Bloodbender seeing a opportunity: " Northern Water tribes"! "Let's attack while the fire nation is at its weakest"!
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Bloodbender seeing a opportunity: " Northern Water tribes"! "Let's attack while the fire nation is at its weakest"!

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“Water. Her tribes gather strength from the Moon and flow with the tides.” 🌊🌕
Is anyone else kinda mesmerized by this particular shot/move, or is it just me?
The hard part of bloodbending isn't controlling people with the water in their blood, it's doing that while still circulating the blood properly so they don't just die of a heart attack or stroke.

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the last waterbender of the southern water tribe but make it modern
(lineart and timelapse under the cut!)
my ideas for ATLA elements
Here's my ideas for the sub-bending types of each element, as well as ones that overlap. Some of these have already been established in Canon, some of these are ones I made up
Waterbending
Ice: Changing the molecular structure of water to freeze it into solid projectiles or structures.
Snow: Controlling crystallized frozen water for soft traps or sudden blizzards.
Steam: Evaporating water into gas to scald enemies or generate dense obscuring screens.
Plant: Bending the heavy moisture hidden inside vines, trees, and seaweed.
Heal: Channeling life energy through water to accelerate cellular repair.
Ink: Controlling highly concentrated liquid dyes, inks, and organic pigments.
Blood: Controlling the fluids inside a living target to physically manipulate them like puppets.
Bond: the ultimate Waterbending art. The force that binds quarks together to form protons and neutrons, and holds the atomic nucleus together. It is the literal "glue" of matter. Water is the element of change, cohesion, and bonding. It flows, merges, and holds things together. Bondbending is the ultimate expression of holding matter together at the nuclear level. A master can forcibly fuse atoms together (Nuclear Fusion). This creates blinding, infinite energy and heat, turning a simple droplet of water into a localized star or a clean energy reactor.
Earthbending
Sand: Controlling loose, granular earth for dust storms or fluid shifting attacks.
Crystal: Manipulating rigid crystalline mineral structures into armor, weapons, or enclosures.
Metal: Sensing and bending the unrefined earth impurities trapped inside forged metals.
Tremor: Emitting vibrations to read the landscape via seismic-sense or shattering ground footing.
Lava: Agitating earth molecules until solid stone melts into weaponized fluid magma.
Glass: Manipulating hyper-heated and rapidly cooled silicates into highly lethal, transparent shards.
Bone: Controlling the high concentration of calcium and structural minerals inside a living skeleton, or existing fossils.
Gravity: the ultimate Earthbending art. The force of mass attraction that holds planets, moons, and galaxies together. Earth is the element of mass, density, and unyielding weight. Gravitybending is the logical peak—manipulating the literal force around physical mass. A master can collapse earth into hyper-dense gravitational singularities that pull everything toward them, or completely nullify the weight of mountains to move them.
Firebending
Thermal: Controlling existing ambient heat, allowing a bender to sap the warmth from objects or survive freezing environments.
Lightning: Separating positive and negative energies to create and direct raw electric discharges or redirect incoming lightning.
Combustion: Projecting a localized punch of energy from the mind that superheats the air into a massive kinetic explosion.
Solar: Absorbing, focusing, and emitting direct solar radiation for UV flashes or light therapy.
Laser: Condensing scattered photons and firelight into a hyper-focused, needle-thin beam to weld or cut materials.
Ash: Controlling the scorching byproduct and burning embers left behind by an extinguished flame.
Nerve: The human brain and nervous system run entirely on micro-electrical impulses. By sending precise, low-voltage currents through a target's nervous system, a firebender can hijack their motor controls or senses.
Magnet: the ultimate Firebending art. The force responsible for electricity, magnetic fields, light, and chemical bonds. Firebenders already manipulate energy, thermal states, and lightning. Magnetbending takes control of the entire electromagnetic spectrum. Beyond just shooting lightning, they can control magnetic fields to rip iron out of structures without bending the metal itself, manipulate raw radiation, generate electromagnetic pulses (EMPs), and redirect incoming energy attacks with invisible force fields.
Airbending
Sound: Amplifying, dampening, or directing atmospheric pressure waves to create sonic blasts or silent zones.
Spirit: Projecting one's astral consciousness across vast physical distances or bridging into the spirit world.
Vacuum: Stripping away oxygen completely to create suffocating pockets of zero-pressure space.
Mirage: Bending thermal air layers and density pockets to refract light, producing optical illusions or active invisibility.
Pressure: Intuiting micro-changes in atmospheric and barometric pressure to instantly read weather or predict long-range strikes, as well as increasing or decreasing pressure.
Friction: Violently colliding air molecules to superheat localized currents, creating searing wind blasts that singe armor or melt ice, as well as decreasing friction to move faster.
Flow: Controlling atmospheric pressure and oxygen flow. By subtly expanding or compressing the air pressure inside a target's inner ear (auditory canal) and lungs, they can instantly destroy a target's balance and motor coordination.
Decay: the ultimate Airbending art. The force responsible for subatomic decay, radiation, and the transmutation of elements (changing one particle into another). Air is the element of freedom, detachment, and dissolution. It disperses things into nothingness. Decaybending takes the philosophy of dissolution to the subatomic level, breaking down the very identity of particles. A master can cause the matter inside a target to instantly decay and dissolve at a molecular level, reducing solid armor or constructs into dust and radioactive energy, effectively erasing things from existence. It is easily the most dangerous bending art, making it's difficulty and rarity a blessing.
Mixed Bending Arts
Mud (Water + Earth): A fluid mixture of liquid medium and particulate earth.
Slag (Earth + Fire): The molten, refined volcanic runoff or industrial melted metal.
Plume (Fire + Air): Superheated, pressurized clouds of volcanic ash, soot, and toxic gases.
Cloud (Air + Water): Suspended water vapor floating completely at the whim of air currents.
Dust (Air + Earth): Microscopic earth particles held airborne by high-velocity wind vortexes.
Acid (Fire + Water): Highly volatile, chemically reactive liquid that burns via accelerated molecular potency.
Weather (Fire + Air + Water): Creating localized weather systems like blizzards, lightning storms, and hurricanes. Fire drives thermodynamic cycles, Air guides barometric systems/wind currents, and Water provides the vapor. Earth is excluded due to having zero natural connection to the sky or atmospheric thermal loops.
Fungi (Air + Water + Earth): Focusing entirely on the fungal kingdom rather than plants. Benders can rapidly grow subterranean mycelium networks for tracking, sprout tough fungal barriers, or deploy choking clouds of spores. Earth manipulates organic substrates, Water fuels rapid cellular hydration, and Air drives spore dispersal. Fire is excluded as heat and combustion instantly destroy delicate spore networks and kill fungal growth.
Tar (Water + Earth + Fire): Controlling raw crude oil, thick sticky asphalt, and highly flammable liquid petroleum. Benders can trap targets in pools of tar, spray blinding oils, or ignite the fluid on command to create unextinguishable chemical firestorms. Earth controls heavy organic subterranean sediments, Water guides fluid slickness, and Fire manipulates internal volatile energy. Air is excluded because petroleum is an ancient, pressurized fluid mass trapped entirely away from the atmosphere.
Arid (Earth + Fire + Air): Forcing absolute dryness upon an area. A team using this style can instantly sap all moisture out of fertile soil to transform it into crumbling dirt, bake the ground into a hardened clay shell, or generate blistering heat waves that cause organic materials to wither. Earth manipulates topsoil minerals, Fire supplies thermal heat, and Air provides high-velocity currents to siphon humidity. Water is excluded because liquid moisture instantly breaks the arid loop and rehydrates parched soil bonds.
Amber (Water + Earth + Fire + Air): A unique organic hydrocarbon material accessible to any bender through a specific material anchor:
Water Anchor (Sap/Fluid Resin): Seizes fresh, highly viscous liquid tree sap and raw resin, using fluid-shifting motions to spray it, trap enemies in sticky pools, or coat weapons in adhesive gum.
Earth Anchor (Fossil Gemstone): Manipulates fossilized amber gemstones, pulling raw chunks from the ground, shattering them into projectile shards, or encasing opponents in solid translucent prisons.
Fire Anchor (Combustion & Triboelectricity): Ignites the highly volatile hydrocarbon chemical structure from afar, or manipulates molecular friction to generate and discharge highly focused bursts of static electricity.
Air Anchor (Aromatic Vapor & Pressure): Captures dense, heated aromatic gases and volatile resin vapors to compress them into thick, choking smoke screens, or uses air pressure to flash-cool liquid sap sprays into solid amber needles mid-flight.
Are some of these too similar?
I know, some look similar, so lemme break those down.
Ash vs Plume
Ash (Pure Fire): This is the manipulation of burning particulate byproduct after a fire has burned out. It behaves like a heavy, choking blanket of soot. The bender controls the physical remnants of combustion to blind, suffocate, or create physical barriers.
Plume (Fire + Air Hybrid): This is a dynamic, highly pressurized storm of superheated volcanic gas, toxic vapors, and rising smoke. It is driven by air currents and fueled by extreme kinetic heat. Ash is a physical sediment; Plume is an airborne, explosive environmental hazard.
Sand vs Dust
Sand (Pure Earth): This focuses on granular, coarse, weathered stone that has settled on the ground. It has physical weight and is used like a fluid earth style to trip up opponents, build structures, or create dense desert screens.
Dust (Air + Earth Hybrid): This focuses on microscopic, powdery mineral particles already suspended in the atmosphere. A dustbender uses high-velocity wind vortexes to keep this particulate matter airborne, creating massive, blinding haboobs that erode surfaces through friction and blind enemies. Sand is ground-based grit; Dust is airborne haze.
Friction vs Thermal
Friction (Pure Air): This generates heat mechanically by forcing air molecules to smash violently against each other or against a target at supersonic speeds. It is kinetic energy converted into heat (like a blistering windburn or atmospheric re-entry). It also has other applications like reducing friction to increase speed.
Thermal (Pure Fire): This is the direct, psychic manipulation of thermodynamics. A thermalbender can instantly sap heat out of an object to freeze it, or inject heat to thaw it, without needing any physical motion, wind, or friction. Friction is speed-based warmth; Thermal is pure temperature control.
Slag vs Lava
Slag (Earth + Fire Hybrid): This is the manipulation of superheated, molten industrial run-off, glassy volcanic dross, or impure liquefied metals. It is highly refined, incredibly sticky, and often toxic due to chemical impurities.
Lava (Pure Earth): This is the manipulation of raw, liquified rock. A lavabender agitates the molecules of natural stone until it liquefies. Lava behaves like heavy, slow-flowing tectonic rock; Slag behaves like rapidly cooling, razor-sharp industrial glass or molten metal run-off.
Steam vs Cloud
Steam (Pure Water): This is localized, superheated water vapor. It carries immense thermal energy and is used to scald opponents or create immediate tactical smoke screens right in front of the bender.
Cloud (Air + Water Hybrid): This is atmospheric, low-temperature water droplets suspended high in the air. It is used on a massive scale to alter weather patterns, generate fog blankets over entire valleys, or redirect massive storm systems. Steam is scalding micro-vapor; Cloud is massive weather manipulation.
Ink vs Tar
Ink (Pure Water): This is a clean, organic, low-viscosity liquid dye. A waterbender manipulates it seamlessly like water, using fluid motions for tactical blindness, camouflage, or artistic writing. It washes away easily and has no sticking power.
Tar (Triple Hybrid): This is an ancient, heavy petroleum hydrocarbon (crude oil or asphalt). Because it contains Earth and Fire properties, it is incredibly thick, sticky, toxic, and highly flammable. It doesn’t just obscure vision—it physically anchors targets to the floor and can be detonated into an unextinguishable chemical firestorm.
Fungi vs Plant
Fungi (Triple Hybrid): This focuses entirely on the fungal kingdom (molds, mushrooms, and subterranean mycelium networks). Fungi are decomposers that thrive in cool, dark, dead matter. The bending involves spreading microscopic, airborne spore clouds for toxic containment or tracking through the ground.
Plant (Pure Water): This focuses on living, photosynthesizing flora (vines, trees, seaweed) by manipulating the heavy water cells inside them. It relies on the flexibility of living plant fibers to whip, bind, or cage targets. Fire destroys both, but Fungi cannot be bent by a plantbender.
Arid vs Thermal
Arid (Triple Hybrid): This is a permanent, environmental decay art. It physically destroys the topsoil matrix by combining crushing air currents, heat, and mineral baking to permanently kill the landscape's fertility and turn it to crumbling dirt.
Thermal (Pure Fire): This is a temporary, invisible state of temperature change. A thermal bender shifts the thermodynamics of an area to survive a blizzard or freeze a cup of water, but they do not permanently ruin or alter the chemical and mineral structure of the dirt beneath them.