In Republic City, Pro-bending is a highly popular sport involving two teams of three benders from one of the three bending arts. The goal is to use bending to gain as much territory on the field in a set amount of time by pushing your opponent backwards and if possible, knocking them out of the ring. A team wins a match by winning the most rounds or performing a knockout.
Pro-bending matches take place in a glided, glass-domed arena that sits at the end of a long pier in the bay of Republic City.
Rules of Play
- Two teams of three players each.
- Each team has a Waterbender, Firebender, and Earthbender.
- To use bending to gain territory in the ring by pushing the opponents backward over the zone lines, and ultimately knocking them off the back of the ring (if possible).
- A match is made up of three rounds.
- Each round is three minutes long.
Ways to Win a Match
- Similar to boxing, a team wins a match by either winning the most rounds or by a knockout in which all the opponents are knocked off the back of the ring within one round.
- Even if a team has won two rounds, they still must play the third round, since a match can end in a knockout at any point.
Ways to Win a Round
- Gain territory by the end of the round.
- If no team has gained territory, but one team has fewer players left in the ring by the end of the round, that team loses the round.
- If a team has fewer players, but has gained more territory by the end of the round, that team still wins the round.
The Ring & Zones
- The ring is divided into two halves. Each half is divided into three zones: Zone 1, Zone 2, Zone 3.
- Each team starts each round playing in Zone 1 of their respective halves of the ring.
- Each player must stay within Zone 1, without crossing the line at the front or back of the zone.
- If a player is knocked out of Zone 1 into Zone 2, he/she must now play within Zone 2.
- If a player is knocked out of Zone 1 into Zone 3, or from Zone 2 into Zone 3, he/she must now play within Zone 3.
- Players from opposite teams can never occupy the same zone at the same time.
- A team can only move forward over a line and into a new zone, or gain territory when all three members of the opposing team have been knocked backwards out of a zone.
- When a team gains a new zone, they must now play from within that new zone, not crossing back into their original zone.
Knocking Players off the Ring
- Players can only be knocked off the back of the ring, not the sides.
- If a player is knocked off the back of the ring, he/she may not return to the ring until the next round.
- If all three members of a team are knocked off the back of the ring within one round, that team loses and the match is over.
- If a player suffers an injury during a match, the game is halted and the player is removed from the ring. Or if the player is injured while being knocked off the ring.
- In both cases, the team must continue the match without a replacement.
- Stepping over a line, or a foot fault.
- Intentionally hitting the referee stand, or a referee, with an element.
- Intentionally hitting the audience stands with an element.
- Illegal head strikes (with earth or fire).
- Knocking a player over the ropes/side of the ring.
- Although unlikely, players are not permitted to hit the roof structure of the arena (especially the glass panes) with bending.
- Each water blast must not exceed one second in duration. For instance, a Waterbender is not allowed to use a constant, hose-like stream of water against an opponent for longer than one second.
- Water must be used in a liquid state, not as a gas or solid. So no steam, fog, or ice is permitted.
- Water is the only element permitted for head strikes.
- Water can only be pulled up from the zone lines, which are metal grates over a water source. Players are not permitted to pull water from outside sources, such as the water pit below the ring.
- Water can only be pulled from the grates at the front or back line of the zone the player occupies. For instance, a player cannot draw water out of a grate from behind their opponents.
- Each fire blast must not exceed one second in duration. For instance, a Firebender is not allowed to use a constant, flamethrower-like stream of fire against an opponent for longer than one second.
- No direct fire strikes towards an opponent's head are permitted.
- Firebenders generate their own fire, hence the reason why there are no rules about a fire source.
- No direct earth strikes toward an opponent's head are permitted.
- No Metalbending is permitted, since the ring is made largely of canvas-covered metal.
- Earthbenders are only allowed to bend regulation rock disks, which are supplied through the floor of the ring.
- Earthbenders are only allowed to pull rock disks from disk dispensers located in the same zone in which they are playing. For instance, if a player if in Zone 2, he cannot pull a disk out of Zone 1.
- Earthbenders are allowed to bend multiple disks at one time.
- The rock disks cannot be intentionally broken into smaller pieces and launched at opponents, since this creates sharp edges.
- The rock disks must remain in a solid form. They cannot be used in a sand form, or as dust.
- Earthbenders are allowed to bounce or ricochet the rock disks off of the ropes, similar to air hockey.
Yellow Fan/Red Fan
- A player who intentionally breaks a rule might be shown a yellow fan as a warning.
- A player who intentionally breaks a rule after receiving a yellow fan might be shown a red fan, ejecting him/her from the match.
- The team with the ejected player must continue without a replacement.
If a round ends in a deadlock, with neither team having gained territory and an equal number of players in the ring, the winner of the round must be decided in a tiebreaker "face off".
The referee tosses a coin, and the team that wins the coin toss gets to choose which player/which element will go into the face off. Players will always face their same element in a face off, such as Earthbender versus Earthbender.
The face off takes place in a raised circle in the center of the ring. The players can use their respective elements, as well as grappling (but no empty hand striking, i.e. a punch to the face, or kick to the stomach), to try to knock or throw each other off the circle.
If a player falls off the circle, he or she loses the tiebreaker. The opposing team wins that round.
If both players fall off the circle simultaneously, the player who lands first (hitting either the ring, ropes, or water below the ring) loses the tiebreaker. The player who lands second wins the tiebreaker, and his or her team wins that round.
In the above scenario, if the referees cannot determine which player landed first, there will be a second tiebreaker between two other opposing team members, using a different element.
If each team has won a round, and the third round ends in a tie, a tiebreaker is used to determine who wins the third round and the match.
The scoreboard is made up of four nixie tubes. The tubes either light up red or blue to show which team won a round, or won the match, or got a knock out. The one that starts on the red half of the field is the red team.
第一囬合: Round 1
第二囬合: Round 2
Team names and mascots are based on various hybrid animals in the Avatar world. Every year the sixteen best teams in the league compete in elimination-style Pro-bending tournament for the championship.
|Future Industries Fire-Ferrets||White Falls Wolf-bats|
|Red Sands Rabaroos||Black Quarry Boar-q-pines|
|Pinnacle Palace Platypus-bears||Capitol City Cat-gators|
|Ember Island Eel-hounds||Harbour Town Hog-monkeys|
|Makapu Moose-lions||Kolau Komodo-rhinos|
|Laogai Lion-vultures||Mo Ce Mongoose-lizards|
|Orchid Gardens Ostrich-horses||Ba Sing Se Badger-moles|
|Bau Ling Buzzard-wasps||Tu Zin Tiger-dillos|
|Xiao Yao Zebra Frogs|