Elemental Bendings is a mod addon that introduces Bending Styles, made for Overgrown's Apoli and Origins. It adds a second layer, Bending, next to the origin layer. You pick one of four Bending Styles, each with a unique moveset.
Keys
The pack registers its own keybinds under Controls > Elemental Bendings, so it never shares a key with an origin's active powers.
| Keybind | Default |
|---|---|
| Bending Stance 1 | R |
| Bending Stance 2 | Z |
| Bending Stance 3 | X |
The tables below use the default letters. The power descriptions in the Origins screen always show the keys you have bound. Every combo is a sequence of stance keys with at most about half a second between presses. Pressing a stance key on its own takes that stance, and each style has its own three stances taken from the martial art it is based on:
| Style | Martial art | Stance 1 | Stance 2 | Stance 3 |
|---|---|---|---|---|
| Waterbending | Tai Chi | Brush Knee and Push | Cloud Hands | White Crane Spreads Its Wings |
| Firebending | Northern Shaolin | Bow Stance Punch | Horse Stance Double Punch | Front Heel Kick |
| Airbending | Baguazhang | Dragon Palm | Single Palm Change | Lion Holds the Ball |
| Earthbending | Hung Gar | Double Tiger Claw | Pushing the Mountain | Stomp |
Water stances flow slowly through circles, fire stances snap out fast, air stances twist and turn, and earth stances drop low and heavy. "Hold" means keep the last key down: the move runs for as long as you hold it and stops when you let go. Bending shares one cooldown, shown by the element emblem above the hotbar dimming, and the emblem's ring drains while a held move runs.
Firebending
| Move | Keys | What it does |
|---|---|---|
| Fire Punch | R, Z, R | A short burst of flame from the fist that sets targets alight |
| Fire Wall | X, Z, R | Sweeps a line of fire along the ground for 15 blocks |
| Fire Circle | Z, R, R | A spinning ring of flame that burns and pushes back everything within 6 blocks |
| Fire Breath | R, Z, X, hold R | A stream of fire from your mouth, up to about five seconds |
| Fire Jump | Z, X in mid-air | Rockets you upward |
| Fire Jet | Z, X again before landing, hold X | Hovers on a jet of fire. Jump rises, sneak sinks. With an elytra it drives you forward |
Rain, water and bubble columns douse every fire move. Firebending is a quarter stronger during the day.
Airbending
| Move | Keys | What it does |
|---|---|---|
| Air Slice | R, Z, Z | A blade of wind that cuts through up to 15 targets and blows open the wooden door, trapdoor or fence gate it hits |
| Air Kick | Z, R, Z | A cone of wind that throws everything back and strips leaves from trees |
| Air Ball | X, R, hold Z | Spins up a ball of swirling air that you sit on cross-legged and steer by looking where you want to go. It rolls the way it moves, climbs blocks and skims across water. Let go of Z or hop off and it breaks apart |
| Air Jump | R, X in mid-air | Leap off the air itself, up to four times before landing. With an elytra it throws you forward |
Air moves put out fires they pass through, and the landing after an Air Jump is always cushioned.
Waterbending
| Move | Keys | What it does |
|---|---|---|
| Pick Up Water | Z, X, R | Draws water up and holds it for eight seconds |
| Healing Water | Z, X, hold R with a potion bottle in your main hand | Heals you and whoever you point it at |
| Water Blast | Z while holding water | Hurls the water in a jet that knocks back and puts out fire |
| Freeze and Thaw | X while holding water | Turns the held water to ice, and back |
| Water Whip | R, hold Z while holding water | Coils the water around you. Tap R to lash out with it |
| Water Shield | R, hold X while holding water | A bubble of water that stops arrows and fire. You can barely move inside it |
| Ice Spear | R while holding ice | A piercing spear that freezes and slows what it hits |
| Ice Shards | Z while holding ice | A spray of freezing shards |
| Water Glide | R, Z, hold X while in water | Rides a wave across the surface wherever you look |
You can only pick up water you can reach: water, ice, snow or rain within five blocks, or standing in water. Without a source, a water bucket in your inventory lasts three pick-ups and then becomes an empty bucket, and a potion bottle is used up into a glass bottle. Waterbending is a quarter stronger at night and stronger again under a full moon.
Earthbending
| Move | Keys | What it does |
|---|---|---|
| Earth Kick | Z, R, X | Rips out the block you look at and kicks it level at whoever is in front of you |
| Earth Launch | Z, R, X while sneaking | Launches you off the ground |
| Earth Lift | X, Z, X | Lifts the block you look at and holds it just below your crosshair, where it follows your aim. R throws it where you look, Z drops it |
| Earth Pillar | R, X, Z | Thrusts a pillar out of the earth you look at and throws whatever stands on it into the air |
| Earth Shaping | R, Z, X, hold Z | Raises earth wherever you look. Sweep across the ground to build a wall |
| Earth Tunnel | R, Z, X, hold X | Tunnels through natural earth as long as you hold it |
| Earth Column | Z, X, hold X while standing on earth | A column rises under your feet and carries you up |
| Earth Wave | X, Z, Z, R | Three rows of earth roll forward along the ground and crash through everything |
Earthbenders bend natural earth and stone: dirt, sand, gravel, clay, mud, stone, deepslate, terracotta, and the stones of the Nether and the End. Blocks you tear out and earth you raise settle back into place after thirty seconds, so bending never leaves permanent holes or free blocks. Tunnels are the exception: they stay open, but only natural earth gives way and nothing drops. Kicks, waves and columns need solid footing.
Extra Info
- Fire Breath has a cap of about five seconds. To make it last as long as the key is held, raise
maxinpowers/firebender/fire_breath/fuel.jsonand the97inpowers/firebender/fire_breath.json.

