Air Bender

Air Benders are players capable of manipulating the wind, even conjuring it up where there is none. This Archetype offers great versatility as it's capable of minor defense, ranged and close combat offense as well as movement, but where it shines is cooperation with other players as the Wind can be combined with the majority of the powers of other Archetypes for several devastating combo moves. The official color is a light grey.

## Tier-0

The ability to shoot minor blasts of wind from ones' hands and feet, not offensive, at most it is a distracting nuisance that slightly repels back others without damaging them, although its main use is for movement, allowing a player to rapidly speed up by shooting bursts of wind behind them, or even quickly making a rapid turn for better evasion. This can also be used to gain some minor movement while in the air, such as avoiding an obstacle while falling, but that said, one would first need to gain enough height, which this ability does not provide.

## Tier I

* Soft Landings - The player becomes immune to fall damage. This won't save someone falling into a bottomless pit of oblivion though, so before jumping down a dark cliff, make sure it's not endless.
* Distracting Wind - Creating walls of wind around the player or target, generating distractions as the strong winds blow around the enemies' face(s). 5 Stamina cost.

## Tier II

* Internal Wind - Expelling internal wind when one takes a hit allows players to half the damage they take at the cost of 10 Stamina, but this also allows them to not get knocked back so easily and to get back up much faster when knocked down.
* Air Beam - The ability to shoot large beams of concentrated wind at the cost of 10 Stamina. This allows players to fully repel back enemies while doing half of their ATK stat, and when used wisely enough it can even push enemies off of ledges, causing them to fall from tall areas to their death. It can also be used to help navigate while falling in the air.
* Wind Vision - The ability to see the wind itself in the form of scattering lights, as well as predict changes in the wind patterns/direction, especially useful to see through optical illusions and mirages but also has other practical uses, such as cardinal direction.

## Tier III

* Wind Fang - The player can produce rapidly moving blades of wind, be it from hand chopping motions, from swinging kicks, or even from the swings of bladed weapons. This does the same damage as the ATK stat, but the attack moves rapidly, making it exceedingly hard to dodge, and is ranged. Costs 15 Stamina per blade, but can produce up to 4 blades per turn regardless of speed.
* Air Step - The player can interact with the wind as if it were a solid surface for short/limited bursts of time per turn. This allows a nimble player to run up the wind as if there was an invisible staircase there, allowing them to reach higher places with ease, even take shortcuts over long gaps. If the area is especially windy, the player can ride out those strong winds and allow themselves to be carried long distances with little to no effort on their part.
* Breath Control - The ability to insert reasonable amounts of air into bodies, allowing players to quickly revive people who have been downed (restoring 1 Stamina and 1 Health on them as well but never on the self), as well as prolong the amount of time the player can hold their breath, and is even capable of stunning enemies who choke on the air suddenly entering their mouths. This is done on an intuitive level, the player does not need to make direct contact to perform this. When done against enemies, it has a cost of 2 Stamina, but is free in every other situation.

## Tier IV

* Pile Tornado - Through whatever kind of movement the player chooses, they can generate small tornados, be it vertical or horizontal moving ones, capable of attacking up to 5 enemies at a time(depending on how close they are and the trajectory taken), but also to lift debris along the way and combine with other powers for devastating combo moves. Costs 10 Stamina, x1.5 ATK stat.
* Wind Barrier - The ability to produce a dome made entirely out of powerful and condensed wind, the player can shield themselves (but no one else) from harm. This is useless against hits that are overly heavy. Costs 10 Stamina.

## Tier V

* Wind Spirit Bomb - The ability to harness the wind of the surrounding area and condense it into plasma, unleashing a brutal bomb of energy that does wide area damage. This costs 20 Stamina and requires a full turn of doing nothing but charging it up, only able to use it on the next turn. Does x3 ATK to the entire area(yet somehow not harming allies), if used on a non-windy area. Does x5 ATK if used on a windy area. Other Air Benders can help feed wind into this attack, adding another x2.5ATK for every Air Bender who helps charge this attack, but they too have to stay the turn charging to do this. Allied Players of other Archetypes can add their own element to this(if they have one), increasing the damage by the Air Bender's ATK stat (x1ATK).
* Wind of Death - The ability to produce a rapidly moving massive wall of wind behind the player. The player then moves forward at high speed, causing the wind to devastate anything in its path, be it enemy or ally. It also does heavy damage to the area itself, tearing down trees, breaking the ground, ripping up the water surface, etc, all of which will enrage the locals. Costs 30 Stamina and does x4 ATK.