Avatar Legends Walkthrough#
The “story” in Avatar Legends is not an open-world map but two parallel chapter-based campaigns: the Avatar Campaign (built around Aang) and the Korra Campaign (built around Korra). Each campaign runs multiple chapters, where every chapter is a fighting match with a fixed character, a fixed opponent and a fixed stage, and character unlocks plus collection progress sit between chapters. This page does not repeat the chi-gauge and elemental-counter theory covered on the combat system page — it answers one question: in what order to play, who to target in each chapter, and what approach gets you a smooth clear with every unlock.
Campaign Overview#
| Campaign | Chapters | Length | Playable characters | Overall difficulty | Unlocks on clear |
|---|---|---|---|---|---|
| Avatar Campaign | 8 chapters | 8-12 hours | Aang, Katara, Toph, Zuko (rotating) | Medium | Iroh, Azula |
| Korra Campaign | 8 chapters | 8-12 hours | Korra, Kuvira, Tenzin, Mako (rotating) | Medium-hard | All remaining characters |
The two campaigns do not have to be played in order, but clearing the Avatar Campaign first is strongly recommended: its average difficulty is lower, and clearing it unlocks two strong characters (Iroh and Azula), which gives you more options for the later chapters of the Korra Campaign. The rest of this page follows that “play this one first” order.
Choosing a Difficulty#
As a walkthrough, settle the difficulty before discussing routes. Difficulty affects enemy reaction speed, your damage multiplier and chi recovery, and through them how much effort you have to invest in each chapter’s boss fight.
| Difficulty | Enemy AI reactions | Player damage multiplier | Chi recovery | Best suited for |
|---|---|---|---|---|
| Easy | Low, slow reactions | 50% | Fast | Players who just want the story and quick unlocks |
| Normal | Medium, standard reactions | 70% | Normal | Most players |
| Hard | High, fast reactions | 85% | Normal | Players with some fighting-game experience |
| Expert | Extremely high, near-perfect | 100% | Slow | Competitive players |
Route advice: pick Normal for your first clear. On Normal, chi recovery is standard, so you can run the full loop — chip chi with Chi Block, then finish with Awakening — in every chapter boss fight, which makes it the best setting to experience the game’s mechanics. Expert slows chi recovery and visibly drags the pace for players who are not familiar with the game yet; save it until you are comfortable.
Avatar Campaign Walkthrough#
This campaign spans the endgame of the Hundred Year War, and you rotate between several leads across chapters. Each chapter’s playable character, main opponents and stage are listed below in recommended play order.
| Chapter | Playable character | Main opponents | Stage | Estimated time | Chapter unlock |
|---|---|---|---|---|---|
| Chapter 1: Heir of the Air Temples | Aang | Fire Nation soldiers, Zuko | Air Temple ruins | 1-1.5 hours | Jaya |
| Chapter 2: Water Tribe Sisters | Katara | Pirates, Ty Lee | Southern Water Tribe | 1-1.5 hours | Zuko (already default) |
| Chapter 3: The Earth Kingdom City | Toph | Earth arena fighters, The Boulder | Ba Sing Se | 1-1.5 hours | Toph (already default) |
| Chapter 4: The Fire Nation Prince | Zuko | Azula, Fire Nation guards | Fire Nation Royal Palace | 1.5-2 hours | Mako |
| Chapter 5: Beneath the Comet | Aang, Katara, Toph, Zuko | Fire Lord Ozai | Fire Nation castle | 2-2.5 hours | Iroh |
Chapter 1: Heir of the Air Temples#
You play Aang against Fire Nation soldiers and Zuko. This is a newcomer’s first real fight, so use it to drill in the feel of airbending: Aang’s light air attacks start up fast and reach mid-range, perfect for pinning Zuko down with air blasts before he can close in.
Boss Fight: Zuko (First Encounter)
| Strategy | Details |
|---|---|
| Keep your distance | Zuko’s close-range strings are strong; control space with air blasts and never let him get in your face |
| Use aerial superiority | Air Nomad characters are strongest in the air; win the air rhythm with jump attacks |
| Watch the flame kick | Zuko’s flame kick is his main threat; evade as soon as you see it start up |
Chapter 2: Water Tribe Sisters#
You play Katara against pirates and Ty Lee. Katara is a waterbender with delayed animations and mid-range light bending. From this chapter on, feel the layer beyond “water beats fire” — patient, murky-water probing instead of all-in aggression.
Boss Fight: Ty Lee
| Strategy | Details |
|---|---|
| Avoid close range | Ty Lee excels at chi-blocking; hold mid-range so she cannot drain your chi empty |
| Slow her with ice | Freeze Ty Lee first, then land your combo — she is relatively fragile |
| Recover promptly | Once your chi is blocked you cannot bend, so get out of the blocked state as fast as you can |
Chapter 3: The Earth Kingdom City#
You play Toph against earth arena fighters and The Boulder. Toph is an earthbender with heavy animations, and her low earthbending covers a huge area — great for forcing opponents into crouch-blocking.
Boss Fight: The Boulder
| Strategy | Details |
|---|---|
| Use the entangle | In a mirror earth matchup, entangle The Boulder before starting your combo |
| Keep your distance | The Boulder’s close-range damage is enormous; zone with rocks instead of trading blows head-on |
| Watch the charge | His charge comes with super armor — never try to tank it head-on |
Chapter 4: The Fire Nation Prince#
You play Zuko against Azula and Fire Nation guards. Zuko is a firebender with direct hitboxes — strong close-range pressure, but his heavy bending is heavily punished when blocked.
Boss Fight: Azula
| Strategy | Details |
|---|---|
| Use blue fire | Zuko’s blue flames can cancel Azula’s lightning |
| Attack quickly | Azula is strong at range and weak up close; close the gap and pressure her |
| Watch the traps | Azula plants fire traps; watch your footing so you do not step on one |
Chapter 5: Beneath the Comet#
This is the final chapter of the Avatar Campaign: four characters rotate against Fire Lord Ozai, who is empowered by the comet and demands a different counter for each phase.
| Phase | Character | Strategy |
|---|---|---|
| Phase 1 | Aang | Control distance with air blasts and drain Ozai’s chi |
| Phase 2 | Katara | Ride the water-beats-fire advantage: freeze, then combo |
| Phase 3 | Zuko | Blue fire against the comet-empowered Ozai |
| Phase 4 | Toph | Own the ground; use entangles to limit Ozai’s movement |
| Final phase | Aang | Open Awakening Mode from a health deficit and finish with the ultimate attack |
Korra Campaign Walkthrough#
This campaign is set in Korra’s era and is harder overall than the Avatar Campaign. The chapters are listed below in play order.
| Chapter | Playable characters | Main opponents | Stage | Estimated time | Chapter unlock |
|---|---|---|---|---|---|
| Chapter 1: The New Avatar | Korra | Triad members, Amon | Republic City | 1-1.5 hours | Korra (already default) |
| Chapter 2: The City of Metal | Kuvira | Earth Empire soldiers, mirror Kuvira | Zaofu | 1-1.5 hours | Kuvira (already default) |
| Chapter 3: The Airbenders’ Last Legacy | Tenzin | Red Lotus, Zaheer | Air Temple | 1.5-2 hours | Bolin |
| Chapter 4: The Double Agent | Mako | Earth Empire, Kuvira | Republic City | 1.5-2 hours | Jaya |
| Chapter 5: The Final Battle | Korra, Tenzin, Mako, Bolin, Kuvira, Jaya | Colossus mecha, Kuvira | Republic City battlefield | 2-2.5 hours | Azula |
Chapters 1-4: The General Approach#
The Korra Campaign chapters follow the same “one lead per chapter, one boss fight per chapter” structure. The difference from the Avatar Campaign is that opponents here lean much harder on chi-blocking and element switching, so you need to put the resource-reading advice from the combat system page to work earlier:
- Compare your chi gauge with your opponent’s: when the opponent keeps squandering chi on heavy bending, that is exactly the moment to land a Chi Block and push them into “chi exhaustion”.
- Use elemental counters for bonus damage: water into fire, earth into water — even when the opponent blocks, the extra freeze or entangle keeps pressure building.
- Save Awakening for the kill: late-campaign bosses are tanky, and Awakening Mode (triggers at six full chi bars with health below 30%) is your most reliable comeback tool. Do not fire it at full health by mistake.
Final Chapter: The Colossus Battle#
The final chapter of the Korra Campaign is a six-character rotation against Kuvira and her Colossus mecha. The boss is phase-based here too, and the core judgment matches the Avatar Campaign finale: drain the boss’s chi with counter elements first, pile on full strings once it hits chi exhaustion, then finish with Awakening. Because this chapter offers so many rotating characters, save the counter-element characters for the damage window right after the boss’s chi runs out — that window pays the most.
Post-Clear Unlocks: Dragon Pearl Shards and Characters#
The “second half” of the walkthrough is not map clearing; it is unlocking the hidden boss and the full roster.
| Unlock condition | Reward |
|---|---|
| Complete the Avatar Campaign | Iroh, Azula |
| Complete the Korra Campaign | All remaining characters |
| Clear either campaign on Hard | That campaign’s exclusive skin |
| Clear either campaign on Expert | Exclusive title and avatar frame |
| Collect all Dragon Pearl shards | Hidden boss: the Shadow Avatar |
When to Collect Dragon Pearl Shards#
Dragon Pearl shards are scattered across chapters in both campaigns. Make a habit of checking each chapter’s explorable corners on your first run instead of waiting until the campaign is over to hunt for them. If you miss a shard in some chapter, Chapter Select lets you replay that chapter and pick it up. Collecting every shard unlocks the hidden boss, the Shadow Avatar.
Hidden Boss: The Shadow Avatar#
| Info | Details |
|---|---|
| Unlock condition | Collect all Dragon Pearl shards and complete both campaigns |
| Difficulty | Expert tier; the strongest boss in the game |
| Reward | Shadow Avatar skin, exclusive title, a large hoard of Dragon Pearls |
The Shadow Avatar cycles through all four elements, and every elemental phase has to be answered with the element that counters it:
| Phase | Character | Strategy |
|---|---|---|
| Water phase | Korra | Bring fire against water and control the distance |
| Fire phase | Katara | Water beats fire: freeze, then combo |
| Earth phase | Tenzin | Air beats earth: pressure with airbending |
| Air phase | Toph | Earth beats air: entangle with rocks |
Special Mechanics of Story Mode#
These mechanics come up repeatedly during the run. They do not change the main-line conclusions, but they do affect collection and progression, and handling them in passing cuts post-clear backtracking significantly.
| Mechanic | Details |
|---|---|
| Dragon Pearl shards | Spread across chapters; collecting them unlocks rewards |
| Bending upgrades | Bending can be upgraded in story mode, raising damage and effect strength |
| Companion system | Some chapters let you fight alongside an AI-assist companion |
| Branching story | Some chapters have story branches that change the conditions going into the boss fight |
| Hidden rooms | 1-2 hidden rooms per chapter, holding rare items |
Judging story branches: the vast majority of branches will not make you miss anything critical, but some directly change the state you enter the boss fight in (for example, whether you clear out the minions first or jump straight into the boss). When in doubt, pick the branch that leaves you in the most complete shape before the boss fight, then go back and see the other one.
General Resource Rules for the Whole Run#
String the two campaigns together and the real core of this walkthrough is chi-gauge management, not combo length:
- Open by reading the opponent’s chi habits; do not rush into trading.
- Once the opponent has spent a lot of chi, land one Chi Block to push them into, or close to, “chi exhaustion”.
- When the opponent is chi-exhausted or nearly empty, pile on the full string — combo resets can raise the damage of a single string.
- Hold Awakening for a moment when the opponent is out of chi or getting pressured, and flip the match in one blow; if your health lead is already solid, it is better to hold it.
Final reminder: the point of a walkthrough is not “just finish it”. Upgrading bending, collecting Dragon Pearl shards and clearing every chapter’s hidden rooms are all small extra investments of time that buy a much smoother post-clear experience. Knocking these out as you go costs far less effort than backtracking after the credits.