Listed are the techniques that Allen has used so far. Though it should be noted that he is not limited to these techniques, as elemental manipulation allows him to use the element as he likes.
Air techniques:
Water techniques:
Weakness(es):
Earth techniques:
Weakness(es):
Fire techniques:
Weakness(es):
- Air ball: Allen can create a compressed ball of air by moving his hands together in a circular motion. This technique has many applications such as levitating small objects or tripping opponents.
- Air blast: A more offensive move involving a direct pulse or jet of strong wind from the hands, feet, or mouth. The force of the attack is generated more from the user’s own power, rather than assisted by momentum. The blast can reach further distances with greater accuracy and is used to inflict greater damage.
- Air bomb: A technique, which creates a powerful, outward-moving air current in all directions around the user. Usually performed after landing on the ground from above, this air manipulation form has great concussive force, and the capacity to completely blow away anything within its radius.
- Air bullets: Allen causes two or more marbles to spin in a circle between his hands. It could be used to shoot small objects, like marbles, at very high speeds, similar to bullets.
- Air funnel: Similar to an air vortex but on a smaller scale, Allen inventively used this technique as a cannon by creating a small air funnel through which small rock projectiles could be loaded and fired out of the opposite end.
- Air manipulation: By using circular, evasive movements, Allen can build up massive momentum; this build up of energy is released as massive power. It also allows for wind-based counter-attacks that knock opponents off-balance, mimicking the sudden directional shifts of air currents. Attacks vary from simple gusts of wind to miniature tornadoes and cyclones, maintaining the circular theme. Even a simple movement can create an air gust, and Allen increases the power of his moves by performing larger sweeps and spins, using the momentum of their movement to simulate larger gusts.
- Air punch/slash: Another more offensive move than is typical of air manipulation discipline, air punches or air slashes are small, compressed formations of air that can be fired off the fists or sword. This is similar to many fire manipulation abilities and the air blast, in the sense that it involves the firing of compressed or solidified air at an enemy in a disjunct fashion i.e. the user does not create a single great stream of air.
- Air shield: The most common defensive tactic, though less powerful than the air barrier, it involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than manipulating air. However, Allen can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).
- Air suction: A technique used to pull people or things toward the user.
- Air swipe: The air swipe is both a defensive and offensive technique in which Allen conjures a crescent-shaped structure of compressed air capable of deflecting colossal projectiles, such as the catapulted flaming rocks, and sending them off course. In some instances, these projectiles can be redirected back at the attacker.
- Air wheel: This is a modified version of the air ball. Air is rapidly spun around the user and carries the person as inside a wheel. It was shown to be able to cut through solid objects.
- Breath of wind: Very similar to the standard air jet, but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, from narrow jets, to large gale force gusts. By using this technique, Allen can also magnify the sound waves generated by a whistle or another instrument.
- Enhanced agility: Air movements can also be used as a levitation aid. Allen can jump high and far by riding on strong gusts of wind and can slow or deflect falls by creating cushions of air. The constant movement required by this art makes Allen naturally flexible and agile while using this element. Even without manipulating they can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. This conservation of energy combined with high stamina gives Allen an advantage in prolonged combat.
- Enhanced speed: Allen enhances his movement in battle; he can run swiftly by decreasing air resistance around them and even sprint across or run up vertical surfaces by generating a wind current behind him to propel himself forward.
- Multiple target attacks: Allen can send large, wide-spanning waves of air toward multiple enemies with one long, sweeping motion from his sword or from his limbs.
- Air blades: A more offensive move than its typical of air manipulation principle, this involves a focus; slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a staff rather than the body, using the narrow profile of the object to create a more focused and precise air movement. This move could prove fatal if used on an individual.
- Air grapple: Air is used to pull an object or a person to the user's direction.
- Air spout: Similar to the waterspout, Allen is able to rotate and control the direction of an air spout enough to levitate himself off the ground and remain in the air for as long as they wish to or can maintain it.
- Air vortex: A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense, since it will deflect and repel any objects and can even throw them back at an opponent; the air column can easily throw aside a boulder.
- Air wake: By running in a circle and instantly building massive momentum, Allen can shoot a blast of highly compressed air shaped like the his body at a target. This move seems to have extremely high concussive force.
- Flight: In the same way many creatures can fly and stay aloft for extended periods of time, Allen can achieve this same feat by generating and controlling air currents to form a 'cloud' like board under his feet and surfing through the air, thereby emulating flight.
- Mini-tornado: This is a smaller scaled version of the air vortex which Allen can use as a means of both combat and transport. By encircling themselves in a spiraling air current, Allen can travel at high speeds and even ascend near-vertical drops.
- Air sphere: Allen flies at high-speeds while inside the air sphere, which also acts as a barrier to protect him during impacts, strong enough to withstand a high velocity impact with rock.
- Augmented air manipulation moves: While in Bankai, all of the previously discussed air manipulation moves are generally augmented making them far more powerful.
- Strong wind: It is possible for Allen to unleash extremely powerful winds.
- Tornadoes/hurricanes: In addition to very large and powerful air movements, Allen can create massive tornadoes and hurricanes at will.
- Air manipulation principles regarding fatal moves: Though deemed the most dynamic of the manipulation arts, the most controversial aspect of air manipulation is its supposed lack of fatal moves, being a more defense-inclined art. This aspect in itself is a reflection of the principles held by the element of Air itself, which preaches the preciousness of all life and avoidance of violence whenever possible. Nevertheless, when applied correctly, air manipulation can be as lethal as any other manipulation art. Air manipulation moves such as the air blade and air blast could prove particularly fatal against living creatures seeing as they can cut through stone/timber and break entire rock-columns in half respectively.
Water techniques:
- Water manipulation: Almost all forms of water manipulation involve moving and shaping a body of water to the user’s desire. By simply levitating a large mass of water, Allen can move water anywhere he wishes, even parting it under the surface of a lake or sea, allowing him to walk along the bottom of a basin without the need to swim. These large bodies of water can also be used as weapons, either by shaping them into gigantic whips, swung repeatedly at a target as a snake-like body, formed momentarily into a razor-sharp edge that can cut through hard substances, or simply dropped onto an opponent to smother them or put out a fire.
- Water whip: The water whip is a commonly used move that involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by Allen’s control. The whip can be sharpened into a blade that can slice through hard substances with relative ease.
- Water jet: High-pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has the intent of severely hurting their opponents.
- Wave: By moving a large mass of water without separating it from its original source, Allen can create waves of nearly any size. He does this by using an upward movement that raises the source, which he subsequently sends away in his desired direction. This can be used to sweep opponents away or even as a form of transport, with the user surfing on the crest of the wave.
- Water bullet: The water bullet is a move where Allen manipulates a large amount of water and sends it in a forceful blow toward their target. It is similar to a water jet, but it is more for a quick use since the jet takes more concentration. It is basic yet useful because it takes little time to perform and has a significant effect on the target.
- Water wall/water shield: Water can be molded into a variety of shapes and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes the water defense so adaptable. Although usually protective, the shield needs some type of compression or else it will not be effective.
- Water temperature manipulation: Midare Setsugekka’s water manipulation also possesses the ability to alter the physical state of the water they manipulate, between liquid, solid and gas, at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement.
- Water pressure manipulation: Allen is also able to manipulate water pressure, allowing him to use water to grasp other objects or cut through without simply parting around them. Water can be used as a semi-solid while being able to move and flow like a liquid. Water can be pressurized to such a level where it can slice through metal.
- Iceberg spike: Allen can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.
- Ice claws: Using ice claws involves the user drawing water around his fingers and freezing it. They can also be sent forward, shooting them at an opponent. It can be used as an advantage; being small and unnoticeable, they can be hidden in sleeves.
- Ice spear: The ice spear is a water manipulation move that involves freezing a stream of water and sending the frozen result flying at the target.
- Ice creeper: Allen can send a ray of ice on the ground, speeding at an opponent to freeze them. This technique freezes a trail of water beginning with the user performing the move and ending with their targets freezing.
- Ice shield: Allen can freeze an amount of water in front of him, creating a shield of ice.
- Ice disc: Allen can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but also very thin, making them easy to break.
- Breath of ice: The breath can be used to rapidly freeze objects, such as metallic chains, or an opponent. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.
- Water cloak: The user can use his water as a form of armor with tentacle-like arms. He can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If there is less water available, he can simply form the arms instead of the entire cloak._
- Water pinwheel: This move involves the user moving a large mass of water and spinning it vertically around him.
- Water boxing: To perform the technique, Allen surrounds his fist with a small amount of water and punches his opponent.
- Bubble: When in need to cross-large bodies of water, Allen is able to create a bubble around him, keeping an air supply for him and for others.
- Water drill: A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill.
- Multiple water whips: An advanced water manipulation move similar to the single water whip, except it deals with more than one whip, usually four or five.
- Waterspout or "water vortex": This high-level technique involves controlling a whirlpool-like pillar of water as a weapon, rotating it and directing its movements at the same time. Another form exists, which is nicknamed the "water snake", in accordance to the waterspout's constantly shifting and coiling movements. It forms a giant snake of water around the lower body, elevating them from the ground.
- Octopus form: A body of water formed around the user into eight or so whip-like limbs which can be used to grasp or strike an opponent or to intercept and seize incoming attacks.
- Ice floor: With a sufficient amount of water the user can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing him to slide around.
- Ice tunneling: Allen is able to swim through thick ice with the same ease as through water, allowing him to surprise his foes.
- Augmented water manipulation moves: Since he can control larger amounts of water, Allen is capable of creating and controlling water bodies of far greater size and scale at will.
- Remote water manipulating: In Bankai, Allen can use water manipulation from distances which he would not normally be able to access.
- Water compression: In Bankai, Allen has enough power over water to compress its volume, compacting a huge amount of water into a small volume.
Weakness(es):
- External water source: Allen gains a significant advantage or disadvantage over other elements depending on the amount of water in the vicinity. Enemies are able to take advantage of this by driving him away from water sources. As a result, the user often carries a water skin with him at most times. Water can also be extracted from plants, ultimately killing the plants, and even condense water vapor out of thin air.
- Binding: Water manipulation is almost entirely dependent on the movement of the user’s arms, quite the opposite of earth manipulation, which mostly uses the lower body. This leaves the user vulnerable when he is bound at the hands, unless he is in Bankai.
Earth techniques:
- Earth and stone levitation: The most common attack involves levitating nearby pieces of earth and stone of numerous sizes and propelling them at foes with punching or kicking motions.
- Earth block: Allen can bring up blocks of earth and launch them at their enemies.
- Earth column: A more powerful version of rock projectiles, involving forcing columns of rock out of the ground. Using a similar principle, a stream of small ruts and protrusions from underground can be shot at the opponent. This can also be used to enhance the user’s jumps. It is, however, limited to the ground and does not have the same range as a rock projectile.
- Earth compression: It is possible for Allen to compress large chunks of rock into smaller, denser chunks, or to compress several smaller chunks into one big piece of rock. However, this technique is a bit difficult to perform.
- Earth gauntlet: A much less advanced version of earth armor that can be used to throw back opponents with hard solid force. The technique is useful in that it grants some level of the protection of earth armor but allows the rest of the body to remain flexible.
- Earth launch: While using earth, Allen prefers being rooted to the ground, he can quickly move rock beneath him and launch himself several tens of feet into the air, whether to catch airborne opponents or to travel faster.
- Earth line: As an offensive attack, Allen can create a line of twisted columns and propel it forward.
- Earth material manipulation: Earth manipulation is not limited to rock or soil alone. The user can also manipulate coal, gems, crystals, and other earth-based materials, like meteorites.
- Earth shelter: This can be used by Allen to create a shelter or dome, which can provide an instant shelter in the wilderness. It can also be used to trap enemies.
- Earth smash: While using Earth, Allen can easily destroy rocks and boulders with punches and kicks, even if they have a very small amount of muscle mass. However, it does not seem to affect objects not made of earth.
- Earth wall: The user can create walls of earth, which can be used for both defense and offense, as well as for practical things, like construction.
- Earthquakes/fissures: Striking the ground with feet, fists, or a sword, creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls.
- Rock shield: A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed with a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for quick retaliation.
- Earth armor: Allen can bring rocks, dust, pebbles, or crystals around himself and mold them to fit his body and create something similar to armor. He can also hide inside the earth by manipulating the rock around him as a shell. This earth manipulation move is great for defense, especially against fire. It is not as effective for offensive moves, since it limits the practitioner's range of motion.
- Earth tunneling: The user can move through the earth to out-maneuver their foes either by opening tunnels or by pulling the earth past himself, literally swimming through the ground.
- Remote earth manipulation: If the user is suspended from the ground, but is aware that there is earth somewhere near, he can focus his energies and manipulate that earth out of his physical reach out of sheer concentration.
- Greater earth levitation: With their greater power and stronger connection to the earth, Allen can move hill-sized statues at will.
- Powered compression: This is a much more powerful version of the earth compression technique. Instead of manipulating large chunks of earth into a single projectile, Allen gathers boulder-sized rocks and simultaneously compressed each fragment into smaller, denser and harder rocks, essentially keeping the rocks under pressure for more volatile attacks if needed.
- Tectonics: Allen can manipulate earth on a scale vast enough to move larger areas and landmasses.
- Seismic sense: While using Earth, Allen is able to sense vibrations through the ground, "seeing" by sensing his surroundings and making a mental image of it. It allows for a 360 degree field of "vision", outside of normal line-of-sight. To operate, the user needs direct contact with the ground, preferably without something like shoes in between. The technique is not applicable on all surfaces, like ice.
Weakness(es):
- Metal and wood (not earth based materials): The manipulation abilities of the user can be negated by securing him within a metallic barrier and separating him from any contact with the earth, since there isn’t a way to manipulate metal. Wood also cannot be subject to earth manipulation because it is neither a mineral nor mineral-like.
- Reliance on the lower body: Earth manipulation is at its strongest when the feet, the hands or the extension of the body that is being used (like a sword) are in direct contact with the ground, enabling the user to transfer his kinetic energies into their manipulation for fast and powerful moves. This weakness is very similar to how disabling the user’s arms during water manipulation, as it prevents him from moving. Since this weakness can be overcome by bringing the other parts of their body into contact with the earth, as stated above, the danger level of this weakness could be debated.
Fire techniques:
- Blocking fire: Allen can defuse and extinguish an oncoming fire blast from another fire user by using a swift kick, jab, slash, or any other defensive maneuver, allowing him to stop attacks.
- Fire blade: As a more advanced version of a blazing arc, Allen can create thin blades of fire by narrowing their flame projections, which can subsequently be launched at opponents.
- Blazing rings and arcs: Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
- Fire bomb: Considered a short range attack, the user can create a flame at the end of a limb or a weapon and thrust the flame down in an explosive burst.
- Flame redirection: In a similar fashion to water manipulation, fire manipulation is capable of changing the course of an incoming fire blast and redirecting it back at the attacker using fluid motion. This move exemplifies the use of fire manipulation as an extension of the body and is used infrequently in modern combat in favor of more offensive maneuvers.
- Fire daggers: Blowtorch-like jets, which are created from the fist or fingertips, are used as close range sword-like attacks. However, they lack the ability to actually block physical objects.
- Fire streams: Another basic fire manipulation ability, Allen can shoot continuous streams of fire from their fingertips, fists, palms, legs or sword. These streams can be widened to create flame-thrower like techniques.
- Fire whip: An extension of a fire stream, this continuous stream of flame can be utilized as a whip.
- Fire lashes: An even further extension of the fire whip/stream, Allen can create a long lash of fire and bring them down on their enemies, or create smaller, multiple lashes and envelop an area with fire while using this element.
- Fireballs or "Fire-jabs": A basic ability, jabs and punches produce miniature fireballs and missiles of flame. These can be charged up (refer to charged attacks) to create larger, slower bursts, or swiftly and repetitively fired to keep opponents off balance.
- Heat control: Allen also has the ability to control heat. Using this technique, Allen can heat a wide range of liquids, like water or tea, heat metal to scalding temperatures, or melt ice. Heat direction has also been performed using this method; heat redirection allows for the absorption of heat from one hand and passing through one's body and out the other hand. It can be used to cool down a hot substance.
- Shield of fire: This creates a protective fire shield around the front of, or the whole body of, the user that can deflect attacks and explosions. It is a lesser version of the Wall of Flames.
- Charged attacks: Allen can charge his attacks before releasing them, allowing him to create enormous blasts of fire.
- Fire augmentation: Fire manipulation can also control the size and intensity of any nearby flames and can draw them in to manipulate them at will.
- Fire comet: An advanced form of the fire stream in which the user pressurizes the fire into a ball and shoots it toward the enemy.
- Fire pinwheel: A whirling disk of flame, capable of being used at long range.
- Intertwined fire stream: An advanced move based on the basic fire stream. The performer directs two powerful fire streams at their opponent, though by intertwining the two streams, a massive comet shaped fire stream is formed that has more power than the single stream.
- Jet propulsion: Allen is able to conjure huge amounts of flame to propel himself at high speeds on the ground or through the air. This technique can also be used to briefly run across or fly above a vertical surface.
- Pressure control: An advanced form of heat control, the user superheats the air around him, causing a rise in air pressure in small, enclosed areas which often has explosive implications.
- Pressurized fire stream: A more powerful form of the fire stream, achieved by pressurizing the fire before it is released. It covers more area than a regular fire stream.
- Wall of flames: One of fire manipulation’s few defensive techniques, either a situated explosion or controlled inferno, this wall of concentrated flames acts as a barrier to incoming attacks. It is a more powerful version of a fire shield. It not only protects against attacks, but when used right, can be used to stealthily escape from foes.
- Augmented fire manipulation moves: While in Bankai, all of the previously discussed fire manipulation moves are generally augmented making them far more powerful.
- Blue fire: Allen has demonstrated blue fire manipulation. While not to be confused with lightning or anything else, blue fire doesn’t possess any unusual physical force nor does it produce a combustive effect that is more intense than that of normal fire. It just changes the color of the flames.
Weakness(es):
- Extreme cold: Cold temperatures reduce the user’s abilities.
- Lack of defense: The major combat weakness behind the applied art of fire manipulation is its confrontational nature. Due to its aggressiveness and pursuit of continuous assault, it traditionally lacks basic defensive techniques, which can leave the user a bit vulnerable to enemy counterattacks. Though if used with creativity fire manipulation can effectively be used for defense to an extent.
- Poor breath control: According to Allen, true fire manipulation power comes not from physical size or strength, but rather from the very control of one's breath. He believes that if he were to be an overweight, squat man with no exceptional strength or physique, it would not stop him from manipulating fire as the only thing he would need would be a good breath control. Fire manipulation discipline stresses self-restraint and breath control as a means of directing and containing the fire manifested. Poor breath control means dangerously poor control of any fire generated.
- Poor self-control: Though anger, rage and other intense emotions can amplify the power of fire manipulation, it can lead to dangerous explosions or wildfires and can also cause any nearby flames to burn out of control.