Koloss also had little chance of breaking free. Four spikes, and their diminished mental capacity, left them open to domination. Only in the throes of a blood frenzy did they have a taste of true autonomy. Four spikes made them easier for Allomancers to control. In our time, it required a duralumin Push to take control of a kandra. Koloss, however, could be taken by a determined ordinary Push, particularly when they were afraid.

