Abstract
Water banding is versatile but limited to water available sources, which is the key to the fighting.
Earth banding offers capabilities, but it can have a distance on modern turning techniques like metal banding.
Fire banding is unlimited, but with the creativity of a special bending style, consider the Era -based social implications.
When you make a role in the Avatar Legends, Avatar: Last Airbunder Tabletup Roll Playing Game, you have to choose training for them. To summarize, training commands how your character fights and communicates with the world around him. This training covers every kind of bending, except for some of the unique fighting styles seen in the original series.

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But, if you are newly in the world of incarnation, or even the avatar world: the last airband, you may be wondering which training is the best. That is why we have prepared this list. This is an error of every training offering in avatar legends.
6
Water banding
The best playbox | Patron, successor, pillar |
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Duration | All |
Fighting style ideas | Ice knife, blood banding, ice hammer |
Avatar player: The last airband will likely know that water banding is one of the best, highly versatile bending capabilities there. Water benders can connect water, snow, ice, and even moisture in the air into their heart content. They grow in places like North and South Pole, but can also be found all over the world. Of course, the waterbinder is limited to bending the water around them, which can prevent their abilities.
However, if you are worried about being limited to your bending, talk to your GM about choosing a special fighting style to end it. In the avatar legends, each player gets a unique way of fighting that he can make in his choice, barely with any parameters or restrictions. Waterbunders can choose blood restriction as their fight style, if their GM allows it, or the ability to bend the water from moisture in the air around them, it becomes that you will never remain without bending.
5
Earth Banding
The best playbox | Atal, bold, hammer |
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Duration | All |
Fighting style ideas | Creation of earthquakes, metal banding, Sanding |
Earth banding is all about being steadfast and solid. Earth benders can tie stones and stones, cause earthquakes in the earth, and even if their GM allows it, and they are playing at the right period. For most parts, if you are playing in the battle of Kiyings, Rook, or a hundred years, your player character should not be a metal band, because the arts have not yet been invented!

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However, even though some boundaries, Earth banding is a huge training that offers a lot of ability and unique powers to talk about the style of fighting. If you want to play a fest and a tough role playbox, Earth Banding also chooses to play an excellent role. Since the avatars have really preferred the role play to improve the role, it is necessary to choose the right training for the role you want to play.
4
Fire Banding
The best playbox | Atal, bullying, stranger |
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Duration | All |
Fighting style ideas | Combustion, lightning, a breath of fire |
Hot heads happy! Fire banding is a great training that you can play in avatar legends, because you always have access to your turning, regardless of your environment. Firebinders can fire and sometimes generate electricity from your organs, that is, there are very little restrictions on your training and abilities. In addition, you can have a lot of fun to work with your GM to find out that your turn can redirect or even add a special bending like a blue fire or electricity.
Just be careful to choose the training that depends on what period you are. If you are playing in the war of a hundred years, and choosing this training, other roles and NPCs may be from you at the beginning. In addition, you would like to come out because your firebinder is not in the Fire Nation, and will serve the Fire Lord. However, this can be a funny fun for expert roll players in search of an interesting challenge.
3
Air Banding
The best playbox | Idealist, icon, bullying |
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Duration | Kyushi, Roko, Corra |
Fighting style ideas | Flight, Air Scotter, Easter Projection |
Airbunding is a careless and highly creative training style that offers many creativity for players who choose this bending form. The only disadvantage of making this choice is how to limit this training in terms of how you can play this training. If your party, for example, is choosing to play in a hundred years of war period or in the courtyard, you should not really choose this training, because all airbinders are extinct during this period.
However, as long as your party is either playing in Kiyings, Stopping, or Corra, this option is completely on the table. You can also have a lot of fun with this training, as airbinders can often perform amazing acute acts such as running vertical walls or preventing themselves from a dirty fall. The players who choose this training should also talk to their GM about getting their own glider, just like that.
2
Weapon
The best playbox | Bold, product, successor |
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Duration | All |
Fighting style ideas | Sword Master, Chi Blocking, Dagger |
Weapons are a training that includes various style archeology of the fight shown in the avatar: the last airband, which includes roles like Sokka and Suki, who fight through swords and fans respectively. However, when you choose this training, you are not limited to these options. You can also choose the Chi blocking, bow and arrows, or any kind of weapons or unique fighting style you can think about.

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In many ways, while many players can choose benders, when it comes to players’ creativity, weapons training is a very versatile and flexible. There are really no specific restrictions on this training, so as long as your GM is right, you can make your fight style anything when you choose this training, your heart desires.
1
Technology
The best playbox | Atal, Idealist, stranger |
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Duration | A hundred years of war, Ang, Corra |
Fighting style ideas | Electric powered gloves, sling shots, trap -based mechanists |
Last but at least, technology training may include weapons, gear and other equipment that represent technological development. The role of the series, which will be occupied by this training, include Assami, Northern Air Temple mechanists, and even some opponents such as Lieutenant of Ammon from the Legend of Corrara. Like weapons training, technology is also a highly versatile and flexible training.
The only negative aspect of this training is that, once again, you are somewhat limited in which you can play this training. Technically, there is no problem in playing this training in any period, but you should discuss it with your GM before bringing this training in the Kiyings or Stopping era, because these areas did not have so much technology. This training is excellent for the Corra era, but if you decide to imitate the mechanists from the Northern Hawaii temple, it can be played ideologically in a hundred years of war or the courtyard.