Airbending
Airbending is the use or control of air via bending by a player. Airbenders carry a range of skills that let them manipulate, push, and pull air. They are highly mobile in combat due to this and have powerful defensive abilities, but are generally poor with offense or dealing the killing blow.
All airbenders currently live in the Air Nation, except one who lives alone.
Airbenders gain a series of passive effects:
- No fall damage
- Increased Jump buffs
- Increased Sprint buffs
Origin
Airbending has its origins in the Air Nation, one of the oldest states and the only one with an airbender population. The mystical origins of airbending are unknown, however adherents to Empyreanism argue it to be an extension of one's consciousness and thus a realisation of the freedom of existence outside of solid matter.
Fighting style
Airbenders are the most mobile element and possess a strong range of defensive moves, either being able to avoid their opponent's attacks or to move the opponent entirely. This comes at the expense of strong attack moves, due to the fragile nature of wind. Airbenders can compensate for this by landing many weak attacks, or by exploiting the environment and fall damage to their advantage.
The Air subelements, Flight and Spiritual Projection, can help to modify this skillset. Flight is an extreme expression of the above skillset, granting massive mobility, and thus defense, to its users with no real offensive additions. Spiritual Projection, however, elaborates on airbending's abilities while granting the ability to temporarily stun bending powers and deliver a stronger attack.
Abilities
AirBlast
This move is a basic blast move for airbenders. It has two functions:
a) Click to fire a blast of air, dealing knockback to entities.
b) Tap crouch to select an origin point, and click elsewhere to send a blast of air that deals knockback from the origin point to the selected point.
AirSuction
This move is the inverse of AirBlast, pulling where AirBlast pushes. It also has two functions:
a) Click to pull an entity towards the player.
b) Tap crouch to select a destination point, and click elsewhere to pull an entity from the selected point to the destination point.
AirSwipe
This is the basic offensive move for airbenders. Either click to fire a basic swipe attack, or hold crouch to charge up and deal slightly more damage. It will reach full charge when the user sees white particles in front of them.
AirBurst
This move enables users to generate large bursts of knockback. It has two uses, both of which start the same way, by holding crouch until the user sees white particles. Then either:
a) Release crouch, to release a sphere of knockback in all directions.
b) Click, to fire a cone of knockback in one direction.
If the user lands on this slot from a great height, then the first type will trigger automatically upon hitting the ground without the need to charge up.
AirSpout
Click to create a column of air below the user, which can then be used to support them and float up to 15 blocks off the ground. This spout can be "cut" by bending's basic attack moves, if the column of air is hit.
Tornado
This move lets users create large tornadoes, which will pick themselves up and other entities, throwing them high into the air. It does not throw other players into the air, but it will swing them around at the ground level. The player can also put the tornado directly underneath them, and use it to move around or climb sheer surfaces. To use, hold crouch at a block - this can include the sides of blocks.
AirShield
This is a powerful defensive move. The user holds crouch and a sphere of air will form around them, blocking all entities and most bending attacks.
Suffocate
The user holds crouch at a player or mob and a sphere of air will form around them. The target will then be dealt damage and negative buff effects until they are dead. The user must not be hurt, moved by another source, or lose sight of the target during this process, or the hold is broken.
AirScooter
A useful mobility move, the user must sprint to activate their passive, jump, and then click midair to activate this move. It will generate a ball of air underneath them and, so long as they keep to a relatively flat surface or gentle height gradients, they will continue to move at speed above the ground indefinitely.
AirBreath
Hold crouch to blow strongly against entities. If pointed at blocks, the user will be thrown backwards.
GaleGust
Click to fire a strong blast of wind which will deal some damage. If the user crouches, the direction can be controlled.
Evade
Click to spin on the spot in a circle. Facing up or down will determine if the direction of the spin is clockwise or anticlockwise.
Zephyr
Hold crouch and your fall will be cushioned and slowed. This applies for all entities near the player, and thus can be used to catch non-airbenders falling.
Meditate
Hold crouch to charge, and release to gain a variety of buffs.
AirBlade
Click to fire an attack move similar to AirSwipe, but vertically oriented.
Subelements
Spiritual Projection
Flight
Soundbending