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Makuta contains canon BIONICLE info.

This article contains canon information but has fanon info added to it. Therefore, this article shouldn't be deleted, since this article also contains fanon info. The canon version of this page can be viewed here.

Makuta
Makuta Species
Species
Powers
Shadow, Kraata powers, telepathy, shapeshifting
Status
Endangered
Location
Pronunciation
mah-KOO-tah

The Makuta are a species of beings created by Mata Nui, originally intended to enforce peace and stability in the Matoran Universe.

History[]

Antidermis 2

Antidermis.

The Makuta were a species created for the Matoran Universe. The first of them, Miserix, was created by the Great Beings. Given the template and material to create them, Mata Nui created a hundred more. The Makuta were a test-bed of Great Being experiments, including the use of Antidermis in biomechanics, the use of shadow as an element, and what sort of powers they could create give to biomechanical beings. They were envisioned as a race of scientists, who would create the Matoran universe’s ecosystems through the creation of Rahi and biomechanical plants.

In the aftermath of the Matoran Civil War, Miserix decided to appoint a Makuta to each region of the universe to prevent another similar uprising.

The Makuta later aided in defeating the League of Six Kingdoms, which were taking over the universe despite having been appointed to govern it. It was afterwards that a Makuta named Teridax began having thoughts of overthrowing the Great Spirit. Researching and gathering information, Teridax proposed a plan to rebel against Mata Nui to the Brotherhood. Having grown prideful and believing they had as much of a hand in creating the Matoran Universe as Mata Nui did, the majority sided with him. Those who refused were killed, and Miserix, who also refused, was secretly imprisoned. Teridax then took over as leader of the Makuta and put his Plan into motion.

However, the species went through a speed bump when they discovered that they were evolving into gaseous beings. While they lose certain weaknesses like the need for sleep, eat, breathing, and the ability to feel pain, they also realized that unless they were contained, they would disperse and perish. With the aid of the Nynrah Ghosts, the Makuta received new shape-shifting armor that would make sure their essence was secured. They then realized that if their plan was to be discovered, their greatest foes would be Toa of Iron and Magnetism. They began a genocide of such Toa while also keeping an eye on their Matoran counterparts. With this act, the Makuta purged their inner light and became beings of pure shadow.

Teridax then initiated his plan by infecting Mata Nui with a virus, which put him into a deep slumber three centuries later. Shortly before Mata Nui was put to sleep, Teridax traveled to Metru Nui and impersonated the city's leader, Turaga Dume. Teridax also hired three Dark Hunters, Nidhiki, Krekka and "Eliminator". He trapped the city's Matoran in special spheres and absorbed Metru Nui's power, as well as Krekka, Nidhiki, and Nivawk. However, after a lengthy battle, Teridax was trapped in a prison of Protodermis by the Toa Metru. He was later freed by Roodaka. The Makuta's plans becoming clear, the entire Matoran Universe population (those who weren't under the Brotherhood's thrall) began seeing them as a common enemy. Unknown to his fellow Brotherhood members, Teridax had plans of his own and began working to rid of his fellow Makuta while taking Mata Nui's power for his own.

The Order of Mata Nui, seeing the severe damage the Makuta were causing, declared war on the Brotherhood. Miserix joined their side upon being freed.

Teridax, having lost his body in a skirmish involving the Toa Mahri, had seven of the best Makuta travel to Karda Nui to find the Codrex and transform the Av-Matoran living there into Shadow Matoran. Two of the Makuta, Icarax and Krika, perished in battle while the others were obliterated in the resulting Energy Storms from Mata Nui's awakening.

However, Mata Nui's body had been taken over by Teridax, effectively making him the ruler of the Matoran Universe. Teridax then forced the surviving Makuta to create an army of Rahkshi to serve him before exterminating them, leaving Miserix the only surviving Makuta and critically endangering the species.

Teridax discovered that Mata Nui was still alive and had taken over a giant robot after having banished him into outer space within the Kanohi Ignika. The Makuta traveled to Bara Magna, where he battled the former Great Spirit. In the midst of the battle, Teridax unwittingly aided Mata Nui in his goal of reuniting the Spherus Magna fragments and reforming the planet. Mata Nui took the chance to kill Teridax when one of the moons, Bota Magna got close enough and he shoved the Makuta into its path.

Miserix, who had traveled to Bota Magna at the time, is now on Spherus Magna and the only remaining Makuta left in the universe.

Alternate Universes[]

The Legacy Chronicles[]

Makuta Teridax allowed two Makuta to survive after his takeover of the Matoran Universe, as long as they swore unwavering loyalty to him and his rule. These Makuta were Pyrez and Virox, and the former created the new Makuta Gartheon to serve Teridax as well.

The Broken Order Universe[]

In the Broken Order Universe, the Brotherhood of Makuta (later known as the Makuta League) became rivals with the Kritor Alliance (later the Kritor Empire, and that universe's incarnation of the Order of Mata Nui) early on. They are currently deadlocked with the Kritor Empire in a war for the conquest of the Matoran Universe.

Abilities and Traits[]

Makuta were created out of liquid Antidermis, and their physical forms were composed of solid Antidermis and Protosteel armor.

They have the power to shapeshift, though it requires large amounts of energy which can be acquired by absorbing others. All Makuta can create shadow hands made from shadow power. Makuta are also telepaths, able to read, detect, and interact with non-shielded minds. The species can produce Kraata from their bodies, the powers of which Makuta share.

Kraata Powers[]

Color Power Stage Variations
Fear
Za - Fear Stage 1: Creates feelings of vague unease in its vicinity.

Stage 2: Manifests suspicion and paranoia in any being nearby.

Stage 3: Causes any being nearby to inexplicably become very frightened.

Stage 4: Can temporarily freeze creatures with fear.

Stage 5: Constantly emits a field of overwhelming terror.

Stage 6: Has the power to bring fear to the hearts of even the Toa Nuva.

Disintegration
Ul - Disintegration Stage 1: Burrows by dissolving a path through metal, rock or ground.

Stage 2: Can slowly corrode inorganic material from within a touch.

Stage 3: Causes walls, floors and other fortifications to collapse by tunneling through them.

Stage 4: Has the ability to completely disintegrate rocks and plants on contact.

Stage 5: Can completely disintegrate forged metals on contact.

Stage 6: Has the power to reduce even protodermis to dust.

Poison
Ye - Poison Stage 1: Leaves a trail of sticky, sickly slime that is unpleasant to touch.

Stage 2: Inflicts mild nausea on contact.

Stage 3: Has the power to poison the ground so that plants cannot grow.

Stage 4: Creates pools of toxic corrosion wherever it slithers.

Stage 5: Makes any Rahi or Matoran severely ill on contact.

Stage 6: Dangerously toxic even to a Toa Nuva.

Fragmentation
Xi - Fragmentation Stage 1: Has the ability to tunnel through rock explosively.

Stage 2: Can create blister-like ruptures in metal with a touch.

Stage 3: Has the power to make solid objects fall apart on contact.

Stage 4: Has the ability to shatter objects to pieces on contact.

Stage 5: Can forcefully shatter rock or metal on contact.

Stage 6: Has the power to create explosions in the immediate area.

Hunger
Vo - Hunger Stage 1: Has the ability to sap small amounts of energy from the plants around it.

Stage 2: Can leech some energy from small Rahi on contact.

Stage 3: Has the power to completely drain the energy of a small Rahi.

Stage 4: Can drain large amounts of energy from Matoran and Rahi.

Stage 5: Can completely drain the energy of any Rahi, Matoran or other large creature.

Stage 6: Has enough strength to drain the energy of a Toa.

Anger
Cu - Anger Stage 1: Caused feeling of general irritation in nearby creatures.

Stage 2: Nearby presence turned friendly conversations into shouting matches.

Stage 3: Radiated anger had the power to magnify mild grudges into furious feuds.

Stage 4: Anger radiance caused all Rahi in the area to become fiercely territorial.

Stage 5: Had the ability to drive most creatures temporarily mad with rage.

Stage 6: Had the power to turn even Toa against one another in anger.

Weather Control
Weather Control Stage 1: Moves hidden by a shroud of heavy fog.

Stage 2: Uses short but powerful gusts of wind to buffet attackers.

Stage 3: Has the ability to manipulate existing weather.

Stage 4: Can create heavy rainstorms in the immediate area.

Stage 5: Has the power to summon rain, hail or snow.

Stage 6: Can manifest powerful, dangerous thunderstorms and blizzards at will.

Elasticity
Elasticity Stage 1: Has a stretchy, flexible body that is highly resistant to harm.

Stage 2: Able to squeeze through narrow cracks and crevices.

Stage 3: Has the ability to stretch several times own length to climb over obstacles.

Stage 4: Elastic enough to withstand and snap back from heavy blows.

Stage 5: Can stretch around even sharp edges without harm.

Stage 6: Can stretch incredible lengths in the blink of an eye to infect a faraway mask.

Heat Vision
Heat Vision Stage 1: Burning hot to the touch.

Stage 2: Can raise the temperature of objects through physical contact.

Stage 3: Can heat objects to the boiling or melting point through touch.

Stage 4: Has the ability to heat up nearby objects by staring at them.

Stage 5: Uses short-range heat vision to ignite nearby objects.

Stage 6: Powerful long-range heat vision can ignite any object within sight.

Illusion
Illusion Stage 1: Shimmers in and out of sight as it moves.

Stage 2: Can project an image of itself across a short distance to confuse enemies.

Stage 3: Camouflages itself inside of a false image.

Stage 4: Has the ability to create simple moving illusions in the nearby area.

Stage 5: Has the power to project a realistic moving image.

Stage 6: Can create and control multiple realistic illusions anywhere within sight.

Teleportation
Teleportation Stage 1: Instinctively disappears and reappears a short distance in a random direction to evade capture.

Stage 2: Can teleport a short distance in any direction at will.

Stage 3: Has the power to teleport anywhere within close visual range.

Stage 4: Can teleport to anywhere it can see.

Stage 5: Can teleport through thin barriers even if it cannot see the other side.

Stage 6: Has the power to teleport itself through any wall or other structure.

Quick Healing
Quick Healing Stage 1: Can enter a hibernation state during which minor injuries quickly heal.

Stage 2: Rapidly heals mild injuries while awake.

Stage 3: Quickly heals from any minor or moderate injury.

Stage 4: Has the ability to repair any but the most serious injury.

Stage 5: Immediately heals from any serious injury.

Stage 6: Almost indestructible; if captured, can be used to heal the injuries of others.

Gravity
Gravity Stage 1: Uses gravity to hold itself to objects, making it difficult to pick up.

Stage 2: Uses gravity powers to pull small objects to itself across a small distance.2

Stage 3: Has the ability to pull large and heavy objects toward itself.

Stage 4: Can increase or decrease the effect of gravity on an object by touch.

Stage 5: Can use gravity to hold an object or creature to the ground from a short distance.

Stage 6: Uses gravity control to crush any object in visual range.

Electricity
Electricity Stage 1: Body emits mild, numbing shocks on contact.

Stage 2: Uses painful sparks to incapacitate anything that it touches.

Stage 3: Constantly surrounded by a protective electric field.

Stage 4: Has the ability to extend its electric field around objects in physical contact.

Stage 5: Can manipulate electric field to shock nearby creatures.

Stage 6: Powerful electrical field can be controlled to surround or stun distant objects or creatures.

Sonics
Sonics Stage 1: Uses sonic vibrations to shake itself loose if captured.

Stage 2: Can use light sonic waves to shake any surface that it touches.

Stage 3: Has the power to knock over objects with short sonic pulses.

Stage 4: Can use strong sonic pulses to shake objects apart.

Stage 5: Uses sonic blasts to pound or shatter nearby objects.

Stage 6: Blasts distant objects with powerful waves of sonic force.

Vacuum
Vacuum Stage 1: Uses vacuum powers to pull itself swiftly through cracks and tunnels.

Stage 2: Has the ability to draw small objects toward itself.

Stage 3: Can pull objects towards itself or blow them away.

Stage 4: Fires concussive blasts of air across short distances.

Stage 5: Can tear objects apart with powerful vacuum force.

Stage 6: Has the power to create gale-force winds or instantly reverse their flow.

Plasma-0
Plasma Stage 1: Superheated plasma coating protects body and aids in tunneling.

Stage 2: Can drip plasma like acid to burn through surfaces.

Stage 3: Has the ability to fire small jets of searing plasma.

Stage 4: Can fling dangerous blobs of plasma with great accuracy.

Stage 5: Can superheat objects on contact, melting them or absorbing their energy.

Stage 6: Has the power to instantly melt any object into vapor.

Magnetism
Magnetism Stage 1: Can use magnetism to cling to any rock or metal surface.

Stage 2: Can draw trace metals from the ground to form a thin protective shell.

Stage 3: Has the ability to create armor of tough spikes from surrounding rock or metal.

Stage 4: Can hurl stone and metal fragments within a short range.

Stage 5: Has the power to warp, shred or crush metallic objects on contact.

Stage 6: Possesses magnetic powers strong enough to tear a slab of protodermis in two.

Fire Resistance
Fire Resistance Stage 1: Cold and clammy surface provides protection from heat.

Stage 2: Can burrow imperviously through the hot rock of Ta-Wahi.

Stage 3: Able to survive short dips in the lava stream.

Stage 4: Thrives in the magma flow of Ta-Wahi.

Stage 5: Has the ability to invade the heart of a volcano unharmed.

Stage 6: Strong enough to withstand the heat of Tahu Nuva’s magma swords.

Ice Resistance
Ice Resistance Stage 1: Unbearably hot to the touch.

Stage 2: Comfortable in the cold lakes around Ko-Wahi.

Stage 3: Capable of tunneling through the ice of Mount Ihu.

Stage 4: Able to endure short periods frozen solid in ice.

Stage 5: Unaffected by long periods of freezing.

Stage 6: Impervious even to the cold of Kopaka Nuva’s ice blade.

Mind Reading
Mind Reading Stage 1: Instinctive empathic ability prevents easy capture.

Stage 2: Has the ability to detect and seek out nearby creatures for infection.

Stage 3: Can evade any trap that a nearby pursuer is thinking about.

Stage 4: Able to anticipate and instantly avoid attacks.

Stage 5: Able to read and understand the thoughts of nearby creatures.

Stage 6: Powerful enough to invade the mind of a Turaga or Toa Nuva.

Shapeshifting
Shapeshifting Stage 1: Can wriggle free of all but the strongest of grasps.

Stage 2: Has the ability to slither through the smallest passages.

Stage 3: Can flatten or stretch itself to several times its original size.

Stage 4: Has the ability to mimic basic shapes for camouflage.

Stage 5: Can take the form of a small creature or object at will.

Stage 6: Has total control over its own shape, although its mass cannot change.

Darkness
Darkness Stage 1: Has the natural ability to become invisible in shadow.

Stage 2: Can project a small field of darkness around itself.

Stage 3: Travels in a large field of total darkness, making it difficult to strike or capture.

Stage 4: Travels in a large field of total darkness, making it difficult to strike or capture.

Stage 5: Can project spheres of darkness onto objects or creatures to temporarily blind a foe.

Stage 6: Has the power to consume all light in a large area; only Takanuva's light is stronger.

Plant Control
Plant Control Stage 1: Leaves a trail of slippery, unpleasant weeds wherever it slithers.

Stage 2: Can cause plants to grow strong or wither away with a touch.

Stage 3: Has the ability to grow a thicket of thorny, poisonous plants around itself.

Stage 4: Can summon vines from the ground or wall to ensnare enemies.

Stage 5: Can control any plant that it touches and use fast-growing creepers to spread infection.

Stage 6: Has total control over any plants in the area.

Molecular Disruption
Molecular Disruption Stage 1: Molecular disruption field makes inorganic matter gradually melt away on contact.

Stage 2: Tunnels slowly through solid rock or metal by disrupting molecules in its path.

Stage 3: Has the ability to flee by melting instantly through the ground or walls.

Stage 4: Can extend molecular disruption field to take large bites out of inorganic material.

Stage 5: Disruption field is strong enough to make cave walls and Koro fortifications collapse.

Stage 6: Has the power to utterly disintegrate any inorganic object with a touch.

Chain Lightning
Chain Lightning Stage 1: Constantly emitted crackling sparks.

Stage 2: Could severely jolt any creature or object in physical contact.

Stage 3: Had the ability to fire small arcs of electricity across a short distance.

Stage 4: Could fire large arcs of electricity across a moderate distance.

Stage 5: Could fire and control multiple powerful electrical jolts at the same time.

Stage 6: Could control devastating bolts of chain lightning that leap between multiple targets.

Cyclone
Cyclone Stage 1: Instinctively influences wind currents for speedy travel.

Stage 2: Able to raise a defensive field of cyclone wind.

Stage 3: Can project short cyclone blasts to blow away enemies.

Stage 4: Has the ability to create small cyclone winds in a limited area.

Stage 5: Can create a powerful cyclone wind, but not control its direction or duration.

Stage 6: Has the power to create and control powerful cyclones at will.

Density Control
Density Control Stage 1: Can briefly increase density to resist physical blows.

Stage 2: Can focus density to protodermic hardness, becoming almost impervious to harm.

Stage 3: Can decrease density for enhanced speed and agility.

Stage 4: Has the power to become momentarily intangible.

Stage 5: Has the ability to pass through matter at will.

Stage 6: Complete control over its own density and that of any object in physical contact.

Chameleon
Chameleon Stage 1: Instinctively adapted a camouflage pattern to blend in with surroundings.

Stage 2: Had the ability to mimic the patterns of a rocky or sandy surface.

Stage 3: Could blend in perfectly with any shadowed terrain.

Stage 4: Could mimic the color patterns of complex surfaces or objects.

Stage 5: Became almost undetectable in all but the brightest light.

Stage 6: Had the ability to become completely invisible in any environment.

Accuracy
Accuracy Stage 1: Instinctively sought out the most vulnerable part of a target.

Stage 2: Able to strike and infect a nearby target perfectly nine out of ten times.

Stage 3: Had the ability to strike a close target with unerring accuracy.

Stage 4: Could strike even a remote target with near-perfect accuracy.

Stage 5: Able to leap and strike with perfect precision, no matter the circumstances.

Stage 6: Could strike the smallest target at a great distance or in any environment or condition.

Rahi Control
Rahi Control Stage 1: Able to instinctively ward off attack by any Rahi.

Stage 2: Has the ability to pacify low-intelligence Rahi.

Stage 3: Can drive a Rahi into a violent rage or lull it to sleep at will.

Stage 4: Can enlist the aid of nearby Rahi for transport, defense or attack.

Stage 5: Able to totally control any Rahi through physical contact.

Stage 6: Has absolute control over every living Rahi in the near area.

Insect Control
Insect Control Stage 1: Constantly surrounded and protected by a swarm of tiny, stinging insects.

Stage 2: Able to summon small insects to attack its enemies.

Stage 3: Able to control even large insects through physical contact.

Stage 4: Able to control multiple insects without physical contact.

Stage 5: Has the ability to summon insects from all across the island to serve its will.

Stage 6: Powerful enough to control and command an entire hive of Nui Rama.

Stasis Field
Stasis Field Stage 1: Able to project a stasis field that protects it from any physical harm but freezes it in place.

Stage 2: Can briefly freeze small creatures in stasis through physical contact.

Stage 3: Can briefly freeze any creature in stasis through physical contact.

Stage 4: Can briefly freeze any creature in stasis by making eye contact.

Stage 5: Able to freeze any creature in stasis for a couple of days through eye contact.

Stage 6: Has the power to freeze a creature in near-permanent stasis through eye contact.

Limited Invulnerability
Limited Invulnerability Stage 1: Has a tough hide that makes it difficult to injure.

Stage 2: Metal-like skin protects it from almost any physical harm.

Stage 3: Possesses armor as strong as protodermis and limited resistance to heat and cold.

Stage 4: Completely armored and immune to environmental extremes.

Stage 5: Strong enough to resist the elemental powers of the Toa Nuva.

Stage 6: Absolutely invulnerable to physical harm of any kind.

Power Scream
Power Scream Stage 1: Emits a constant high-frequency screech that cannot be heard but sets nerves on edge.

Stage 2: Can emit short bursts of high-pitched sound that causes crippling headaches.

Stage 3: Amplified scream can deafen and disorient other creatures for short periods.

Stage 4: Power scream causes unconsciousness and can be heard for several Kio around.

Stage 5: Power scream is strong enough to physically knock an opponent back.

Stage 6: Power scream shatters stone and can be heard all across the island.

Dodge
Dodge Stage 1: Surprisingly difficult to catch.

Stage 2: Fast enough to evade the most skilled disk-thrower on Mata Nui.

Stage 3: Quick enough to crawl circles around an enraged Husi pecking bird.

Stage 4: Able to dodge faster than a Tarakava’s strike.

Stage 5: Skilled enough to dodge even Pohatu Nuva’s speed.

Stage 6: Impossible to physically strike, no matter how swiftly or powerfully.

Silence
Silence Stage 1: Able to move and tunnel in complete silence.

Stage 2: Projects an aura of silence that can disorientate or terrify an enemy.

Stage 3: Can drain all sound from any object or creature with which it is in contact.

Stage 4: Has the ability to absorb all sound in a small area at will.

Stage 5: Can radiate aura of silence over an entire village.

Stage 6: Aura of silence is powerful enough to temporarily deafen a Toa Nuva.

Adaptation
Adaptation Stage 1: Adjusted quickly to environmental extremes such as heat and cold.

Stage 2: Adaptive abilities made it impossible to capture the same way twice.

Stage 3: Had a limited ability to alter its own physical properties to fit new situations.

Stage 4: Able to thrive in any environment, from treetop to seafloor.

Stage 5: Capable of controlling physical transformation to adapt to the unexpected.

Stage 6: Instantly adapted to take maximum advantage of any condition or situation.

Slow
Slow Stage 1: Extremely slow, but difficult to dislodge and highly resistant to physical harm.

Stage 2: Able to anchor itself to a creature and rob it of speed.

Stage 3: Temporarily slows down anything in which it comes into contact.

Stage 4: Has the ability to slow down all movement in a small area.

Stage 5: Has the ability to completely stop all movement in a small area.

Stage 6: Able to rob even a Toa Nuva of all speed as long as it remains nearby.

Confusion
Confusion Stage 1: Produces a feeling of disorientation in anything that it touches.

Stage 2: Projects an aura that confuses any small-minded creatures in the immediate area.

Stage 3: Aura of confusion is strong enough to make a Matoran forget what they were doing.

Stage 4: Aura of confusion leaves all beings in the area bewildered.

Stage 5: Aura is strong enough to leave an entire village helpless with confusion.

Stage 6: Extended proximity can reduce even a Toa Nuva to mindless babbling.

Sleep
Sleep Stage 1: Able to survive for extremely long periods in a state of hibernation.

Stage 2: Physical contact slows reflexes and makes creatures groggy.

Stage 3: Has the ability to put Rahi to sleep with a touch.

Stage 4: Can cause any nearby creature to fall asleep.

Stage 5: Has the ability to cause sleep in multiple beings across a small area.

Stage 6: Has the power to instantly put an entire village into deep sleep.

Known Makuta[]

Main article: Makuta/List

The following is a list of named Makuta in the Prime Reality.

Trivia[]

  • In the Prime Reality, the only Makuta still alive are Miserix and an alternate Teridax from a parallel dimension.


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