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 What is Pro-Bending?

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Hanasakuya
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What is Pro-Bending? Empty
PostSubject: What is Pro-Bending?   What is Pro-Bending? Icon_minitimeFri Jun 07, 2013 3:52 pm

So what exactly is Pro-Bending? Maybe you didn't watch enough Legend of Korra or you didn't catch information from the actual show. This thread is here to help explain what Pro-Bending is (with some help from Avatar Wiki).

* All information belongs to The Legend of Korra and the creators of LoK. Neither I nor Avatar Wiki claim ownership of the sport; we are merely interpreting it to the best of our abilities.

Quote :
Pro-bending is a popular co-ed sport in Republic City involving two teams of three benders, one from each of the three main existing bending arts. The objective of the sport is to gain as much territory within the ring as possible within three minutes, or, alternatively, to drive the members of the opposing team over the edge of the ring.

Playing Field: The playing field is hexagonal, split into two sides, one red and one blue, with each side split into three zones. On each side of the playing field are twenty-one holes that dispense miniature rock discs, similar to earth coins, for the Earthbending competitors. Grates run along the lines between the zones, allowing Waterbenders to access water from troughs under the ring. There are flexible, bouncy ropes (such as those in real-world boxing) on the peripheral sides of the ring, but the two opposing ends of the ring are open to a long drop to the water below. Referees look over the ring from raised stands by its sides. The rock discs dispensed from the arena are circular, and slightly larger than half a foot in diameter. They are made of hard clay that, while not being particularly soft, will still break if the disc hits a player hard enough. Under each disc is a second that will rise up to become flush with the ground when the first is dispensed. These discs are mainly used as weapons in the match but can effectively be used as a shield.

Gaining Territory: At the start of the match, each team must remain within the first zone nearest to the center of the arena. Once a competitor is knocked into zone two by someone from the opposing team, he or she must stay there and cannot return to zone one. The same rules apply if he or she crosses over to zone three. If a player is completely knocked off the back of the ring, they cannot return to the field in that round, but can return for the next round if there is one.

If all three members from one team are knocked back into zone two, a green light appears in the center line and the opposing team can advance into zone one on the other side; if they do this, they cannot move backwards into their own zone. If they then manage to knock all of the opposing team members into zone three, another green light appears between zones one and two, and they can advance again into zone two. However, if a team that has been pushed back manages to push the other team back a zone, they can advance forward one zone. The main aim for both teams is to push the other team back, thereby gaining territory.

Each match consists of three rounds of three minutes each. The team that has managed to gain the most territory within the time frame wins the round. This means that even if two players from one team have been knocked out, that team can still win if the remaining player manages to gain the most territory by the end of the round. If both sides have not gained any territory, the team with the most players left wins. Otherwise, the round is a draw, resulting in a tie-breaker.

In the case of a tie, a tie-breaker is issued in which the referee flips a coin. Each side of the coin corresponds to one team, either blue or red. The team that wins the coin toss decides the element that is challenged. If the winning team chooses "fire" for instance, the Firebenders fight it out; the winner of the one-on-one wins the round.

An alternative method to win is to complete a knockout, where all three players of the opposing team are knocked out of the ring during the same round. A knockout results in an automatic win of the match, regardless of whether or not the opponents won more rounds. Game play only continues if any given player manages to return to the playing field before contacting the water pit, either by hanging onto the edge of the arena and returning to the surface or by helping another team member return to the arena.
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