vidant829
Verified Member
Concept: Air Benders in Avatar the Last Airbender and the Legend of Korra are represented as a peaceful culture of nomads who highly value the lives of others. Due to this they are most known to either evade attackers until they can no longer fight or run away when situations are desperate. However, if needed to protect themselves and others they will willingly use their special gift to manipulate air to fight and even take a life if left with no other choice.
Idea: Kaikias is the name of a minor Greek god who is seen as a dark wind for the shield full of hail stones that he bears and his name, which in Latin means blind. I chose to use this name for my combo idea because I felt that it represents it will metaphorically and literally.
Side Note: This move would be for ProjectKorra(Core).
Idea: Kaikias is the name of a minor Greek god who is seen as a dark wind for the shield full of hail stones that he bears and his name, which in Latin means blind. I chose to use this name for my combo idea because I felt that it represents it will metaphorically and literally.
- SpeedTrap: SpeedTrap is the beginning combo of Kaikias which is activated when an Air Bender Left clicks with the move AirSuction once to pull in a target and then proceeds to quickly shift click with AirSwipe to create a ring of air that has up to 3 sharp grooves, similar to a chakram. (Here is an example) The ring of air would make one complete rotation around the Air Bender and when coming in contact with this, the target will take up to 1 heart of damage for every groove that passes through them while also gaining slowness from the drastic change in momentum that they would undergo after being flung toward the Air Bender and then suddenly stopped as well as slowly being pushed back.
- DarkBringer: DarkBringer is the next combo of Kaikias which is activated when an Air Bender shifts with the move AirBlast during SpeedTrap causing the ring of air created from it to start transforming into a ball of condensed air in front of the Air Bender using the move. When the transformation is complete the Air Bender has to quickly left click with AirBlast while aiming at the condensed air to cause it to erupt in the opposite direction of them. A target in front of this eruption of pure kinetic energy will take 4 hearts of damage before being launched over five blocks away from the Air Bender while also experiencing blindness and slowness (mimicking a small scale concussion) until two second passes once they have landed on a surface.
- FinalBreath: FinalBreath is the last combo for Kaikias which is activated when Air Bender uses the move Suffocate while a target is still under the effects of blindness and slowness caused by being hit with DarkBringer by the same Air Bender. While undergoing Suffocate the target will continue to be under the effects of slowness and blindness though will not take damage as well as having air particles exit out of their head instead of the regular Suffocate animation. The target will also not take damage until a certain amount of time has passed during FinalBreath that would be represented by the remaining amount of hearts they have left (Up to 5). For example; if the Air Bender performed the combo flawlessly the target should only have 3 hearts left so if they performed FinalBreath it would take a total of 3 seconds before they die from the remaining oxygen inside their body is pulled out, this completing the combo Kaikias.
- SpeedTrap: AirSuction requires good timing in order for it to have a constant powerful effect on opponents which would be a theme that SpeedTrap would fit under because of how short the window frame is for an Air Bender to activate it while the opponent is being flung at them at high speeds. It’s also worth keeping in mind that even with a successful connection SpeedTrap would only deal a maximum of 3 hearts.
- DarkBringer: During the condensation of air when using DarkBringer, the Air Bender performing it is left defenseless because of AirBlast's property to despawn when it is not selected on a slot. In other words, switching to another move like AirSwipe would cause DarkBringer to be canceled because there would be no where for the condensing air to gather into. There is also the fact that an opponent would still be able to dodge or block DarkBringer even if performed correctly because of the short range that it would have.
- FinalBreath: FinalBreath is already balanced in the sense that an opponent would not receive any damage from being affected by it until the amount of time passes while underneath this move matches the amount of health they have left. (Max:5/Min:1) This leaves a leaves a large window of time for the move to be interrupted by either the Air Bender using it takes damage of any kind or if the distance between the Air Bender and opponent increases past the range of Suffocate. In the case that the move is interrupted, the opponent's health would be where it was left brought down to.
- SpeedTrap: In combat Air Benders often use the momentum of their attackers against them, SpeedTrap hence the name is any attack at where an Air Bender forces an opponent to build up massive momentum so that they cannot stop themselves from running into the Air Bender at where they take the opportunity to stop and cut them with their own which was built up from a spinning rotation. This fitting into the mechanics of Air Bending which is based off of many spiraling motions.
- DarkBringer: One of the most dangerous things about explosions is the air burst. A force so powerful that it can either give the victim various injuries including a concussion or at worse, DarkBringer uses the built up kinetic energy from SpeedTrap and condenses it into one particular point at where in releasing the energy causes a violent eruption that is powerful enough to give an opponent a concussion as well as various injuries.
- FinalBreath: While underneath a concussion the body relies on left over oxygen to function, Air Benders being able to control air would be able to bend the rest of that oxygen out of the opponent's body effectively killing them quickly and painlessly.
- SpeedTrap: SpeedTrap in the combo Kaikias would represent the wind god's shield full of hail for it is a defensive move used offensively which later causes blindness to the opponent.
- DarkBringer: DarkBringer would represent the darkness that it casts the opponent under as they are brought under a concussion, that as well as the Air Bender's view being shrouded by such a morbid action like Kaikias himself.
- FinalBreath: FinalBreath represents the dark wind leaving the body of the opponent freeing them from not only their physical blindness but also that of their mind as they drift away from life and "onto that of anew".
Side Note: This move would be for ProjectKorra(Core).