Team moves would be moves that require more than 1 person to preform.
I will be using an example from the Book 3 finale of The Legend Of Korra.
Things to know
- The amount of people a move requires would be configurable
- Default amount of people for a team move would be 2 people, but more can join in to make it stronger
- Team moves have longer cool downs than regular moves
- Team moves require warm ups
- All settings for a Team move can be configured (warm ups/cool downs, ect.)
How it works
Similar to regular moves a Team move would have a medium warm up, featuring an animation unique to that Team move. The way the move is warmed up varies from each element, and what move is being warmed up. For Air, moves like a giant tornado, would require you to be in a "circular" formation, maybe even specific patterns of movement/shifting ect.
Team moves would have their own specific bind to use for a slot. After the move is executed you would be left with a cool down (configurable) ranging from 20 - 30 seconds. The reason for the large cool down is because Team moves are typically larger, and stronger, than regular moves. Warm up times for team moves range (configurable) from 10 - 15 seconds, this is so that you can execute the move fast enough before you become attacked.
It also depends on the move to determine the warm ups & cool downs. Simple quick canon moves could have shorter warm ups/cool downs.
Proof of Team moves
The Legend Of Korra Book 3 Finale
The Last Airbender Book 3 Finale
The Last Airbender Book 1 "The Avatar Returns"
The Legend Of Korra Book 4 "Operation Beifong"
Questions, Concerns, & more in the comments please!
~ Fly