So you want to be a Fire Bender, eh? Okay then! You shall learn the basics!
Fireballs: 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 swift repetitive strikes to keep opponents off balance.
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 Nation soldiers are often seen using this technique to damage or destroy villages or towns.
Blazing Rings & Arcs: Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
Fire Bomb: A more short range attack, a Firebender can create a flame at the end of a limb, and thrust the flame down in a explosive burst.
Fire Daggers: Creating blowtorch-like jets from the fist or fingertips to use as close range sword-like attacks. These lack the ability to actually block physical objects though.
Fire Whip: An extension of a fire stream, this continuous stream of flame can be used as a whip. When you master this technique, you can use a larger version of this. Creating streams of great length for continuous mid-range combat.
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 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.
Fire Circle: A technique demonstrated by the Sun Warriors. They create a circle of fire, and suspend it in the air for an extended period of time. The only time they are seen, these circles were made with the Original Flame. It may be that this technique is exclusively used in the Sun Warriors' religious rituals, and has no use in combat, as it's never seen anywhere else.
Shield of Fire: Creates a protective fire shield around the front of, or the whole body of, a Firebender that can deflect attacks and explosions. May be a less powerful version of the Wall of Flames. Easily broken by waterbending, or advanced Fire Bending.
Heat Control: Certain advanced Firebenders appear to have the ability to control heat. Using this technique, Firebenders can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice. Controlling heat may be related to Sozin's Heat Absorption technique.
Blocking Fire: A skilled Firebender can diffuse and extinguish an oncoming fire blast from another Firebender with a swift kick, jab, or defensive movements, allowing them to stop attacks.
Practice well, young firebender.
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These are the basics of an earth bender, make sure you learn it all if you want to be one.
Boulder Lifting: A very easy thing to do, and without using hands, duh? The bender usually palms or stomps the ground, using his/her bending powers to control the movement of the ground beneath or infront of them, lifting boulders and such in a close range. Depending on the skill of the user, the size of the boulder may vary, aswell the height it can be lifted.
Boulder Throwing: This is mostly used following the Boulder Lifting. It consists on the bender thrusting his/her palm or simply kicking/punching the boulder to send the boulder towards a target. The user sends the boulder flying with the movement his/her arms or legs, the bending causes its movement and gives it speed and power to reach the target.
Controlling Rocks: As the name says, this is used to control rocks. Mostly, several small rocks at once, used for attack and defense aswell. It may look like simple, but it requires control and concentration, if the bender isn't focused on what he is doing he might lose the control of the rocks. Since this requires a lot of focusing, a bigger number of earth benders may combine their moves to control a bigger ammount of rocks, increasing the offensive power and also being able to protect each other while some of them are focused on multiple targets.
Obs.: This can be used on big rocks but only small ammounts of rocks if used by a single bender. One earth bender can't lift 2 boulders that are bigger than him/her, for that at least one more bender would be needed. The bigger the boulder, the harder to move/lift/control and the same goes for number.
Earth Moving: Moving earth is also one of the basics. As the name states, the earth bender is able to move the earth with this, but not as freely as Controlling Rocks. This ability is divided into the following basics:
-Earth Wall: The earth bender uses the movements of his/her arms* to raise a wall of earth from the ground nearby or another source of earth. The direction of the movements affects the direction of the wall. If an earth bender wishes to surround him/herself with the wall he/she would have to make circular movements with both arms.
-Earth Pillars: Moving one or both hands** upwards, the earth bender is able to form pillars of earth, coming from the ground. The pillars may come from others source of earth like walls and etc, but there has to be enough earth to form into a pillar, and the movement of the hand also directs the pillar.
-Earth Spikes: Moving one or both hands***, the earth bender is able to form spikes that may come from a source of earth nearby, following the direction of the hand. If the hand is moved upwards the spike comes from the ground and goes upwards, and so on.
Gestures:
*: The gestures for forming a wall are affected simply by the arms, without any particular gesture from the hands.
**: To form the earth pillars, the earth bender has to move the hand as if he/she was going to palm the air towards the direction the pillar is going to be formed.
***: To form the earth spikes, the bender has to move his/her hand as if he/she was going to pierce the air with his/her fingers.
Earth Protection: The earth bender is able to use earth and rocks to form a protection, gathering rocks and such around his/her body and forming a protective armor for a short duration. An alternative to the armor is to form a shield of rocks mixed with earth at the wished direction. The shield and the armor have a good defensive power but using them continously and attempting to increase the extent or its size, decreases the speed of the user due to their weight.
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Water Bending is one of the four elemental Bending Arts, and is the hydro-kinetic and ability to control water, as well as its many forms. The people of the Water Tribe utilize this type of bending. In turn, the Water Tribes are divided up in to the Southern Water Tribe, the Northern Water Tribe, and the lesser known Foggy Swamp Tribe.
:Water Bending Fighting style Low Basic rank:
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 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.
Snow Manipulation : A move that pushes and levitates snow for attack, shielding and defense. Living on the poles of the Earth, Waterbenders are accustomed to living in the snow. The snow is used as the first source when waterbending. They are able to compress the snow together, in order to slice through objects, even metal
Streaming Water :It's a move that draws water from a source that waterbenders move around their bodies. A more advanced version demonstrated by Aang apparently involves "sinking and floating". 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 most frequently seen move 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. More powerful benders can create larger whips or ones of greater finesse. Due to water being incompressible, a whip can be sharpened into a blade that can even slice through metal with relative ease.
Water Jets : High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has intent of severely hurting their opponents.
Waves : By moving a large mass of water without separating it from its original source, water benders can create waves of nearly any size. They do this by using an upward movement and after raising the source, they 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 Bullets : The Water Bullet is a move where a Waterbender bends a large amount of water and sends it in a forceful blow towards their target. It is similar to a Water Jet, but its more for a quick use since the jet takes more concentration. It is seen numerous times throughout the series and is basic yet useful because it takes little time to perform and has a significant effect on the target.
Water Walls & Water Shields : Water can be molded 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 it is protecting, the shield needs some type of compression or else the shield won't be effective.
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To be an Airbender you must be calm. You can be calm and yet angry...We must continue to bring peace to this world, young Air Benders...
Air Manipulation: By using circular, evasive movements, Airbenders build up massive inertia; this buildup of energy is released as massive power. It also allows for wind-based counterattacks that knock opponents’ 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. This is also demonstrated with their use of staffs or fans to increase or create precision within the air currents.
Air Shields: The most common defensive tactic 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 Barrier: This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions.
Air Marbles: A useless technique used by Aang. He causes two or more marbles to spin in a circle between his hands in an attempt to impress people. He rarely does it.
Air Blast: A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. 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 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 the air blast yet in the sense that it involves the firing of compressed or solidified air at an enemy in a non-continuous fashion i.e. the bender does not create a single great stream of air.
Air Swipe: The air swipe is a dual defensive and offensive technique in which an airbender conjures a crescent-moon shaped construct of solidified air capable of deflecting colossal projectiles; (such as the catapulted flaming rocks often used by the Fire Navy ships) and sending them off-course.
Air Funnel: Similar to an Air vortex but to a smaller scale, Aang inventively used this technique as a cannon by creating a small air funnel through which small rock projectiles could be entered through the top and could be fired out of the opposite end.
Air Suction: A technique used to bring people or things towards the airbender.
Breath of Wind: Very similar to 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, including narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock. This has been exhibited by Aang and Roku and other Avatars.
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 along.
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 actually 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 create exploitable openings. This conservation of energy combined with high stamina gives them an advantage in prolonged combat.
Multiple Target Attacks: An airbender can send large, wide-spanning waves of air towards multiple enemies with one long, sweeping motion from an airbending staff or from the bender's limbs.
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Fireballs: 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 swift repetitive strikes to keep opponents off balance.
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 Nation soldiers are often seen using this technique to damage or destroy villages or towns.
Blazing Rings & Arcs: Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
Fire Bomb: A more short range attack, a Firebender can create a flame at the end of a limb, and thrust the flame down in a explosive burst.
Fire Daggers: Creating blowtorch-like jets from the fist or fingertips to use as close range sword-like attacks. These lack the ability to actually block physical objects though.
Fire Whip: An extension of a fire stream, this continuous stream of flame can be used as a whip. When you master this technique, you can use a larger version of this. Creating streams of great length for continuous mid-range combat.
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 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.
Fire Circle: A technique demonstrated by the Sun Warriors. They create a circle of fire, and suspend it in the air for an extended period of time. The only time they are seen, these circles were made with the Original Flame. It may be that this technique is exclusively used in the Sun Warriors' religious rituals, and has no use in combat, as it's never seen anywhere else.
Shield of Fire: Creates a protective fire shield around the front of, or the whole body of, a Firebender that can deflect attacks and explosions. May be a less powerful version of the Wall of Flames. Easily broken by waterbending, or advanced Fire Bending.
Heat Control: Certain advanced Firebenders appear to have the ability to control heat. Using this technique, Firebenders can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice. Controlling heat may be related to Sozin's Heat Absorption technique.
Blocking Fire: A skilled Firebender can diffuse and extinguish an oncoming fire blast from another Firebender with a swift kick, jab, or defensive movements, allowing them to stop attacks.
Practice well, young firebender.
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These are the basics of an earth bender, make sure you learn it all if you want to be one.
Boulder Lifting: A very easy thing to do, and without using hands, duh? The bender usually palms or stomps the ground, using his/her bending powers to control the movement of the ground beneath or infront of them, lifting boulders and such in a close range. Depending on the skill of the user, the size of the boulder may vary, aswell the height it can be lifted.
Boulder Throwing: This is mostly used following the Boulder Lifting. It consists on the bender thrusting his/her palm or simply kicking/punching the boulder to send the boulder towards a target. The user sends the boulder flying with the movement his/her arms or legs, the bending causes its movement and gives it speed and power to reach the target.
Controlling Rocks: As the name says, this is used to control rocks. Mostly, several small rocks at once, used for attack and defense aswell. It may look like simple, but it requires control and concentration, if the bender isn't focused on what he is doing he might lose the control of the rocks. Since this requires a lot of focusing, a bigger number of earth benders may combine their moves to control a bigger ammount of rocks, increasing the offensive power and also being able to protect each other while some of them are focused on multiple targets.
Obs.: This can be used on big rocks but only small ammounts of rocks if used by a single bender. One earth bender can't lift 2 boulders that are bigger than him/her, for that at least one more bender would be needed. The bigger the boulder, the harder to move/lift/control and the same goes for number.
Earth Moving: Moving earth is also one of the basics. As the name states, the earth bender is able to move the earth with this, but not as freely as Controlling Rocks. This ability is divided into the following basics:
-Earth Wall: The earth bender uses the movements of his/her arms* to raise a wall of earth from the ground nearby or another source of earth. The direction of the movements affects the direction of the wall. If an earth bender wishes to surround him/herself with the wall he/she would have to make circular movements with both arms.
-Earth Pillars: Moving one or both hands** upwards, the earth bender is able to form pillars of earth, coming from the ground. The pillars may come from others source of earth like walls and etc, but there has to be enough earth to form into a pillar, and the movement of the hand also directs the pillar.
-Earth Spikes: Moving one or both hands***, the earth bender is able to form spikes that may come from a source of earth nearby, following the direction of the hand. If the hand is moved upwards the spike comes from the ground and goes upwards, and so on.
Gestures:
*: The gestures for forming a wall are affected simply by the arms, without any particular gesture from the hands.
**: To form the earth pillars, the earth bender has to move the hand as if he/she was going to palm the air towards the direction the pillar is going to be formed.
***: To form the earth spikes, the bender has to move his/her hand as if he/she was going to pierce the air with his/her fingers.
Earth Protection: The earth bender is able to use earth and rocks to form a protection, gathering rocks and such around his/her body and forming a protective armor for a short duration. An alternative to the armor is to form a shield of rocks mixed with earth at the wished direction. The shield and the armor have a good defensive power but using them continously and attempting to increase the extent or its size, decreases the speed of the user due to their weight.
------------------------------------------------------------
Water Bending is one of the four elemental Bending Arts, and is the hydro-kinetic and ability to control water, as well as its many forms. The people of the Water Tribe utilize this type of bending. In turn, the Water Tribes are divided up in to the Southern Water Tribe, the Northern Water Tribe, and the lesser known Foggy Swamp Tribe.
:Water Bending Fighting style Low Basic rank:
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 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.
Snow Manipulation : A move that pushes and levitates snow for attack, shielding and defense. Living on the poles of the Earth, Waterbenders are accustomed to living in the snow. The snow is used as the first source when waterbending. They are able to compress the snow together, in order to slice through objects, even metal
Streaming Water :It's a move that draws water from a source that waterbenders move around their bodies. A more advanced version demonstrated by Aang apparently involves "sinking and floating". 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 most frequently seen move 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. More powerful benders can create larger whips or ones of greater finesse. Due to water being incompressible, a whip can be sharpened into a blade that can even slice through metal with relative ease.
Water Jets : High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has intent of severely hurting their opponents.
Waves : By moving a large mass of water without separating it from its original source, water benders can create waves of nearly any size. They do this by using an upward movement and after raising the source, they 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 Bullets : The Water Bullet is a move where a Waterbender bends a large amount of water and sends it in a forceful blow towards their target. It is similar to a Water Jet, but its more for a quick use since the jet takes more concentration. It is seen numerous times throughout the series and is basic yet useful because it takes little time to perform and has a significant effect on the target.
Water Walls & Water Shields : Water can be molded 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 it is protecting, the shield needs some type of compression or else the shield won't be effective.
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To be an Airbender you must be calm. You can be calm and yet angry...We must continue to bring peace to this world, young Air Benders...
Air Manipulation: By using circular, evasive movements, Airbenders build up massive inertia; this buildup of energy is released as massive power. It also allows for wind-based counterattacks that knock opponents’ 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. This is also demonstrated with their use of staffs or fans to increase or create precision within the air currents.
Air Shields: The most common defensive tactic 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 Barrier: This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions.
Air Marbles: A useless technique used by Aang. He causes two or more marbles to spin in a circle between his hands in an attempt to impress people. He rarely does it.
Air Blast: A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. 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 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 the air blast yet in the sense that it involves the firing of compressed or solidified air at an enemy in a non-continuous fashion i.e. the bender does not create a single great stream of air.
Air Swipe: The air swipe is a dual defensive and offensive technique in which an airbender conjures a crescent-moon shaped construct of solidified air capable of deflecting colossal projectiles; (such as the catapulted flaming rocks often used by the Fire Navy ships) and sending them off-course.
Air Funnel: Similar to an Air vortex but to a smaller scale, Aang inventively used this technique as a cannon by creating a small air funnel through which small rock projectiles could be entered through the top and could be fired out of the opposite end.
Air Suction: A technique used to bring people or things towards the airbender.
Breath of Wind: Very similar to 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, including narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock. This has been exhibited by Aang and Roku and other Avatars.
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 along.
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 actually 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 create exploitable openings. This conservation of energy combined with high stamina gives them an advantage in prolonged combat.
Multiple Target Attacks: An airbender can send large, wide-spanning waves of air towards multiple enemies with one long, sweeping motion from an airbending staff or from the bender's limbs.
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Thanks to Fireball-Kun for our fire techs.
Thanks to Beatriz-chan for our earth techs.
Thanks to D E A T Hollow for our water techs.
Thanks to Fireball-Kun for our air techs.
Thanks to Wiki for the techs.
And thanks to Tosatsu for bringing them all together.
