Airbender Stats
Airbender Stats
Airbenders are masters of evasion. In order to play the airbender correctly you must be quick and careful.
Credit to wobblypenguin of DA for art
Air Blade- One of your first abilities. An attack with decent range, and cost with no CD, but low damage.
rank1- D2/R3/C1/CD0
rank2- D3/R3/C2/CD0
rank3- D4/R3/C3/CD0
Wind Kick- Another early ability. Does decent damage with a short range with a 1 turn CD, but has low cost.
rank1- D3/R1/C3/CD1
rank2- D4/R1/C4/CD1
rank3- D5/R1/C5/CD1
rank4- D6/R1/C6/CD1
Air Scooter- A travel ability. Can be cast with a secondary action. allows one to travel 2 rows. if you stay on the air scooter until the beginning of your next turn it will raise your dodge by an amount dependent on the rank of air scooter used. If you take an action after using the air scooter you do not get the dodge bonus. For example. I decide that the warrior i'm fighting is too close for comfort so i use one secondary action to move up, then I sacrifice my attack action to use another secondary action and use the air scooter to get another 2 spaces away. Since it's the end of my turn and i can't use any other action i will remain on my air scooter until it is again my turn and i get to retain the dodge bonus.
rank1- D0/R2/C2/CD2/Travel, secondary, Dodge+10
rank2- D0/R2/C3/CD2/Travel, secondary, Dodge+12
rank3- D0/R2/C4/CD2/Travel, secondary, Dodge+14
Wind Push- A defensive ability that will keep your opponents at a distance. But instead of moving yourself you move your opponent. A low damage ability with a short range, will move your target up to 2 spaces. For example. If an opponent was in the same row as me i could push him 2 spaces up or two spaces down. If he were 1 space above me i would have to move him one more space up. The Wind Push is also a responsive ability, as well as an interrupt. If i were to spend a secondary action on standby then I could interrupt an opponents action. For example. A waterbender is trying to heal. I have a secondary action i didn't use and i decide it would be better for me to pay the double chi cost and negate the effect of my targets ability instead of let them heal. Since the target is busy doing something they cannot block, dodge, deflect, or in any way stop my wind push. The only way to stop an interrupt is to interrupt them back. Wind Push can also be used to displace smoke from Smoke Bombs. If there is smoke on a row that your target is in then the smoke is removed and your target does not benefit from the smoke bomb dodge bonus. Remember that responsive abilities can use secondary actions when it's not your turn, but require a normal attack action to use when it is your turn. Unless you're using it as a responsive ability. For example. I decide to use the air blade on my opponent one row above me, he tries to use an interrupt ability on me keeping me from using my air blade, i decide to use my last action to respond with a wind push. Since i used an ability i have no way of negating his interrupt besides an interrupt of my own, and since he used an ability to try and interrupt me he can't negate my interrupt. Supposing he had no way to interrupt my interrupt then my wind push would keep him from interrupting me while it pushes him one space away. Then i get to use my air blade to attack him. Note that he can use defensive stats and abilities again once i attack him with my airblade since he did not use any abilities after airblade successfully resolved.
rank1- D2/R1/C3/CD3/Push,responsive,interrupt
rank2- D4/R1/C6/CD3/Push,responsive,interrupt
Credit to wobblypenguin of DA for art
Airbender Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Health | 14 | 16 | 17 | 18 | 20 | 21 | 22 | 24 | 25 | 27 |
Chi | 20 | 22 | 24 | 25 | 26 | 28 | 30 | 32 | 34 | 35 |
Dodge | 55 | 57 | 58 | 60 | 61 | 62 | 64 | 66 | 68 | 70 |
Deflection | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 |
Haste | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 |
Air Blade | rank 1 | ... | ... | ... | rank 2 | ... | ... | ... | rank 3 | ... |
Wind Kick | rank 1 | ... | ... | rank 2 | ... | ... | rank 3 | ... | ... | rank 4 |
Air Scooter | ... | rank1 | ... | ... | ... | rank 2 | ... | ... | ... | rank 3 |
Wind Push | ... | ... | rank 1 | ... | ... | ... | ... | rank 2 | ... | ... |
Fly | ... | ... | ... | ... | rank 1 | ... | ... | ... | ... | rank 2 |
Air Blast | ... | ... | ... | ... | ... | rank 1 | ... | ... | rank 2 | ... |
Air Blade- One of your first abilities. An attack with decent range, and cost with no CD, but low damage.
rank1- D2/R3/C1/CD0
rank2- D3/R3/C2/CD0
rank3- D4/R3/C3/CD0
Wind Kick- Another early ability. Does decent damage with a short range with a 1 turn CD, but has low cost.
rank1- D3/R1/C3/CD1
rank2- D4/R1/C4/CD1
rank3- D5/R1/C5/CD1
rank4- D6/R1/C6/CD1
Air Scooter- A travel ability. Can be cast with a secondary action. allows one to travel 2 rows. if you stay on the air scooter until the beginning of your next turn it will raise your dodge by an amount dependent on the rank of air scooter used. If you take an action after using the air scooter you do not get the dodge bonus. For example. I decide that the warrior i'm fighting is too close for comfort so i use one secondary action to move up, then I sacrifice my attack action to use another secondary action and use the air scooter to get another 2 spaces away. Since it's the end of my turn and i can't use any other action i will remain on my air scooter until it is again my turn and i get to retain the dodge bonus.
rank1- D0/R2/C2/CD2/Travel, secondary, Dodge+10
rank2- D0/R2/C3/CD2/Travel, secondary, Dodge+12
rank3- D0/R2/C4/CD2/Travel, secondary, Dodge+14
Wind Push- A defensive ability that will keep your opponents at a distance. But instead of moving yourself you move your opponent. A low damage ability with a short range, will move your target up to 2 spaces. For example. If an opponent was in the same row as me i could push him 2 spaces up or two spaces down. If he were 1 space above me i would have to move him one more space up. The Wind Push is also a responsive ability, as well as an interrupt. If i were to spend a secondary action on standby then I could interrupt an opponents action. For example. A waterbender is trying to heal. I have a secondary action i didn't use and i decide it would be better for me to pay the double chi cost and negate the effect of my targets ability instead of let them heal. Since the target is busy doing something they cannot block, dodge, deflect, or in any way stop my wind push. The only way to stop an interrupt is to interrupt them back. Wind Push can also be used to displace smoke from Smoke Bombs. If there is smoke on a row that your target is in then the smoke is removed and your target does not benefit from the smoke bomb dodge bonus. Remember that responsive abilities can use secondary actions when it's not your turn, but require a normal attack action to use when it is your turn. Unless you're using it as a responsive ability. For example. I decide to use the air blade on my opponent one row above me, he tries to use an interrupt ability on me keeping me from using my air blade, i decide to use my last action to respond with a wind push. Since i used an ability i have no way of negating his interrupt besides an interrupt of my own, and since he used an ability to try and interrupt me he can't negate my interrupt. Supposing he had no way to interrupt my interrupt then my wind push would keep him from interrupting me while it pushes him one space away. Then i get to use my air blade to attack him. Note that he can use defensive stats and abilities again once i attack him with my airblade since he did not use any abilities after airblade successfully resolved.
rank1- D2/R1/C3/CD3/Push,responsive,interrupt
rank2- D4/R1/C6/CD3/Push,responsive,interrupt
Macready84464- Admin
- Posts : 19
Join date : 2009-07-17
Character info
Level: 1
HEALTH:
(14/14)
CHI:
(20/20)
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