring, telepathic ear plugs.
*Optional Equipment: Space gear and parachutes, a great variety of weaponry, anti-tron cuffs, oxygen pills, spaceship
Intelligence:
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At least Gifted. Val Armorr is a very clever individual who often acts as the Legion's mission command and leader.Action Comics Vol 1 387 His intelligence manifests in many other fields other than his excellence in martial arts, as he is proficient in miscellaneous fine artsAdventure Comics Vol 1 362 such as painting, flower-arrangement or mural carving.Legion of Super-Heroes Vol 2 296 Figured out how to pilot an alien spaceship before it could crash. Has showcased a high degree of clever, "on-the-moment" strategic thinking,Legion of Super-Heroes Vol 4 52 often keeping up with foes far stronger than him by constantly outwitting and outmaneuvering them, and thanks to his amazing self-control attained from martial arts practice, Karate Kid effectively never panics, not even briefly, and this cold, rational nature allows him to defeat equally skilled foes.Karate Kid Vol 1 4 Trains the rest of the Legion in hand to hand combat.
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Extraordinary Genius. Karate Kid's martial arts prowess is unparalleled through history, having mastered not just all fighting styles of Earth's history, but all known alien ones too. His "Super-Karate" is considered an actual superpower by the 30th century's governments despite effectively being just a highly advanced martial art, and so is his ability to find weak spots, which has allowed him to pull off ludicrous feats such as causing a shockwave powerful enough to overpower another that would have destroyed Manhattan Island or destroying gigantic energy chains that were going to crush an entire planet.
</tabber>Standard Tactics: While he is willing to put it aside in moments of extreme need, Val Armorr has a no-kill rule, and will as such pull his punches when needed, though he greatly enjoys combat, far more than the average superhero. Not above fighting dirty if necessary.
Weaknesses: Often portrayed as quite hot-headed and full of himself.Superboy and the Legion of Super-Heroes Vol 1 223 The power behind Super-Karate is fully reliant on precision, and even a small mistake can completely nullify its effects. Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly laser blade wound for several hours, though he seems capable of registering more common injuries and this has not been an issue for him in all but one issue.
Feats: Particularly notable feats are at the top of their list.
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|-|Strength=
*While in a berserk state, tears apart metal restraints.
*Bends a fiberglass staff and snaps chains.
*While getting his willpower and strength drained, tears open a machine restraining him.
*Leaps tens of meters into the air while carrying Projectra.
*Destroys a foe's forcefield with a bear hug.
*Halts a long fall by grabbing a small spaceship spoiler.
*Can flip large apes over himself with one hand.
*Throws a man several meters away with enough strength to knock out another.
*Can easily knock out foes without using his martial arts.
*Sends a flying car shooting forward with a kick.
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*Survives an explosion that blasted through a thick wall.
*Survives a small nuclear explosion.
*Withstands large metal plates smashing into him, though this knocks him out.
*Smashes his hand against a hard surface at full strength and only bruises himself.
*The Legion Flight Ring's forcefields are strong enough to block attacks from Superman.
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*Ducked under a lightning bolt after it struck a metal rod he was holding.
*Surprises Superboy, though he was holding back.
*Dodges an electric beam.
*Can move fast enough to leave afterimages.
*Leaps over a bullet.
*With a Flight Ring, can reach any place in 30th Century Metropolis in less than one minute.
*Can cross enormous distances in seconds with Legion spaceships
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*Acrobatically ascends through an elevator shaft full of deadly lasers.
*Halts a fall from a building by twisting himself back towards the wall and sticking to it with his toes alone.
*Descends from a tall building by leaping off and bouncing off a cloth roof.
*Uses a car's antenna as a springboard to leap on top of an enemy airship.
*Attempts a complex move for the first time under normal gravity, and pulls it off without an itch.
*Performs a front-flip into a flying kick.
*Can perform acrobatic combat in the air with the help of a Flight Ring.Superboy Vol 1 216
*Shatters a foe's legs with a double handstand kick.Countdown Vol 1 35
*Leaps a long distance, accurately landing from a flying airship to another.
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*Seconds from dying of asphyxiation and deprived of his strength, Karate Kid manages to pull off one last blow through sheer will.
*Endured one hour of the pain plague, a sickness that caused pain so intense that even its earlier stages would drive anyone insane and eventually kill them.
*Withstood a blow meant to knock him out by the powerful Ultra Boy.
*After being greatly bruised, Karate Kid's body still avoids a lethal attack on pure instinct.
*Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly wounds for several hours.
*Can banish away pain through mental control.
*When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.
*Breaks free of mind control exercised over him through sheer mental control.
*Endures the pain of cellular disruption.
*While getting his willpower and strength drained, tears open a machine restraining him.
*After a brutal, lethal beatdown from Nemesis Kid, Val used his last strength to destroy a large machine to save the planet of Orando, giving his life in the process.Legion of Super-Heroes Vol 3 4
*Is still awake and talking after being injected with enough aesthetics to affect even Wonder Woman.
*All Legionnaires are trained in holding their breath.
*Only briefly knocked down by a stun ray, and is ultimately none the worse for wear.
*Barely flinches from a blow to the back of the head.
*After withstanding a large explosion gets up right afterwards despite being quite hurt.
*Barely affected by a stunner shield.Adventure Comics Vol 1 364
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*Figured out how to pilot an alien spaceship before it could crash.
*Proficient in miscellaneous fine arts such as painting, flower-arrangement or mural carving.
*As he's being kidnapped by a giant hawk, distracts it by waving his headband in front of its eyes before striking.
*Spots the weak point of a diamond cage and uses it to shatter the entire thing.
*Often acts as the Legion's mission command and leader.
*Rapidly figures out how to destroy a foe's forcefield.
*Thanks to his amazing self-control attained from martial arts practice, Karate Kid effectively never panics, not even briefly, and this cold, rational nature allows him to defeat equally skilled foes.
*Kicked through the glass of a building at the bottom of a deep river so that the water would sweep him forward, allowing him to catch up with a fleeing foe.
*Kept up with Superboy through a long and fairly serious fight by constantly outwitting him and outmaneuvering him with his techniques.
*Not above fighting dirty.
*Can instinctually pick out dangerous individuals.
*Trains the rest of the Legion in hand to hand combat.
*Uses his sash to disarm a foe.
*Pretends to leave himself open to bait Timber Wolf into attacking.
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Notes:
*Before making any changes to this page, please read and follow the Power-scaling Rules for Marvel and DC Comics.
*Karate Kid, like other Legion of Super-Heroes characters, was not affected by the Crisis on Infinite Earths.
*This profile covers the original version of Karate Kid, who, together with the rest of the original Legion of Super-Heroes, was replaced in 1994 by the Reboot Legion following the Zero Hour event, and returns into continuity following Infinite Crisis in 2006, prominently featuring in the Lightning Saga.
**As such, this version of Karate Kid should not be confused with the Five Years Later/Batch SW6 Karate Kid, who is a time-displaced clone of Karate Kid (and as such technically the same individual), Post-Zero Hour/Reboot Legion Karate Kid, or Prime Legion Karate Kid. He should also not be confused with the Post-Rebirth version of the character or Karate Kid II (Real name Myg), Pre-Zero Hour Karate Kid's successor.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Cassandra Cain (DC Comics) Cassandra Cain’s Profile (Post-Resurrection Cassandra Cain was used, speed was equalized, and both had access to all of their optional equipment)
==References==
Category:Characters
Category:DC Comics
Category:Accelerated Development Users
Category:Acrobats
Category:Adults
Category:Afterimage Users
Category:Attack Reflection Users
Category:Automatic Translation Users
Category:Axe Users
Category:Berserkers
Category:Club Users
Category:Comic Book Characters
Category:Damage Reduction Users
Category:Durability Negation Users
Category:Empowerment Users
Category:Flail Users
Category:Flight Users
Category:Forcefield Users
Category:Gauntlet Users
Category:Geniuses
Category:Gravity Users
Category:Humans
Category:Information Analysis Users
Category:Instinctive Action Users
Category:Intangibility Users
Category:Mace Users
Category:Male Characters
Category:Martial Artists
Category:Paralysis Users
Category:Power Nullification Users
Category:Preparation Users
Category:Pressure Point Users
Category:Radiation Users
Category:Rage Users
Category:Ring Users
Category:Self-Sustenance Users
Category:Shield Users
Category:Sleep Users
Category:Statistics Amplification Users
Category:Status Effect Users
Category:Stealth Masters
Category:Summoners
Category:Superheroes
Category:Supernatural Willpower Users
Category:Surface Scalers
Category:Sword Users
Category:Teenagers
Category:Telepaths
Category:Trident Users
Category:Vibration Users
Category:Weapon Masters
Category:Whip Users
Category:Marksmen