Waterbending abilities and techniques
One to three stars
Water manipulation: Almost all forms of waterbending involve moving and shaping a body of water to the waterbender's desire. By simply levitating a large mass of water, waterbenders can move water anywhere they wish, even parting it under the surface of a lake or sea, allowing them to walk along the bottom of a basin without the need to swim. These large bodies of water can also be used as weapons, either by shaping them into gigantic whips, swung repeatedly at a target as a snake-like body, formed momentarily into a razor-sharp edge that can cut through even metal, or simply dropped onto an opponent to smother them or put out a fire. On the sea or ocean, waterbending can be used to create giant maelstroms.
Streaming the water: It is a move that draws water from a source that waterbenders move around their bodies. This move is thought to be used for basic training so that beginning waterbenders can get a "feel" for water, but it is in all actuality a very useful move performed by waterbenders of every skill level.
Water whip: The water whip is a commonly used move that involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a waterbender's control.
Wave: By moving a large mass of water without separating it from its original source, waterbenders can create waves of nearly any size. They do this by using an upward movement that raises the source, which they then send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel waterborne crafts.
Water bullet: The water bullet is a move where a waterbender bends a large amount of water and sends it in a forceful blow toward their target. It is basic yet useful because it takes little time to perform and has a significant effect on the target.
Water wall/water shield: Water can be moulded into a variety of shapes and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes the waterbender's defense so adaptable. Although usually protective, the shield needs some type of compression or else it will not be effective.
Four to six stars
Water temperature manipulation: Waterbenders also possess the ability to alter the physical state of the water they manipulate, between liquid, solid and gas, at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be moulded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be moulded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement. A waterbender can easily superheat and boil water and other liquids to scalding temperatures. Waterbenders also possess the ability to breathe an icy mist that freezes water and other substances.
Water pressure manipulation: Waterbenders are also able to manipulate water pressure, allowing them to use water to grasp other objects or cut through without simply parting around them. Water can be used as a semi-solid while being able to move and flow like a liquid. Water can be pressurized to such a level where it can slice through metal. Waterbenders can also use this to avoid sinking in water, effectively allowing them to walk on water.
Iceberg spike: Waterbenders can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.
Seven to ten stars OR one white pearl;
Ice claws: Using ice claws involves the bender drawing water around their fingers and freezing it. They can also be sent forward, shooting them at an opponent. A waterbender can also use this as an advantage; being small and unnoticeable, they can hide them in their sleeves.
Ice spear: It involves freezing a stream of water and then sending the frozen result flying at the target.
Ice creeper: A waterbender can send a ray of ice on the ground, speeding at an opponent to freeze them. This technique freezes a trail of water beginning with the waterbender performing the move and ending with their targets freezing.
Ice shield: A waterbender can freeze an amount of water in front of them, creating a shield of ice.
Ice disc: A waterbender can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but also very thin.
Breath of ice: A waterbender can use their breath to rapidly freeze objects, such as metallic chains, or an opponent. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.
Firebending abilities and techniques
One to three stars;
Blazing rings and arcs: Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets
Blocking fire: A skilled firebender can defuse and extinguish an oncoming fire blast from another firebender with a swift kick, jab, or defensive movement, allowing them to stop attacks.
Fire blade: A more advanced version of a blazing arc, firebenders can narrow their fire arcs to create thin blades of fire that they can launch at their opponents.
Fire bomb: Considered a short range attack, a firebender can create a flame at the end of a limb, and the flame down in an explosive burst.
Four to six stars;
Fire daggers: Blowtorch-like jets which are created from the fist or fingertips to use as close range sword-like attacks. However, they lack the ability to actually block physical objects.
Fire streams: Another basic firebending ability, firebenders can shoot continuous streams of fire from their fingertips, fists, palms, or legs. These streams can be widened to create flame-thrower like techniques.
Fire whip: An extension of a fire stream, this continuous stream of flame can be utilized as a whip.
Fire lashes: An even further extension of the fire whip/stream, firebenders can create a long lash of fire, and bring them down on their enemies.
Fireballs or "Fire-jabs": A basic ability, jabs and punches produce miniature fireballs and missiles of flame. These can be charged up (refer to charged attacks) to create larger, slower bursts, or swiftly and repetitively fired to keep opponents off balance.
Seven to ten stars OR one white pearl;
Heat control: Certain advanced firebenders appear to have the ability to control heat. Using this technique, firebenders can heat a wide range of liquids, like water or tea, heat metal to scalding temperatures, or melt ice.
Shield of fire: This creates a protective fire shield around the front of, or the whole body of, a firebender that can deflect attacks and explosions. It may be a lesser version of the Wall of Flames.
Charged attacks: Certain firebenders have been shown charging their attacks before releasing them, allowing them to create enormous blasts of fire.
Fire augmentation: Firebenders can also control the size and intensity of any nearby flames and can draw them in to manipulate them at will.
Fire comet: An advanced form of the fire stream in which the user pressurizes the fire into a ball, and then shoots it toward the enemy.
Fire missiles: A more advanced form of the fire stream, powerful firebenders can shoot long streams of fire that follow the target as they move.
Airbending abilities and techniques
One to three stars;
Air ball: An airbender can create a compressed ball of air by moving their hands together in a circular motion. This technique has many applications such as levitating small objects or tripping opponents.
Air blast: A more offensive move involving a direct pulse or jet of strong wind from the hands, feet, or mouth. The force of the attack is generated more from the bender's own power, rather than assisted by momentum. This direct blast can reach further with greater accuracy, and is used to inflict greater damage.
Air bomb: A technique which creates a powerful, outward-moving air current in all directions around the bender. Usually performed after landing on the ground from above, this airbending form has great concussive force, and the capacity to completely blow away anything within its radius.
Air manipulation: By using circular, evasive movements, airbenders build up massive momentum; this build up of energy is released as massive power. It also allows for wind-based counter-attacks that knock opponent off-balance, mimicking the sudden directional shifts of air currents. Attacks vary from simple gusts of wind to miniature tornadoes and cyclones, maintaining the circular theme. Even a simple movement can create an air gust, and airbenders increase the power of their moves by performing larger sweeps and spins, using the momentum of their movement to simulate larger gusts.
Four to Six stars;
Air punch/kick: Another more offensive move than is typical of airbending discipline, air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of an airbender. This is similar to many firebending abilities and the air blast, in the sense that it involves the firing of compressed or solidified air at an enemy in a disjunct fashion i.e. the bender does not create a single great stream of air.
Air shield: The most common defensive tactic, though less powerful than the air barrier, it involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, an airbender can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly, and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).
Air suction: A technique used to bring people or things toward the airbender.
Air swipe: The air swipe is both a defensive and offensive technique in which an airbender conjures a crescent-shaped structure of compressed air capable of deflecting colossal projectiles, such as the catapulted flaming rocks often used by the Fire Navy, and sending them off course.
Air wheel: Air is rapidly spun around the airbender and carries the person as inside a wheel. It was shown to be able to cut through solid objects.
Breath of wind: Very similar to the standard air jet, but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, from narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock.
Seven to ten stars OR one white pearl;
Enhanced agility: Air movements can also be used as a levitation aid. Airbenders jump high and far by riding on strong gusts of wind, and can slow or deflect falls by creating cushions of air. The constant movement required by this art makes airbenders naturally flexible and agile. Even without bending they can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. This conservation of energy combined with high stamina gives them an advantage in prolonged combat.
Enhanced speed: Airbenders enhance their movement in battle; they can run swiftly by decreasing air resistance around them and even sprint across or run up vertical surfaces by generating a wind current behind themselves to propel them forward.
Multiple target attacks: An airbender can send large, wide-spanning waves of air toward multiple enemies with one long, sweeping motion from an airbending staff or from the bender's limbs.
Earthbending abilities and techniques
One to three stars;
Earth and stone levitation: The most common attack involves levitating nearby pieces of earth and stone of numerous sizes (more powerful benders can move larger masses) and propelling them at foes with punching or kicking motions.
Earth block: Earthbenders can bring up blocks of earth and launch them at their enemies.
Earth column: A more powerful version of rock projectiles, involving forcing columns of rock out of the ground. Using a similar principle, an earthbender can shoot a stream of small ruts and protrusions from underground at their opponent. This can also be used to enhance the benders' jumps. It is, however, limited to the ground and does not have the same range as a rock projectile.
Earth compression: It is possible for earthbenders to compress large chunks of rock into smaller, denser chunks, or to compress several smaller chunks into one big piece of rock. The fact that two earthbenders were required to perform it suggests that this technique is quite difficult, possibly causing too much strain if done by a single earthbender.
Earth hand/mannequin: An earthbender with a decent grasp of sculpting can cause human-like figures to sprout out of the ground and slide from place to place.
Four to six stars;
Earth gauntlet: A much less advanced version of earth armor that can be used to throw back opponents with hard solid force.
Earth launch: Earthbenders can quickly move rock beneath them and launch them several tens of feet into the air, whether to catch airborne opponents or to travel faster.
Earth line: As an offensive attack, earthbenders can create a line of twisted columns and propel it forward.
Earth material manipulation: Earthbending is not limited to rock or soil alone. An earthbender can also manipulate coal, gems, crystals, and other earth-based materials, like meteorites and jennamite.
Earth shelter: This can be used by earthbenders to create a shelter or dome which can provide an instant shelter in the wilderness.
Earth wall: Earthbenders can create walls of earth, which can be used for both defense and offense, as well as for practical things, like construction.
Seven to ten stars OR one white pearl;
Earth sinking: More advanced earthbenders can forcibly sink their opponents into the ground, imprisoning them or even suffocating them in earth. This technique was used by General Fong to subdue Katara.
Earth smash: Earthbenders can easily destroy rocks and boulders with punches and kicks, even if they have a very small amount of muscle mass. This technique is useful when facing other earthbenders, as it allows the earthbender to destroy any earthen projectiles sent at them and break out of imprisoning techniques. However, it does not seem to affect objects not made of earth.
Earthquakes/fissures: Striking the ground with feet, fists, or hammers, creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. More advanced earthbenders can make very narrow fissures for precise attacks.
Quicksand: Earthbenders turn certain surfaces to quicksand to immobilize an enemy, or to create a soft landing for themselves should they fall from a height.
Rock shield: A levitated slab of rock can also double as a shield when positioned in front of a bender. This can also be performed with a slab or sheet of bedrock out of the earth's surface. The shield can be hurled at the opponent for quick retaliation.
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