Includes Avatar Aang and Nightmare Korra
Launch roster and saved duo builder
Avatar Legends Characters & Supports
Choose one Fighter plan, verify a neutral button, defensive answer, and simple confirm in Training, then pair Appa, Gyatso, or Momo only when that Support solves a named approach, control, mobility, or reset problem.
Appa, Gyatso, Momo
Crossplay is supported
Roster Finder
Fighter and Support roster finder
Choose one Fighter plan, verify a neutral button, defensive answer, and simple confirm in Training, then pair Appa, Gyatso, or Momo only when that Support solves a named approach, control, mobility, or reset problem.
Aang
A mobile Airbender route for players who want movement and flexible spacing.
- Range plan
- mid
- Pressure plan
- versatile
- Mobility test
- high
- Learning risk
- medium
Test a mid versatile plan with high mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Start with a midrange movement check before adding air routes.
High mobility can hide weak defense if every escape becomes automatic.
Korra
A direct pressure route built around staying close and forcing decisions.
- Range plan
- close
- Pressure plan
- rushdown
- Mobility test
- medium
- Learning risk
- medium
Test a close rushdown plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Learn one safe approach and one retreat point.
Constant forward movement can turn a blocked string into a punish.
Katara
A Waterbending control route for players who prefer to shape space first.
- Range plan
- long
- Pressure plan
- control
- Mobility test
- medium
- Learning risk
- medium
Test a long control plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Test one long-range check and what happens when the opponent closes in.
A zoning plan fails if the close-range escape is unknown.
Sokka
A tool-driven route for players comfortable combining movement, timing, and setup.
- Range plan
- mid
- Pressure plan
- versatile
- Mobility test
- medium
- Learning risk
- hard
Test a mid versatile plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Keep the first route simple until tool timing is confirmed.
A broad toolkit can create execution overload in the first session.
Zuko
A Firebending pressure route that rewards a clear approach and close-range confirm.
- Range plan
- close
- Pressure plan
- rushdown
- Mobility test
- medium
- Learning risk
- medium
Test a close rushdown plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Confirm which strings remain safe before extending pressure.
Fire pressure is not permission to ignore the opponent’s reversal window.
Toph
An Earthbending space-control route for players who value grounded checks and timing.
- Range plan
- mid
- Pressure plan
- control
- Mobility test
- low
- Learning risk
- medium
Test a mid control plan with low mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Test grounded coverage and the answer to airborne movement.
Lower mobility makes poor positioning more expensive.
Azula
A fast pressure route for players who want mobility, reach, and tempo.
- Range plan
- mid
- Pressure plan
- rushdown
- Mobility test
- high
- Learning risk
- hard
Test a mid rushdown plan with high mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Build one repeatable confirm before optimizing movement pressure.
Speed can turn into unsafe overextension without a stop point.
Kyoshi
A power-focused Avatar route for players willing to trade speed for committed hits.
- Range plan
- close
- Pressure plan
- power
- Mobility test
- low
- Learning risk
- hard
Test a close power plan with low mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Learn the punish window before using the heaviest option.
Committed attacks are costly when the opponent is still free to move.
Zaheer
An Airbending mobility route built around angle changes and space denial.
- Range plan
- mid
- Pressure plan
- control
- Mobility test
- high
- Learning risk
- hard
Test a mid control plan with high mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Test movement without attacking, then add one safe check.
Complex movement can obscure whether neutral is actually being won.
Ozai
A high-threat Firebending route for players who want reach and decisive pressure.
- Range plan
- long
- Pressure plan
- power
- Mobility test
- medium
- Learning risk
- hard
Test a long power plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Find the recovery on the largest attacks before using them in neutral.
Large threat does not remove whiff or block recovery.
Avatar Aang
A multi-element Aang route for players who want a broader, more demanding toolkit.
- Range plan
- mid
- Pressure plan
- versatile
- Mobility test
- high
- Learning risk
- hard
Test a mid versatile plan with high mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Treat it as a separate character and rebuild the simple confirm.
Assuming normal Aang routes transfer can create bad muscle memory.
Nightmare Korra
A distinct Korra form for players testing heavier close-range threat.
- Range plan
- close
- Pressure plan
- power
- Mobility test
- medium
- Learning risk
- hard
Test a close power plan with medium mobility.
Open Training, identify one neutral button, one anti-air or defensive answer, and one simple confirm.
Verify form-specific moves instead of copying normal Korra pressure.
The visual similarity can hide different timing and recovery.
Appa
A launch Support slot whose exact assist properties should be checked in Training.
- Support job to test
- approach or space coverage
- Verification
- Training mode before online play
Test whether this Support provides approach or space coverage.
Keep the Fighter fixed and compare the same neutral or pressure situation with and without the assist.
Save the pair only after the assist solves a repeatable problem in Training.
Support behavior and cooldown value should be checked in Training before relying on the pairing.
Gyatso
A launch Support slot for players testing a safer reset after pressure.
- Support job to test
- defense or reset support
- Verification
- Training mode before online play
Test whether this Support provides defense or reset support.
Keep the Fighter fixed and compare the same neutral or pressure situation with and without the assist.
Save the pair only after the assist solves a repeatable problem in Training.
Support behavior and cooldown value should be checked in Training before relying on the pairing.
Momo
A launch Support slot for players testing a faster disruption or movement assist.
- Support job to test
- mobility or disruption
- Verification
- Training mode before online play
Test whether this Support provides mobility or disruption.
Keep the Fighter fixed and compare the same neutral or pressure situation with and without the assist.
Save the pair only after the assist solves a repeatable problem in Training.
Support behavior and cooldown value should be checked in Training before relying on the pairing.
Try a fighter name, element, range, or remove one filter.
Failure recovery
Recover when a new character feels impossible
Reduce the problem to neutral, defense, and one confirm before changing the entire team.
- 1Return to Training
Reproduce the exact approach, blockstring, or dropped confirm.
- 2Remove the Support
Check whether the Fighter plan works alone before adding assist timing.
- 3Keep one answer
Choose one anti-air, escape, or punish that works reliably.
- 4Re-add the Support
Use the assist only where the base plan has a named gap.
Decision table
Choose the roster by the missing job
Use the action column as the next test, not as a claim about hidden game values.
| Situation | Action | Why |
|---|---|---|
| You lose before getting close | Test mobility or approach support | The team needs entry, not a longer combo. |
| Opponents jump over your plan | Find the anti-air and grounded coverage | Range labels do not replace a vertical answer. |
| Pressure ends immediately | Check frame and spacing safety in Training | A Support cannot permanently repair an unsafe base string. |
| The duo feels too complex | Use a simpler Fighter plan | One repeatable confirm produces better learning than two unverified systems. |
Player questions
Characters & Supports FAQ
Use the current game panel before spending rare resources on a value that can change.
Which Fighters and Supports are included?
The finder includes 12 Fighters and three Supports.
Can I save a Fighter and Support pair?
Yes. Choosing one Fighter and one Support stores the pair in this browser.
Are the difficulty labels final?
No. Check the current move properties and execution demands in Training before treating a label as final.
Does Reset clear the saved pair?
Yes. It clears filters, search, and the stored Fighter and Support slots.