Air (Aerokinesis)

(Source: The Legend of Korra and Tumblr: Link gone.) Aerokinesis is the use of air and wind. Air controllers survive through evasion and win using quick physical attacks and blasts of wind.

Sometimes referred to in slang as airheads.

Common Strengths

 * Movements, attacks and dodges can be enhanced with the power of wind, allowing a martial artist style.
 * Excellent at whittling down enemies with a barrage of wind attacks, slowing enemies.
 * They move like the wind! Wind users are absolutely among the fastest kineses, and can fly for it too!
 * If their speed and dodging abilities aren't enough to keep them safe, wind walls can be created to block ranged attacks.

Common Weaknesses

 * Wind users often rely on their speed and barriers to keep them safe - Their toughness is below average, and they can be vulnerable to burst damage.
 * Wind users can have trouble against tanky opponents who can minimize the damage from flurries of fist and gust. Their damage is also below average - at least, compared to the average controller of a different kinesis with equal experience.
 * While having strong sustained damage, wind tends to have few finishing burst attacks such as Fire has.
 * A wind user who's locked down from flight or dodging through a crowd control ability is an easy target

Sample Abilities

 * Barrages of sharp wind and physical attack combos. Get creative!
 * You can create a vacuum, thus suffocating your enemies.
 * Flying! For balance purposes, have an in-combat mechanic that stops them from being able to simply float out of range the entire fight, such has a time limit or costing a lot of energy.
 * Defensive/CC abilities, such as wind barriers or whirlwinds to disorient enemies.
 * Keeping objects on you to use as projectiles thrown using wind.
 * Whatever unique abilities you want to give your character!