User:Wassboss/Sandbox

King Dedede
"There's a word for this here stuff, and it ain't "food""

- King Dedede

Standard Moves
Neutral Attack: A pair of hammer swings, finished with an uppercut swing

Dash Attack: Does a powerful tripping dive.

Forward Tilt: A spinning hammer poke.

Up Tilt: A hopping headbutt.

Down Tilt: Rolls forward.

Forward Smash: Winds up and brings down the hammer.

Up Smash: A vertical hammer swing.

Down Smash: A low spinning hammer spin.

Neutral Aerial: Throws out his arms and legs.

Forward Aeriel: Swings his hammer overhead.

Back Aerial: Swings his hammer backwards underneath his body.

Up Aerial: Upwards facing hammer spin.

Down Aerial: A single downwards swing which can meteor smash airborne opponents.

Throws: King Dedede grabs an opponent and does one of four throws; He whacks his opponent away with his hammer either in front or behind himself depending on the throw. He throws his opponent into the air. He throws his opponent into the ground.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/King_Dedede_(SSB4)#Moveset

Special Moves
Neutral Special: Inhale. Dedede sucks up his opponent and spits them out, doing medium damage with a decent knockback away. Unlike Kirby's Inhale he cannot absorb the neutral special of his opponent.

Side Special: Gordo Throw. Dedede takes out a Gordo and throws it forwards. It bounces 3 times before disappearing and can be angled upwards and downwards from it's initial throw as well. Does medium to high damage with little knockback.

Up Special: Super Dedede Jump. Dedede launches himself high into the air with a powerful jump and plummets to the ground. Does heavy damage if he connects with an opponent and will do good knockback. Will bury opponents grounded when he lands and meteor smashes those who are airborne when he lands on them.

Down Special: Jet Hammer. King Dedede charges up his hammer and releases it for a powerful blow. The longer he charges it the more powerful it will be and if fully charged will do massive damage and have a powerful knockback. Does minor damage to himself over time if he holds a fully charged attack for long.

Final Smash: Dedede Burst. King Dedede inhales his opponent and slams them with three flaming hammer spins, finishing them off by throwing a bomb at the opponent.

Bowser
"Bwahaha!!!"

- Bowser

Standard Moves
Neutral Attack: Punches forward with one arm, the follows up with a punch with the other arm.

Dash Attack: A dashing jump kick.

Forward Tilt: Performs a backhand punch.

Up Tilt: Slashes the air above him.

Down Tilt: Crouches and punches both his arms across the floor quickly.

Forward Smash: Jumps forward and does a powerful drop kick.

Up Smash: Gets down on all fours and thrusts his shell into the air.

Down Smash: Spins around inside of his shell.

Neutral Aerial: Performs an aerial cartwheel.

Forward Aerial: Slashes forward in a diagonal arc.

Back Aerial: Does a reverse drop kick.

Up Aerial: Swings his head upwards.

Down Aerial: Retracts into his shell and propels himself downwards upside-down.

Throws: Bowser grabs an opponent and does one of four throws; Tosses them with his horns. He throws them behind himself. Throws his opponent up and spins inside of his shell so they land on his spikes. Puts them on the floor and body slams them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Bowser_(SSB4)#Moveset

Special Moves
Neutral Special: Fire Breath. Bowser breathes fire out of his mouth in a continuous stream. Gradually gets weaker and loses range the long he uses it. Does minor damage with no knockback.

Side Special: Flying Slam. Bowser grabs his opponent and jumps into the air and slams into the ground, flipping so that his opponent is under him when he lands. Does high damage and high knockback.

Up Special: Whirling Fortress. Bowser enters his shell and spins rapidly which he can use to gain vertical and horizontal distance when airborne. Does medium damage with little knockback. Spins in place if done on the ground.

Down Special: Bowser Bomb. Bowser leaps into the air and performs a ground pound. Does high damage and has a very good knockback. If done in mid-air Bowser will just plummet straight down.

Final Smash: Giga Bowser. Bowser transforms into Giga Bower, a larger and more powerful version of himself. All of his moves do massive damage and have a further reach and Bowser is immune to knockback, although he can still be damaged and all damage sustained in Giga form will carry over to Bowser when he turns back. The transformation lasts for about 10 seconds.

X Factors
Strength: King Dedede=92/Bowser=94

Along with Donkey Kong, Bowser and King Dedede are the largest and heaviest fighters in the roster and as such both wield a massive amount of strength and power with their attacks. Bowser wins out here though as he is the largest and heaviest character in the game and his attacks are that bit more powerful than Dedede's. Much of Dedede's strength comes from his hammer whereas Bowser's is more natural.  

'''Speed: King Dedede=45/Bowser=45. '''

Due to their huge size neither of these fighters are very fast in attack speed or dashing speed. Bowser is much quicker in dashing speed but Dedede's attacks are quicker so I'm calling it even.

Agility/Aerial Mobility:King Dedede= 67/Bowser=50

King Dedede may not be the most agile fighter on the ground but in the air his multiple jumps allow him to juggle opponents well. Bowser is more agile than in previous games but he's still pretty lethargic on the ground and clumsy in the air.

Close Quarters Combat: King Dedede=87/Bowser=88 

As previously mentioned both of these characters are immensely strong and thus are very proficient and skilled close range fighters, their huge statures allowing them to dish out and take lots of damage. Bowser takes the edge here, once again because he is simply the more powerful and more durable of the two and when it comes to trading powerful blows he's going to come out of it in better shape.

Ranged Combat: King Dedede=47/Bowser=25

Neither of these fighters ranged options are particularly good however Dedede's Gordo Throw has a further range and does more damage making it more viable as a distraction/damage chipping projectile. Bowser's Fire Breath has a very short range and it also not very powerful even at it's most damaging.  

Killer Instinct/Brutality: King Dedede=69/Bowser=80

Both of these guys are tyrannical kings in there respective universes and thus are more inclined towards brutality that other more heroic fighters. However King Dedede is more anti-villain than straight up evil and is unlikely to try and kill his opponent whereas Bowser is straight up evil and is more than willing to exact brutal punishments upon his opponents and even his allies if they fail him.

Diddy Kong
"You lazy ape, you are getting too old for this"

- Diddy Kong

Standard Moves
Neutral Attack: Swats his hand twice, turns to quickly kick his foot, and proceeds to repeatedly hit with his tail.

Dash Attack: Performs a cartwheel and then does a ground slap with both hands.

Forward Tilt: Leans to the side and flings both of his hands forward.

Up Tilt: Swats the air above him with his hand.

Down Tilt: Crouches and slaps forward.

Forward Smash: Spins and slaps forward twice.

Up Smash: Hops and kicks both of his legs into the air.

Down Smash: Performs a sweeping kick.

Neutral Aerial: Does and aerial cartwheel.

Forward Aeriel: Kicks both his feet forward.

Back Aerial: Thrusts his leg backwards and spins it behind him.

Up Aerial: Performs and overhead flip kick.

Down Aerial: Punches down with both arms in a powerful attack which can meteor smash.

Throws: Diddy Kong grabs an opponent and does one of four throws; He tosses his opponent forwards or backwards depending on the throw. He throws his opponent into the air and kicks them. Throws the opponent on the ground and jump over them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Diddy_Kong_(SSB4)#Moveset

Special Moves
Neutral Special: Peanut Popgun. Diddy Kong takes out his Peanut Popgun and fires an peanut out of it. The longer the attack is charged the farther and quicker the peanut will fly and the damage will also be increased. Does medium damage and little knockback. If overcharged then it cause a very powerful explosion in close range which does high damage and knockback.

Side Special: Monkey Flip. Diddy Kong leaps forward and grabs onto his opponent face. He can then pummel them for several seconds before being dislodged. Does minor damage with no knockback. Can instead perform a flying kick which does medium damage.

Up Special: Rocketbarrel Boost. Diddy Kong charges his rocketbarrels which can then launch him into the air. The initial launch explosion does medium damage and colliding with an opponent in mid-air will do minor damage with some knockback.

Down Special: Banana Peel. Diddy Kong tosses a banana peel into the air to have it fall on the ground. An opponent who steps on the peel will slip and trip, stunning them for a follow up attack. Only one peel can be out at any time and will disappear once an opponent comes into contact with it. Does no damage.

Final Smash: Rocketbarrel Barrage. Diddy Kong flies around on his rocketbarrels and can fire explosives peanuts which do minor-medium damage. Diddy Kong can also collide with his opponent to do medium damage.

Bowser Jr.
"Yahoo! I'm the best!"

- Bowser Jr

Standard Moves
Neutral Attack: The Clown Car punches twice, followed by a flurry of punches and a finishing hit using boxing gloves

Dash Attack: Slashes multiple times with a grinder.

Forward Tilt: Slashes forward with a pitchfork.

Up Tilt: Slashes upwards with a pitchfork.

Down Tilt: Clown Car opens it's mouth and swipes at the opponent with it's tongue

Forward Smash: Uses two drills to drill his opponent.

Up Smash: Flips upside down and uses the Clown Car spinning propeller.

Down Smash: Slams the ground both sides of him with wrecking balls.

Neutral Aerial: Clown Car swings around with boxing gloves extended.

Forward Aeriel: The Clown Car swings a wrecking ball in front of itself.

Back Aerial: The Clown Car swings a wrecking ball behind itself.

Up Aerial: Swings a hammer above himself.

Down Aerial: Extends a drill from below the Clown Car to drill an opponent.

Throws: Bowser Jr grabs an opponent and does one of four throws; A boxing glove uppercuts the opponent forward. He spins and throws the opponent behind him. He throws the opponent above him. He throws the opponent on the floor and drills them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Bowser_Jr._(SSB4)#Moveset

Special Moves
Neutral Special: Clown Cannon. Bowser Jr fires a cannonball from the Clown Car's mouth. The cannon can be charged for a more powerful shot. Damage varies between medium-high depending on the charge and does average knockback.

Side Special: Clown Kart Dash. Bowser Jr turns the Clown Car into a kart which speeds forward, doing damage to anyone it comes into contact with. Changing the direction will cause the Kart to spin out which will also do damage. Does medium damage with a decent knockback.

Up Special: Abandon Ship. Bowser Jr ejects out of the Clown Car which explodes, doing damage to any nearby opponents. As Bowser Jr falls back to the ground he can swing his hammer to do damage. Both the Explosion and Hammer swing have high damage and Bowser Jr will gain a new Clown Car upon hitting the ground.

Down Special: Mechakoopa. Bowser Jr drops a Mechakoopa from a hatch in the Clown Car. It will walk towards an opponent and if it makes contact will detonate. Does minor damage and has a weak knockback.

Final Smash: Shadow Mario Paintbrush. Bowser Jr transforms into Shadow Mario and paints an Orange X on the screen. Any opponent caught in the X will receive minor damage while Bowser Jr will be teleported above the X. The X will clear away after a few seconds, doing massive knockback to anyone still caught in the X.

X Factors
Strength: Diddy Kong=50/Bowser Jr=60

Diddy Kong is small and not very heavy and thus his strength is very low and as a result he doesn't really have many powerful moves. Bowser Jr doesn't fair much better (despite being one the heaviest fighters in the game) but he at least has some more powerful attacks at his disposal and the Clown Car beefs his strength rating up a bit.

Speed: Diddy Kong=80/Bowser Jr=65

Diddy Kong is very much a typical lightweight fighter, his attacks may not be strong but they are quick and enable him to use a hit and run type of fighting style. Bowser Jr has some quick attacks and special moves but his dash speed is low and the Clown Car's bulk and weight make it hard him to move around particularly quickly.

Agility/Aerial Mobility: Diddy Kong=89/Bowser Jr=72

Diddy Kong's small frame and lightweight make him a very agile fighter, both in the air and on the ground. He's a very acrobatic fighter and he shows this in fighting style and moves often. Bowser Jr is alot more agile than you'd think in his Clown Car and is pretty good in the air but he just can't compare to Diddy Kong.

Close Quarters Combat: Diddy Kong=78/Bowser Jr=78

These two are both fairly decent in close quarters combat and each brings a different style to the battlefield which suits each others styles well. Diddy Kong can take advantage of Bowser Jr's lack of speed and agility to chip away at his health but he also has to be careful to avoid some of his powerful attacks. Bowser Jr can take advantage of Diddy Kong's weak attacks and his own weight to absorb damage and wait for his time to strike but must be careful not to let Diddy Kong run circles around him. In the end they both match each other well in close range and that's why I've called it even.

Ranged Combat: Diddy Kong=63/Bowser Jr=70 

Diddy Kong's projectile weapons, the Peanut Gun and the Banana Peel, suit his style well but are not very powerful and are only really useful at chipping away damage or creating a minor diversion. Bowser Jr packs alot of power in his projectiles and this will work well against the against a lightweight such as Diddy Kong.

Killer Instinct/Brutality: Diddy Kong=56/Bowser Jr=70

Diddy Kong is a hero and is thus unlikely to try and kill his opponent although he may hold an animosity towards Bowser Jr which boosts his rating slightly. Bowser Jr, while not as brutal and evil as his father, can still be cruel at times and will not have a problem dealing out a violent punishment to an opponent.

Mega Man
"I'll keep on fighting for peace for both humans and robots!"

- Mega Man

Standard Moves
Neutral Attack: Fires three shots from his arm cannon.

Dash Attack: Boosts forwards while spinning, damaging whatever he touches.

Forward Tilt: Fires three shots from his arm cannon. (Identical to Neutral Attack)

Up Tilt: A jumping uppercut.

Down Tilt: Signature sliding kick attack.

Forward Smash: Charges up energy in his Mega Buster, before firing off a bigger and more powerful burst which travels a short distance.

Up Smash: Creates a powerful multi-hitting surge of energy above himself.

Down Smash: Plants both arm cannons into the ground, causing two flaming pillars to erupt from the ground either side of him.

Neutral Aerial: Identical to his neutral attack but in the air.

Forward Aerial: Summons a flame sword and swings it down in front of him.

Back Aerial: Swings his arm behind him, creating an energy trail behind him.

Up Aerial: Fires a small tornado above him. Draws in any opponent which touches it.

Down Aerial: Points his fist down and fires it as a short range projectile. Can meteor smash.

Throws:  grabs an opponent and does one of four throws; He throws the opponent forward. He turns around and throws the opponent behind him. He throws his opponent upwards. He throws his opponent downwards.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Mega_Man_(SSB4)#Moveset

Special Moves
Neutral Special: Metal Blade. Mega Man pulls out his infamous Metal Blade and throws it at an opponent. The blade can be thrown from 8 different directions and does multiple hits to an opponent. Minor damage and knockback.

Side Special: Crash Bomber. Mega Man fires a small sticky bomb which will latch onto any player or surface it touches, exploding a few seconds later. Can be transferred onto another opponent if they make contact with the stuck user. Does minor damage and medium knockback.

Up Special: Rush Coil. Mega Man calls upon his robot dog Rush to the battle. He then activates a coil which will launch Mega Man into the air. Does no damage and can be jumped on by an opponent.

Down Special: Leaf Shield. Mega Man creates a leaf shield around himself. These leaves can block up to 4 projectiles and can also be thrown as a long range weapon to do minor damage.

Final Smash: Mega Legends. Mega Man will fire a black projectile which will detonate after a making contact with an opponent or after a short while, creating a black hole that sucks any nearby opponents in. Mega Man will then summon multiple versions of himself, who charge their respective busters and fire simultaneously doing massive knockback and damage.

Pac-Man
"Waka Waka Waka Waka Waka"

- Pac-Man

Standard Moves
Neutral Attack: Punches twice, then performs a quick flip kick.

Dash Attack: Transforms into ball form and chomps while sliding forward.

Forward Tilt: Performs a side kick.

Up Tilt: Swings his head forward in a headbutt arc.

Down Tilt: Transforms into his ball form and chomps at a downward angle

Forward Smash: Shoot Blinky, the red ghost, forward.

Up Smash: Shoots Inky, the blue ghost, above his head.

Down Smash: Shoots Pinky and Clyde, the pink and orange ghosts, at either side.

Neutral Aerial: Spins around in his ball form.

Forward Aerial: Does an aerial roundhouse kick.

Back Aerial: Does a backwards Dropkick.

Up Aerial: Does a flip kick above himself.

Down Aerial: Stomps downwards multiple times.

Throws:  grabs an opponent and does one of four throws; Throws the enemy forward. Spins twice and tosses the enemy the enemy. Tosses the enemy into the air. Transforms into his ball form and chomps on the grounded enemy

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Pac-Man_(SSB4)#Moveset

Special Moves
Neutral Special: Bonus Fruit. Pac-Man will pull out a bonus item and cycles through them going through various items including; Cherry, Strawberry, Orange, Apple, Melon, Galaxian, Keys and Bell. Each one has various damage levels and various trajectories. A link to the various properties of each item is here.

Side Special: Power Pellet. Pac-Man deploys an 8-bit power pellet whose trajectory can be aimed either in front of him or in a rising trajectory. He will then transform into his ball form and follows the trail, doing damage to anyone who he connects with. Once he gets to the end of the trail he will do a powerful chomp, which does medium damage and high knockback.

Up Special: Pac-Jump. Pac-Man produces a trampoline to bounce on. Repeated bounces bring more height but after four bounces the trampoline disappears. Does no damage and can be jumped on by an opponent.

Down Special: Fire Hydrant. Pac-Man throws a fire hydrant below himself, doing medium damage to anyone it connects with. The Hydrant will then fire out two bursts of water either from the top or from either side depending on the position on Pac-Man. The water does no damage but will push any opponent (and Pac-Man himself) back.

Final Smash: Super Pac-Man. Pac-Man simultaneously eats a Power Pellet and a Super Pellet, which makes him transform him into his classic two-dimensional form and grow in size. Pac-Man can then move about the stage and any opponent who he manages to chomp will get dealt heavy damage and moderate knockback, becoming a pair of eyes. After a few moments they will transform back into their normal form, allowing Pac-Man to attack again.

X Factors
Strength: Mega Man=76/Pac-Man=74

Speed: Mega Man=65/Pac-Man=65

Agility/Aerial Mobility: Mega Man=70/Pac-Man=80 

Close Quarters Combat: Mega Man=68/Pac-Man=85 

Ranged Combat: Mega-Man=95/Pac-Man=70

Killer Instinct/Brutality: Mega Man=60/Pac-Man= 70

150 zombies vs 5 vampires vs 3 werewolves vs The perfect zombie survivalist


Zombies: The Slow moving terror of mankind who can spread thier infectious diesese with a single bite.

vs

Werewolves: The deadly beasts of the night who mix brains and brawn into a terrifying concoction.

vs

The Perfect Zombie Survivalist: The human warrior who follows the advice of the Zombie survival guide.

vs

Vampires: Speedy nocturnal hunters who suck out the blood of thier unfortunate victems.

Who is deadliest.

{C}Note: Thier are only 150 zombies as the vampires and werewolves will be distarcted by each other and the Zombie Survivalist.

Note: The Perfect Zombie Survivalist will have Only 1 Clip for his Revolver and 50 Bullets for his hunting rifle.

Note: Vampires and Werewolves can be hurt by conventional weapons and can be killed just like a normal person.

Note: Zombies Can only be killed by destroying the brain.

Note: The perfect Zombie Survivalist is only called so because he has the weapons that any zombie survivalist should have (According to the zombie survival guide). While he will know to go for a headshot is is not the perfect zombie killer. X Factors 

Vampire

Strength: 84

Speed: 89

Intelligence: 93

Durability: 80

Endurance: 87

Brutality: 88

Average: 86.83

Werewolf

Strength: 89

Speed: 86

Intelligence: 74

Durability: 86

Endurance: 89

Brutality: 85

Average: 84.83

Zombie Survivalist

Strength: 76

Speed: 70

Intelligence: 100

Durability: 69

Endurance: 74

Brutality: 70

Average: 76.5

Zombie 

Strength: 76

Speed: 17

Intelligence: 9

Durability: 72

Endurance: 100

Brutality: 96

Average: 61.6

Vote for who you think would come First, Second, Thrid and Forth.

Tequila Zombie Guy vs Nikolai Belinski


Tequila Zombie Guy: The mexican who fights off zombies all while drinking Tequila

vs

Nikiolai Belinski: The russian soldier who can't live without his vodka.

Who is deadliest

Note: The Tequila Fire Shot is where he drinks a bottle of Tequila, flicks on his lighter and blows into it sending a massive ball of fire at the opponent.

Note: The Tequila Zombie Guy's explosive weapon is just a guitar that can fire off four rockets at once.

Perry the Platypus vs Mario


Perry the Platypus: The Semi-Aqautic Egg laying mammel of action

vs

Mario: The plumber who constantly saves the princess from the evil bowser.

Who is deadliest.

Induvidual Squads
G, Isaac Washington and Bill

Skullduggery Pleasent, Stephen Hart and Solid Snake

Jun, Emile and General Grievous

Bowser, Meta Knight and Wolf O Donnel

Viktor Reznoz, Connor Kenway and Rex Matheson

The Pyro, The Sniper and Nick

Ike, Link and Supreme Dalek

Tesseract, Monroe and Chase Young

Wassboss

Predator vs Jiralhanae


Predator: The Alien tribal race who fight off hordes of xenomorphs with primitive weaponry.

vs

Jiralhanae: The brutal alien race who have a bitter rivalry with the sanghelli race.

Who is deadliest

Desperado Enforcement LLC. vs Mevolent's Officers


Desperado Enforcement: The Colorado based PMC, willing to do whatever it takes to keep war as a business.

vs

Mevolent's Officers: The fanatical worshippers of the faceless ones, who hoping to return their dark gods to this world and rule by their side.

Who is Deadliest

Individual Battles
Big Boss: Mevolent vs Steven Armstrong

Second in Command: Nefarian Serpine vs Sundowner

Freak: Lord Vile vs Monsoon

Honourable Swordsman: Baron Vengeous vs Jetstream Sam

Femme Fatale: China Sorrows vs Mistral

Mevolent's Officers
"Have you ever seen a man come back to life before? Not many have. Over the years, stories have grown up around what you have seen here today. The truth gets misplaced the more the stories travel. They say I bathe in blood. Have you heard that? According to the stories I must submerge myself in mortal blood for two hours out of every twenty-four, or else my body starts to break apart due to the corruption I have inside of me. That's a lot of mortal blood to drain every single day but they don't take such things into consideration when concocting these stories do they? On a purely logistical level, if I had to drain all those mortals, I'd never have the time to do anything else would I. Other stories tell how I eat innocent newborns, how i'm ten feet tall, how I breathe fire and have great dragon wings. None of these things are wholly accurate. I don't have dragon wings, I don't breathe fire, I'm only eight feet tall and I've never eaten a new born that didn't have it coming. My name is Mevolent. What's yours?"
 * -|Mevolent=

- Mevolent to Valkyrie Cain Mevolent was an Elemental and was one of the very few to turn evil. He lead a faction during The War against the Sanctuary with the goal of bringing the Faceless Ones back to this reality. Before his rise to power he served under Arthur Dagan's grandfather and somehow came across The Unnamed who would later become his master. Mevolent was a dedicated follower of the Faceless Ones, and attempted to open a portal and allow them entry back to Earth.

Powers and Abilities
 * Mastery of Elemental Magic: Mevolent has completely mastered the use of elemental magic and can use each of the 4 elements with equal skill, making him one of, if not the most powerful sorcerer in the entire Skullduggery Pleasant universe. Some the elements and their uses are listed below;


 * Fire: The flashiest and most used of the four elements. Elemental sorcerers create fire by generating friction, usually the snapping of fingers, and use it for various purposes. These purposes range from creating fireballs, to creating barriers of fire, to expelling fire in a flamethrower type stream and fireballs can be focused into more concentrated flames which can be used to cut and carve.


 * Air: Air magic is the most versatile and, at times, the most powerful of the four elements. Air magic is the easiest to learn with most sorcerers learning this first. Uses of Air magic includes pushing and pulling towards or away from the sorcerer, squeezing and crushing objects, holding a person in place, creating a powerful wall of air to block an attacker, flight, creation of whirlwinds, reading disturbances in the air, depriving people of air, containing an explosion within a sphere of air and can be used to buff up a users punching power by encasing their fists with a layer of air.


 * Earth: Earth magic was at first, and for a very long time, thought to be last resort defensive magic. However it has since been shown to have some offensive prowess as well. The main use of earth magic is to turn the user into an unbreakable stone statue but the length of this transformation is unpredictable and could last any length of time, from a couple of years to several centuries. Other uses include collapsing the ground underneath and opponents feet and can be used as a means of travelling through walls.


 * Water: Water is the most rarely used out of the four elements . When the user is submerged in water, water manipulation can be used in a similar way to air manipulation. Uses of Water magic includes walking on water, enhancing swimming ability, firing a stream of water as a projectile, creating a wall of water, manipulating water vapour in the air to create small rainstorms and the manipulation of ice or snow.


 * Superhuman Strength, Speed and Durability: Owing to his large size, Mevolent is a very strong individual and displays many feats of superhuman strength such as lifting and throwing people, lifting large slabs of concrete and throwing them and even ripping someone's head off. He is also very durable and is able to survive and fight with broken bones, survive being smashed in the face with a horse and being thrown through walls. He is also shown to be very fast and can move at superhuman speeds from place to place.

"Serpine is a collector. He collects magic. He has tortured, maimed and killed in order to learn other people's secrets. He has committed untold atrocities in order to uncover obscure rituals, searching for the one ritual that he, and religious fanatics like him have been seeking for generations."
 * Highly Skilled in hand to hand and bladed combat: Mevolent is a very skilled hand to hand fighter as showcased by his battle against Darquesse where he is able to fight on par with a self healing demi-god and almost come out on top. His fighting skill is backed up with his elemental mastery and he has also shown to be a skilled swordsman.
 * -|Nefarin Serpine=

- Skulduggery Pleasant on Nefarian Serpine Nefarian Serpine was Mevolent's most trusted General during the great war. He masterminded the death of Skulduggery's wife and child, killing them in front of him, knowing that Skulduggery would get too angry to think properly. He was right - Skulduggery, in his rage, wanted to kill Serpine without using his magic and grabbed the nearest weapon, which was a poisoned dagger that Serpine had laid out for him. Serpine then captured, tortured and finally killed him. Once Skulduggery returned from the dead he was driven by his desire to get revenge on Serpine but before he could the truce was signed, preventing him from getting his revenge.

Powers and Abilities
 * Right Red Hand: Serpine's right red hand is completely skinless and causes a slow and agonising death to anybody who he points at and it is impossible to block or deflect. It does have a disadvantage though, Serpine cannot simply point at multiple opponents, he must keep his hand pointed at one opponent until the agonising death has taken place. It also does not work on a being that is already dead and presumably also cannot effect something which is not alive such as a machine.
 * Various Magical Abilities: As previously mentioned, Serpine is a collector of magic and has acquired several different magical abilities. He can gather purple vapour in his hand which can be used to blast at people or as a tendril to grab onto a far away object or person and pull them towards him. He is also able to create a wall of air which he can use to deflect projectiles such as bullets away from himself. When he waves his left hand he is able to make an object or person contract and expand and can snap bones with another wave.
 * Competent Close Quarters Combatant: Serpine has shown to be fairly good at close quarters combat but he is nowhere near as skilled as other mages and relies more on magic to defeat an opponent rather than his fighting skill. He is also implied to have some skill with knife combat as he carries around a dagger to use in combat.
 * Super Human Reflexes: Serpine has demonstrated superhuman reflexes on several occasions such as grabbing a dagger out of mid-air just as it is about to hit him and being able to sidestep bullets in a confined room.

"Try dying with some dignity you godless wretch."
 * -|Baron Vengeous=

- Baron Vengeous to Billy-Ray Sanguine During the War, Vengeous was one of Mevolent's Three Generals. He was the leader of the fanatical Diablerie, a cult of people dedicated to bringing the Faceless Ones back through any means necessary. Vengeous was in search of Lord Vile's armour and blood from a descendant of an ancient one, so that he could revive the Grotesquery, an abomination of a creature, formed by the body parts of many other beasts. The Grotesquery, due to having the torso of a Faceless One, was purported to be able to herald the return of the remaining Faceless Ones. Sometime after 1861, Vengeous had a legendary battle with Skulduggery Pleasant, who threw a stick of dynamite at him.

Powers and Abilities "Vile was different. He would have used his power to... to change the world..."
 * Rupture Ability: Vengeous's only known power is the ability to make objects and people rupture by looking at them with his eyes glowing yellow. He needs to be concentrated to do this however and if he is distracted then he is unable to use this ability.
 * Skilled hand to hand combatant and swordsman : Vengeous has been shown to be a very skilled melee fighter and is able to fight off multiple opponents at once and has gone toe to toe with other powerful mages. He has also been shown defeating a vampire in it's night form which is a considerably impressive feat considering that most other characters struggle to defeat vampires in their weaker daytime form. He is also a skilled swordsman and his main weapon is a cutlass which is sharp enough to easily slice through skin and bone.
 * Peak Physical Condition: Despite appearing to be his his mid fifties, Baron Vengeous is an incredibly fit human being as has shown above average strength and speed, being able to dodge a fireball from close proximity. He is also very durable as he survived having a stick of dynamite being thrown at him and exploding in his face.
 * -|Lord Vile=

- China Sorrows on Lord Vile Lord Vile was one of Mevolent's Three Generals during the war. He initially joined a Necromancer temple run by Auron Tenebrae where his rapid rise and success in training lead to them proclaiming him their Death Bringer, a powerful Necromancer who would save the world, but before he could learn about the Passage he joined Mevolent. His reason for doing so was not because he believed in the Faceless Ones but because he wanted to cause as much death and destruction as possible and Mevolent gave him the best opportunity of doing so.

Powers and Abilities
 * Necromancy Powers: Lord Vile's chosen magical discipline is Necromancy, which is the power to harness the energy of the dead. Lord Vile is one of the most powerful users of this particular discipline and can use it in a variety of ways. He can make shadows into solid projectiles which can be used as blades, can be fired as jagged shards from a distance and can be used as tendrils to grab onto an opponent. Vile can also shadow-walk which is form of teleportation where the user uses the shadows to travel through the ground. Shadows can also be used to fly, supporting the mage as the move through the air. He can also create a bubble of death, in which all life force within the aptly named death bubble are sucked towards the user as it contracts, making them stronger. Necromancy also becomes more powerful when death is nearby as it allows the user to absorb the energy and buff up their magical attacks.


 * Lord Vile's Armour: Lord Vile stores his necromancy power in his armour which is described as full set of medieval armour. Unlike most Necromancy objects it is made purely of shadow as opposed to being an object and has no solid form, allowing it to shape to fit the user and gives Vile great flexibility. If removed then Vile would be unable to call upon his Necromancy powers but this is nearly impossible to do and requires a great deal of physical strength. It also functions as a normal suit of armour, albeit more powerful, and can protect Lord Vile from a variety of physical and magical attacks.


 * Superhuman Durability: Owing to his Armour, Lord Vile is incredibly durable and has survived many injuries that would have killed other people. This includes being thrown into walls, blasted with magic from multiple different mages and even being slammed into the ground from a great height and managing to come away mostly unscathed.

"Remember when I told you that there's nothing more dangerous than a Zealot? Well we were dangerous even by Zealot standards."
 * Skilled Combatant: Lord Vile is a very powerful mage and he has been known to take on entire battlefields of soldiers and come out on top. He is by far the most powerful of Mevolent's Three Generals and has been able to defeat opponents who have been able to beat Serpine and Vengeous with relative ease as well as take on multiple powerful mages at once and hold his own against a self healing, demi-god.
 * -|China Sorrows=

- China Sorrows China Sorrows was born around 400 years ago. It is known that China used to worship the Faceless Ones and was told stories about them by her grandmother, she even founded the Diablerie. She lead Skulduggery and his family into a trap where she took on Skulduggery's wife one on one and defeated her. At an unknown time she left the Diablerie and became "neutral", Baron Vengeous took over the organization.

Powers and Abilities
 * Mastery of Symbol Magic: China is an expert in the use of magical symbols and has several invisible sigils at various points on her body which can be used to perform a variety of magical spells. Some of the uses of these symbols include, summoning daggers of red energy, shooting a blue energy beam, enhancing her strength, making her move at impossibly fast speeds and enabling a her to drop from a great height and land unharmed.

More specific sigils include; One on her wrist which, when pressed against an opponent shocks them with magic and will kill them if contact is made long enough.

One which runs down her sternum which when traced with her finger, send out a powerful stream of heat which will instantly incinerate anybody whom China makes contact with. However the extreme heat will also incinerate China after a few minutes and it would only be used as a last resort.

A symbol along her jawline which when pressed will initiate a healing process as well as forcing out anything which has become stuck under her skin such as a bullet or piece of metal. China is weaker than normal after healing and her combat ability deteriorates.


 * Infatuation Ability: China has the ability to make any person, male or female, fall in love with her whenever they meet her. This can be used to cloud their judgement and manipulate them with frightening ease, she can basically order most mortal people to just do what she wants. This effect wears off after prolonged exposure however and China herself can call off the spell.


 * Skilled hand to hand combatant: As with each of her team-mates, China is a very skilled hand to hand combatant and can take on and beat other skilled mages as well as taking on multiple fighters at once. She has been shown able to fight and shackle a mage whose powers had been boosted by 100%, although she was badly injured and can hold her own against Baron Vengeous.

Desperado MC
"Alright...the truth, then. You're right about one thing -- I do need Capital, And Votes! Wanna know why?! I have a dream!That one day, every person in this nation will control their own destiny! A land of the truly free dammit! A nation of action not words -- ruled by strength not committee! Where the law changes to suit the individual, not the other way around! Where power and justice are in back where they belong, in the hands of the people! Where every man is free -- to think --to act -- For himself! Fuck all these limp-dick lawyers, and these chicken shit bureaucrats! Fuck this 24/7 internet spew of trivia and celebrity bullshit! Fuck American Pride -- fuck the media -- Fuck - all of it! America is diseased -- rotten to the core...there's no saving it... We need to pull it out by the roots! Wipe the slate clean -- burn it down! And from the ashes a new America will be born! Evolved but unchained! The weak will be purged -- and the strongest will thrive -- free to live as they see fit! They'll make America great again!"
 * -|Steven Armstrong=

- Steven Armstrong to Raiden

Steven Armstrong was a United States Senator representing the U.S. state of Colorado, as well as a candidate for the 2020 United States Presidential Election. He was also the benefactor for World Marshal Inc., as well as its de facto CEO.Armstrong was born and raised in Texas. Prior to pursuing politics, Armstrong played college football for the University of Texas, but joined the United States Navy due to a desire to serve his country, which also sacrificed his professional football career. However, although a member of the Navy, he never saw actual combat during his time in the service.

Powers and Abilities
 * Nanomachine Infused Body: Armstrong's entire body is composed of nanomachines. These nanomachines would harden different parts of his skin in response to physical trauma, with the side-effect of turning the affected areas black. Armstrong powers up his nanomachine technology by drawing in metal dust from any nearby metal object. These nanomachines give him several powers including;


 * Superhuman Strength: Armstrong was already a physically strong fighter before his nanotech infusion but the technology has increased it to superhuman levels. He has been shown to easily overpower other powerful fighters, can pick up and throw debris from a giant mecha and break Raiden's HF blade, all with his bare hands.


 * Superhuman Durability: As previously mentioned Armstrong's skin hardens in response to physical trauma which makes him incredibly durable. Blunt Trauma has no effect on him, sword strikes are mostly useless and even rocket launchers do very little to damage him. His nanomachines also give him a high healing ability to complement his durability and he has been shown to reattach his arm after it was sliced off in a fight.


 * Pyromancy: Armstrong is able to generate fire which can be used to enhance his physical attacks and create powerful explosions of fire by punching the ground.


 * Form a Blade: When Armstrong had his arm chopped off he was able to form a blade of nanomachines from where his arm should have been which he can then use as a weapon.

There are ,however, a couple of drawbacks to this technology. Firstly, the powering up process requires a great amount of metal and Armstrong is unable to attack or defend himself during this process. His nanomachines are also incapable of reacting to a sudden change in attack style e.g switching from blunt trauma to slashing and rapid attacks can also bypass the natural hardening suggesting that Armstrong has to be aware of the type attack being used in order for it to be most effective. His Nanomachines also have a limited battery life and if a battle goes on for too long then they will power down, leaving Armstrong more vulnerable.


 * Skilled Hand to Hand Combatant: Armstrong is shown to be a skilled hand to hand combatant and has been shown to easily beat skilled swordsmen with his bare hands. His fighting style is based heavily off wrestling moves and football moves as opposed to intricate or precise blows.

"All we're saying is......give war a chance."
 * -|Sundowner=

- Sundowner Sundowner was born in Alabama to a poor family. Although he had decent grades throughout school and was described as being a solid student, he never had the money to go to college, so he served in the military instead and participated in the Invasion of Panama, the Gulf War, the Iraq War, and Afghanistan. By 2008, he dropped out of official military service and served as a mercenary for various PMCs up to and during the advent of SOP.He was forced out of the battlefield for a few years after being hit with an IED, although he regained participation shortly after gaining a cyborg body. At some point he became the De Facto leader of Desperado Enforcement LLC.

Powers and Abilities "I see... you deny your weapon its purpose! It yearns to bathe in the blood of your enemies, but you hold it back!"
 * Cyborg Body: Owing to an explosion which destroyed most of his body, Sundowner underwent an operation to become a cyborg. This new cyborg body has increased his strength, agility, speed, reactions and durability significantly. Sundowner is strong enough to pick up a full grown man with almost no effort and lift and swing a lamp post as a weapon and durable enough to withstand several blows from a HF Blade.
 * Explosive Shields: Sundowner also has six shield-like platforms in the sockets on his back. These shields are explosive reactive armour that could repel attacks, doing damage to the person inflicting the blow. He can also use it as an offensive weapon, making use of his enhanced speed to charge at an enemy with his shields up.
 * Bloodlust: Sundowner's primary weapon is a pair of HF machete blades called Bloodlust. The two blades are the exact same length and can either be used as two separate swords or can be put together to create a shears-like contraption which functions as a giant pair of gardening shears.
 * Skilled Swordsman:Sundowner is a skilled swordsman as showcased in his fight with Raiden where he is able to hold his own against another skilled swordsman. His enhanced reflexes and reactions also help him in combat. allowing him to dodge and block attacks others would be unable to.
 * -|Jetstream Sam=

- Sam to Raiden Samuel Rodrigues was descended from a long line of swordsmen, dating back to 16th century Japan. Sam's father ran a Brazilian Kenjutsu Dojo and was killed by one of his pupils, although not before Sam personally inherited his Murasama blade from his father. He then left Brazil, presumably to train, and eventually returned to kill the pupil in question before leaving Brazil permanently. Afterwards, he travelled the world as a mercenary and was renowned for his incredible swordsmanship. At some he went after Steven Armstrong for his role with World Marshall but was defeated by him in a battle and decided to join his cause.

Powers and Abilities
 * Exoskeleton Suit: Unlike the other members of Desperado Sam's body is almost entirely organic, the only part of him that is not original is his right arm, which was badly damaged by Armstrong. To compensate he instead wears an Exoskeleton Suit which enhances his speed, strength, durability and agility to superhuman levels, bringing him to a similar level as the other cyborgs.
 * HF Muramasa Blade: Sam's weapon is a Muramasa blade passed down to him by his father, a legacy of his samurai ancestors. The conversion to high-frequency has made it extremely powerful, more so than other newer blades and has been shown to easily cut through skin and bone and can even slice through strong metals and concrete pillars. The Muramasa's sheath contained a rifle mechanism with a magazine loaded and a trigger located below the sword's hilt. By triggering this mechanism Sam could launch his sword from the sheath at lightning fast speeds and the added momentum makes the blade even more effective at slicing through an enemy.
 * Master Swordsman: Sam is an incredibly skilled swordsman, probably one of the best in the whole metal gear universe. He is able to easily overpower and beat already highly skilled swordsman and has beaten both Raiden and Armstrong using only his blade. His greatest feat as a swordsman was defeating a hit squad comprised of 10 mobsters with automatic weaponry using only his sword, the feat being made even more impressive by the fact that it was done before cyborg technology was available.
 * Skilled Hand to Hand Combatant: As well as being a great swordsman Sam is also a highly skilled unarmed combatant as well. He is able to take on skilled combatants with only his bare hands and has even been able to hold his own against armed fighters using only his hands as showcased during his duel with Raiden.
 * Manipulation of Emotions: Sam has shown a good ability to read people's skills and personalities easily and use this to his own advantage. He often taunts his opponents to sway their focus and anger them, to make them more predictable and more impulsive.

"Wind blows, rain falls. The strong prey upon the weak. Don't be ashamed. It's only nature, running its course"
 * -|Monsoon=

- Monsoon to Raiden Details on Monsoon's past are unknown but it is known that at some point he joined a Cambodian organized crime syndicate and his crime record was extensive enough to far outrank any ordinary gang member. He eventually got cyberneticized with a magnetics-based body after being caught in a gang shoot-out and mortally wounded. It was at this point that he decided to work with the Delaware-based PMC Desperado, feeling it was much safer to work at a PMC instead of in a crime syndicate.

Powers and Abilities "I lost my whole family, everything... But I butchered those fuckers. My family's killers. That's when I realized... I am a killer too. And a good one at that."
 * Electromagnetic Generator: Monsoon's body was a unique cyborg chassis consisting of a series of segments held together by powerful electromagnetic forces which could separate considerable distances while still remaining part of the whole. This allows him to dodge sword slices, separating his body so that the blade would simply pass through as well as enabling him to separate his body to increase the reach of his attacks or attack from multiple angles. This magnetic field also allowed him to pick up huge metal objects and throw them at an opponent. He could also stick to metal surfaces and walk up them and even walk upside down. The generator also greatly his agility and he has showcased many complex gymnastic techniques and jump great heights. The generator also gives him the increased speed, strength and speed of other cyborgs. The generator does have a weakness to EMP blasts which will cut Monsoon off from his electromagnetic powers for a short while. Monsoon's head is also vulnerable to attack as he cannot separate it to avoid a strike.
 * Skilled Sai User: Monsoon's weapon of choice is a pair of sais called Dystopia. Monsoon is a very skilled user of these sais and is able to hold his own against skilled fighters with them. The sais have the special ability of being able to fire a burst of pink energy which stuns an opponent momentarily, allowing Monsoon to close the distance and attack. He can also pull himself towards an opponent with the same burst of energy.
 * Red Phosphorous Grenades: Monsoon makes extensive use of Red Phosphorous Grenades in his fight against Raiden. These have the effect of disorienting an opponent and shrouding their vision with smoke, making it hard for them to detect Monsoon, allowing him to attack from multiple directions.
 * -|Mistral=

- Mistral Born to French and Algerian parents in the country of Algeria, she was orphaned at a very early age during the Algerian Civil War in the 1990s. She served in the French Foreign Legion for a while and later participated in wars in Iraq and Afghanistan, with a kill count in the dozens. Despite killing being her calling and She even grew envious of her prey because they had causes to fight for. Eventually, she met a Steven Armstrong who changed all that and allowed her to fight for an ideal.

Powers and Abilities
 * Cyborg Body: It is unknown why Mistral decided to get a cyborg body but is likely to due to serious injury in the past. Her cyborg body gives her enhanced speed, agility, strength, reactions and durability, far exceeding that of a normal human. She also has optical implants which gives her superhuman eyesight, allowing her to see a person standing hundreds of feet away.
 * Skilled Spear User: Mistral's weapon of choice is a spear called L'Etranger. The spear is double sided and can also be used as a whip or a grappling hook, to grab onto an slam an opponent or reach an opponent from a distance. Mistral is shown to be a very skilled spear fighter able to fight on par with Raiden during their fight.
 * Dwarf Gecko's: Mistral makes heavy use of Dwarf Gecko's in her fight with Raiden, using them to further enhance her cyborg body. She has sockets on the side of her body which she can plug up to 14 Dwarf Gecko arms, 7 on either side of her body, giving her more options to attack and more flexibility with her spear. Mistral also use the main body of the Gecko as an projectile attack, launching it at a foe at such a velocity that the body sets alight, making the attack even more damaging.

X Factors
Training: MO=83/DE=83 

Both of these teams contain highly trained members. All of Mevolent's team have been trained in combat skills and their chosen magical disciplines, with Serpine in particular having been taught many different types of magical combat skills. Armstrong, Sundowner and Mistral have served in various military organisations including the US Navy, US Army and French Foreign Legion respectively and Sam, while not militarily trained, was trained by his father in the art of sword fighting and Kenjutsu. Monsoon is the only one who doesn't seem to have any specific training but it is assumed he had some training in sai based combat due to his skill level. Mevolent's team probably have more training but Desperado's training is more formal and rigorous so I'm going to call it even.

Physicality: MO=85/DE=92

Both sets of warriors are physically superior to an average person due to intense training and various enhancements. However what gives Desperado the edge here is that they are all enhanced by some sort of cybernetic technology which improves their physical capabilities far beyond what a normal human could ever achieve. Even Sam, whose mostly organic, is still enhanced by his exoskeleton suit. Mevolent's team are also above average but even with the anti-ageing effect of magic they are still human and even at peak physical fitness are simply not as good as the technologically enhanced bodies of Desperado.

Experience: MO=95/DE=87 

Once again both teams have a varied set of experience spanning many years. However Mevolent's Officers take the edge here for a couple of reason. Firstly their individual experience spans centuries of constant combat whereas each member of Desperado has served for not much more than 5 years a piece even if most of it has been spent in combat or in training. Secondly their experience is much more varied and they have all faced off against many different types of warriors with even more types of magical combat. A lot of the experience that Desperado brings is of military service in Iraq or Afghanistan or against criminals neither of which really compare to fighting mages. Finally Mevolent's team also bring a more varied set of powers which in turn gives more experience of different types of combat. Desperado is made up of a few very similar warriors and so while their experience is more compatible it lacks the sheer variety brought by Mevolent and his underlings.

Brutality: MO=90/DE=88

As the villains of their respective stories it's no surprise to find out that neither of these two teams are willing to go above and beyond when it comes to cruel and unusual punishment. Mevolent, China and Vengeous have all shown a willingness to brutally take down an opponent and do things such as rip of someone's head or blow them up. Vile and Serpine are even worse, taking pleasure from how violent and depraved they can be, hell Serpine's signature power sacrifices efficiency for straight up agony. Desperado are not much better and all are more than willing to slice of limbs, kill civilians and even straight up abuse orphaned children just to achieve their goals. However what gives Mevolent the edge is that he and his team-mates are more likely to be brutal and cruel in combat whereas a lot of Desperado's depravity comes from what they do outside of straight up combat and only Sundowner could be described as truly bloodthirsty, the others just show an above average level of enthusiasm for violence.

Teamwork: MO=85/DO=88

For the most part these teams are comprised of people who are all linked by a similar ideology, held together by a leader whose power is pretty much unprecedented and thus their loyalty and co-operation is good. However there are still problems to be found in both teams. For Mevolent's team China and Vengeous are fanatically loyal to the cause and the leader but Serpine and Vile are not quite on the same page. Serpine is a firm believer in the cause but his manipulative nature and thirst for power make him very untrustworthy and there it always the feeling that he could turn on his team if things are going wrong. Vile doesn't care about the cause or the leader, he just wants to spread as much mayhem as possible and Mevolent's superior power is pretty much the sole reason he doesn't just turn around and kill everyone. Add in the animosity between some members because of their arrogance and it could lead to problems. Desperado's problems are less prominent but there are still some loose ends. Sam is similar to Vile, he doesn't care much about the cause and he is more likely disobey orders but for the most part he is still a loyal member. Monsoon, Sundowner and Mistral are devoted to the cause but the problem for Desperado is that their philosophy is based on an extreme form of Darwinism and so a show of weakness from Armstrong could turn them against him or at the least make they question his leadership. In the grand scheme of things neither of these team members are likely to turn on each other mid battle, nor are they likely to disobey orders but the possibility is still there.

Miscellaneous
This battle will take place before the events of Metal Gear Rising: Revengance for Desperado and at some point during The War for Mevolent's Officers.

The battle will be in and around the Marshall Inc. Headquarters in Colorado.

Nick Cutter vs Nick Burkhardt


Nick Burkhardt: The detective from Portland determined to keep peace between the human race and wesen.

vs.

Nick Cutter: The ARC's head scientist who searched for his lost wife Helen for over 8 years.

Who is deadliest.

Nick Burkhardt
"I know what you are."

- Nick, to various Wesen. Nick Burkhardt is a Grimm and detective for the Portland Police Department. He was orphaned at a young age when both his parents were killed in a car crash and was brought up by his Auntie Marie. Growing up, he was not exposed to any information regarding his Grimm heritage or the Wesen that surrounded him. He learned about these largely from his own experiences since 2011, which made him unique among Grimms and generally promoting the development of more socially acceptable interaction with all individuals.

Kanabo
 * -|Melee =

Length: 4 foot

Weight: 15 lbs Glock 17
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 375 m/s

Ammo: 17 Rounds Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 7 lbs Colt M4A1
 * -|Assault Rifle =

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s

Weight: 7.5 lbs Doppelarmburst
 * -|Special =

Crossbow with bolts dipped in poison, which can knock a person unconscious.

Range: 45 metres

Nick Cutter
"You still don't get it, do you? That no matter how many times you interfere, you still can't get the result you want because evolution can't be bent to your will."

- Nick Cutter. Professor Nick Cutter's research is what first led the government to investigate the anomaly phenomenon. His mission is to make sense of the anomalies which are allowing creatures from the past, and the Future, to roam the modern world. For Cutter this is not just a professional mission, he has a personal interest. His wife, Helen Cutter, went missing and was presumed dead for eight years. After escalating events during a siege on the ARC, Cutter was shot in the chest by his wife Helen, but managed to survive long enough to pass on the Artefact to Connor, before dying.

Katana
 * -|Melee =

Length: 3 foot

Blade: 2.2 foot

Weight: 4 lbs SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch G36
 * -|Assault Rifle =

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs Harpoon Gun
 * -|Special =

High powered spear gun. Has enough power to penetrate crocodile armour.

Range: 10 metres

X Factors
Physicality: Burkhardt=85/Cutter=80

Nick Burkhardt wins out here for a couple of reasons. Firstly he's 5 years younger than Cutter and he's at a point where he is at a peak age for physical fitness whereas Cutter, being in his mid 30's, is coming up to a point where his body is just not as able as it once was. Burkhardt also has a physically demanding job, being a detective as opposed to a lecturer and his Grimm training has also helped to improve his physical fitness. Cutter is by no means out of shape but his line of work doesn't require a whole lot of physical activity and when he does have to exert himself he takes longer to recover.

Training: Burkhardt=87/Cutter=76

Nick Burkhardt as previously mentioned is a detective and thus has received a high level of training in firearms, police work, profiling etc. He's also got training in crossbows, swords and other such medieval weaponry from his Grimm training although a lot of it is self taught. Nick Cutter has some training with firearms and such but the bulk of his training is in more academic subjects such as archaeology and palaeontology which aren't as applicable to combat as Burkhardt's are.

Experience: Burkhardt=83/Cutter=83

Both of these guys have a good experience in there respective roles. Nick Burkhardt has been a detective for many years and his new found role as a Grimm has lead to him facing a variety of superhuman criminals. Cutter has been facing prehistoric creatures for the past two years and also has experience dealing with human fighters as well, most of which are militarily trained or psychopathic. Burkhardt's experience is more varied but Cutter has got more experience so it evens out roughly.

Intelligence: Burkhardt=79/Cutter=90

Nick Cutter is a highly intelligent individual with an extensive knowledge of prehistoric creatures and of anomalies. He is able to come up with plans and tactics on the spot and has saved his team-mates from certain death many times due to his quick thinking and has been shown to outwit government agencies, military groups and even his own nut-ball wife to get his job done. Nick Burkhardt is by no means stupid, he can pick up on the smallest clues at crime scenes and took to his Grimm training well but his knowledge is more practical than theoretical whereas Cutter has a good mixture of both.

Miscellaneous
Set between Season 1-2 of Grimm and Season 2-3 of Primeval.

The battle will take place in some woods on the outskirts of Portland. Nick Burkhardt is investigating reports of a humanoid beast in the area, which he presumes is a Wesen. Nick Cutter is also investigating the scene as an Anomaly has been detected in the area. Both of them have brought their cars where they are keeping some of their melee, special and Assault rifles. Both are armed with their Handguns and Shotguns.

Sweeney Todd (Tim Burton Universe) vs Norman Bates


Norman Bates: The crazed motel owner who killed people under the guise of his deceased mother.

vs

Sweeney Todd: The demon barber of fleet street, desperate for revenge against the corrupt Judge Turpin.

Who is deadliest

Norman Bates
"We all go a little mad sometimes."

- Norman Bates. Norman Bates is a serial killer whose family ran a motel in Arizona. Bates was deeply attached to his mother, and after her death, created in alternate personality which literally was his mother, and kept her body hidden in the basement of their house, located next to the motel. Bates would murder anyone who angered his "mother", particularly other women who attracted his attention, committing the crime in the guise of his mother.

Kitchen Knife
 * -|Signature Weapon =

Length: 10-12 inches

Blade Length: 6-8 inches

Stainless Steel

Single Edge Knitting Needles
 * -|Improvised Weapon =

Length: 10-16 inches Metal

Single Point

2 Needles

Sweeney Todd (Burtonverse)
"At last! My arm is complete again."

- Sweeney Todd. Benjamin Barker, later known as Sweeney Todd, is the main protagonist in the Broadway musical and its film adaptation. Benjamin Barker is a skilled barber, serving the men of London in his establishment on Fleet Street, He is married to Lucy Barker and together they have a daughter,Johanna. Benjamin Barker served 15 years of a Life Sentence in a prison in Australia, which is what he called "a living hell". After he escapes incarceration, he returns home to London with a new name, Sweeney Todd.

Barber's Razors
 * -|Signature Weapon =

Length: 3 inches

Stainless Steel

Single Edged

Two Razors Kettle
 * -|Improvised Weapon =

Weight: 10 lbs

Length: 8 inches

Iron

X Factors
Precision: Norman Bates=60/Sweeney Todd=88

Todd is barber and as such has to be very precise with his strokes in order to give his customer the closest shave possible. His razor's also require precise strikes in order to do effective damage as they are small and thin and he's shown a good accuracy with them, being able to slice a victims throat quickly even when rushed. Bates is more knife crazy, slashing at his victim wildly and manically, death from multiple wounds as opposed to death by one precise slice.

Mental Health: Norman Bates=69/Sweeney Todd=69

Both of these guys are seriously mentally unhinged and can switch between calm and collected to angry and crazed in the blinkg of an eye. Both are prone to fits of violent rage and are more than willing to wade through a river of corpses to satisfy their desires, whether of revenge or lust.

Suspiciousness (Lack of): Norman Bates=90/Sweeney Todd=81

The reason that Bates has managed to get away with his murders for so long is that he puts on a harmless demeanour and people don't suspect him because he seems like a normal guy, albeit a bit eccentric.He is also more calculating and careful with his kills, making sure that there is nobody around and disposing of the body quickly. Todd is much less subtle in his methods and he is frequently suspected of being up to no good, only by luck does he seem to get away with with spree for so long. His appearance is also unique and memorable which helps contribute to people's suspicions.

Killer Instinct: Norman Bates=90/Sweeney Todd=93

Both of there guys are psychopathic killers but Todd wins out here because he's much less picky about who he kills. Bates pretty much exclusively kills women and the few men he kills tend to be suspicious detectives or policemen and that's only to prevent anyone finding out about his murders. Todd is willing to kill anyone who comes into his barber shop and kills entirely innocent people just biding time until his intended target walks in and was even willing to kill a child, just to keep his charade going. Bates also tends to slip in and out of his killing mindset whereas Todd is a psychopath full time.

Miscellaneous
This battle takes place in London. Norman Bates has fled to England in order to escape from law enforcement and has opened up a small hotel on Fleet Street. He has approached a barber named Sweeney Todd, hoping he can convince him to give his business a USP, a free shave for every male guest, for a cut of the profits. The actual fight takes place in one of the guest bedrooms which has a small en-suite.

Abraham Lincoln (Vampire Hunter) vs Connor Kenway


Abraham Lincoln: The vampire hunting 16th president of the united states, famed for his legendary height.

vs

Connor Kenway: The Native American Assassin, determined to get revenge on those who killed his mother.

Who is deadliest

Abraham Lincoln
"So long as this country is cursed with slavery, so too will it be cursed by vampires."

- Extract from Lincoln's secret diary. Abraham Lincoln was raised in the places where slaves were treated with prejudice and without equality. When Abraham's father could not pay back a loan to a vampire named Jack Bart's he punishes him buy killing Abe's mother. Abe made the solemn vow to kill every last vampire in the US. On his first hunt he is almost killed but is saved by a vampire called Henry who trains him up to be able to hunt down and kill other vampires. After several years of vampire hunting he decides to become a politician in hopes of one day being able to rid the USA of slavery, to deprive vampires of a readily available food source.

Hunting Knife
 * -|Close Range =

Weight: 0.9 lbs

Length: 16 inches

Blade: 9 inches

Steel Blade

Single Edged Woodcutters Axe
 * -|Mid Range =

Weight: 3 lbs

Length: 3 feet

Blade Length: 3 inches

Single Edged

Can be thrown Crossbow
 * -|Long Range =

Weight: 9 lbs

Range: 200 feet

Reload time: 20 seconds

Pull weight: 75 lbs Spencer Repeating Rifle
 * -|Firearm =

Rate of fire: 14-20 RPM

Range: 600 feet

Ammo: 7 Rounds Throwing Knives
 * -|Special Weapon =

Length: 7 inches

Blade Length: 3.5 inches

Range: 30 feet

Double Edged

Connor Kenway
"I realize now that it will take time, that the road ahead is long and shrouded in darkness. It is a road that will not always take me where I wish to go – and I doubt I will live to see it end. But I will travel down it nonetheless."

- Connor Kenway Born to a British father and Mohawk mother, Ratonhnhaké:ton was raised among his mother's tribe. He suffered severely during his childhood, largely from the tribe's encounters with European colonists; a conflict that reached its peak when his village was destroyed by a colonial force. This event prompted him to seek justice for his people and fight tyranny wherever he saw it. His endeavours eventually led to him joining the Assassin Order in 1770, as well as adopting the name "Connor" in order to more easily move through colonial circles.

Tomahawk
 * -|Close Range =

Weight: 1.2 lbs

Length: 2 feet

Blade: 9 inches

Steel blade.

Can be thrown Sabre
 * -|Mid Range =

Weight: 1 lbs

Length: 3 feet

Blade Length: 2 feet

Single Edged Hunting Bow
 * -|Long Range =

Weight: 5 lbs

Range: 400 feet

Reload time: 1 second

Pull weight: 40 lbs Flintlock Pistol and Brown Bess Musket
 * -|Firearm =

Rate of fire: 3-4 RPM (Both)

Range: 20 feet (Pistol) 150-300 feet (Rifle)

Ammo: 1 round Hidden Blade
 * -|Special Weapon =

Blade Length: 16 inches

Single Point

Pivot Blade, allowing the user to use the blade like a dagger.

X Factors
Speed: Lincoln=70/Connor=85

Connor has shown a great amount of speed both in his movement and attack speed. As an assassin he is specifically trained to get a quick clean kill and can run circles around trained soldiers without much effort. Lincoln is by no means slow and has to have an above average reflex speed in order to face off against his supernatural quarry but he doesn't use his speed much in battle and his large build makes it hard for him move with any great speed.

Strength: Lincoln=90/Connor=69

Lincoln is a mountain of a man and his years of working the land has given him a great amount of strength. Some of his feats include; pulling a plough as fast as any horse, lift a 250 pound log clean over his head, pick up and throw a full grown man, throw an axe into a tree from 30 yards away and go toe to toe with vampires who possess superhuman strength. Connor relies more on precise strikes rather than brute force and while being able to haul himself up tall buildings does require a good deal of upper-body strength he is not much more powerful than a normal person.

Experience: Lincoln=84/Connor=80

Both of these two bring two vastly differing types of experience. Most of Abe's combat experience comes from his battles against the undead with an occasional bar brawl. Connor's experience is more conventional; he spends most of his time fighting trained soldiers and Templar leaders. What gives Lincoln the edge though is two things. Firstly is that vampires are a more difficult foe to face than some random mooks and secondly is his age, Lincoln has been hunting vampires for over a decade whereas Connor has only really been active a few years at most and most of that time is spent waiting around for a target whereas Lincoln spends great deals of time either hunting or practising his skills.

Training: Lincoln=83/Connor=90

Lincoln receives a great deal of training from Henry at the start of his vampire hunting career and learns many different tactics on how to take down a vampire. However most of his skills are self taught and it's very field specific, there isn't a whole lot of general combat skills. Connor has not only received assassin training from Achilles but he has also been taught free-running, bush-craft and archery skills from the elder members of his tribe. This gives him a vast and varied set of skills and allows gives him more options in combat as well as making him more well prepared for an opponent he's not faced before.

Fighting Skill: Lincoln=91/Connor=91

Both of these warriors are extremely skilled fighters, either with or without a weapon. Abe has been shown to be a very successful vampire hunter despite his obvious physical disadvantage but he has also been shown to easily dispatch a large group of human fighters with only his bare hands, even at the age of 50 he was able to hold his own against multiple undead opponents. He is a skilled axe user and can throw it with great accuracy, being able to hit a vampire right in the chest from several feet away. Connor is equally skilled and has shown himself more than capable of taking on multiple opponents at once with ease as well as beating high ranking and more experienced Templar leaders including his own father, even without a weapon. Say what you like about AC3's pathetically easy AI but beating 8 or so Redcoats single handedly without too much struggle is damn impressive.

Agility: Lincoln=70/Connor=92

As previously mentioned Lincoln is a powerhouse not an acrobat and despite facing off against inhumanly agile vampires doesn't showcase a great deal of agility in combat. Connor on the other hand is an incredibly skilled free-runner and acrobat and can effortlessly scale buildings and trees. He even incorporates his agility into combat, waving in and around his opponents, dodging their attacks and then catching them off guard with acrobatic flips and kicks.

Miscellaneous
This battle will take place during Abraham Lincoln: Vampire Hunter at some point before Abe is resurrected as a vampire and as such does not possess any vampire enhanced strength or agility. For Connor the battle takes place some point after the events of AC3.

This battle will take place in a wooded area of the Frontier.

LRA vs IRA


The LRA: The brutal terrorist organisation which uses children as soldiers

vs

The IRA: The Irish rebels who fought to free their country from the British empire.

Who is deadliest

The LRA
"The LRA has no political program or ideology, at least none that the local population has heard or can understand"

- Robert Gersony, in the Kampala Report. The Lord's Resistance Army (LRA), also known as the Lord's Resistance Movement, is a rebel group and cult which has operated in northern Uganda, South Sudan, the Central African Republic and the Democratic Republic of the Congo.Originally known as the United Holy Salvation Army and Uganda Christian Army/Movement, its stated goals include establishment of multi-party democracy,ruling Uganda according to the Ten Commandments, and Acholi nationalism, though in practice the LRA is not motivated by any identifiable political agenda, and its military strategy and tactics reflect this and it appears to largely function as a personality cult of its leader Joseph Kony.

Meat Cleaver
 * -|Melee =

Length: 12 inches

Blade Length: 6 inches

Weight: 1 lb

Single Edged Colt M1911
 * -|Handgun =

Muzzle Velocity: 251 m/s

Ammo: 7 rounds

Range: 50 Metres Uzi
 * -|SMG =

Muzzle Velocity: 400 m/s

Rate of Fire: 600 RPM

Range: 200 metres

Ammo: 32 rounds

Weight: 7.7 lbs AK-47
 * -|Assault Rifle =

Weight: 9.5 lbs

Rate of Fire: 600 RPM

Range: 400 metres

Ammo: 30 rounds

Muzzle Velocity: 715 m/s RPG-7
 * -|Special =

Weight: 15 lbs

Range: 920 metres

Round Size: 85mm

Explosive Head

The IRA
"They have nothing in their whole imperial arsenal that can break the spirit of one Irishman who doesn't want to be broken."

- Bobby Sands, IRA member. The IRA, or the Provisional Irish Republican Army, is an Irish paramilitary group who had goals of reuniting Ireland and to remove United Kingdom influence. The group separated from the Irish Republican Army because of the two factions' conflicting agendas. The army is comprised of volunteers trained in the use of firearms and explosives. In order to execute their agenda, soldiers used bombing attacks to terrify their British occupiers. These bombings include the Manchester and Docklands bombings. Recently, in 2005 the IRA Army Council decided to use peaceful political means to accomplish their agenda instead of using violence, bringing an end to the armed campaign.

KA-BAR
 * -|Melee =

Length: 11.8 inches

Blade Length: 7 inches

Weight: 1 lb

Single Edged Browning Hi-Power
 * -|Handgun =

Muzzle Velocity: 335 m/s

Ammo: 13 rounds

Range: 50 Metres Thompson M1921
 * -|SMG =

Muzzle Velocity: 265 m/s

Rate of Fire: 600-1500 RPM

Range: 50 metres

Ammo: 30 rounds

Weight: 10 lbs AR-15
 * -|Assault Rifle =

Weight: 8 lbs

Rate of Fire: 700-950 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 948 m/s Flamethrower
 * -|Special =

Weight: 50 lbs

Range: 70 metres

X Factors
Brutality: LRA=89/IRA=83

As both of these groups are terrorist organisations they have few qualms about using violent force against their opponents and even against innocent civilians. The IRA were willing to do anything to gain Irish independence including setting of bombs in public areas but for the most part they stuck to attacking political targets and armed policemen or soldiers. The LRA on the other hand are willing to kill, rape, torture and injure innocent civilians and a famous for their horrific abuse against children, there have even been reports of cannibalism as a form of intimidation. The IRA may have been violent but even they had their limits whereas the LRA seem to be capable of anything.

Training: LRA=80/IRA=85

The IRA was mostly made up of young volunteers but they had several ex-military members who had all received a great deal of training which they could pass onto their younger counterparts. They also received training in guerilla combat, bomb making and scare tactics which all adds up to make a group of highly trained fighters. The LRA likely has ex-military in their ranks but their training is less extensive and most of it's training went on it's child soldiers as opposed to the adult fighters.

Determination: LRA=80/IRA=89

The LRA is supposedly a force for good, trying to create a better Uganda but their actual goals are unspecified or extremely vague. It appears that the organisation is more of a personality cult and their only motivation appears to be personal gain and many of it's top leaders have defected or turned themselves in, suggesting a lack of devotion to the cause. The IRA on the other hand was made up almost entirely of highly determined and fanatical supporters of Irish independence and were willing to do whatever it takes to achieve their goals. They had a clear and well defined purpose and many of it's members were willing to give their lives for the cause.

Stealth: LRA=85/IRA=80

As with most terrorist groups, the LRA and IRA need to be able to evade law enforcement in order to further their agendas. The LRA seem to rely on it more though and part of the reason that they are still at large is because they are very good at striking from the shadows and then disappearing into the thick jungle that covers large areas of Uganda. They are also well known for snatching children from their homes, something which requires a good amount of stealth to be able to do as successfully as they have done it. The IRA were good at staying hidden too but they were also willing to protest openly and are more likely to actively engage their opponents whereas the LRA prefer to avoid government forces as much as possible.

Experience: LRA=78/IRA=84

The IRA was active for well over 30 years and in that time had multiple encounters with law enforcement and the military as well as the experience that could be passed on by older members who had served time in various military organisations around the world. The LRA on the other hand has been active much less time, roughly about 10 years and for the most part attacks civilians with very few encounters with armed forces giving them much less combat experience and even then, most of the time they sent their child soldiers in to do the dirty work for them.

Miscellaneous
This will be a 5 on 5.

All of the LRA combatants will be over the age of 18.

The Battle will take place in an abandoned army barracks in South Sudan. The compound is surrounded by thick jungle. The IRA will start off inside the barracks and the LRA will start off in the surrounding jungle but will enter the compound for the main battle.

Assassins (Assassins Creed) vs Ninja


Ninja: Feudal Japan's silent bringers of death.

vs

Assassin: The secretive warriors of the assassins brotherhood.

Who is deadliest

Ninja
"Just when you think you're fighting your fight, you're actually fighting ours"

- Lou Klein, Ninjitsu Master The Ninja were the primary, covert operatives of feudal Japan. Unlike their honor-abiding counterparts, the samurai, ninjas use stealth as their main tactic. The ninjas have their origins dating back to the 14th Century. They were deployed on espionage missions, assassinations, and infiltration. Ninjas were hired by rival, feudal lords to help establish power for their respective masters. Unlike the stereotypical ninja displayed in western culture, ninjas, in reality, were up close and personal with their targets. They would wear disguises, like as a geisha or maidservant. Ninjas specialized in both close-quarters combat and long-range assault. The age of the ninja collapsed during the Tokugawa shogunate.

Tanto
 * -|Close range =

Length: 13 inches

Blade Length: 7.5 inches

Weight: 1 lb

Single Edge Ninjato
 * -|Mid Range =

Weight: 1 lb

Length: 1 foot

Steel

Single Sided

Straight Blade Shurikens
 * -|Ranged Weapon =

Weight: 35-150 g

Range: 5-7 metres

4 Shurikens Kusarigama
 * -|Special Weapon =

Length: 14 feet

Weight: 4 lbs

Sickle, Ball & Chain

Assassins
"We work in the dark, to serve the light. We are Assassins"

- Niccolò Machiavelli The Assassin Order, was an organized order of assassins and sworn enemies of the Templars, against whom they fought a continuous, recondite war throughout the entirety of recorded human history. Whereas the Templars sought to save humanity from itself by controlling free will, the Assassin Order fought to ensure the survival of freedom, as it allowed for the progression of new ideas and the growth of individuality.The Assassins, if not the Order itself, have existed since at least 456 BCE, throughout the Roman Empire, the Middle Ages, the Renaissance, the Industrial Revolution and into the Modern era.

Hidden Blades
 * -|Close range =

Blade Length: 16 inches

Single Point Syrian Sabre
 * -|Mid Range =

Weight: 1.8 lb

Length: 3 foot

Steel

Single Sided

Curved Blade Throwing Knife
 * -|Ranged Weapon =

Weight: 200 g

Range: 9 metres

4 Throwing Knives Condottiero War Hammer
 * -|Special Weapon =

Length: 2.5 feet

Weight: 4 lbs

Flat hammer head, sharpened pick point.

X Factors
Stealth: Assassin=95/Ninja=95

As expected both of these groups of warriors are masters of stealth and are specifically trained to kill silently and disappear without a trace. The Assassins preferred style of attack is to blend into the shadows, striking from behind or from above and them disappearing away into the background. Ninjas on the other hand made more use of disguises to blend in with civilian populations and get close enough to the target to strike. Both are effective and both the Ninja and Assassin are equally good at stealth.

Training: Assassin=90/Ninja=90

Once again both of these warriors have received extensive training. Assassins received training from an early age and as well as the more obvious stealth and combat skills training they were also trained in free-running and tactical thinking such as observing their surroundings and planning ahead. Ninjas may not start training at such an early age but they their training is more extensive and encompasses more areas, such as sabotage and infiltration and many began as Samurai which adds another layer of combat training on top of their Ninja training.

Killer Instinct: Assassin=80/Ninja=88

Both of these guys have made a profession of killing but the Assassins are bound by their code to never harm an innocent and this could work against them in battle, especially if the Ninjas are disguised as peasants. Ninja's, while honourable, are not as held up with harming innocents to get to their target The Assassins must find a way to harm their targets without getting civilians caught up in the crossfire and this means they have to be more careful, putting them at a disadvantage to the Ninjas, who will have no such qualms.

Agility: Assassin=89/Ninja=85

The Assassins were trained specifically in free-running and as such use it frequently in both combat and in just general movement around the places they occupy. Ninjas are agile as well, needing to scale walls and climb trees, but they don't focus on it as much and as such aren't as proficient with it as the Assassins are.

Miscellaneous
This will be a 5 on 5.

The battle will take place in a manor estate in Italy. The Assassins have been sent to kill a Japanese diplomat, a known high ranking Templar and the Ninjas have been assigned as his bodyguard.

The Spy vs James Bond


The Spy: The Ski Mask wearing assassin who is known for his sharp suits and even sharper knives.

vs

James Bond: England's finest and most famous secret agent who is prepared to do anything for his country.

Who is deadliest

Note: This will be a 4 on 4 (Bond and 3 secret service agents vs The Spy and 3 simular looking spies). The two leaders (Bond and the Spy) will have two handguns; The main weapon and the secondary. The henchmen will be equipted with ethier handgun 1 or handgun 2. Only the leaders will have melee weapons and thier respective watches.

The Spy
"This Spy has already breached our defences...You've seen what he's done to our colleagues! And worst of all: He could be any one of us."

- The BLU Spy on the RED Spy. The Spy is the master of stealth o in Team Fortress 2, helping gather intelligence and stab the backs of the opposing team. A Frenchman, The Spy is very charismatic, sarcastic, and most of all, romantic Often isolating himself from the rest of his team, the Spy is more comfortable around the other colour, using his Disguise Kit as well as his Invisibility watch to try and fool the less wise. A natural enemy of The Engineer, the Spy's sapper can shut down and break apart almost any electrical contraption with enough time, from blowing up pesky sentries to ripping dispensers into junk metal. However, the Spy doesn't aim to just sneak in on the other team for intelligence; he has the ability to instantly kill most people with a swift stab to the back.

Revolver
 * -|Main =

Range: 45 Metres

Ammo: 6 rounds The Ambassador
 * -|Secondary =

Range: 50 Metres

Ammo: 6 rounds Butterfly Knife
 * -|Melee =

Weight: 4 oz

Length: 11 inches

Double Sided Invisibility Watch
 * -|Watch =

One of the Spy's main assets in battle is his Watch, which allows him to become invisible for short periods of time, roughly about 10-15 seconds. It also allows him to move silently as well, making sneaking up on enemies all the easier. The Spy cannot attack while cloaked and must de-cloak in order to attack an enemy. De-cloaking makes a whooshing sound when activated and takes roughly 2 seconds to fully de-cloak, the same goes for cloaking. Disguise Kit
 * -|Disguise Kit =

The Spy's other gadget is the Disguise Kit which allows him to disguise himself as an opposing team member, allowing him to infiltrate an enemy base undetected. His disguise is only dropped if he attacks an opponent, either through knifing or shooting. For this battle, the Spy will be able to disguise himself as either Bond himself or as one of his Secret Agent teammates.

James Bond
"I think he got the point."

- James Bond, after harpooning someone. James Bond is, without a doubt, one of the greatest espionage agents in the world. Bond works for MI6, the counter-intelligence branch of the British Secret Service. Although little is known about his personal history, he has performed special-ops missions across the planet, fighting against everyone from dictators and rogue agents to large-scale terrorist organizations and would-be world conquerors. Although he might seem a detached playboy at first glance, Bond is a trained killer, and is fully prepared for any task his country asks of him.

Walther PPK
 * -|Main =

Range: 50 Metres

Ammo: 8 rounds Smith & Wesson M&P
 * -|Secondary =

Range: 50 Metres

Ammo: 8 rounds Fairbairn-Skyes Dagger
 * -|Melee =

Weight: 8 oz

Length: 11.5 inches

Single Sided Wrist Dart Gun
 * -|Watch =

One of Bond's many watch based gadgets, the Wrist Dart gun is, as the name suggests, a dart gun disguised as a wrist watch which is activated by the users nerve impulses. It fires both armour piercing and cyanide-coated darts and has a range of about 5-6 feet.

Cigarette Rocket
 * -|Disguise Kit =

This gadget is given to Bond by Tiger and is a miniature launcher, capable of firing a jet powered projectile. The effective range is roughly 30 yards and it's power is more than enough to kill a person if it gets a direct hit.

X Factors
Stealth: The Spy=89/Bond=87

Both of these warriors are very skilled assassins and can easily sneak through crowded enemy bases without being detected and eliminating their targets silently and efficiently. What gives The Spy the edge though is his Invisibility Watch and Disguise Kit which allow him more options to ambush his enemies and makes him even harder to detect.

Experience: The Spy=80/Bond=92

While The Spy does spend the vast majority of his time fighting against other mercenaries, they are always the same 9 types and so he doesn't get much variety with his opponents. Bond on the other hand has faced dictators, rogue spies, terrorists and even superhuman fighter such as Jaws and as such has a much greater variety in his experience.

Training: The Spy=75/Bond=90

Bond has received a great deal of training due to his position as an Secret agent and has received training in espionage, assassination, marksmanship, martial arts and stealth as well as physical training to improve his physique. The Spy's training has never really be touched upon and it's unknown whether he is self taught or has been trained by an external force but his skill with firearms and blades has presumably been learnt somewhere.

Precision: The Spy=86/Bond=86

As both The Spy and Bond require silence and undetectability to complete their missions, both have to be precise with their blows/shots in order to take down an opponent without drawing attention to themselves. Both are crack shots with a pistol and are able to to hit moving opponents in the head without much difficulty and both are skilled close quarters combatants, knowing exactly where to strike in order to achieve maximum damage, either to kill or incapacitate an opponent.

Miscellaneous
This battle will be a 5 on 5 with James Bond and 4 other agents vs The Spy and 4 other spies. All will be armed with there respective pistols and melee weapons but on Bond and The Spy will have access to their watches and special weapons.

The battle takes place in a military base and both sets of warriors have been sent to acquire secret documents. The base is still being used by the military and will have armed soldiers about, meaning that the warriors will have to avoid detection from them as well as eliminating each other.

Zombies (PvZ) vs The Infected (L4D)
The Infected: The Green Flu infected individuals whose only purpose is to kill humans.

vs

Zombies: Doctor Zomboss's Creation, out to get the brains of one determined home-owner

Who is Deadliest

The Infected
"It's them or us!"

- Coach, on the Infected. The Infected are Left 4 Dead's take on the classic movie and pop-fiction zombie. But rather than being undead, they are living humans who have been Infected by the Green Flu virus, causing massively increased aggression and loss of many higher brain functions such as speech and self-preservation. Unlike cinematic Zombies, those present in the Left 4 Dead series attack human victims but do not attempt to eat them.

Common Infected "Holy shit, zombies are real. I KNEW it"
 * -|Standard Enemy =

- Ellis.

The Common Infected are, as the name suggests, the most commonly encountered infected in the game. They can be found just sitting or standing about but turn aggressive when attacked or when exposed to loud noises such as gunfire or explosions. They are very fast, easily able to catch up with the survivors but are not very tough and a well placed bullet or melee swing is usually enough to take them down. Their attacks consist of punches and kicks and unlike other zombies in the media, do not try to eat their victims, suggesting their motivation is nothing more than mindless aggression.

Numbers: 150 Charger "He's bashing me into shit!"
 * -|Heavy Hitter =

- Ellis.

The Charger is a powerfully built member of the infected, most notably on his right arm, which has grown to massive size at the expensive of his left arm, which has become shrunken and useless. The Charger's main form of attack, as his name suggests, is charging at an opponent and grabbing hold of them, knocking aside any survivor standing near enough to be hit by the charge. He will then proceed to pummel his opponent into the ground until they are dead, at which point he must wait for his attack to recharge. He can also swing his arm as a club, which does high damage.

Numbers: 2 Boomer "Boomer, don't let it puke on you."
 * -|Exploder =

- Zoey.

The Boomer is a large, bloated infected and his large size helps him to store his main weapon; his Boomer Bile. The Boomer is capable of projectile vomiting which can be aimed to hit multiple targets with one stream. The bile obscures the view of any hit survivors and also has the added effect of attracting a horde to attack the coated victims. This attack needs to be recharged after each use. When the Boomer is killed they will explode, coating any opponent in the resulting area with Bile, attracting a horde and knocking the surrounding enemies back. The Boomer can also claw at an opponent, although it does very little damage. For this battle for every successful bile hit, the Boomer will attract 10 more common infected to the battle.

Numbers: 5 Hunter "Yeah, you better hide! Sweatshirt wearin' little wuss"
 * -|The Sneaky One =

- Francis The Hunter may look like like a common infected but in reality he's much more powerful.The Hunter is incredibly agile and is able to leap great distances, allowing him to cover ground quickly. The Hunter's main method off attack is to pounce on his opponent and once he has landed on an opponent he will start to tear into them until they are dead. The Hunter can also attack with his claws, which do heavy damage to an opponent.

Numbers: 4 Jockey "That ain't right for a man to be ridden like that."
 * -|The Strange One =

- Coach The Jockey has undergone severe changes due to the infection, acquiring a large amount of muscle mass on his upper body. His main form of attack is to leap onto an survivor, riding them and dragging them away from the group. The victim can resist but it will only slow down the Jockey rather than change it's direction. After the survivor is significantly damaged the Jockey will jump off, leaving the opponent incapacitated. For this battle, the Jockey will kill his victim rather than incapacitating them. The Jockey can be knocked off with a strong enough shove but this drastically cuts the recharge rate of his next pounce. The Jockey can also claw at an opponent with his hands, doing minor damage.

Numbers: 5 Witch "RUN LIKE HELL!"
 * -|Mini-Boss =

- Zoey The Witch is quite possibly the most dangerous off all the infected. The Witch will start off passive, sitting still and crying. If a survivor approaches she will growl and start to get agitated and if the person continues to disturb her or starts shooting at her she will launch an attack at the person who has disturbed her. Her initial attack will incapacitate her target and she will then proceed to swipe at them with her claws rapidly, doing massive damage until they are dead. For this battle once she has killed her initial target, she will move onto a new target and will continue in this fashion until either all threats are dead, or she is killed. The witch has abnormally high health and strength despite her small frame and can kill a person in a matter of seconds. For this battle she will have roughly the same health as the Robo-Cone Zombie.

Numbers: 1 Smoker "Smoker. He's gonna have to use that tongue to choke my foot out of his ass"
 * -|Ranged Attacker =

- Francis The Smoker is an infected with an extremely long tongue. His main method of attack is to launch his tongue at a target from a distance and once it is latched on, dragging them away from the group. Once dragged over to the smoker he will begin to claw at the survivor, killing them quicker. If the target gets blocked by something e.g. a building, then the smoker will just constrict the survivor doing damage. The tongue can be dislodged with a hard enough shove and the Smoker has to recharge his ability between each use. He can also claw at an opponent with his hands to do minor damage.

Numbers: 4 Spitter "So that's a Spitter, huh? Do you think she's single?"
 * -|Support =

- Nick The Spitter is possibly the most grotesque looking infected of the lot and her ability isn't much more pleasant. The Spitter has the ability to spit out a ball of acid from her mouth, which upon hitting the ground spreads out into a large pool. Any enemies caught up in the pool will be damaged for however long they stand in it or until the pool disappears after a few seconds. When the Spitter is killed she will leave behind a small pool of acid which has the same effect as her regular spitting attack.

Numbers: 5 Tank "Run or shoot?... RUN OR SHOOT?!"
 * -|The Big Bad =

- Louis

The Tank is the biggest and most powerful of all the infected. He has an immense amount of upper body strength and can easily pick up and throw people great distances and is able to smash cars at his foes to do massive damage. He also has the ability to rip out large chunks of the ground around him and throw them as a projectile attack. Once an opponent is incapacitated the Tank will move onto the next enemy but if there are none around he will continue to pound the downed survivor until they are dead. His huge size also makes him incredibly durable and he can soak up lots of bullets before he succumbs to his wounds. For this battle he will have roughly the same health as the Gargantuar.

Numbers: 1

Zombies
"Hello, we are about to launch an all-out attack on your house. Sincerely, the Zombies."

- Note from the Zombies. Zombies are reanimated, mindless, decaying corpses with a hunger for human brains. They are the main antagonists of Plants vs. Zombies, as the objective of the game is to prevent them from eating the player's brains. Zombies, like their defensive counterparts the plants, are varied in strength as well as speed, and command unique aspects which must be countered appropriately. Regular Zombie "This zombie loves brains. Can't get enough. Brains, brains, brains, day in and night out. Old and stinky brains? Rotten brains? Brains clearly past their prime? Doesn't matter. Regular zombie wants 'em."
 * -|Standard Enemy =

- Regular Zombie Almanac Entry

The Regular Zombie makes up the bulk of Zomboss's army. They are pretty much the classic zombie, slow moving and deadly in a group. The Regular Zombies main form of attack is to grab onto and munch on an opponent, in an attempt to get to the juicy brains stored inside. He can also attack with his arms, punching or pulling at an opponent.

Numbers: 150 Football Zombie "Football Zombie gives 110 percent whenever he's on the field. He's a team player who delivers both offensively and defensively. He has no idea what a football is."
 * -|Heavy Hitter =

- Football Zombie Almanac Entry

The Football Zombie is a much tougher version of the Regular Zombie. He is encased in football gear; Helmet, Shoulder Pads, Gloves etc. and this gives him extra protection against attack although if his helmet falls off his health restores to that of a regular zombie. His form of attack is the same as the regular zombie but he is considerably faster.

Numbers: 2 Jack in the Box Zombie "This zombie shivers, not because he's cold but because he's crazy."
 * -|Exploder =

- Jack in the Box Zombie Almanac Entry

The Jack in the Box Zombie is a zombie in a straight jacket carrying an explosive Jack in the Box which he wind up as he walks towards an enemy. Once he gets close enough the jack will pop out and blow up all surrounding foes including the Zombie himself and any of his teammates in close enough proximity. He cannot attack in any other way and if he is killed before his Box can detonate then the explosive will be deactivated.

Numbers: 5 Digger Zombie "Digger Zombie spends three days a week getting his excavation permits in order."
 * -|The Sneaky One =

- Digger Zombie Almanac Entry

This Zombie carries around a pickaxe and wears a helmet with a flash-light. As his name suggests he can dig underneath the ground, bypassing enemy defences and leaping up out behind the enemy lines. He is easy to spot because it's helmet sticks out of the ground as it digs but it cannot be attacked until he surfaces. He attacks similarly to a regular zombie but he also has access to a pickaxe which he use as a makeshift weapon to do extra damage.

Numbers: 4 Dancing Zombie "Any resemblance between Dancing Zombie and persons living or dead is purely coincidental."
 * -|The Strange One =

- Dancing Zombie Almanac Entry

The Dancing Zombie enters the battlefield moonwalking accompanied by his own jingle and spotlight. It will then turn around and summons 4 backing dancers which surround him, protecting him attack on all sides. They will then begin dancing towards the enemy and once they make contact, will begin attacking either by swiping with their hands or trying to eat their opponent. The backing dancers are the same health as a regular zombie but the dancing zombie himself is significantly tougher to kill. The dancing zombie will continue to summon backing dancers to replace any that are killed until he himself is killed. When he dies any remaining backing dancers will continue to attack until defeated.

Numbers: 2 (10 in total, including the 8 backing dancers) Robo-Cone Zombie "Zombie engineers considered the orange cone the height of zombie protective technology. It wasn't until they perfected the design for the Robo-Cone that someone remembered the bucket."
 * -|Mini-Boss =

- Robo-Cone Zombie Almanac Entry

The Robo-Cone Zombie is a zombie inside of a large cone shaped machine. This machine comes with a pair of grabber arms and a pair of metal jaws which the Zombie inside uses to do damage to an opponent. The jaws do significantly more damage than a regular zombie's bite and the machine itself is also much more durable. For this match-up he will have roughly the same health as the Witch.

Numbers: 1 Catapult Zombie "Of all the things Catapult Zombie could launch with his catapult, basketballs seemed like the best and most obvious choice."
 * -|Ranged Attacker =

- Catapult Zombie Almanac Entry

The Catapult Zombie is a large zombie riding in a catapult machine. Once within an area and range of it's weapon the Catapult Zombie will proceed to lob basketballs at a selected enemy until they are dead at which point they will move forward and pick out a new target to launch basketballs at until they run out of ammo. Once this happens they will just drive forward and run over any other enemies. The Machine increases this zombies durability but once it is destroyed the Zombie will be killed instantly in the resulting explosion.

Numbers: 4 Wizard Zombie "All the zombies agree, Wizard Zombie's powers of transmutation are impressive. But what they don't get is ... why sheep? Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face."
 * -|Support =

- Zombie Wizard Almanac Entry

The Wizard Zombie is the only Zombie that makes no attempt to eat the player's plants. He instead uses his rod to fire a beam which turns any opponent struck into a sheep which will then just stand passive, unable to attack or contribute to the rest of the battle. He can do this an unlimited number of times until he is killed and his durability is above that of a regular zombie. His beam does have a recharge time of a few seconds during which he is vulnerable to attack.

Numbers: 2 Gargantuar "When Gargantuar walks, the Earth trembles. When he moans, other zombies fall silent. He is the zombie other zombies dream they could be. But he still can't find a girlfriend."
 * -|The Big Bad =

- Gargantuar Almanac Entry

The Gargantuar is the biggest and toughest of all the zombies excluding Dr Zomboss. He carries a large weapon, either a telegraph pole or a sign post, which he uses to crush any opponent in his way, killing them instantly. Upon going down to half health he will throw the Imp on his back at the enemies. This Imp is a much smaller and weaker version of a normal zombie. For this battle the Gargantuar will have roughly the same health as the Tank.

Numbers: 1

X Factors
Speed: Infected=85/Zombies=45

The Infected are the personification of the modern 'fast zombie' and all of the members can move quickly and fluently and are almost human like in their movement speed. The Hunter, Witch and Charger get special mention in terms of running speed and the Hunter is also very agile, able to jump from roof to roof with his incredibly long jumps. The Zombies are more like the traditional Romero zombies, they don't move very fast and their movements are also more clunky. The Football Zombie is the only one in this team who can move at anything quicker than a slow amble although the Digger Zombie can dig quite quickly but besides those two they are painfully slow.

Intelligence: Infected=85/Zombies=80

The Infected show an human level of tactical knowledge and the Special Infected can often been seen working together to attack survivors, playing to their strengths and covering their weaknesses to take on armed groups of survivors. They do lose a few points however main due to the lone wolf mentality of the Witch and the Blind Rage of the Tank and Common Infected which often lead to them getting in the way of the others more organised attacks. The Zombies also show a degree of human intelligence, many have learnt to use human equipment and weapons and even create their own tools to use. However there is still more of a horde mentality, a group of individuals rather than a collective force and they tend to attack in an unsynchronised manner which is what gives the Infected the edge.

Durability: Infected=79/Zombies=86

Durability is where the Zombies really shine. They have a lot of highly durable members such as the Football and Wizard zombies and even the regular zombies can take a fair bit of punishment before going down. The Infected have some very durable members such as The Witch, Charger and Tank but as a whole they are lacking. The Common Infected are notoriously weak and can be taken down with a single solid melee attack and the Boomer and Spitter can't stand up to much damage before going down. As a whole the Zombies are just more durable as a group whereas the Infected are split between very durable and not very durable which is what gives them a lower rating.

Endurance: Infected=75/Zombies=90

The Infected are a determined bunch but all of the Special Infected (with the exception of the Tank) have a recharge time between each of their respective abilities, suggesting a lack of ability to maintain an constant attack. They are hit-and-run, jump in, do damage and they run off to wait for another opportunity. The Zombies are much more direct and will keep going at an enemy with seemingly not break. The Wizard Zombie is the only one who has a particularly long break between attacks all the rest can attack constantly. The Common Infected are good at this too but their lack of durability means they can't keep this up for long and the Special Infected can maintain an attack with their basic slashes but these aren't very damaging. The Infected's saving grace is the Tank though who needs to constantly fight to keep himself alive and has very little recharge time in-between his attacks. He's not enough to save this catagory for them but he improves their rating a bit.

Strength: Infected=80/Zombies=82 

The Infected have some pretty beefy members with the Tank, Charger and Witch coming to mind especially. The Tank can easily pick up and throw people, the charger can bowl multiple people over and the Witch can incapacitate in a single blow. However, as previously mentioned the Common Infected are very weak and out of the other Special Infected the others are only about human strength or slightly above. The Zombies have some powerful members as well such as the Gargantuar and Robo-Cone Zombie and their standard units are also that bit stronger than their counterparts and this gives them a slender edge in this catagory.

Raiden vs Tanith Low
Raiden: The Ninja Cyborg, who fought against the patriots to protect the weak.

vs

Tanith Low: The Remnant possessed sorcerer, famed for her swordsmanship

Who is Deadliest "I said my sword was a tool of justice. Not used in anger. Not for vengeance. But now... now I'm not so sure. And besides.... this isn't my sword."
 * -|Raiden =

- Raiden. Raiden is a Liberian-American mercenary and former special forces soldier. Previously a child soldier under Solidus Snake, Raiden was later selected by the Patriots to test the S3 Plan at the Big Shell, as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriot activities, but was captured and forced to undergo heavy cybernetic experimentation. After successfully escaping, Raiden went on to assist Solid Snake during Liquid Ocelot's Insurrection. He later joined the PMSC Maverick as a means to support his family, but entered the battlefield once more after rival group Desperado ruined one of their missions, leaving him injured.

Powers and Abilities "Come and have a go, if you think you're hard enough!"
 * Cyborg Body: Raiden has had his body cybernetically enhanced to improve his physical performance to far above that of a normal human. His cyborg body has given him to following attributes;
 * Superhuman Strength: Raiden has shown a strength level far superior to that of a normal human, able to pick up and throw large objects and opponents with ease and effortlessly pry open a gate with his bare hands. His most impressive display of strength was lifting the skyscraper sized blade from a Metal Gear Excelus and able to duel said Metal Gear with it and coming out on top.
 * Superhuman Speed: Raiden has also been gifted with superhuman speed, which allows him to run at high speeds, fast enough to scale walls without falling.
 * Superhuman Reflexes: Raiden has also displayed a quick reaction speed and is able to dodge quick sword attacks and punches as well as being able to easily block bullets with his sword.
 * Superhuman Durability: Raiden has shown himself more than capable of withstanding some brutal beat-downs, such as being pummelled by giant mecha's, being slashed by HF Blades, being hit with missiles and even falling from a cargo helicopter, landing without sustaining any injuries. His cyborg body allows him to heal minor injures quickly and his pain inhibitors allow him to avoid feeling pain during combat.
 * Skilled Acrobat: Even before his cybernetic enhancements Raiden was a proficient acrobat and is able to perform complex gymnastic techniques during battle and his cyborg body only serves to further improve his ability. He has been showcased running up vertical walls, flipping over enemies in combat and jumping great distances. He is also a skilled free-runner and is able to navigate cluttered environments without having to pause.
 * Master Swordsman:Raiden is an incredibly skilled swordsman, possibly the best in the whole of the metal gear universe. He has shown himself more than capable of taking on multiple opponents at once and has gone toe to toe with powerful cyborgs such as Sundowner and Monsoon and come out on top. His Blade is made of a high frequency material and allows him to effortlessly slice through steel and concrete, making his swordsmanship even more deadly.
 * Master of Stealth: Raiden makes several references to stealth being his speciality and has showcased this one multiple occasions, being able to sneak undetected through bases swarming with enemies and avoid detection from highly advanced cyborgs.
 * Skilled Hand-to-Hand Combatant: Raiden is also a skilled unarmed fighter and can hold his own against someone as powerful as Steven Armstrong with his bare hands.
 * -|Tanith Low =

- Tanith Low, just before a fight becomes rough.

When Tanith was a young girl, she was sent by her parents to become a hidden blade under the teaching of Quoneel. There, she learned combat, stealth and Wall-Walking as well as unlocking locks. She took the name Tanith after the first person she killed when in training. When she was old enough, she left Quoneel and the other students and became a mercenary and bounty hunter. After an encounter with Mr. Bliss where she nearly died trying to save his life, he took an interest in her and she began to work for the English Sanctuary.

Powers and Abilities
 * Remnant Enhanced Body: Tanith Low has been possessed by a Remnant, a small ghost like creature, which latches itself to a person's soul and takes control of them, while still retaining their skills and memories. This has lead to the following attributes;
 * Superhuman Strength: Tanith has an above average strength rating being able to flip a much larger and heavier opponent over her and send powerful sorcerers reeling with a punch. She has also been shown to carry a full grown person for several hundred metres without strain.
 * Superhuman Durability: Tanith has been the victim of almost constant injury since her first appearance in the series but yet has still managed to pull through. She has survived being poisoned, thrown off a moving car, stabbed through the stomach, being nailed to a chair and has had most of the bones in her body broken but still comes back as strong as ever.
 * Superhuman Agility: Already an accomplished acrobat Tanith's agility has been further increased by her remnant occupant. She has often been described as a flashy fighter, using elaborate kicks and twists to out manoeuvre her opponents and managing to work back-flips and cartwheels effectively into combat. She also has the ability to walk up walls which she makes great use of in combat and can even duel another swordsman will upside down.
 * Master Swordsman: Tanith is unusual among sorcerers as she prefers to focus on close quarters combat as opposed to her magic in combat. She has greatly honed her swordsmanship against various mages and supernatural creatures such as vampires and can fight and beat highly skilled swordsman. Her remnant only makes her more deadly and allows her to take on multiple opponents at once and come out on top. Her sword of choice is unspecified but appears to be a Katana and is sharp enough to easily slice of heads with ease.
 * Master Hand-to-Hand Combatant: As well as being a skilled swordsman, Tanith is also a highly skilled hand-to-hand combatant and can take on much older and more experienced mages such as Tesseract and hold her own and take on multiple opponents at once.
 * Magic: As previously mentioned Tanith prefers to use her sword in combat and so her magical abilities take on a more passive role. Her main power is to walk on walls which she uses to out manoeuvre opponents and make her way through crowded areas. She can also unlock any lock just by touch and can reinforce a door by putting her hand against it and saying 'Withstand', making it powerful enough to hold back even the strongest of mages.
 * Master of Stealth: Tanith has also shown a high level of stealth. She has been shown to be able to easily sneak in and out of heavily guarded and magically defended fortresses with ease and is a master of sticking to the shadows, getting close enough to a person to hear them breathing without being detected.

X Factors
Physicality: Raiden=92/Tanith=88

Raiden's cyborg body allows him to easily surpass the physical limits of a normal human and allows him to perform feats even the most athletic person would find impossible such as lifting up giant mecha's and deflecting bullets. Tanith is at peak physical condition and the Remnant that possesses her only makes her even stronger but it still comes nowhere near the level that Raiden is at.

Training: Raiden=87/Tanith=87

Both of these two have received intense training from an early age. Raiden was a child soldier in the Liberian Civil War where he learned how to use firearms and has since gone onto train in swordsmanship, stealth and how to control his cyborg body. Tanith was also trained from a young age and while her training is not quite as vigorous it is more varied and she has also been trained for longer which evens it up.

Experience: Raiden=87/Tanith=90

Raiden has seen almost constant combat throughout his life, from fighting as a child in the Liberian Civil War, to fighting the patriots are their metal gears, to fighting against World Marshall and their array of powerful cyborgs such as the Winds of Destruction. Tanith has also seen her fair share of combat against Mages, Vampires, Trolls and other powerful supernatural creatures and her travels as a bounty hunter/mercenary have seen her face off against an equally varied set of opponents. What gives her the edge though is her Age. Tanith is 93 years old and since she has been trained from a young age has probably been active for over 70 years whereas Raiden is, at the oldest, in his mid thirties and has not seen as much combat as Tanith.

Brutality: Raiden=95/Tanith=100

Raiden received the nickname 'Jack the Ripper' for his abnormally high kill rate compared to the other child soldiers and has shown a willingness to use excessive violence to achieve his aims but at the end of the day he's still a good man at heart and has show compassion and a willingness to avoid unnecessary violence. Tanith is a completely remorseless psychopath and has no qualms with killing and maiming anyone who stands in her way and will even betray her closest allies in order to further he own goals, all the while taking a sick glee in how depraved she can be.

Miscellaneous
This battle will be set after the events of Metal Gear Rising: Revengance for Raiden and during Death Bringer for Tanith Low.

The battle will take place in a war torn city in Africa, the same place Raiden's PMC is helping to restore order to at the start of Metal Gear Rising: Revengance.

The AMS vs The ARC


The AMS: The zombie fighting group of agents who fight tirelessly against the evil Goldman and his army of undead minions.

vs

The ARC: A team of zoology experts and scientists who protect the world from the mysterious anomalies and the creatures that come through them.

Who is deadliest

The AMS
"Hello, my friends from the AMS"

- Caleb Goldman. The AMS is an international organization. It appears to deal with zombie-related infestations, as shown in The House of the Dead: Overkill and after the Curien incident. Its true purpose is never stated, however, but it appears to be outside of other US Government organizations and/or jurisdiction. For example, when G confronts Papa Caesar, he specifically places him under "AMS Arrest". By 2019, following a world-wide outbreak of zombies, it is obvious AMS is no more.

Desert Eagle
 * -|Handgun =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds SPAZ-12
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 8.75 lbs Steyr TMP
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s Hand Held Minigun
 * -|Special Weapon =

Range: 1,800 metres

Has unlimited ammo but if used fired for more than about 10 seconds then the gun will overheat and the user will have to wait a few seconds before being able to fire again.

The ARC
"The battle continues; there is always a new threat. Whatever it is; we'll deal with it."

- James Lester, Head of the ARC. The Anomaly Research Centre (often shortened to the ARC) is an organisation, prominent during the 21st century, founded to work out why the anomalies are happening, research into any possible ways of prediction or control of them, contain the creatures coming through them and cover up any creature sightings to stop mass panic.

SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch MP5
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 32 rounds

Weight: 6 lbs

Rate of Fire: 800 RPM M4A1 Carbine
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 700-950 RPM

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s EMD Rifle
 * -|Special =

Range: 600 metres

Fires a powerful magnetic pulse with enough power to take down a T.Rex and kill a normal sized human. Ammo is unlimited but the user must wait a few seconds between each shot for the rifle to recharge.

X Factors
Stealth: AMS=70/ARC=85

The AMS Agents aren't exactly known for their use of stealth and most of the time they just walk into a location full of zombies and just start blasting away. The ARC has to be much more careful in order to keep the anomaly crisis a secret from the public and must be stealthy in order to avoid detection from the various creatures that come through the anomalies.

Training: AMS=82/ARC=90 

The AMS Agents go through AMS academy where they learn things such as law enforcement and firearm use but most of their training is very field specific. The ARC is another branch of the military and as such all members have received military grade training which is more applicable to standard combat.

Experience: AMS=88/ARC=84

The AMS has been active for over 30 years and many of it's members have extensive experience in their field and routinely face powerful undead creations including some with supernatural powers. The ARC has been around for a much shorter amount of time and while many of it's members are ex-military most of their experience is against prehistoric creatures which is not the same as facing humans or magical beings.

Efficiency: AMS=90/ARC=79

The AMS manages to complete all of it's missions with minimal civilian casualties and can deal with massive zombie outbreaks in a few hours, most of the time with only two agents on the case. The ARC can usually deal with the creatures that come through the anomalies but this is usually after a couple of civilians have been killed and has lost many of it's key personnel over the years to various creatures and psychopaths.

Miscellaneous
This will be a 5 on 5.

The battle will take place in a mansion grounds. The AMS has been sent in after reports of zombie experimentation on the grounds and have a warrant for the owners arrest but have been warned about possible security forces. The ARC have detected an Anomaly on the grounds and have been sent to investigate.

Black Dynamite vs Isaac Washington
Black Dynamite: The smoothest and most badass vigilante, who is cleaning up the streets and taking it to the man.

vs

Isaac Washington: The foul mouthed detective, out the avenge the death of his father at the hands of Papa Caesar.

Who is deadliest

Black Dynamite
"DY-NO-MITE, DY-NO-MITE!"

- Black Dynamite's Theme Tune. Black Dynamite is the smoothest, baddest cat on the street. He’s also a former C.I.A. agent out to avenge his brother’s death. Whether he’s taking down drug dealers or sweet-talking foxy mommas, he’s the man on the streets out to stop The Man. In addition to being a former C.I.A. agent, Black Dynamite was also a veteran of the Vietnam War, as well as taking care of a Whorephanage, which consists of Whores and Orphans living under one roof.

Smith & Wesson Model 29'
 * -|Close Range =

Range: 50 Metres

Ammo: 6 Rounds M3-A1
 * -|Mid Range =

Range: 90 Metres

Ammo: 30 Rounds

Weight: 7 lbs

Rate of Fire: 450 RPM Colt AR-15A2
 * -|Long Range =

Weight: 8 lbs

Rate of Fire: 700-950 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 948 m/s Cobray 37mm Grenade Launcher
 * -|Special Weapon =

Range: 400 metres

Rate of Fire: 6 RPM

Explosive Round

Isaac Washington
"I'm gonna rip your motherfucking balls off."

- Isaac Washington Isaac Washington is the foul mouthed detective out to avenge the murder of his father at the hands of Papa Caesar. He is extremely rude, foul-mouthed, and trigger-happy, punching a government agent within seconds of meeting him, and loves the "f-bomb" expletive, using it practically for every other word. He often threatens people with ripping their pussy/dick off, even if they have a lack of it. His pride is his (short-lived) car and in his music.

Desert Eagle
 * -|Close Range =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds Steyr TMP
 * -|Mid Range =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Long Range =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s SPAZ-12
 * -|Special Weapon =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

X Factors
Training: Dynamite=85/Washington=80

Black Dynamite has served in the US Army and in the CIA as well as having trained in Kung Fu, giving him a wide variety of training in different skill areas. Washington has only really received police training which is nowhere near as extensive or varied as what Dynamite brings to the table.

Organisational Ability : Dynamite=75/Washington=68

Neither of these guys are really known for their tactical awareness, most of the time they just sort of walk into a place and start shooting. However Dynamite has been shown to formulate a plan and organise his troops well as showcased during his war on drugs and attack on Kung Fu Island. Washington is much more impulsive and only really shows a level of planning when fighting Boss mutants, where he has to hit a particular area to do damage.

Experience: Dynamite=88/Washington=86

As previously mentioned Dynamite has served in the CIA and the US Army and has seen combat in Vietnam as well as his battles against the various thugs and gangsters in the Hood. Washington has also seen a fair bit of combat both against criminals and the various mutants he comes across in his search for revenge. What gives Black Dynamite the edge though is the fact that most of Washington's combat is against the Undead who don't have nearly the same ability as fully functioning humans.

Quality of Troops: Dynamite=72/Washington=80

Both of these guys will be joined by their respective comrades; For Black Dynamite his Crew and for Isaac Washington the Police Force. Dynamite's crew is made up mostly of his fellow pimps with a few members of the Black Panthers and who for the most part have very little training and almost no experience out of fighting against criminals in the hood. The police officers Washington brings have more experience and better training due to their line of work and are used to going up against the exact people Dynamite is bringing to the battle.

Miscellaneous
This will be a 5 on 5.

The Battle will take place in the neighbourhood where Black Dynamite and his Crew lives. Isaac Washington and his team of Officers have been sent to arrest Black Dynamite for his various crimes.

The Dead Men vs ??????????
The Dead Men were an elite group on the side of Sanctuary during the war. They were named The Dead Men as they were renowned for going on Suicide Missions but always managing to come back alive. The Group has gone had several members over the years but the number of Dead Men has always remained at 7 with new members replacing those who had been injured or ironically enough killed. The current members are;

Skulduggery Pleasant

Valkyrie Cain (Possibly but could be dropped)

Ghastly Bespoke

Erskine Ravel

Anton Shudder

Dexter Vex

Saracen Rue