800237001
Verified Member
self bloodbending: (name open for discussion) i was thinking for a wile "hun what if blood benders could reinforce there physical ability with blood bending" and then i realized they can blood bend them selves (katara and amon resisting bloodbending using bloodbending on them self's) so here are some moves i think they could do (left click to show the multi move list and shift left click twice to deactivate) (all moves will slowly hurt you due to the fact that your forcing your body around at high speeds that is probably hurting you very bad inside your body( like 1.5 hearts every time you activate an ability IE switching moves))
blood armor: left clicking with this ability will make you hold the water in your blood fixated in place in order to hold you down to prevent physical attacks (not fire based because it would burn you) but will root you in place because its whole premise is to hold you down (gives you resistance 1 but slowness 2).
blood run: this move will make you blood bend your self to force you forward with great speed and agility (just like the airbender passive but like less fast and shorter jump height) the only problem to this move is that every jump you preform is very strenuous on your body to the point where you get damaged (0.5 hearts) every time you jump.
blood punch: this move combines the strategy of both of the moves before allowing you to strike with incredible force by first rooting your body in place (slowness 2 for 1 second) then after that you bring your fist down with the incredible force of blood run to strike with great strength delivering 2.5 hearts of damage (note this is a bit hard to land due to the rooting) (has a 5 second cool down)
blood heal: this move is a very choppy healing move that is kind of useful, what happens is you first select it then hold shift to start healing bend your blood (note that this isn't as effective as healing waters) this will give you half the regent of healing waters and it wont work on others + you will be given slowness 1 when active. to activate hold shift for as long as you need to heal (note the slowness will last 2 seconds after deactivation).
blood armor: left clicking with this ability will make you hold the water in your blood fixated in place in order to hold you down to prevent physical attacks (not fire based because it would burn you) but will root you in place because its whole premise is to hold you down (gives you resistance 1 but slowness 2).
blood run: this move will make you blood bend your self to force you forward with great speed and agility (just like the airbender passive but like less fast and shorter jump height) the only problem to this move is that every jump you preform is very strenuous on your body to the point where you get damaged (0.5 hearts) every time you jump.
blood punch: this move combines the strategy of both of the moves before allowing you to strike with incredible force by first rooting your body in place (slowness 2 for 1 second) then after that you bring your fist down with the incredible force of blood run to strike with great strength delivering 2.5 hearts of damage (note this is a bit hard to land due to the rooting) (has a 5 second cool down)
blood heal: this move is a very choppy healing move that is kind of useful, what happens is you first select it then hold shift to start healing bend your blood (note that this isn't as effective as healing waters) this will give you half the regent of healing waters and it wont work on others + you will be given slowness 1 when active. to activate hold shift for as long as you need to heal (note the slowness will last 2 seconds after deactivation).