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Elemental Tiers
We’ve all seen the shows. We’ve watched Aang invent the Air Scooter to get his tattoos and Toph metalbend her way out of a cage. But for me, simply watching the "moves" wasn’t enough. I wanted to understand the mechanics. In the lore, we are told there are 36 Tiers of Airbending, but the show never explicitly lists them. Most people think of these as specific katas or scrolls, but I view them differently.
I believe the 36 Tiers aren't just "moves"—they are Building Blocks.
If you master the fundamental physics and spiritual logic of a Tier, you don’t just learn one move; you unlock a thousand possibilities. While studying what each element could do, I realized that the boundaries between them are thinner than we think. There are massive crossovers in how a bender handles pressure, momentum, and density. So, instead of just an Airbending Encyclopedia, I’ve developed a universal system that applies to all four elements.
This system is built on the idea that bending is a ladder. Some tiers can be learned simultaneously or even out of order—like Katara mastering Tier 21 (Phase Shifting) to freeze ice before she had total control over Tier 2 (Extraction). However, other steps are non-negotiable. If you haven't mastered Tier 1 Firebending (The Breath/Connection), you’ll never hold a flame in your hand without burning yourself or letting it go out.
I’ve spent a lot of time lining these up, and they fit remarkably well across all four nations. I’m open to constructive criticism if you think a building block is misplaced or missing, but please keep the discussion helpful—no trolling or flames.
At the end of this post, you will see my theory on how Monk Gyatso killed the Comet Charged Firebenders and my theory on why Aang could never comprehend taking the Firelords life, despite his conversation with Avatar Yangchen.
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Tier 1 - Connection
- Awareness - Establishing the initial "handshake" between the bender’s internal chi and the external element.
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Water
- Push and Pull
- The moon pushes and pulls the tides. Push and pull water. It can be in a river, ocean or even a bowl, moving the water from one side to the other.
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Earth
- Roll and Halt
- Overcoming the inertia of a stone. Roll it backwards and forwards, stopping and starting.
- It wants to remain still, out stubborn it.
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Fire
- Rise and Fall
- Controlling the “breath.” Making a candle rise and fall. This moves on to holding a candle or an ember at a consistent temperature, not too hot to burn the candle faster and not low enough it burns out the candle.
- Often a burning leaf will be substituted for a candle. The goal is to keep the ember alive without burning up the leaf.
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Air
- Sway and Flow
- Similar to Water, pushing and pulling a gust of wind. Usually shown with a leaf or a feather. It will push the feather/leaf backwards and forwards.
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Tier 2 - Extraction
- Isolation - Learning to "separate" a specific amount of the element from the world and sustain it against gravity or entropy.
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Water
- Extraction. Lifting a globe of water. Surface Tension. Pulling water away from a larger body requires holding it together so it doesn't just splash back or fall apart.
- Initially there will be lots of drips and splashes but eventually the Waterbender can hold the globe of water perfectly round without drips. Eventually they will move onto other shapes. Holding a globe of water without drips is the base of almost everything a Waterbender can do.
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Earth
- Levitation. Willpower. Unlike water or air, earth is heavy and "wants" to be on the ground. You have to exert constant pressure to keep it hovering. Lifting a rock or several pebbles off the ground.
- It will be easier to lift a bunch of pebbles at first, because isolating a single stone will be difficult. As they get stronger and more confident, they will be able to lift bigger pebbles, up to singular boulders. Like water, dropping pebbles is common and will lessen as the student gets better.
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Fire
- Relocation. Relocate the candle flame into your hand.
- If you haven't mastered the temperature control, this will burn you. The aim is to hold the flame in your hand without it either burning you or dying.
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Air
- Suspension. Keeping a leaf from hitting the ground.
- Consistency. You aren't just giving a single push; you are providing a constant, gentle updraft to negate gravity.
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Tier 3 - Orbit
- Momentum - Maintaining a continuous cycle of movement; the element must stay in motion to remain under control. This is where bending starts to look like the "forms" we see in the show. You’re no longer just moving an object; you’re creating a field of influence.
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Water
- Streaming the Water - This teaches the bender how to maintain constant velocity. If the stream stops moving, it falls. If it moves too fast, it flies away.
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Earth
- The Orbiting Pebbles - Pebbles or a single stone orbits the Bender. They are the earth and the pebble is the moon.
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Fire
- The Solar Ring - Similar to the candle-to-hand pull (Tier 2), this requires the bender to sustain the fire without a wick. They are now the fuel. The ring keeps the heat at a safe, controlled distance.
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Air
- The Spiral Flow - It teaches the Air Nomad how to stay at the center of a storm—becoming the "eye" while the air moves around them.
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Tier 4 - Compression
- Density - Forcing the element into a smaller, tighter space to increase its physical impact and stored energy.
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Water
- The Whirling Sphere - Unlike a simple splash, this "knotted" water has centrifugal force. If you hit someone with it, it doesn't just get them wet; it hits with the force of a solid rotating mace.
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Earth
- The "Gravel Ball." Compressing many stones into a tight, spinning sphere.
- Like a shotgun shell or a mace head; it's denser and hits harder than a single rock.
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Fire
- The Plasma Core - This is the "fireball." By knotting fire into a sphere, you prevent the heat from dissipating.
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Air
- The Air Ball - This is the precursor to Aang’s Air Scooter. By "knotting" air into a rotating sphere, you create a pressurized object that can support weight or be launched like a cannonball.
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Tier 5 - Extension
- Leverage - Sending a pulse of kinetic energy through a stream to create a "snap" at the terminus.
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Water
- The water whip is a commonly used move that involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a waterbender's control, and more powerful benders can create larger whips, or ones of greater finesse. The whip can be sharpened into a blade that can slice through metal with relative ease.
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Earth
- This would be a "flexible" stone chain or a series of small stones held together by the bender's will, acting like a flail.
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Fire
- It requires keeping the fire "rope" consistent so it doesn't break mid-swing.
- This is exactly what we see Zuko use in the Ba Sing Se catacombs. He creates long, flexible "Fire Whips" to lash out at Katara.
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Air
- An "Air Whip" is almost invisible but creates a sonic-like crack. It’s used for disarming or tripping opponents from a distance.
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Tier 6 - Division
- Multitasking - Splitting the focus of the mind so the left and right hands can perform different actions simultaneously.
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Water
- The "Octopus Form" foundation. Controlling two distinct tendrils of water to move independently.
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Earth
- Managing two separate "swarms" or "chains" of stones.
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Fire
- Dual-wielding fire streams (like Zuko’s "Fire Daggers" or "Fire Whips").
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Air
- Two cyclones spinning in opposite directions.
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Tier 7 - Torsion
- Mechanical Advantage - Braiding multiple streams or stones together to create a rotating, piercing force that is stronger than a blunt strike.
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Water
- High-Pressure Jet - By twisting multiple streams into a tight drill, the water gains "cutting" properties. This is the foundation for the Water-Jet Cutter (seen used by Katara to cut through metal or ice).
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Earth
- The Grinding Drill. Braiding the stones into a tight, rotating spiral.
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Fire
- The Heat-Sink Drill - Twisting fire streams concentrates the heat at the "tip." Instead of a splash of fire, it becomes a piercing bolt capable of melting through armor or thick doors.
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Air
- Boring Cyclone - A thin, high-speed air drill can pierce wood or stone. A thick, slow-moving drill acts like a "battering ram" that pushes through heavy wind resistance.
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Tier 8 - The Tether
- Sustained Grip - Maintaining the element’s integrity while an external weight or resistance pulls back against the bender.
- By turning the "Whip" into a "Rope," the bender is no longer just hitting a target; they are maintaining a constant, physical connection to it. This requires a level of "sustained grip" through the element that is much harder than a simple strike.
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Water
- The Ice/Water Tendril Grabbing an opponent’s limb and pulling them off balance. We see Katara use this constantly to swing herself or bind an enemy’s arms to their sides.
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Earth
- The Stone Chain/Lasso - Using that "chain of multiple stones" to wrap around an object. It’s the difference between hitting a pillar and pulling the pillar down.
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Fire
- Heat Lash/Binding - This is incredibly rare. It involves "wrapping" a target in a stream of fire that doesn't consume them but holds them captive.
- It is considered safer to simply enclose opponents in a ring of fire.
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Air
- Vacuum Tether - Creating a suction-like "rope" of air. Aang uses this to grab objects or catch people falling from heights without hurting them.
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Tier 9 - The Shield
- Redirection - Using a mass of the element to parry incoming force, angling the shield to make attacks slide off harmlessly.
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Water
- A Waterbender can catch a fireball in a water shield (extinguishing it) or instantly flash-freeze a shield to stop a physical boulder.
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Earth
- The Earthbender angles the slab so the fire or water blast "splashes" away, preserving the shield's integrity. The most basic shield. Pulling a literal wall of rock from the ground.
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Fire
- A wall of intense, localized heat. It is designed to "melt" or incinerate projectiles (like arrows) before they reach the bender.
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Air
- A high-pressure pocket of air that slows down projectiles until they simply drop. It doesn't "break"; it absorbs.
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Tier 10 - The Wall
- Anchoring - Locking the element into a stationary, high-density state that is "rooted" into the environment rather than the bender.
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Water
- Tidal Shield - Holding a massive vertical slab of water. The bender has to constantly recycle the water within the wall to dissipate the force of incoming strikes.
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Earth
- Monolith - Pulling a massive, seamless slab of rock from the ground. Unlike the "Multiple Stone" tiers, this requires a single, heavy output of power.
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Fire
- Heat Screen - Not just a flash, but a sustained "curtain" of fire. This acts as a thermal barrier that can melt incoming projectiles or "push back" an opponent's flames.
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Air
- Compressed Buffer - Creating a wall of air so dense that projectiles simply stop mid-air and fall. It’s like hitting a wall of solid rubber.
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Tier 11 - The Wave
- Kinetic Displacement - Moving a massive, high-density structure forward without allowing it to lose its shape or defensive power.
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Water
- Tsunami Strike - The most literal version. The bender takes the "Wall" of water and gives it forward velocity. It uses the weight of the water to crush and drown defenses.
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Earth
- Soil Surge - Making the ground ripple and move forward like a carpet being shaken. It unbalances everyone in its path and can bury opponents under a "wave" of dirt.
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Fire
- Heat Flare - A rolling wall of flame that moves across the ground. It’s used to flush enemies out of cover or create a "no-man's land" that no one can cross.
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Air
- Pressure Front - A massive, invisible wall of air that moves forward. It doesn't just blow hair back; it has enough physical mass to knock over a line of tanks or clear a forest path.
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Tier 12 - The Projectile
- State Persistence
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All elements are the same
- Launching a "Knot" (Tier 4) so that it maintains its compressed density even after it leaves the bender’s immediate aura.
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Tier 13 - The Bomb
- Radial Release - Where the bender learns to launch energy away from themselves, The Bomb teaches them how to release that energy omnidirectionally.
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Water
- Sending a high-pressure disc or dome of water outward to knock back a crowd
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Earth
- Shockwave - Slamming the ground to send a ripple of rock and dust outward, unbalancing anyone within the radius.
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Fire
- Releasing a circular wall of flame.
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Air
- Burst - It creates a shockwave that clears a 360-degree radius of enemies or projectiles.
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Tier 14 - The Cushion
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Water
- The Surface Break - Forcing the water to lose its surface tension (which usually feels like concrete from a height) and churning it into a "soft" foam to catch a fall.
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Earth
- Instantly turning solid rock into fine sand or mud to absorb the energy, then potentially "lifting" the ground to meet the person halfway.
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Fire
- Thermal Lift - Using concentrated heat to create an "updraft" or a reverse thrust. It’s less about a physical pillow and more about using energy to fight gravity.
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Air
- Air Cushion - Creating a high-pressure pocket of air beneath a falling object. It acts like a pneumatic spring to absorb the impact.
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Tier 15 - The Swipe
- Both a defensive and offensive technique. The Bender creates a crescent-shaped wave of compressed elements to both attack and deflect projectiles.
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Water
- Water Scythe - A thin, razor-sharp crescent of water. At high speeds, it acts like a saw, capable of cutting through metal or thick ice.
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Earth
- Earth Blade - Forcing a crescent of stones or a sharpened slab to move in a wide arc. It’s excellent for cutting through enemy formations or defensive structures
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Fire
- Fire Arc - A slicing wave of flame. Unlike a stream, this is a "flat" blade of heat that can be used to parry multiple projectiles at once or clear a room.
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Air
- The Air Blade - A sharp, compressed arc of air that can slice through wood or stone. It’s a precision strike that covers a wide horizontal or vertical area.
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Tier 16 - The Breath
- Direct Conversion - The bender is no longer using their body as a "lever" to move an external element; they are using their internal "lung-bellows" to generate and shape the element directly.
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Water
- Ice Breath / Mist - Using the breath to rapidly extract heat from water vapor. This can freeze an opponent solid or create a thick fog for cover.
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Earth
- Dust / Sand Cloud - The bender isn't "exhaling" rocks; they are using their breath to command the microscopic particulates (dust/sand/earth) in the air immediately in front of their face.
- A high-pressure "Sandbreath" acts like a sandblaster, capable of stripping paint, blinding enemies, or even eroding stone. A "Dustbreath" creates an instant smokescreen
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Fire
- The Fire Stream - The classic "Firebreath." This is a pure manifestation of internal energy. It is often used to maintain body heat in freezing conditions.
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Air
- Gale-Force Gust - Generating high-velocity air directly from the lungs. It can be a precision needle of air or a massive blast that cools magma.
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Tier 17 - The Funnel
- Vector Accelerator. The bender isn't just moving an element; they are building a machine out of it to enhance something else.
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Water
- A spinning funnel of water that acts as a stabilized "barrel." It can be used to fire ice shards or simply create a high-pressure cutting stream.
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Earth
- A spinning tube of sand or gravel. By rotating the "stones" in a spiral (like a rifled gun barrel), an Earthbender can launch a Tier 12 Projectile with much higher accuracy and distance
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Fire
- A spiraling cone of flame with a void in the center. By spinning the fire, the heat is focused inward toward a central point, creating a localized "melting beam."
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Air
- Air Cannon - Aang's coal-firing method. A rotating vortex that uses centripetal force to keep a projectile centered while a high-pressure blast shoots it out.
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Tier 18 - Tornado
- Centrifugal Stability. Unlike the Funnel, which stays in one place to act as a cannon, the Tornado must be Mobile. The bender is the "Eye of the Storm," maintaining a calm center while the exterior rotates at lethal speeds. The bender is spinning the element at lethal speeds, but they must maintain a pocket of perfect stillness in the center for themselves.
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Water
- Waterspout - Lifting the bender atop a spiraling column of water. It provides a massive height advantage and keeps the bender mobile over water or ice.
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Earth
- Dust Devil - A localized cyclone of sand and sharp gravel. It provides concealment and grinds down any physical barrier the bender moves toward.
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Fire
- Fire Tornado - A spinning column of superheated air and flame. This is primarily defensive and intimidatory, creating a "no-go" zone for all combatants
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Air
- Tornado - A vertical vortex that lifts the bender. It acts as both a shield (deflecting projectiles) and a high-speed transport for scaling walls or crossing gaps
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Tier 19 - Vertical lift
- This tier focuses on the relationship between the bender and a solid surface (the wall/ground) to achieve verticality.
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Water
- Water Lift - As seen with Katara in Ba Sing Se, wrapping a column of water around the self and "climbing" a vertical surface or waterfall by manipulating the water's density and flow.
- Ice Elevator - Similar to the earth version, but with ice.
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Earth
- Pillar Slide - Creating a platform of rock and "locking" it into a vertical cliffside, then sliding that platform upward against the stone face using the principle of Shear Force.
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Fire
- Jet Thruster - Sustained downward fire blasts from the hands or feet. Unlike a "jump," this requires the bender to balance the thrust perfectly to "hover" or rise slowly.
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Air
- Wall-Run - Using a high-pressure cushion against a wall to "stick" and slide upward, defying gravity by using the wall as a stabilizer.
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Tier 20 - Elemental Shaping
- Transition from the Mechanical to the Artistic. By introducing Elemental Shaping, you are moving the focus from "Force" to "Finesse."
- The "Building Block" for Tier 20 is Internal Sculpture. It requires the bender to hold hundreds of tiny "micro-knots" (Tier 4) and "mini-tethers" (Tier 8) simultaneously to maintain complex geometry.
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Water
- Ice Statues / Water Puppets Creating intricate, frozen structures or maintaining the surface tension of liquid water to mimic a living creature.
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Earth
- Monoliths / Sand Castles - High-speed sculpting of rock or sand into lifelike statues. This is the foundation of advanced architectural bending.
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Fire
- The Fire Dragon/Dove - Molding the heat and light of a flame into specific shapes. This requires Tier 16 (Breath) and Tier 4 (Compression) to prevent the "dove" from just dissipating.
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Air
- The Cloud/Mist Sculpture - Manipulating dust, smoke, or water vapor to create visible "holograms" or moving shapes in the air.
- For Airbenders, the element is invisible, so "shaping" it for art is difficult. However, a master of Tier 20 uses the air to trap and move secondary particles.
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Tier 21 - Phase Shifting
- Tier 21 is a profound shift in the curriculum. You are moving from Physics to Metaphysics. The difficulty isn't just in the output of power, but in the Cognitive Flexibility required to treat your own element as its opposite.
- Phase Shifting is deceptively difficult because it is not a test of power, but a test of mental plasticity. Most benders spend their entire lives reinforcing a specific worldview: an Earthbender believes in the unyielding, while an Airbender believes in the intangible.
- To Phase Shift, a bender must undergo a "Cognitive Divorce" from their element's natural state. For an Earthbender to manipulate sand, they must stop trying to "push" a mountain and start "guiding" a breeze. This is why Sandbending is notoriously difficult for traditionalists; it requires them to think like their natural opposite—the Airbender. If the bender cannot release their grudge or their rigid identity, the element will feel "broken" or "dead" in their hands.
- Environmental upbringing further cements these mental blocks. A Waterbender from the North Pole perceives "Solid" as the default state of water, making the transition to "Steam" (fire-logic) feel like a mathematical impossibility. Conversely, a Foggy Swamp bender may perceive water only as liquid or steam, finding the concept of "Dead/Static" Ice completely alien. To master Tier 21, a bender must travel—not just across the map, but across the philosophies of the four nations.
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Water
- Ice or Steam - Thinking like Earth or Fire/Air. Turning water to Ice requires the "Rigidity" of Earth. Turning water to Steam requires the "Heat" of Fire and the ‘Fluidity’ of Air.
- Waterbenders in the North and South Poles complete this Tier much earlier than anywhere else. This is because they grow up knowing an undeniable fact, water can be solid ice.
- A Waterbender from the Swamp would have trouble with Ice because they have never seen snow and likely have trouble understanding the concept of solid water, while a Waterbender from the poles cant even conceive that steam exists.
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Earth
- Turning solid rock into flowing sand or fusing sand into solid Stone to create a sudden "Wall" (Tier 10).
- Once it is sand, most Earthbenders struggle with manipulating it. Possibly because they don't know how to manipulate such tiny particles but more likely because to Sandbend, they have to think more like an Airbender, their natural opposite. If Aang hadn't had a grudge against Sandbenders for the kidnapping of Appa, it is likely he would have taken to Sandbending as easily as Korra did to Metalbending
- An entire sub-style of Bending is created around manipulating sand, Sandbending.
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Fire
- Creating "Dirty Fire" that produces thick, heavy smoke or pure heat-waves that move invisibly.
- Manipulating smoke would be similar to Airbending while manipulating heat would be similar to waterbending.
- Lightningbending is Phase-shifting. In ATLA Lightningbending is only taught to the Royal Family.
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Air
- The Mirage - Thinking like Fire. The air is usually cold/neutral. To create a Mirage, the bender must superheat the air molecules to bend light, using the "Heat" logic usually reserved for Firebenders.
- By manipulating the temperature and pressure of the air (borrowing from Fire and Water logic), they can create "Lens Effects."
- This allows them to project images, hide their presence, or create the illusion of heat where there is none. Like Sandbending for an Earthbender, this is difficult because it requires the Airbender to be precise and deceptive rather than free and honest.
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Tier 22 - Enclosure
- The "Building Block" for Tier 22 is Filtering. It is one of the most mentally taxing tiers because the bender must be hyper-aware of two different environments at once: the hostile world outside and the safe world inside.
- Selective Permeability: This is the most difficult mental feat. The bender must let their element stay but force everything else out. For an Earthbender, this means allowing the oxygen molecules through the "Earth Shield" while blocking every speck of dust. If they lose focus for even a second, they risk suffocation or being crushed.
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Water
- The Air Bubble - The inverse of Air; the bender creates a pocket of air inside a body of water, allowing them to breathe and see at great depths.
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Earth
- The Earth-Swim - Moving through solid earth by "liquefying" the rock ahead while maintaining a pocket of air and keeping grit out of the eyes and lungs.
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Fire
- Thermal Aura - Creating a "Heat Bubble." Unlike a flame, this is a field of pure temperature that keeps the bender warm in the poles or prevents external heat from burning them.
- Thermal Equilibrium: For Firebenders, this tier carries a high risk of self-injury. Holding a "heat bubble" close enough to keep the cold out without burning themselves, their clothes or other people requires precision.
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Air
- The Breathable Bubble - Creating a high-pressure membrane that lets the bender move through water or sandstorms while keeping the interior clear.
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Tier 23 - The Gauntlet (Cloak Phase I)
- The "Building Block" for Tier 23 is Direct Bond. The bender uses the element to effectively "replace" or "extrapolate" their own limbs. It is the transition from holding a weapon to becoming a weapon.
- The Challenge: In Tier 12 (The Projectile), you let the element go. In Tier 23, you must make the element move exactly as your muscles move. If the "Bracer" is even a millisecond slower than your arm, the weight or heat will cause a self-injury or a missed block.
- The Feedback Loop: The bender must "feel" the element as if it were a new layer of skin. This is why it couldn't be taught earlier; an apprentice lacks the "Proprioception" (body awareness) to handle a second skin.
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Water
- Water Arms / Ice Claws - Extending the arms with fluid tentacles or frozen blades. This allows for incredible reach and the ability to grapple enemies from a distance.
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Earth
- Stone Gauntlets - Forcing rock or metal to mold perfectly to the arm. It uses Tier 20 (Shaping) to ensure the rock doesn't hinder joint movement.
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Fire
- The Heat-Sleeve - Coating the arms in a low-burning flame. This is the "Icarus Tier" for Firebenders; it requires perfect Tier 22 thermal filtering to avoid 3rd-degree burns..
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Air
- The Air Glove - Wrapping highly compressed, rotating air around the hands. It allows the bender to catch blades with their bare hands or deliver "punches" that carry the force of a tornado.
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Tier 24 - The Greaves (Cloak Phase 2)
- The "Building Block" for Tier 24 is Malleable Extension. Tier 24 moves the integration to the lower body. This is a critical step because the legs are the foundation of all bending stances. If the Leg Cloak is too heavy or rigid, the bender loses their mobility; if it is too loose, they lose their balance.
- At this tier, the bender masters the ability to keep the element "fluid" during movement and "rigid" at the moment of impact. The most advanced part of this tier is the Morphing Strike—using the cloak to change the physical reach of the leg.
- The "Phantom Limb" Effect: A master of Tier 24 stops thinking of their leg ending at their toes. They treat the element as a natural extension of their skeleton, allowing them to strike targets that are technically out of physical range.
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Water
- Flowing Greaves - Water clings to the legs. Mid-kick, the bender can flash-freeze the water into an Ice Blade or extend it into a Water Whip (Tier 5) to trip opponents.
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Earth
- Rock or metal plates the legs. Using Phase Shifting (Tier 21), the bender makes the joints "soft" like sand for running, then "hard" like diamond for a crushing kick.
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Fire
- Intense heat covers the legs. The bender can "flick" the heat outward, extending a kick with a whip of pure flame that cauterizes on impact.
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Air
- High-pressure air wraps the legs. By "thinning" the air at the foot, a kick can release a focused air-blade (Tier 15) that extends the reach by several feet.
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Tier 25 - The Mantle (Torso Cloak)
- The "Building Block" for Tier 25 is Vital Buffer Management.
- Tier 25 is the most dangerous stage of the Cloak progression. By moving to the Torso, the bender is no longer just "wearing" a tool on their limbs; they are encasing their vital organs—heart, lungs, and spine. This tier requires the absolute mastery of the "Null Space" from Tier 22 to ensure the element protects the body without crushing or cooking it.
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Water
- A thick layer of water or ice around the chest. The Ice Risk: If the ice is too rigid, the bender cannot expand their chest to inhale. They must keep the joints of the "armor" in a liquid or slush state. Frostbite is also a concern.
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Earth
- The Stone Plate - Solid rock or metal plating the chest. It requires Tier 20 (Shaping) to ensure the "Armor" is segmented so the bender can still breathe and bend their waist.
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Fire
- The Heat Core - A "skin" of intense flame covering the torso. This is the ultimate test of Thermal Filtering. The bender must keep the heat from cooking their own internal organs.
- The Heat Risk: This is the most lethal test of Tier 1 (Breath). If the bender cannot vent their internal heat, their own armor will cause heatstroke or internal organ damage within minutes.
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Air
- Pressure Vest A thick, vibrating layer of air around the chest. It acts as a "soft" armor that can catch and redirect the force of a blunt strike
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Tier 26 - Full Cloak
- Tier 26 is the culmination of the "Body-Integration" cycle. By achieving the Full Cloak, the bender achieves a state of total elemental synergy. The face is almost always left clear for sight and breathing.
- While necessary for mastery, Firebenders rarely use Tiers 25 and 26 due to the danger and the fact they don't have much combat value.
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Water
- A massive, shifting suit. The bender can move like a liquid but hit like a glacier, switching phases (Tier 21) across the entire body instantly.
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Earth
- Toph’s signature mastery. The bender becomes a walking tank. By using metal, they gain extreme durability without the bulk of stone.
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Fire
- A total body coating of flame. Rarely used. It is the ultimate display of control, though largely psychological in value.
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Air
- A shimmering, high-pressure "egg" of air that makes the bender nearly immune to projectiles and allows for high-speed flight.
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Tier 27 - Additional Limbs (The Hydra)
- Tier 27 is a significant step beyond the Full Cloak. While the Cloak (26) was about protection and "wearing" the element, this about expanding the bender's physical architecture.
- This tier represents the pinnacle of Division (Tier 6) and The Rope (Tier 8). The bender is no longer just moving their own two arms; they are managing 4, 6, or even 8 independent limbs simultaneously.
- Tier 27 is a life-changing level of mastery for amputees. It allows a bender to replace a lost limb with an elemental one that is often more versatile than the original.
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Water
- The Octopus Form - The bender stands in a ring of water and sprouts up to eight whips that can parry, seize, and strike simultaneously.
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Earth
- Rock/Metal Appendages - articulated stone arms. Often used for climbing or multi-point grappling in metal-heavy environments.
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Fire
- Flare Tendrils - Whips of white-hot flame that act as reactive defenses. They "snap" out automatically to incinerate incoming projectiles before they reach the bender.
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Air
- Air Tendrils - Invisible or semi-visible "arms" of high-pressure air. They act like telekinetic hands that can catch projectiles or trip opponents from all sides.
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Tier 28 - Stepping
- While Tier 19 (Elevator) uses a surface to rise, Stepping allows the bender to treat the air itself as a solid platform. It is a series of micro-bursts that allow a bender to "walk" on empty space.
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Water
- Mist Stepping - Instantly flash-freezing the moisture in the air into a tiny ice-shingle, then shattering it as you jump to the next one
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Earth
- Dust Stepping - Forcing the dust in the air to coalesce into a thin "slate" for a split second, providing just enough resistance to push off.
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Fire
- Jet Stepping - Using small bursts of flames beneath their feet, a firebender briefly walks on air.
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Air
- Cloud Stepping - Creating a momentary, high-density "pancake" of air under the foot. It’s like jumping off a solid drumhead.
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Tier 29 - Molecular Compression
- Azula’s blue fire—this is where it happens. This takes Tier 4 (Compression) to a level where the element’s physical properties change.
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Water
- Hydro-Cutting: Water cannot be compressed much, so this tier focuses on Velocity-Compression. Forcing a high volume of water through a microscopic "Funnel" (Tier 17) until it becomes a laser-thin stream that can slice through steel.
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Earth
- Hyper-Density: Forcing rock into a "collapsed" state. A small pebble now has the weight of a boulder, allowing for "heavy" projectiles that ignore wind resistance or armor.
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Fire
- Plasma: Compressing fire so tightly it turns blue/white and gains "weight," becoming a high-energy gas that can melt through almost any defense.
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Air
- Vacuum / Sonic Boom: Compressing air until it is so dense it becomes a physical wall, or suddenly removing all air to create a vacuum that collapses inward with the force of a bomb.
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Tier 30 - Resource Desperation
- This is the tier of the "Resourceful Master." The bender is no longer dependent on a lake, a boulder, or a torch. They find the element within the environment or themselves.
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Water
- Drawing water from the air (humidity), from plants (dehydrating them), or from their own sweat.
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Earth
- Sourcing the "impurities" in objects (metal-bending logic) or pulling the microscopic minerals out of the water or air.
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Fire
- Generating heat in a frozen tundra where no fuel exists. They use their own body heat and chi as the "logs" for the fire.
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Air
- Reclaiming oxygen molecules trapped in water (underwater breathing without a bubble).
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Tier 31 - Minimal Movement
- At this tier, the "dance" of bending is compressed into the smallest possible physical triggers. The bender has such a deep connection to their chi paths that they can bypass the need for large kinetic movements (arms/legs) and use the core or facial muscles as the catalyst.
- Most benders rely on the "lever" of their limbs to generate force. Tier 31 requires the bender to generate the same "snap" using only the core of their body or the twitch of a facial muscle.
- This makes the bender impossible to truly "bind." As long as they can move a single muscle, they are armed. It is the ultimate defense against being restrained.
- King Bumi bending with only his chin, or Ming-Hua using her torso to rotate water-arms.
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Tier 32 - Psychic Bending (The Pure Will)
- Tier 32 is the point where the body becomes irrelevant. While many children accidentally do this during emotional outbursts, doing it with finesse is so rare it is often considered a genetic anomaly or a "bloodline" trait.
- For 99% of masters at this tier, they can only achieve raw "Push/Pull" movements. They can shove a boulder or pull a wave, but they cannot shape it.
- Only those with a specific neurological "finesse" can use psychic bending for high-precision tasks like Bloodbending or delicate elemental surgery. (There were three Waterbenders who could Bloodbend psychically, a man and his two sons. As it hasn't been shown before or since, this lends credibility to it being a Bloodline Trait.)
- The Mental Tax: Without the physical "rhythm" of a martial arts form, the brain has to do all the work of calculating trajectory and density. This leads to rapid mental exhaustion for those not born with the talent.
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Tier 33 - Chi Sensing
- Spiritual Vision - Sensing blockages, injuries, or spirit energy. Vital for high-level healers. Feeling the internal energy of living beings and Spiritual ones. Without Chi-Sensing in some capacity, it is impossible to Spiritbend or Astral Project.
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Tier 34 - Spatial Awareness
- Using the element as a radar (Seismic Sense/Hydro-location). Requires abandoning conventional sight to "see" the world through the element.
- Unless blind, not many use this for long as it leaves them feeling vulnerable.
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Tier 35 - Trace Manipulation
- Manipulating the "invisible" bits: minerals in water, dust in the air, or deep-well water in a desert. Finding the needle in the haystack.
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Tier 36 - The Forbidden Dominion
- Tier 36 represents the Moral Event Horizon of bending. This tier is less of a technique and more of a Final Revelation. In most bending traditions, it is taught through ancient scrolls or hushed oral histories, strictly kept from students until they have proven their moral fiber through Tiers 1–35.
- Tier 36 is mostly theoretical. Many Masters reach Tier 35 and "stop," refusing to cross the threshold into Biological Dominion
- To be recognized as a True Master, one must pass the theoretical exams of Tier 36. This is why many "Masters" seem so humble or pacifistic; they live with the constant, crushing awareness of how easily they could end a life.
- Tier 36 is a paradox: To be a Master, you must understand how to be a monster, but to remain a person, you must choose never to be one.
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Water
- Bloodbending - Controlling the fluids within the veins and muscles.
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Earth
- Bonebending - Manipulating the calcium in bones or the iron in the blood. It allows the bender to shatter a skeleton from the inside without touching the skin
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Fire
- Internal Combustion / Heat Drain - Forcing a person's internal temperature to spike (boiling them from within) or dropping it instantly to zero, causing immediate heart failure.
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Air
- The Void - Creating a vacuum around or inside the lungs. This stops the heart and instantly snuffs out any firebending (which requires oxygen).
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The Tragedy of Monk Gyatso: The Final Breath
- Monk Gyatso’s final stand is the most haunting evidence of Tier 36 in history. When the Fire Nation arrived, empowered by Sozin’s Comet, they were living conduits of infinite heat. Conventional Airbending—gusts of wind and shields—would only have fanned their flames. To defeat a room full of Comet-enhanced soldiers, Gyatso had to reach for the most horrific application of his element: The Absolute Void.
- Gyatso likely used Tier 36 to instantly evacuate every molecule of oxygen from the room. Fire cannot exist without oxygen; the soldiers’ flames would have vanished instantly, leaving them powerless. But the biological cost was absolute. In creating a vacuum to snuff out the fire, Gyatso snuffed out the lives of everyone in the room, including himself. The Firebenders likely died of instant hypoxia or the crushing internal pressure of the air rushing back into the vacuum after Gyatso’s heart stopped. He died surrounded by his enemies, not as a pacifist, but as a Master who used the Forbidden Tier to protect the future of his people.
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Aang’s Incomplete Mastery
- Aang is a unique case because he was awarded the tattoos of a Master for his Innovation (The Air Scooter) rather than his Lethality. Because he was a child and a natural pacifist, he stopped at Tier 35. He understood how to find the "traces" and move the air with precision, but he possessed a spiritual block that prevented him from even conceptualizing Tier 36.
- To Aang, Airbending was about freedom, fun, and flight. He never truly understood that true Mastery requires staring into the abyss of your own capacity for evil. Because he never learned the "Forbidden Arts," he remained "innocent," but he was also technically incomplete. He saw the bodies at the Southern Air Temple and felt the grief, but he lacked the mechanical understanding of Tier 36 to realize that his mentor had committed a mass-slaughter to save him. Aang reached the peak of the mountain’s light, but he never explored the caves at its base.
