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Entity Info
Original Name:Gender:MasculineScope:Novel-specificStatus:ActiveSource:AIOccurrences:150Chapters:42
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Context UptoCh. 412
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Updated1 month ago

Biodata

Feature Information
Name Kong
Alias(es) Steel Bone Kong
Gender Male
Affiliation Marines
Occupation/Role Marine Colonel; Marine Admiral; Fleet Admiral
First Appearance Chapter 22

Power Progression

Stage / Realm / Level Chapter Notes
Marine Colonel 55 At age 20, Kong is already a Marine Colonel and holds an uncompromising view of justice.
Marine Admiral 59 He is stated to have been promoted to Admiral several years earlier.
SSR6 65 Figo assesses him at SSR6; at age 45, Kong has largely reached his peak, though SSR7 remains possible.
Fleet Admiral 86 Becomes Fleet Admiral as part of Figo's agreement with the Five Elders.

Background / History

Kong is Vice Admiral Doug's grandson. As a child, he meets Doug's former student Gaston Figo, who immediately predicts that he will become an exceptional Marine—eventually an Admiral and Fleet Admiral. 22

By age 20, Kong has become a Marine Colonel. His relationship with Doug becomes strained over Doug's decision nine years earlier to stop a Buster Call against children raised by the Blind Witch. Kong believes that evil must be eliminated before it can grow, even when the potential perpetrators are children. Figo identifies this conviction as the result of the World Government steering Kong away from Doug's more compassionate justice. 55

Figo later becomes Kong's only teacher, helping shape him into an Admiral. 59 As an Admiral, Kong is repeatedly assigned to pursue Figo whenever he leaves Impel Down, not because the World Government expects an arrest, but because his status as Doug's grandson may restrain Figo. 60

Following Figo's negotiations with the Five Elders, Kong succeeds to the position of Fleet Admiral. 86 He subsequently acts on Figo's judgments within Marine Headquarters, investigating and disciplining corrupt officers identified by Figo. 94

Appearance

Kong is known for his imposing physical strength and later gains the ability to transform into a scarlet gorilla through his Mythical Zoan Devil Fruit. 106

  • Transforms into a large scarlet gorilla in his Mythical Zoan form. 106
  • His fighting style centers on physical force and Armament Haki. 60 65
  • He is described as well-built even as a child. 22

Personality

In his youth, Kong is stubborn, proud, and intensely committed to a severe interpretation of justice. He refuses to concede that Doug was right to spare the Blind Witch's children, insisting that evil must be “nipped in the bud.” 55

As an adult, he is analytical and dutiful. His long experience pursuing Figo lets him accurately predict Figo's routes, habits, and tactics at sea. 60 61 62 Although he finds the assignment exhausting, he maintains respect for Figo and understands the limits of his own power compared with his teacher's. 61 62 65

Kong is also efficient in command. When Figo flags suspicious Marine officers, Kong conducts investigations, interviews the offenders, and administers punishments ranging from warnings and demotions to imprisonment in Impel Down. 94

Abilities & Skills

Physical Strength and Armament Haki

Kong possesses exceptional physical-combat talent and Armament Haki, reaching the rank and combat standing of a Marine Admiral. 60 65

  • Can withstand direct clashes with Figo long enough to continue fighting, though Figo judges his growth insufficient after only four months. 65
  • Reached SSR6 strength by age 45. 65
  • Is considered to have largely reached his natural peak, with SSR7 described as difficult but potentially attainable. 65
  • Accumulates collateral damage during high-level Marine missions, reflected in his Crime Index despite his Marine status. 65

Mythical Zoan Devil Fruit

Kong possesses a Mythical Zoan Devil Fruit identified as Kong. 106

  • Transforms into a large scarlet gorilla. 106
  • Experiences a strengthened connection to his Devil Fruit and improved ability development following an unexplained event also felt by Miya. 106

Strategic Tracking and Navigation Analysis

Years of pursuing Figo have made Kong highly practiced at reading Figo's movements. 60 61

  • Predicts Figo's usual route from Impel Down to Sabaody Archipelago. 60
  • Anticipates Figo's interception of slave ships and the delays caused by freeing captives, sorting criminals, and teaching survivors to sail. 61
  • Warns Garp that Figo can use sword slashes to alter weather, create storms, and obstruct pursuit. 61
  • Estimates when Figo's captured-prisoner cells will be full and identifies Loguetown as the likely destination. 62

Relationships

  • Doug — Grandfather; their relationship is strained by Kong's rejection of Doug's decision to spare the Blind Witch's children. 22 55
  • Gaston Figo — Doug's former student, Kong's only teacher, and the person Kong is repeatedly assigned to monitor. They share mutual respect despite Figo repeatedly escaping Marine custody. 59 60 65 66
  • Monkey D. Garp — Fellow Marine officer whom Kong accompanies while pursuing Figo; Kong recognizes Garp's exceptional potential in physical combat and Armament Haki. 60 61
  • Miya — Fellow Marine and Doug's student; she witnesses Kong's dispute with Doug and later works with him during Figo's inspection of Marine Headquarters. 55 94
  • Sengoku — Fellow senior Marine; alongside Garp, he watches Figo's recorded encounter with the Space Mink race. 137

Story Role / Major Arcs

Doug's Illness

Kong's conflict with Doug reveals the ideological divide between Doug's justice and the World Government-influenced beliefs Kong has adopted. Figo confronts Kong and pressures him to reconsider his stance. 55

Pursuit of Figo

As a Marine Admiral, Kong repeatedly leads warships after Figo whenever Figo leaves Impel Down. He explains Figo's anti-slave-ship actions, navigational skill, and weather manipulation to Garp while attempting to track him. 60 61 62

During one such pursuit, Figo tests Kong's progress in a direct clash and evaluates his Prison Archives data, finding that Kong has reached SSR6. 65

Fleet Admiral and Marine Reform

Kong becomes Fleet Admiral after Figo's negotiations with the Five Elders. 86 He later enforces discipline within Marine Headquarters by investigating officers singled out by Figo and punishing confirmed corruption and abuses. 94

Starry Sky Era

Kong remains among the Marine leadership as the Blue Sea confronts threats and discoveries beyond its world, including Figo's encounter with the Space Mink race and the establishment of the Starry Sky Marine Department. 137 205