Chro's Makuta Nerf Headcanon
Hailed in various corners of the Internet as something "rational" that "kinda makes sense I guess", Chro's Makuta Nerf Headcanon solves the silly problem of severely overpowered, story-breakingly strong villains in a way that does not eliminate or significantly alter their canon concept or powerset.
1. Powerset definition. In Bionicle canon, the Makuta are known to possess forty-two Kraata powers in addition to their standard abilities of shapeshifting, shadow control, and telepathy. A list of Kraata powers is available on BS01.
2. Issue to be rectified. In Bionicle canon, Makuta are often seen as the primary villains. This is due to the event in which Makuta Teridax took over the Brotherhood (the entirety of the species), and essentially corrupted or killed every single one of his brethren. Of course, in fiction, it's excellent to have a villain or villains that pose a significant threat and harbor immense danger for the heroes. The issue is that the Makuta are too powerful; plot-breakingly so, in my opinion. The Makuta are so powerful that it always seems like any defeat they suffer would be completely avoidable and any hero would pose zero threat in comparison to the massive power of a Makuta. It's also no fun to watch a hero face a villain that is literally unbeatable since there's no true struggle if you know you're going to get zapped to ash immediately (with the possible exception of an Alamo scenario). In summation, Makuta are too powerful, and while they should be somewhat powerful, they need to be weakened, or "nerfed".
3. Power specialization. This is the primary tenet of this headcanon. In the words of Makuta Antroz:
In addition to supporting my point outlined in section 2 above, this quote gave me an idea on how to solve the problem: power specialization. Within Chro's Makuta Nerf Headcanon...
3A. Specialization concept. Makuta "specialize" in certain powers. This means that at some point in their existence they select a set of powers that they prefer to use; ones that suit their combat style, their personality, whatever. They then pour their effort into learning to use and adapting to utilizing these abilities, and would generally reach a Toa-like level of control over their selected specializations after a certain amount of time.
3B. Nonspecialized powers. Makuta technically have access to all 42 Kraata powers. However, unless they "specialize" in a power, their control over it is haphazard and weak, if not entirely nonexistent. Becoming far stronger in the use of certain powers through specialization would logically limit the extent to which a Makuta could expand their reach into other powers.
3C. Specialized power quantity. The amount of powers a Makuta can "specialize" in varies based on their relative strength. Stronger Makuta, such as Teridax or Miserix, would be able to specialize in a far larger range of powers. Lesser Makuta, such as Bitil or the Makuta of Stelt, would only be able to specialize in about five or six.
4. How does this fix the issue? By limiting Makuta to a specific number of powers, while allowing them to have a significant variety of powers all the same, they become less "invincible" while still remaining highly formidable foes. The specialization concept also allows an individual Makuta's personality to be reflected in their chosen powers, which is unnecessary, but I find it to be a cool bonus.