Karate Kid (Earth-Prime)

==Summary==
Val Armorr, the Karate Kid, is a founding member of the Legion of Super-Heroes, a group of teenagers inspired by the actions of superheroes from centuries ago, to rise up and stand against a society of quiet inaction and strict protocol.
==Powers and Stats==
Tier: , up to with Damage Boost
Name: Val Armorr, Karate Kid
Origin: DC Comics
Gender: Male
Age: Teenager
Classification: 31st Century Human, Member of the Legion of Super-Heroes
Powers and Abilities:<tabber>
|-|Karate Kid=Superhuman Physical Characteristics, Martial Arts (Karate Kid has received training from masters all around the worldThe Brave and the Bold Vol 3 5. Can fight againstLegion of Super-Heroes Vol 5 12 massive groups of foes in close quartersSupergirl and the Legion of Super-Heroes Vol 1 22. Could fight evenly with Batman, though with the advantage of superior familiarity with the Flight Rings), Damage Boost (By achieving perfect focus, Karate Kid can perform incredible feats of strength), Acrobatics (Has developed a highly mobile style to fight while hoveringLegion of Super-Heroes Vol 5 2), Sleep Manipulation and Chi Manipulation (Can put others to sleep by affecting their ChakraLegion of Super-Heroes Vol 5 2), Instinctive Action (All of Karate Kid's actions in combat are instinctive, for the sake of a faster combat paceLegion of Super-Heroes Vol 5 6), Body Control and Resistance to Status Effect Inducement (Karate Kid has total control over every part of his body, and is capable of resisting nauseating effects thanks to thisLegion of Super-Heroes Vol 5 40)
|-|Equipment= Flight and Gravity Manipulation (Val is equipped with a Legion Flight Ring, which allows the user to fly freely by traversing through the universal gravity fieldLegion of Super-Heroes Vol 5 41, and has trained to fight in the conditions it createsLegion of Super-Heroes Vol 5 2), Damage Reduction (Legion uniforms are resistant to penetration and can diffuse and disperse impacts and energyLegion of Super-Heroes Vol 5 42), Air Manipulation and Aura (Flight Rings create an aura around the wearer that protects them from environmental effects and provides breathable airLegion of Super-Heroes Vol 5 41), Enhanced Senses (Flight Rings instill a subtle sense of nearby obstacles to the one using themLegion of Super-Heroes Vol 5 41. Carries hi-tech binocularsLegion of Super-Heroes Vol 5 43), Hologram Creation (Legion Rings can project hologramsLegion of Super-Heroes Vol 5 41), Resistance to Radiation Manipulation and Temperature Manipulation (Flight Rings allow the wearers to be in space without issueSupergirl and the Legion of Super-Heroes Vol 1 16), Resistance to Transmutation and Matter Manipulation (Legion Flight Rings protect against the effects of the Phantom ZoneFinal Crisis: Legion of 3 Worlds Vol 1 1)</tabber>Attack Potency: Small Building level+ (Could fight evenly with Batman. Destroyed a large wall) at least Large Building level+ with Damage Boost (By focusing, Karate Kid can perform incredible feats of strength such as shattering over 70 kilotons of ice with one strike. Tossed a massive Micro Lad through a metal wallLegion of Super-Heroes Vol 5 8)
Speed: At least Supersonic+, possibly Hypersonic+ (Could fight evenly with Batman)
Lifting Strength: At least Class 1, possibly Class 5 (Could grapple Batman)
Striking Strength: Small Building level+
Durability: Small Building level+
Stamina: Superhuman. Can fight with extreme injuries, to the point of being able to strike effectively with broken armsLegion of Super-Heroes Vol 5 37.
Range: Standard Melee Range
Standard Equipment: Legion Flight Ring and uniform, binoculars
Intelligence: Above Average (Shown to be a very level-headed and intelligent individual), Genius combat intelligence
Weaknesses: None notable
Notes:
*Before making any changes to this page, please read and follow the Power-scaling Rules for Marvel and DC Comics.
*This profile covers the Earth-Prime or "Prime Legion" version of Karate Kid, which replaced the Post-Zero Hour versions in November 2004, and was replaced by the original continuity version following Infinite Crisis in 2006.
**As such, this version of Karate Kid should not be confused with the Pre-Zero Hour Karate Kid, Five Years Later/Batch SW6 Karate Kid, who is a time-displaced clone of the original Karate Kid (and as such technically the same individual) or Post-Zero Hour/Reboot 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.
==References==
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Superheroes
Category:Heroes
Category:Good Characters
Category:Martial Artists
Category:Teenagers
Category:Characters
Category:Male Characters
Category:DC Comics
Category:Future Characters
Category:Damage Boost Users
Category:Acrobats
Category:Sleep Users
Category:Instinctive Action Users
Category:Body Control Users
Category:Ring Users
Category:Flight Users
Category:Gravity Users
Category:Damage Reduction Users
Category:Air Users
Category:Aura Users
Category:Enhanced Senses Users
Category:Illusionists
Category:Chi Users