User:Wassboss/Sandbox

Shulk
"I'm really feeling it!"

- Shulk

Standard Moves
Neutral Attack: A jab followed by a mid-level roundhouse kick followed by an upward lifting slash.

Dash Attack: Swipes his sword inwards as he draws from his shoulder.

Forward Tilt: Swings his sword in front of himself.

Up Tilt: Leaps in place and performs an arching swipe overhead.

Down Tilt: Swipes at his opponent feet.

Forward Smash: A two handed stab forward, striking with Monado's beam blade.

Up Smash: Slams his sword into the ground which activates the beam blade pointing upwards.

Down Smash: Spins his sword around himself on the ground.

Neutral Aerial: A circular, upward-arcing slash.

Forward Aeriel: An overhead, forward leaning slash.

Back Aerial: Thrusts his sword behind himself.

Up Aerial: Thrusts his sword upwards, revealing his beam blade.

Down Aerial: Performs a downwards thrust.

Throws: Shulk grabs an opponent and does one of four throws; Slashes them with a two handed attack. Stabs their midsection with his beam blade. Throws them in the air and stabs them. Slams them into the floor and back stabs them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Monado Arts. Shulk activates Monado Arts which he can use to access one of five specific abilities;

Jump: This art makes Shulk quicker and more agile in the air, as well as greatly increasing his jump height at the cost of taking more damage and knockback when hit.

Speed: This art increases Shulk's dashing speed and the quickness of his attack but massively decreases his attack strength and his jump height.

Shield: This art increases Shulk's weight which makes him incredibly difficult to damage or knockback but also greatly reduces his speed and damage output.

Buster: This art allows Shulk to deal greater damage with his attacks while also reducing his knockback which allows for easier comboing. However the damage he receives from attacks is increased.

Smash: This art gives Shulk a tremendous amount of knockback but deals minuscule amounts of damage while also increasing his own knockback from opponents attacks.

Side Special: Back Slash. Shulk lets out a cry of "Back Slash" and leaps forwards, performing a downwards slash attack. This attack does greater knockback and damage if it hits an opponents back but ordinarily does medium damage and knockback.

Up Special: Air Slash. Shulk leaps into the air with a cry of "Air Slash" and slashes upwards in an arching swing and at the height of his jump he can perform a second slash. Does minor damage and minor knockback with the initial slash and medium knockback with the second.

Down Special: Vision. Shulk activates his Vision ability to foresee an opponent next move and countering the attack with his sword, doing damage. The damage output and knockback of the counter is directly proportionate to the strength of the attack he is countering.

Final Smash: Chain Attack. Shulk will catch his opponent in front of him with a blue light which will transport them to a battle arena in which Shulk is joined by Duban and Riki. The three will then perform a series of attacks dealing minor to medium damage before Shulk launches them away with a charged Monado Slash

Marth
"I am a prince before I am a son or a brother."

- Marth

Standard Moves
Neutral Attack: Slashes Falchion twice in front of himself

Dash Attack: Performs a diagonal slash upwards.

Forward Tilt: Leans forward and slashes upwards.

Up Tilt: Swings his sword above his head in an arc.

Down Tilt: Pokes at the ground with his sword.

Forward Smash: Swings his sword in an arc from head to ground.

Up Smash: A direct thrust upwards.

Down Smash: Sweeps his sword on the floor on either side of himself.

Neutral Aerial: Performs two horizontal slashes around himself.

Forward Aeriel: Performs a vertical slash.

Back Aerial: Slashes behind himself with his sword in a vertical slash.

Up Aerial: Swings his sword in an arc above his head.

Down Aerial: Slashes below himself.

Throws: Marth grabs an opponent and does one of four throws; Pushes his opponent forwards, tripping them with his leg. Pulls an opponent over his outstretched leg to trip them. Throws his opponent into the air. Throws his opponent on the floor, making them bounce.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Shield Breaker. Marth holds Falchion horizontally at chest level to charge up the attack and them unleashes a powerful forward thrust. As the name implies the attack cannot be blocked or shielded and does extra damage if the opponent is struck by the hit. Knockback and damage vary depending on how long it has been charged for.

Side Special: Dancing Blade. Marth performs a sideways slash which does minor damage. If it connects with an opponent then Marth can follow up with up to three more slashes, which vary in power and the type of attack which is performed can range from a flurry of jabs to a powerful upwards upper cut swing. Does minor damage with each hit but can combine to do major damage and knockback depends on the direction of the final swing.

Up Special: Dolphin Slash. Marth quickly swipes upwards with an arching slash which lifts them into the air. Does medium damage and low knockback although the attack is more powerful if the opponent is struck with the tip of the blade.

Down Special: Counter. Marth adopts a defensive stance and blocks any attack with his blade, which will make a chinking sound if struck. Marth then retaliates with an attack of his own, the damage output and knockback of which is directly proportionate to the strength of the attack he is countering.

Final Smash: Critical Hit. Marth raises his sword to the sky, catching the light and making it shine. He then dashes forward with blazing speed, smashing into his opponent with a powerful swinging slash. Does massive damage and massive knockback and is basically a one hit K.O move.

X Factors
''Note: Shulk's X Factor ratings are based on his standard non-monado arts abilities. Actual ratings may vary depending on if he's currently using Monado Arts. ''

Strength: Shulk=81/Marth=74

Shulk's sword Monado is a large and long sword and this gives him a powerful set of standard moves and his special moves also do high damage, with his counter being the strongest of any other character. Marth does have a couple of powerful special moves but his strikes designed to be quick and accurate as opposed to being powerful.

Speed: Shulk=70/Marth=81

As mentioned above Marth's fighting style is based heavily around the speed of his attacks and chaining them together to make up for their lack of strength. Shulk is by no means slow but his attacks can be sluggish at times and his dashing speed is about average whilst Marth is pretty quick on his feet.

Agility/Aerial Mobility: Shulk=77/Marth=80

Marth's quick attack and movement speed leads itself towards an agile fighting style and he is very nimble when on the ground and in the air his quick attacks allow him to juggle an opponent effectively. Shulk also has quite an agile fighting style but in the air his moves are a bit too slow to use and he just doesn't have the finesse that Marth has.

Close Quarters Combat: Shulk=87/Marth=87

Both of these fighters are expert swordsman and have honed their skills with a blade to become masters of close quarters combat.

Ranged Combat: Shulk=0/Marth=0

Neither of these fighters have an ranged attacks.

Brutality: Shulk=60/Marth=65

Both of these warriors are not shy with deadly force when it comes to battle but Marth wins out because he faces off against human opponents which better desensitises him to using it against another person. Shulk mostly fights against monsters or human controlled machines which don't have quite the same effect as fighting and killing a living human.

Jigglypuff
"Jigglypuff!"

- Jigglypuff

Standard Moves
Neutral Attack: Two quick slaps.

Dash Attack: A dive forward.

Forward Tilt: Spins once while kicking

Up Tilt: Performs a backwards kick upwards.

Down Tilt: Swipes out with her foot.

Forward Smash: Slides forward while keeping foot stuck out.

Up Smash: Performs an upwards headbutt.

Down Smash: Kicks outwards to either side of her body.

Neutral Aerial: Sticks her foot out while compressing her body.

Forward Aeriel: Performs a dropkick.

Back Aerial: Does a spinning backwards kick.

Up Aerial: Waves hand upwards.

Down Aerial: A spinning drill kick.

Throws: Jigglypuff grabs an opponent and does one of four throws; Puffs up to knock her opponent forward. Performs a backwards suplex on opponent. Spins and throws her opponent into the air. Throws the opponent on the floor and rolls on top of them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Rollout. Jigglypuff will begin to spin rapidly on the spot before launching herself forward. When she connects with an opponent it will knock them back as well rebounding Jigglypuff away from them and it can be charged for a more powerful attack. Does medium-high knockback and damage depending on how long it is charged for.

Side Special: Pound. Jigglypuff performs a powerful forward punch. Does medium damage and minor knockback.

Up Special: Sing. Jigglypuff will begin to sing, causing sound waves and music notes to emanate from her body. Any opponent in range will be put to sleep by the soothing melody. The length of the sleep depends on how injured they are, the more injured the opponent is the longer they will remain asleep. Does no damage.

Down Special: Rest. Jigglypuff will fall asleep for roughly three seconds. If Jigglypuff is right next to an opponent when activating the move it will do damage and knockback but the time frame for this is extremely small and if it fails to hit then Jigglypuff is left vulnerable for the remaining 3 seconds. Does massive damage and knockback.

Final Smash: Puff Up. Jigglypuff inflates herself to a very large size, pushing any opponent in her path away until she reaches her full size. Once this happens she let's out a cry of "Jigglypuff" and deflates herself, which causes a massive knockback and damage effect to any nearby opponent, launching them away from Jigglypuff. This effect will remain for the duration of the shrinking process.

Pikachu
"Pika Pika!"

- Pikachu.

Standard Moves
Neutral Attack: A quick headbutt.

Dash Attack: A leaping headbutt.

Forward Tilt: Does a double footed kick in front of itself.

Up Tilt: Swings tail above itself.

Down Tilt: Sweeps its tail in front of itself.

Forward Smash: Performs a thrusting headbutt which ejects a jolt of electricity.

Up Smash: Performs a back flip and swings its tail upwards.

Down Smash: Spins in place while surrounded by electricity.

Neutral Aerial: Curls in a ball and spins.

Forward Aeriel: Performs a corkscrew spin while surrounded by electricity.

Back Aerial: Spins around multiple times.

Up Aerial: Swings its tail above itself in an arc.

Down Aerial: Spins in a downwards corkscrew while surrounded by electricity.

Throws: Pikachu grabs an opponent and does one of four throws; Places the opponent on its back and shocks them. Performs a Tomoe nage throw on the opponent. Places an opponent on its head and headbutts them upwards. Jumps on the opponent after placing them on the floor.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Thunder Jolt. Pikachu shoots an arching electrical jolt in front of itself. The jolt will travel in a straight line but when it reaches a wall of the edge of a platform it will continue up or around it, making it able to hit opponents even if they are not in the direct path. Does minor damage and knockback.

Side Special: Skull Bash. Pikachu will begin to charge up before launching itself forward at high speed with a battle cry, surrounded by electricity and the longer it charges up the more powerful the impact is. Does medium-massive damage and knockback depending on how long it is charged for.

Up Special: Quick Attack. Pikachu moves at warp speed in the direction desired, which does minor damage to anyone it passes through.

Down Special: Thunder. Pikachu lets out a cry of 'PIKA' before calling down a bolt of lightning, which damages any opponent in its path. It it connects with Pikachu it will create a large shockwave which deals extra damage and knockback to any opponent within range. Lightning does medium damage and knockback whereas the shockwave does high damage and knockback.

Final Smash: Volt Tackle. Pikachu transforms into a gigantic ball of electricity and can then fly around the area at high speeds doing minor damage to anyone it connects with. The ball can also send out a blast of electricity which does medium damage and high knockback.

X Factors
Strength: Jigglypuff=40/Pikachu=70

Jigglypuff is by far and away the weakest character in the game and outside of Rollout she has barely any powerful moves. Pikachu is no powerhouse either and most of his standard attacks are quite weak but his smash attacks and his side and down special significantly boost his rating and provide him with some solid K.O options.

Speed: Jigglypuff=45/Pikachu=81

Not only is Jigglypuff the weakest character in the game she is also one of the slowest with a average attack speed and a dashing speed comparable to heavyweight characters. Pikachu on the other hand has some very quick standard moves and has a very quick dashing speed.

Agility/Aerial Mobility: Jigglypuff=90/Pikachu=82

Aerial Combat is where Jigglypuff really shines. Her multiple jumps and light weight make her a very floaty character and her weak attacks actually work in her favour in this regard as they allow her to juggle an opponent easily and effectively. Pikachu's small stature also makes it very agile in combat and in the air and while not as good as Jigglypuff is still a more than capable aerial fighter.

Close Quarters Combat: Jigglypuff=65/Pikachu=77

Both of these fighters are predominately close quarters combat. Despite this however Jigglypuff's weak attacks make it hard for her to K.O and her light weight makes her easy to knock around meaning she struggles when a battle gets up close and personal at least when it isn't aerial. Pikachu on the other hand has a good balance of quick and powerful attacks which allow it to adapt to different fighting styles well in close quarters.

Ranged Combat: Jigglypuff=0/Pikachu=40

Pikachu only really has Thunder Jolt as a projectile weapon and even then it only really useful as a distraction. Jigglypuff has no ranged attack at all.

Brutality: Jigglypuff=53/Pikachu=53

While both of these are wild animals and are used in what is the gaming equivalent of cock fighting, the fights they are used in always end in a K.O and as such neither are really very brutal.

Sheik
"I am... Sheik. One of the last of the Sheikah tribe..."

- Sheik

Standard Moves
Neutral Attack: Two quick hand strikes followed by a barrage of hand thrusts and finished off with a palm thrust.

Dash Attack: A slashing hand strike.

Forward Tilt: A roundhouse kick.

Up Tilt: Performs an axe kick.

Down Tilt: Performs a leg sweep.

Forward Smash: Does two crescent kicks.

Up Smash: Raises her arms over her head and sweeps them down.

Down Smash: Performs a windmill kick.

Neutral Aerial: A flying kick.

Forward Aeriel: Leans forwards and strikes down with his hand.

Back Aerial: A back kick.

Up Aerial: Performs a corkscrew kick.

Down Aerial: A downward flying kick with meteor smash potential.

Throws: Sheik grabs an opponent and does one of four throws; Slams her opponent with her torso. Throws her opponent behind her and kicks away. Kicks her opponent into the air. Throws her opponent on the ground and axe kicks them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Needle Storm. Sheik will begin to take out several small needles which she can then throw at an opponent. The longer she charges up the move the more needles she can take out, up to six in total and they can either be thrown straight away or stored up for later use. Minor Damage and Knockback per needle.

Side Special: Burst Grenade. Sheik takes out her chain which has a small grenade attached to the end of it which she can release to pull the pin and cause the grenade to explode with a small blast radius. Does medium damage and knockback.

Up Special: Vanish. Sheik vanishes in a puff of smoke and reappears a short distance away, doing damage to any opponent caught in the initial smoke screen. Does medium damage and knockback.

Down Special: Bouncing Fish. Sheik flips forward and performs a powerful kick at her opponent. If it connects then she will bounce off them and is able to repeat the kick up to three further times to rack up damage. Does medium damage and high knockback.

Final Smash: Light Arrow. Sheik takes out a large bow and fires off a light arrow in a straight horizontal line. When she fires the arrow any opponent is frozen in place and if hit by the arrow they will be take heavy damage and be launched away.

Greninja
"Greninja makes a Splash!"

- Introduction Tagline.

Standard Moves
Neutral Attack: A series of hand strikes followed by a two handed palm thrust. Emits a small blast of water.

Dash Attack: Performs a leg sweep.

Forward Tilt: Performs a hook kick.

Up Tilt: Crouches and flicks his tongue upwards.

Down Tilt: Performs a crouching shin kick.

Forward Smash: Slashes inwards with a water katana.

Up Smash: Slashes outwards with two water katanas.

Down Smash: Slashes downwards with two water katanas.

Neutral Aerial: Creates a exploding water bubble around himself.

Forward Aeriel: Slashes forward with a water katana.

Back Aerial: Performs three kicks behind himself.

Up Aerial: A corkscrew dropkick.

Down Aerial: A downward flying kick with meteor smash potential.

Throws: Greninja grabs an opponent and does one of four throws; A palm thrust which knocks the opponent forwards. Leans forward and flings opponent backwards. Throws the opponent into the air. Slams the opponent down onto the floor in front of himself.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Water Shuriken. Greninja begins to charge up a water blast and throws it at an opponent in a shuriken shape. Can be charged to do more damage and multiple hits at full power but loses speed the further the range. Does minor-medium damage depending on how much it is charged with minor knockback.

Side Special: Shadow Sneak. Greninja suddenly disappears and a duplicate of his shadow appears which he uses to move to a different location and jump out at an opponent. When he jumps out of his shadow he performs a kick which does medium damage and knockback.

Up Special: Hydro Pump. Greninja uses fires two steams of water out of his hands to launch himself into the air. Does minor damage and medium knockback to anyone who is hit by the blasts.

Down Special: Substitute. Greninja strikes a defensive pose and any attack that hits him will cause him to disappear and be replaced with a substitution doll. Greninja then appears and performs a powerful flying kick on the opponent that used the attack. Does medium damage and knockback.

Final Smash: Secret Ninja Attack. Greninja uses a Tatami to launch an opponent/s into the air and then overwhelms the opponent/s with multiple slashes and kicks before slamming them into the ground with a final powerful smash. Does heavy damage with a high knockback from the final blow.

X Factors
Strength: Sheik=70/Greninja=73

Speed: Sheik=80/Greninja=80 

Agility/Aerial Mobility: Sheik=90/Greninja=90

Close Quarters Combat: Sheik=83/Greninja=85 

Ranged Combat: Sheik=67/Greninja=55 

Brutality: Sheik=58/Greninja=53     

Grimm Gang vs Tanith's Group
Grimm Gang: Portland based Wesen and Grimms, working together to keep Portland safe.

vs

Tanith's Group: Group of sorcerers travelling the world to collect the four god-killer weapons.

Who is Deadliest

Grimm Gang
Nick Burkhardt  "A Grimm. It's sort of a family problem."
 * -|Leader =

- Nick Nick Burkhardt is a Grimm and detective for the Portland Police Department. He grew up never knowing about his Grimm heritage until he started seeing people "change" into monsters which was later explained to him by his auntie as the awakening of his Grimm powers. Nick now has to balance his duties as a cop with his responsibilities as a Grimm to keep Portland safe from criminals, extremist wesen terrorist groups and even powerful royal families from Europe. Equipment 
 * Glock 17: Nick's go to firearm is a Glock 17. It has a range of 50m, muzzle velocity of 375 m/s and a 17 round magazine.


 * Kanabo: Nick's favoured melee weapon is the Japanese Kanabo. Roughly four foot long and weighing in at 15lbs it is a large studded club which does tremendous blunt force damage.


 * Vambrace: Specifically designed for hunting Gelumcaedus, the Vambrace is a leather arm protector with a ten inch retractable blade which works similar in function to the Hidden Blade from Assassins Creed. The Vambrace is tough enough to protect the user from the equivalent of an alligator bite.

Powers and Abilities Theresa "Trubel" Rubel "Next time, it'll be closer. 'Cause if any of your other friends get the same idea, they won't be as lucky as you."
 * Doppelarmbrust: A one handed crossbow which can fire two shots without reloading. The first bolt contains hellebore extract which is a powerful sedative and the second contains hemlock which is potent enough to kill in a single hit. Nick can fire both of these shots off in quick succession and has been shown hitting a small target from a range of up to 45 metres.
 * Grimm Powers: Nick's Grimm heritage gives him physical abilities far above that of a normal human which allow him to fight on par with the various wesen he encounters. These abilities include;
 * Superhuman Strength: Nick possess incredible strength and has been shown overpowering Wesen who who possess strength much greater than that of a normal human. He has been shown overpowering Blutbad (who are strong enough to rip off a man's arm), a Skalenzahne (which the aforementioned Blutbad was soundly beaten by), breaks someone's neck in one twist and when under the effects of a Cracher-Mortel toxin was able to punch holes in a solid metal coffin.
 * Superhuman Speed/Agility: While more of a brute force fighter Nick has also shown himself to be quite quick and agile during combat. Nick can keep up with Wesen whose attacks are quick enough that they look blurred, dodge strikes from close ranges and and acrobatically jump over attacks.
 * Superhuman Durability/Endurance: After recovering from the effects of Cracher-Mortel toxin Nick found that his heart rate and blood pressure remains stable even when running at top speed for long periods of time, effectively meaning he never gets fatigued even during extended periods of high physical activity such as jogging or fighting. Nick is also incredibly durable able to shrug off blows from powerful wesen, recover from being hit over the head with heavy objects in seconds, fall from a second story building unscathed and most impressively took a beating from a Siegbarste (who are powerful enough to break bones with their bare hands) and escaped with only bruised ribs.
 * Superhuman Hearing: While temporarily blinded by a Jinnamuru Xunte, Nick gained incredible hearing to compensate which he retained even after being cured. His hearing became good enough that he can pinpoint the location of somebody just by their breathing alone making him almost impossible to sneak up on, can hear conversations from several hundred metres away and was able to catch an object thrown at him even though he facing the other way.
 * Skilled Combatant: Nick is a skilled fighter and is well versed in many forms of combat. Nick is able to take on many Wesen hand to hand and come out on top, fighting trained martial artists who are much bigger than he is and once fought off a small army worth of wesen singlehandedly. He is also very skilled with his various melee weapons and notable achievements include fighting off four Hundjager (albeit with very minimal help from Monroe) and took on two Reapers (Wesen who specialise in hunting and killing Grimm's) singlehandedly using his Kanabo. Nick is also a crack shot with his Doppelarmburst and Glock, rarely missing a target and was able to hit a wesen square in the eye with a throwing knife.
 * -|Second in Command=

- Trubel to an unlucky Wesen. Theresa Rubel, nicknamed Trubel, was orphaned at a young age and spent most of her younger life in foster care. Developing her Grimm powers at a young age, Trubel often found herself being attacked by Wesen and spent most of her time moving from place to place, killing any Wesen who tried to attack her. She was taken in by Nick after arriving in Portland and he helped train her and teach her about her Grimm Heritage. Equipment  Powers & Abilities Monroe "Screw that. I'm not running. You ask me for all the help you need. I've never been much of a status quo kind of guy."
 * Machete: Trubel's chosen weapon when fighting Wesen is a machete. It's about a foot and a half long, weighs 1lb and is made of steel.
 * Doppelarmbrust: A one handed crossbow which can fire two shots without reloading. The first bolt contains hellebore extract which is a powerful sedative and the second contains hemlock which is potent enough to kill in a single hit. They can fire both of these shots off in quick succession and can hit targets up to 45 metres away.
 * Grimm Powers: Like Nick, Trubel's Grimm heritage gives her enhanced physical abilities in order to fight against Wesen. These include;
 * Superhuman Strength: Trubel has displayed shows of strength much greater than one would expect from someone her size and weight. She can go toe to toe with superhumanly strong Wesen even multiple ones at once, snap a much man's neck in a single twist, toss a much larger Klaustreich (a cat like wesen) about like a rag-dog and was even able to hold her own against a Wesen with her hands tied behind her back.
 * Superhuman Agility: Trubel is also superhumanly agile and quick and can keep up with and dodge blows from fast moving Wesen and jump onto another Wesen's back to stay out of their reach.
 * Superhuman Durability/Endurance: Trubel is a remarkably resilient individual and even after prolonged fights she shows little sign of fatigue. She can recover quickly from blows from powerful Wesen such as Nuckelavee (a horse like Wesen with hoofed hands) and was able to successfully escape on a motorbike after being savagely beaten by a group of people.
 * Skilled at Stealth: Trubel has shown herself to be particularly skilled at stealth and tracking. She can sneak up on Wesen with enhanced senses of smell and hearing without being detected and sneak into a heavily guarded compound undetected.
 * Skilled Combatant: Having had to fight Wesen from a young age, Trubel has honed her skills in various forms of combat. She is able to take on multiple wesen on at once even when unarmed such as a Klaustreich and Lausenschlange pair and a number of black claw operatives (hell she singlehandedly destroyed Black Claw's presence in Portland). She is also exceptionally skilled with her machete and can easily lop the heads of opponents in a single swipe. She has also shown herself to be a good shot with a Doppelarmbrust able to hit a target in the chest and neck from a distance.
 * -|The Muscle=

- Monroe to Nick. Monroe is a Wieder Blutbad who lives in Portland. Monroe was investigated by Nick in connection with the disappearance of a little girl, Nick suspected Monroe because he'd seen him woge. Monroe helped Nick to find the Blutbad responsible and despite his reluctance Monroe often ended up providing information and help to Nick during his early days as a Grimm. The two soon became close friends and Monroe began taking a more active role in Nick's Wesen related jobs. Powers & Abilities


 * Blutbad Physiology: As a Blutbad Monroe is much more physically capable than a regular human. Monroe can woge entirely or limit it to certain parts of his body e.g his hand, his eyes etc. Monroe is also more powerful when woged than in his normal form.Monroe has shown many feats of strength far above that of a normal person. When not fully woged he is easily able to pick up and throw people across rooms, overpower other powerful wesen and once killed a Hundjager with a single blow to the throat. When fully woged Monroe becomes even stronger enough to rip a man's arm off by accident and it took three other Wesen to restrain him. Monroe is also considerably faster than a normal person and is able to outrun trained police dogs. He also moves very quick in combat, so quickly he looks like he's blurred. Blutbad as a whole a very durable Wesen able to shrug off blows from other Wesen and survive a gunshot wound in the back from close range and still be able to flee.

Sean Renard "I'm gonna let you walk. And when you do, you're gonna leave Portland and never come back. Because if you do, there's a part of me that doesn't wear a badge. And there's no telling what he'll do."
 * Claws and Teeth: When woged Monroe also gains sharp claws and fangs which he often uses in combat. Monroe, like all Blutbad, instinctively go for the throat in combat and tend to try and pin his opponent down to tear out their throat.
 * Enhanced Sense of Smell: Blutbad are excellent trackers because of their dog like sense of smell. They are able identify different animals, perfumes and fragrances, distinguish between different people's scent and even identify other Wesen by their scent, even when not woged. Monroe has been shown to track down someone's scent through a heavily wooded area and often helps identify certain Wesen for Nick using his sense of smell.
 * Skilled Combatant: Despite being a Wieder Blutbad (meaning he tries to suppress and control his Wesen side) Monroe has shown to be a fairly skilled fighter. He is able to fight against multiple opponents at once and come out on top (most notably in the pilot where he fights off two hired thugs) and has beaten other non-wieder Blutbad in a straight fight despite his own lack of combat training/experience.
 * -|The Ugly Guy=

- Sean Renard intimidating a Wesen criminal.

Sean Renard is the half-Zauberbiest bastard son of an Austrian king. Working as a police chief in Portland, his prime objective is to retrieve a key important to the royals, a key which Nick's aunt gave to him. Initially keeping his true identity secret he was found out by Nick after stealing the key from him, although he gave it back to prove his loyalty. While Nick is still reluctant to trust him Renard still proved to be a valuable ally because of his connection to the royals and to help Nick's investigations into Wesen in Portland.

Equipment  Powers & Abilities  Eve "I think there is a choice even when there appears to be none, but it's the reaction that determines whether the choice is good or bad, not the person who makes it."
 * Glock 17: Renard also uses a Glock 17. It has a range of 50m, muzzle velocity of 375 m/s and a 17 round magazine.
 * Superhuman Strength: As his mother was a Hexenbiest Renard has inherited some aspects of a Zauberbiest's physiology. Renard's woge only takes up about half of his face instead of his entire head and he doesn't have access to any of the telekinetic powers of fully fledged Zauberbiest's. He does however have superhuman strength and in his normal human form is able to casually throw somebody across a room. When woged his strength increases even more able to throw someone several metres into the air and rip apart a Hasslich (a troll like Wesen) with his bare hands.
 * Skilled Combatant: Even without his superhuman strength to rely on Renard is a highly skilled fighter in his own right. He's one of the few people ever shown to be able to fight Nick on roughly equal terms, he can also fight against skilled martial artists and powerful Wesen and come out on top. Notable feats include managing to overpower two men and kill them in quick succession even despite being held at gunpoint and beating a group of rage zombies singlehandedly. Renard is also a skilled marksman able to consistently make head-shots even in the middle of heated combat.
 * -|The Witch=

- Eve to Trubel

Eve was formally known as Juliette Silverton and was Nick's girlfriend until she was transformed into a hexenbiest accidentally. Turning on Nick and her former friends she sided with the Kronenberg Royal Family and was seemingly killed by Trubel after leading Nick's mom into a trap. In actuality she was captured by Hadrian's Wall and brainwashed into becoming a weapon to be used against Black Claw, having her personality overwritten and all emotions removed.

Powers & Abilities
 * Hexenbiest Powers: Eve became a wesen after taking part in a spell to help Nick regain his Grimm powers which had the side-effect of turning her into a Hexenbiest. As she was made into a Hexenbiest rather than being born one she was immensely powerful and her abilities include;
 * Telekinesis: Eve's main form of attack is a form of telekinesis. She is able to lift heavy objects and throw them as projectiles or can instead use smaller projectiles like knives or shards of glass for a deadly and accurate barrage. She can also use her telekinesis to simply choke someone from afar similar to Darth Vader. She can also use this ability to people to either lift them into the air or pull them closer if they try to escape. If her chosen victim is in an enclosed space then she can use her telekinetic abilities to manipulate the kinetic energy in the air to severely burn them with prolonged exposure leading to their heads exploding albeit they need to be in an. She can also kill by bursting the eardrums and causing an internal brain haemorrhage although this requires her to be both woged and her opponent staying still.
 * Skin Grafting: Eve can also manipulate soft tissue by placing her hand over a body part such as the eyes, ears, mouth or nose and grafting the skin over which enables her to blind, deafen or silence a person.
 * Knockout Gas: By breathing a mysterious purple gas into a person's airways Eve can put them into a comatose state which only she can awaken them from. She has to be relatively close in order to do this.
 * Superhuman Strength: While preferring to use her telekinetic powers in battle Eve also possess Hexenbiest strength which enables her to casually overpower other wesen and throw them across a room.
 * Skilled Combatant: Eve is one of Hadrian Wall's deadliest and powerful operatives and was able to kill 20 wesen singlehandedly using her Hexenbiest powers and was so powerful Black Claw had to trick her into attacking a different location in order to launch their main attack on HW's headquarters. As a created rather than a natural Hexenbiest she is also notably more powerful than other Hexenbiest and was easily able to beat the more experienced Adalind in a fight. She was even able to fight with a full Zauberbiest on level terms despite being several years younger and less experienced.

Tanith's Group
Tanith Low "Come and have a go, if you think you're hard enough!"
 * -|Leader =

- 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. Taking the name Tanith after the first person she ever killed she became a freelance agent for the English Sanctuary where she met Mr Bliss, who recruited her for a mission to rescue Skulduggery Pleasant. Tanith was later possessed by a Remnant and found a new purpose in life, making sure that Darquesse fulfilled the prophecy of destroying the world.

Equipment  Powers and Abilities Billy-Ray Sanguine
 * Sword: Tanith's weapon of choice is a sword. While the actual make is unspecified it appears to be some sort of Katana. It is roughly two and a half foot long, weighing 3 lbs and is made of steel.
 * 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 including highly trained Cleavers.
 * 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.
 * -|Second in Command=

"Not merely a hitman, darlin'. I am a hitman deluxe"

- Billy-Ray Sanguine. Sanguine is a hit-man, he considers himself a hit man deluxe, who kills people for fun as well as for money. Originally working for Baron Vengeous during the War he "lost his faith" in the Faceless ones about 80 years ago and has spent the time since working as a hired hand. After working with Vengeous briefly again after his escape from prison he also worked with the Diablerie, the self professed "Revengers Club" and even teamed up with Skulduggery and Valkyrie on occasion until falling in love with an becoming engaged to a remnant possessed Tanith Low.

Equipment  Powers and Abilities
 * Straight Razor: Sanguine carries around a three inch long Straight Razor which he uses in combat. Unlike a regular razor however being cut by Sanguine's razor leaves behind scars that never heal and it also appears to be more durable able to block a sword.
 * Tunnelling: Sanguine's primary power is the ability to travel through the ground and other solid objects. He can travel at high speeds through dirt, rocks, brick, basically anything solid by with the earth just seeming to open up in front of him and close behind him as he passes, leaving only a few cracks in his wake. He can carry other other people while moving through the ground and can shove other people's body parts through walls, trapping them. He has also be shown jumping through people, leaving a gaping and bloody hole in his wake.


 * Proficient in hand-to-hand combat: Sanguine is shown to be a skilled fighter, able to hold his own against other mages and sorcerers as well as other skilled combatants. He often uses his hand-to-hand skills in conjunction with his tunnelling ability to dodge around and surprise his opponents.


 * Skilled Knife User: Sanguine is also very skilled with small blades such as knives, daggers and his signature weapon a straight razor which leaves scars which never heal. He has been shown to be more than capable of taking on fighters with swords and scythes and coming out on top even with a smaller blade.


 * Above average speed and agility: Sanguine appears to be quicker and more agile than a normal person although not as quick as other sorcerers. He is able to quickly jump through wall after wall using his tunnelling ability and still manage to accurately swipe at an opponent with a blade.

Dusk "He has a habit of holding grudges. I had an associate who crossed him. It took years, but Dusk finally managed to track him down and the death he provided was not a quick one."
 * Immunity to any binding spells or charms: Sanguine, by his own admission, cannot be held by any magical symbols or have his powers bound by any sort of binding spell or object including handcuffs.
 * -|The Muscle=

- China Sorrows on Dusk. Dusk is a centuries old vampire, known for his habit of holding lethal grudges against those who he feels have wronged him. Dusk originally worked Baron Vengeous but after his imprisonment he abandoned him to avoid capture himself. Having grown bored of his immortal life and filled with rage at his vampire state, Dusk is determined to find the one who turned him to exact his ultimate revenge.

Powers & Abilities
*Note: Dusk will have taken serum before the battle begins so he does not have access to his night form. Springheeled Jack "I'm the Terror of London, me. I know how she sounds, I know how she smells, I know how she feels. She can't keep any secrets from me."
 * Vampire Physiology: Even when not in his full vampire form, Dusk can still exhibit several superhuman physical abilities. Dusk has superhuman strength which enables him to easily pick up and carry a normal person, rip someone's head off with his bare hands and send someone flying with a strong push. Vampires are also described as unnaturally graceful, able to contort their bodies to land perfectly on their feet and leap long distances with a byproduct of this being that they can move silently even without trying. Dusk is also incredibly fast even by vampire standards and his movement is almost like a blur allowing him to effortlessly keep up with running humans and dodge blows in close proximity which allow him to outpace even his own kind. Vampires are also shown to be incredibly durable falling from a 4 story building and walking away with only a limp.
 * Enhanced Senses: Vampires have a keen sense of taste and after they taste the blood of a person they are able to locate them no matter where they go and also possess incredible hearing, able to hear a persons heartbeat.
 * Minion Creation: Dusk can create his own undead minions to serve his cause. When bitten by Dusk, a human will become a mindless minion who will follow his every command without question and after 2 days they turn into a fully fledged vampire. Until then they retain the same physical capacities as a human albeit with the inability to feel pain.
 * Skilled Hand to Hand Combatant: Having a lifespan of several centuries and backed up by his vampire abilities Dusk is an incredibly skilled hand to hand combatant. He an hold his own against experienced mages including the infamous Skulduggery Pleasant and he can even defeat other vampires without too much trouble even those more experienced than himself.
 * -|The Ugly Guy=

- Springheeled Jack. Nobody knows what Springheeled Jack is, or where he comes from, or if there is anybody else out there like him. Even Jack himself doesn't know only being able to remember back a couple of hundred years before his memory gets blurred. Jack often finds himself part for whatever gang of villains happen to be causing trouble and his only goal seems to be as spreading as much mischief as possible.

Powers & Abilities Black Annis "I eat people. They don't give me people to eat. They give me animals. That's barbaric. At least people have a fighting chance to get away."
 * Superhuman Speed & Agility: Jack is unnaturally agile and is able to easily traverse the rooftops of London without breaking a sweat, even with an injured foot, and pull himself up from a hanging position in one fluid movement. He has an incredibly powerful leap, able to leap between the large gaps of Skyscrapers in Chicago and casually leap over his opponents. He incorporates his agility into his fighting style by using fancy back-flips and kicks as well as dropping from a great height to heel-slam someone from above. Jack's agility boarders of the physically impossible by allowing him to step off a moving car onto a road, completely ignoring rules of velocity and inertia and even extends to his top hat which never falls off no matter what acrobatic trick he attempts. Jack is also superhumanly fast able to easily dodge gunfire and is able to keep up with Dusk's feats of superhuman speed.
 * Sharp Nails: Jack's fingernails are incredibly sharp, sharp enough to rip out someone's throat or disembowel them with a single slash.
 * Skilled Hand to Hand Combatant: Jack is a very skilled hand to hand combatant able to fight off a group of gun-toting mobsters singlehandedly and fight his way out of a Gaol. He has also shown himself able to beat other highly skilled fighters, in fact he's been shown defeating his fellow teammates Tanith, Sanguine and Dusk in one to one combat.
 * -|The Witch=

- Black Annis Black Annis was cursed from birth and so was often bullied as a child until she ate everyone in her village, including her birth parents. At the age of sixteen she found the sun turned her to stone and spent the entirety of her adult life living in caves and ditches with only an idiot half-troll named Scrannel. Captured by Tanith and thrown into a Gaol she was later broken out by the now remnant possessed Tanith to aid her in finding and destroying the God Killer weapons. Powers & Abilities 
 * Anger Metamorphosis: Ever since she was a young girl whenever Black Annis would get mad she would undergo a transformation which turned her skin blue and dislocating her jaw to give her a nasty set of teeth. This transformation gives her the following abilities;
 * Razor Sharp Teeth/Claws: Annis' main offensive weapons are her teeth and claws. When she undergoes her transformation her teeth grow so big that her mouth has the dislocate in order to accommodate them, large enough that she can bite a man's head off in one bite. Her fingernails also grow to around about 10 inches and turn into iron, enabling Annis to easily tear through flesh and even block sword swipes.
 * Armoured Skin: The most notable part of Annis' transformation is her skin turning blue and becoming a nigh impenetrable armour. Nothing seems able to piece it, not the claws of the vampire, nor bullets which simply ricochet off her, even the unnaturally sharp scythes of Cleavers cannot pierce her skin. The only way to harm Annis when in this state is by targeting her jaw where there isn't any armour which is no easy feat when having to contend with her teeth.
 * Superhuman Physicality: While never explicitly stated Black Annis also seems to become much more physically capable when in her rage state. She is easily capable of keeping up with a vampire in it's night form with her transformation increasing her strength, speed and agility as well as her durability.

X Factors
Training: Grimm Gang=80/Tanith's Group=60

Nick and Renard have both received firearms and other police related training in their capacity as cops and Nick also has self-trained in various combat styles and with a number of weapons as part of his Grimm training. Eve and Trubel have received training from Hadrian's Wall, a sort of counter-terrorism group, with Trubel similar to Nick having trained in Grimm related combat skills. Monroe is really the only one who hasn't received any formal training.

Tanith was trained to become an Assassin from the age of 7 or so and her training focuses on both magic, close quarters combat and assassination techniques. However nobody else in her group have any formal training and are self taught in their abilities.

Experience: Grimm Gang=80/Tanith's Group=92

All of the Grimm Gang have extensive combat experience against various Wesen, from random criminals to organised terrorist groups like Black Claw and even vastly rich royal families. Nick and Renard also have extensive experience against human criminals as cops. However besides Monroe (who used to hunt in his younger years) and Trubel (who has been fighting Wesen since a child) most of their combat experience is over the last 5 years.

This is nothing compared to Tanith's Group with every single member being over a hundred years old and having decades if not centuries of experience fighting mages and an assortment of monsters. Dusk, Jack and Sanguine especially are at least 400 years old and all of them have experience fighting in wars and against trained sanctuary agents.

Brutality: Grimm Gang=90/Tanith's Group=100

The Grimm Gang have little qualms with killing those who pose a threat to them, in fact many of the Wesen they go up against are too dangerous to leave alive. However they are still the good guys and try not to kill as a habit although they often do. Tanith's Group on the other hand consists entirely of psychopaths, sociopaths and monsters who will happily kill, maim and torture their opponents or even just innocent people and even take pride in their depravity.

Teamwork: Grimm Gang=85/Tanith's Group=75

The Grimm Gang is a pretty tight-nit group of friends and often work together in order to take down Wesen or other criminals. The only one who isn't a truly trusted member of the group is Renard but he still works well with the others and the group as a whole has worked together with great success. Tanith's Group meanwhile are a rag-tag group of monsters and psychopaths, most of whom have a grudge against or dislike of the others and are loosely linked together by a common goal. They'll fight together well enough but they fight as individuals more than as a team.

Miscellaneous
Battle takes place at night time in Portland.

I've separated each individual into categories for ease of comparison but this is a team battle so don't base edges solely on the one on one categories, try to look at the warriors use to the team as a whole as well.

The Invincible Trio vs The Not-So Invincible Trio
The Invincible Trio: Three Stand using teens, making money by collecting discarded lottery tickets.

vs

The Not-So Invincible Trio: The deceased members of the Stardust Crusaders.

Who is Deadliest

The Invincible Trio
Josuke Higashikata "WHAT THE HELL DID YOU JUST SAY ABOUT MY HAIR?! I will not forgive anyone who insults my hair, no matter who he is!"
 * -|The Nice Guy =

- Josuke. Josuke Higashikata is a teenage stand user residing in Morioh. Gaining his Stand at a young age after a mysterious fever, Josuke became an unofficial protector of Morioh after an influx of stand users were suddenly created by a magic arrow. Alongside his friends, nephew and estranged father Josuke strove to eliminate or reform these stand users and keep Morioh's golden spirit alive.

Stand: Crazy Diamond

"It can be said that humans live by destroying. In the midst of that, your power is kinder than anything else."

- Jotaro Kujo on Josuke's Stand, Crazy Diamond.

Josuke's Stand is called Crazy Diamond. Josuke gained this stand when he was four after a mysterious illness. It reflects Josuke's kind and helpful nature by allowing him to heal people and restore broken objects. It's powers include; Okuyasu Nijimura  "I'm not that smart, okay? I just do what my heart tells me to do."
 * Restoration: Crazy Diamond's most notable power is the ability to revert objects or organisms to a previous state in their history through touch. This expresses itself in many different ways such as repairing a destroyed object back to it's original form, heal a person's injury, revert chemical changes and can even restore a complex structure (such as a table) into it's raw materials (the timber it was made from). When restoring an object Josuke can control which particular part acts as the starting point for the restoration which allows a number of creative uses such as being able to use a bolt from a structure as a homing missile back to it's original place or creating a shield of pavement around a broken piece of rubble. It can also fuse a person to an object such as a rock or book in order to trap them. Interestingly this restoration ability is directly effected by Josuke's mood and if he is angry when using Crazy Diamond the restoration will become distorted when reformed. Crazy Diamond has a couple of restrictions to it's restoration ability however; it cannot be used to heal Josuke himself, bring somebody back to life or restore something which has been completely obliterated (such as objects erased by the Hand.)
 * Super Strength: Aside from it's restoration ability Crazy Diamond also has some impressive physical abilities. Crazy Diamond is incredibly strong and is able to perform superhuman feats such as ripping up pavement and punching though multiple people at once. This Stand is so strong that even Star Platinum struggled to defend against it's raw power.
 * Superhuman Speed: Crazy Diamond isn't only incredibly strong it is also very quick. It can throw dozens of punches in seconds, catch a bullet fired at close range and keep up with Red Hot Chilli Pepper, a Stand which moved at the speed of electricity. Josuke speculates it's punches exceed 300 km/h. This makes Crazy Diamond incredibly precise as well and it can fire a rifle bullet accurately at distances of up to 70 metres.
 * -|The Hot-Head =

- Okuyasu Okuyasu Nijimura grew up always listening to whatever his older brother Keicho told him to do and aiding him in his quest to create Stand users. Confronting Josuke outside his home he was defeated and later saved by Josuke from being accidentally killed by his brother and after Keicho's death he and Josuke became good friends, protecting Morioh side by side. Stand: The Hand

"I'm just dying to erase your goddamn existence, you little shit!"

- Okuyasu Nijimura

Okuyasu's Stand is called '''The Hand. '''The Hand take son the appearance of a robotic humanoid with a pair of notable bumps on it's right hand. Classified as a short-range Stand the Hand can only be projected a maximum of two meters away from Okuyasu. It's abilities are as follows;
 * Erasing Ability: The Hand's main ability is to erase the existence of objects or people. This ability is concentrated in the Hand's right hand and when it performs a swiping motion it erases whatever is in it's path. Objects which have been sliced with the Hand appear to have been sliced through with an incredibly sharp blade and once an object has been erased it cannot be recovered or restored. When erasing something physical the "voided space" is filled up by adjacent space and objects, essentially removing any sign that the object existed. However, this doesn't always happen as The Hand has been shown leaving empty craters in the ground. The main drawback is that this ability can only be used in a highly telegraphed swiping motion which makes it easy for a fast moving opponent to avoid it or simply grab the arm and stop it from completing the swiping motion.
 * Teleportation: The Hand doesn't simply erase physical objects but also the empty space around that object. A byproduct of this is that the Hand can erase the space between itself and an opponent to bring them closer to it or bring Okuyasu closer to the opponent. This makes it very hard for any opponent to simply stay out of the Hand's normally short range and Okuyasu can also disarm people of weapons or objects using the Hand as well.
 * Superhuman Physicality: As well as it's erasing capabilities the Hand is also a very physically powerful stand. It is strong enough to match the strength of Crazy Diamond, propel Okuyasu upwards and punch dents in reinforced steel. It can also throw a fast barrage of punches in a similar fashion to Crazy Diamond albeit not quite as rapidly.



Shigekiyo "Shigechi" Yangu  "Hey, girl. I got a fat stack! Wanna go have some fun?"
 * -|The Asshole =

- Shigechi certainly has a way with the ladies.

Shigekiyo Yangu, known as Shigechi to his friends, is a Stand user that Okuyasu and Josuke encountered after he used his Stand, Harvest, to collect spare change from around Morioh. Hatching a plan to work together to collect as much money as possible Shigechi quickly became too greedy and tried to take all the money for himself, forcing Josuke and Okuyasu to teach him a painful lesson in sharing.

Stand: Harvest  "My Harvest is Invincible!"

- Shigechi, right before proving that statement false

Harvest is a swarm Stand with about 500 individual units. Each individual Harvest takes the form of a small bug like creature with multiple arms and a little gap on it's head to store things. It's abilities include;
 * Harvesting: Harvest's main purpose is as a gathering/scouting patrol. Shigechi can give Harvest members a specific target to find and they will fan out and collect it. The object must be light enough for an individual Harvest to carry but they can bunch up to collect larger objects. Shigechi can also use Harvest to dismantle an object or to disguise him by collecting leaves to hide underneath. They will do this independently of Shigechi and he can divert different members to collect different things over a great range, able to cover a medium sized town like Morioh.
 * Swarming: Due to the sheer number of individual members of Harvest they are more than capable of overwhelming an opponent. This makes them very hard to stop as even destroying a few has no effect on Shigechi and they can quickly cover and immobilise a target. Harvest will target weak points such as the eyes or carotid artery to use as leverage for whatever Shigechi wants. Harvest can also be used to carry Shigechi with remarkable speed, enough to outpace much younger and fitter people and can even scale walls in a sort of tank tire tread fashion. Shigechi has also been shown using Harvest as a distraction, to create a wall while he escapes from danger.
 * Sharp Teeth, Claws & Needle: Each individual Harvest has sharp teeth and clawed hands which they can use to tear and cut skin. They also possess a hypodermic needle which Shigechi can use to inject liquid straight into the veins, which he uses on Okuyasu and Josuke to make them debilitatingly drunk.

The Not-So Invincible Trio
Noriaki Kakyoin "My name is Noriaki Kakyoin! For the vengeance of my friend Avdol and so that the sister of my friend, Polnareff, may be at peace, you will pay with your life!"
 * -|The Nice Guy =

- Kakyoin

Noriaki Kakyoin acquired his Stand at a young age and struggled to make meaningful relationships with other people as they couldn't see Hierophant Green. When vacationing in Egypt with his parents he was approached by Dio Brando, who saw his Stand potential and brainwashed Kakyoin into following him. He was given the mission to kill Jotaro Kujo but was defeated and had the flesh bud pulled out of his head, breaking the brainwashing. Kakyoin then decided to join Jotaro and the others in their mission to stop Dio, to restore his pride in himself and save Jotaro's mother from Dio's curse.

Stand: Hierophant Green "My Hierophant Green loves nothing more than to rip things to shreds."

- Kakyoin on his Stand

Kakyoin's Stand is called Hierophant Green. Hierophant Green takes on the appearance of a humanoid robot in the upper half of his body with the bottom half being made up of snake like coils which allows Hierophant to stretch to great lengths. It's abilities include;

Muhammad Avdol "Trying to predict the future in front of a fortuneteller? Isn't that rather foolish?"
 * Coiled Body: As mentioned above the lower half of Hierophant Green is made up of coils and it can unravel itself to stretch great distances. Kakyoin was able to stretch Hierophant across a 20 metre radius several times over in his battle against Dio and was seen stretching up to 100 metres in the battle against the Sun, although it could likely stretch to much further distances. Kakyoin can also control the thickness of the coils from being as thick as a rope to thin as a piece of string which Kakyoin can use to ensnare or immobilise his opponent. The coils can also be used as a detection device, allowing Kakyoin to create a area of sensitive strings to detect movement and attack automatically if these "tripwires" are disturbed.
 * Emerald Splash: Kakyoin's main form of attack with Hierophant Green is in the form of Emerald Splash. Hierophant gathers energy into it's body and fires it out in a shotgun like blast, in the form of rock hard emeralds. This attack has a roughly 20 metre range and can be fired multiple times in quick succession. Hierophant Green can also fire emerald splash from multiple directions as shown in the battle against Dio, where Kakyoin fires an emerald splash from a 360 degree angle.
 * Marionette Control: Hierophant also has the ability to sneak inside of somebody and take complete control of their body, either to prevent them from attack him or to use as a weapon against an opponent. This ability is particularly effective against an opponent who is unwilling to harm an innocent as he can literally use the person as an offensive option or just as a human shield. While quite fond of using this ability when brainwashed by Dio, Kakyoin is reluctant to use this ability when not under his influence and only tends to use it as a last resort against an enemy he cannot hope to defeat.
 * -|The Hot-Head =

- Avdol to some punk ass fool.

Muhammed Avdol is a fortune teller by trade and a long time friend of Joseph Joestar. Initially he was brought in to help get Jotaro to leave the jail cell he had forcibly kept himself in and teach him about Stands he would later accompany Jotaro and Joseph on their quest to defeat DIO. Avdol acts as an advisor to the rest of the gang about Stands and their users and provides guidance on the various Stand users they encounter across their journey.

Stand: Magician's Red  "Any Stand that Avdol hits head-on... finds itself melted in the crossfire!"

- Joseph Joestar on Magician's Red Avdol's Stand Magician's Red is a half human, half bird humanoid Stand. Sprouting a rooster head from a muscular human body, it's legs are feathered and often shrouded in flames. It's abilities include; Iggy "His name is Iggy. He likes to tear out human hair by the mouthful. Oh I just remembered. While's he's ripping out hair he likes to...fart in the human's face. He's kind of vulgar."
 * Flame Manipulation: Magician's Red has the ability to create and manipulate flames with incredible destructive power. These flames are powerful enough to evaporate metal projectiles in mid air and slice through steel railroad tracks. Avdol's main technique is called Crossfire Hurricane which shoots forth flaming ankhs for Magician's Red's mouth. He can also manipulate the Ankh's however he wishes and break them up into multiple pieces to attack an opponent from two directions simultaneously. Magician's Red can use its flames to bind an opponent, as if he were tying them up with a rope and by holding the flame close to a person's face it burns away the oxygen to knock them unconscious through oxygen deprivation. Finally the flames can also be used as a life detector by creating a compass of flames which flickers when it detects the heat source of any non-visible opponent.
 * Superhuman Strength & Speed: Aside from its flame manipulation Magician's Red is also a very physically capable stand, able to grapple with Star Platinum and shatter Judgement's armour with a powerful kick. It is also very quick and was able to dodge the lightning fast strikes of Silver Chariot without much trouble.
 * -|The Asshole =

- Joseph explains why Iggy is such a little prick.

Iggy is an ill tempered Boston Terrier, hailing from New York. Little is know of his background or how he received a Stand but he has spent most of his life living in the streets, where his Stand makes him the alpha male of the other strays. Unable to be captured by normal dogcatchers he was eventually caught by Avdol and was flown into Egypt during the hunt for DIO, as even with his antisocial behaviour he would still be a valuable asset on their mission.

Stand: The Fool "Simple but powerful, I'm not sure even I could defeat it."

- Jotaro on the Fool. Iggy's Stand, The Fool, is an unusual Stand as it doesn't have an actual physical form. Rather it is formed by sand and dust particles to take whatever form Iggy wishes, most commonly a mechanical dog like creature. It has the following abilities;
 * Sand Manifestation: As stated above Iggy can use his Stand to form whatever he wants to from people, to objects or parts of the environment. These forms also take on some of the properties of what they are copying for example Iggy was able to turn the Fool into a glider to fly away. The Fool is remarkably accurate in these mimics and people it creates from sand are convincing enough to fool even close friends of the real person. Iggy can also use the Fool as a protective barrier, strong enough to protect him from powerful Stand attacks such as Horus' ice shards. As the Fool is bound to the Sand that it is manipulating it cannot be damaged and by extension Iggy is also not damaged if his sand creations are destroyed.
 * Superhuman Strength: Despite being made of Sand the Fool is surprisingly strong, powerful enough to slice through a concrete pillar.

X Factors
Experience: Invincible Trio=60/Not-So Invincible Trio=70

While all have had Stands from a young age the Invincible Trio lack a whole lot of combat experience. At this point in DIU Josuke and Okuyasu have only had a few Stand battles and Shigechi has no experience apart from against his own teammates. Conversely, the Not-So Invincible Trio have faced a gruelling 50 days of Stand users being thrown at them non-stop however they still get a relatively low rating because they each had long injury induced absences (or in Iggy's case he didn't join up till they got to Egypt) so missed out of some battles.

Creativity: Invincible Trio=90/Not-So Invincible Trio=75

The Invincible Trio get this edge primarily because of Josuke. Crazy Diamond's restoration ability gives him a lot of ways to get creative in combat and Josuke has the mind to put this into practice and overcome his opponents in various unorthodox ways. Shigechi is no slouch either and despite not being a combat orientated Stand was able to use Harvest to almost win over Josuke and Okuyasu. The Not-So Invincible Trio are far from uncreative but their Stand have much more simple and limited usage such as throwing fire or attacking with Sand. They can manipulate these powers to use more unusually such as Avdol splitting his crossfire hurricane or Kakyoin using Hierophant's coils to create a web of trip wires but they're just not on the same level as Josuke.

Teamwork: Invincible Trio=78/Not-So Invincible Trio=75

Despite only knowing each other for a short while Josuke, Okuyasu and Shigechi were able to work together to successfully defraud the lottery using their Stands and in general they get along very well as long as money isn't involved. Avdol and Kakyoin get along well but don't have many interactions nor do they work together all that often and Iggy is at best an inconsistent team player.

Brutality: Invincible Trio=70/Not-So Invincible Trio=80

While more than willing to beat the shit out of an adversary, Josuke and Okuyasu are too kind-hearted to kill anyone (hell Josuke will often heal an opponent after beating them up) and Shigechi threatens to kill people but has never actually gone through with it. The Not-So Invincible Trio have all straight up murdered an enemy Stand user (Iggy in fact has killed every Stand user he's defeated) and left others with life threatening injures.

Miscellaneous
Battle takes place after the Shigechi's Harvest Arc but before the Yoshikage Kira Wants to Live Quietly arc for the Invincible Trio. The Not-So Invincible Trio's timeline is before the Pet Shop: Gatekeeper of Hell Arc.

I've separated each individual into categories for ease of comparison but this is a team battle so don't base edges solely on the one of one categories, try to look at the warriors use to the team as a whole as well.

Pablo Escobar vs Al Capone (Rematch)
Pablo Escobar: The wealthiest criminal in history, who made billions dealing in the illegal cocaine trade.

vs

Al Capone: Head of Chicago mafia, who built his criminal empire of the back of Prohibition.

Who is Deadliest

Pablo Escobar
"The business is simple: you bribe someone here, you bribe someone there, and you pay a friendly banker to help you bring the money back."

- Pablo Escobar Pablo Escobar was a Colombian drug lord, head of the infamous Medellin Cartel. Pablo started his life in a middle class family but became involved in illegal trade of cocaine from Colombia to the United States. At the height of his power he was raking in 70 million dollars a day and amassed a personal fortune of around 30 billion dollars by the early 1990's. Pablo was eventually killed by Colombian police in 1993 while on the run, leaving a legacy of corruption and bloodshed behind him. Machete
 * -|Close Range =

Length: 1.5 foot

Weight: 1 lb

Steel Colt M1911
 * -|Mid Range =

Round: .45 ACP

Magazine: 7 rounds

Range: 70 metres Mini Uzi
 * -|Long Range =

Round: 9×19mm Parabellum

Magazine: 32 rounds

Range: 200 metres

Muzzle Velocity: 400 m/s

Rate of Fire: 600 rpm Car Bomb
 * -|Special =

Blast Radius: 100 metres

Frag Radius: 50 Metres

Al Capone
"You can get much farther with a kind word and a gun than you can with a kind word alone."

- Al Capone Al Capone, also known as Scarface, was possibly the most recognisable mafia member in history. Expelled from school at a young age he became heavily involved in a number of gangs in New York before moving to Chicago and soon worked his way up to becoming the head of the Chicago unit. He took advantage of the recently enacted prohibition laws to get rich and powerful of bootlegging alcohol as well as the standard racketeering of other organised crime groups. Al Capone was eventually brought down not by his mob dealings but for tax evasion and died of syphilis in 1947. Baseball Bat
 * -|Close Range =

Length: 2.75 foot

Weight: 2.3 lb

Wood Sawn-Off Shotgun
 * -|Mid Range =

Round: 12 Gauge

Magazine: 6 rounds

Range: Less than 50 metres Tommy Gun
 * -|Long Range =

Round: .45 ACP

Magazine: 30 rounds

Range: 150 metres

Muzzle Velocity: 285 m/s

Rate of Fire: 600-750 rpm Pineapple Grenade
 * -|Special =

Blast Radius: 45 metres

Frag Radius: 9 Metres

X Factors
Experience: Escobar=45/Capone=60

As they were both the heads of powerful criminal gangs, neither Escobar nor Capone really did much if any fighting, leaving the dirty work to their subordinates. However Capone did spend his early years acting as a bodyguard/enforcer before becoming head of the Chicago outfit which at least gives him some battle experience. Escobar meanwhile started off with petty crime before moving into the cocaine trade and never really had much fighting experience.

Logistics: Escobar=90/Capone=80

Pablo Escobar was the wealthiest criminal in history and the Medellin cartel made an annual turnover of 26 billion dollars a year. Therefore he could easily afford to pay for weaponry, ammunition and training for his men. Capone was also very wealthy but nowhere near to the same degree so wouldn't be able to afford the same calibre of weaponry. Ultimately it's unlikely either side will be short on weapons or ammo but Escobar can just afford more of it.

Brutality: Escobar=95/Capone=90

As to be expected from ruthless criminals both score highly on the brutality rating. What sets them apart is the business they were in. Al Capone made a lot of his money from bootlegging and racketeering and while he did orchestrate assassinations, keeping people alive was more of a priority in order to extort money from them. Escobar on the other hand was in the drug trade and so had to wage vicious wars against other drug dealers to wipe them out completely. The scale and level of brutality was also higher with the infamous "Colombian necktie" and setting off powerful bombs being much more brutal than a beating or being gunned down.

Quality of Troops: Escobar=80/Capone=65

As touched upon in logistics Escobar could afford to train the Medellin Cartel very well and in many ways they were more like a paramilitary group than your standard drug ring. Gangsters in the Chicago Outfit meanwhile were mostly unqualified petty criminals and thugs with little training or experience.

Miscellaneous
Battle takes place in a hotel similar to the one seen in the Deadliest Warrior episode Mafia vs Yakuza.

Battle is a five on five (Escobar and 4 Medellin Cartel Members. Capone and 4 Chicago Outfit Gangsters).

RED Team vs Infected (L4D)
RED Team: 9 psychotic mercenaries, locked in eternal combat with BLU.

vs

Infected: Green Flu Virus infected individuals, mutated into vicious killing machines.

Who is Deadliest

RED Team
RED (Reliable Excavation Demolition), a subsidiary of TF Industries, allegedly specialises in "demolition operations". In reality, from behind a myriad of sub-fronts, it secretly controls half of the world's government. Locked in a bitter rivalry with BLU (Builders League United) RED hires mercenaries in order to fight against their BLU nemesis and the two wage war to try and achieve total world domination for their respective companies. "Grass grows, birds fly, sun shines, and brotha', I hurt people."
 * -|The Scout =

- The Scout The Scout is the youngest of eight brothers and growing up in the streets of Boston, had to teach himself to run fast in order to get to fights before his brothers had already finished them. The weakest member of the team physically, the Scout makes up for this with his great agility and speed and he lives and dies off his mobility. With his Scattergun to do damage up close he ducks and weaves around the battlefield causing havoc and his speed makes him perfect for capturing the intelligence or capping points.

Equipment/Abilities  "If fighting is sure to result in victory, then you must fight!' Sun Tzu said that and I'd say he knows a little more about fighting than you do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honour"
 * Scattergun: The Scout's primary weapon. A short, double barrelled, lever action shotgun which holds six rounds. It's wide bullet spread makes it unsuitable for medium to long range combat but up close it does massive damage and when used in conjunction with the Scout's quick speed is a formidable close range option.
 * Pistol: When needing to engage with an opponent at a further range the Scout turns to his Pistol. Semi-Automatic and with a 12 round magazine, it allows the Scout to chip away at health from a distance.
 * Baseball Bat: When it comes to down to a melee battle the Scout breaks out a Baseball Bat. About 2 and a half foot long and made of aluminium he can swing it rapidly to cave in the skulls of those foolish enough to engage him.
 * Double Jump: The Scout is able to perform a second jump while in mid-air which gives him even greater mobility.
 * -|The Soldier =

- The Soldier The Soldier is about as patriotically American as you can get. Desperate to join to war effort against the Axis Powers he was rejected by every branch of the military so brought his own ticket to Europe and went on a Nazi killing spree, until hearing about the end of the war in 1949. The Soldier primarily uses various Rocket Launchers to do damage to his opponents and he has a great deal of versatility with his rocket-jumping ability which makes him a well-rounded class, capable in any situation.

Equipment/Abilities "I fear no man. But that 'thing'... It scares me."
 * Rocket Launcher: The Soldiers primary weapon. It comes loaded with four rockets at a time and as well as doing direct damage to anyone it hits it can also do splash damage making it good for crowd control. However the also Rocket Launcher has a secondary use; when fired at the feet of the Solider he uses the explosion to rocket-jump into the air, greatly improving his mobility and allowing him to rain down hell from above.
 * Gunboats: A pair of metal-reinforced jump boots which reduce the self-damage taken when rocket-jumping by 60%.
 * Shotgun: When using his rocket launcher isn't viable, such as when fighting an opponent at close ranges, the Soldier switches to a Shotgun. It is a pump action, sawed off shotgun which holds six rounds.
 * Shovel: If things get desperate then the Soldier can always fall back on his Mann co. Shovel to fight in a melee range. It is about 2 foot long with a sharpened metal head.
 * -|The Pyro =

- The Heavy on the Pyro The Pyro has little known about his past, what he looks like or even if he is even a he at all. All that anyone knows is he likes to set thing on fire. And boy is he good at that. As his name would suggest the Pyro stalks the battlefield looking for any opponent to ignite in a blazing inferno of death. While it has some ranged options the Pyro's main strength is at close range where it's Flamethrower is most effective and it can incinerate those who dare oppose it.

Equipment/Abilities ""Oh, they're going to have to glue you back together... in hell!""
 * Flamethrower: In what should come as a surprise to nobody, the Pyro's main weapon shoots fire. As well as the obvious setting people on fire bit it can also be used to air-blast, knocking away enemies, reflecting projectiles or to extinguish flaming teammates.
 * Flare Gun: When an opponent is too far away to burn with the flamethrower never fear, the Pyro has other ways to get you nice and toasty. The Flare Gun is a single shot weapon which travels in an downward arc and lights any opponent it hits on fire as well as doing damage.
 * Fire Axe: Sadly this one doesn't set people on fire (although there is a weapon that does that) but nonetheless the melee choice of the Pyro is a 3 foot long fire axe.
 * Asbestos Lined Suit: Covered head to toe in a protective suit, the Pyro is unable to be set on fire himself but can still be damaged by extreme heat.
 * -|The Demoman =

- Demoman The Demoman is by his own admission a black Scottish cyclops and he hails from a long and distinguished line of demo men, all cruelly abandoned at birth until their natural skills develop.The Demoman is one of the most versatile members of the team, able to work just as well on either offence or defence with his wide array of explosive weapons. He can set up traps around control points and intelligence, take down sentry nests or whatever other task is needed which makes him useful in any situation.

Equipment/Abilities "Some people think they can outsmart me. ... maybe, maybe...I've yet to meet one that can outsmart bullet"
 * Grenade Launcher: Demoman's primary offensive weapon. It is a break action grenade launcher which carries 6 rounds at a time. They detonate either on direct contact with an enemy combatant or automatically on a 2 second timer allowing the Demoman to fire them around corners or over obstacles without having to aim accurately.
 * Stickybomb Launcher: Demoman's primary defensive weapon. The stickybomb launcher is a modified grenade launcher which allows the Demoman to fire spiky bombs which stick to the first surface they hit. They do not detonate automatically like the regular grenade launcher however, instead the Demoman has to manually detonate them himself. Up to 8 stickybombs can be used at any one time, with the oldest bomb exploding when the ninth is fired. Like the Soldier, Demoman can also use his stickybombs to increase his mobility by stick-jumping, detonating at his feet to launch him through the air.
 * Eyelander:  There is another element to being a Demoman should you get bored of explosives and that is Demo-knighting. For this purpose the Demoman carries a four foot long clay-more called the Eyelander
 * Chargin' Targe: Used in combination with the Eyelander is the Chargin' Targe, a wooden shield with a nasty centre spike. It allows the Demoman to perform a charging manoeuvre, launching him forward and doing damage by bashing with the shield.
 * -|The Heavy =

- The Heavy. The Heavy hails from the Soviet Union and is a giant of a man, lugging around a 150 kg minigun around like it's nothing. Despite his appearance the Heavy is surprisingly smart and has a PhD in Russian literature. Being the toughest and strongest member of the team Heavy is often deployed to mow down large numbers of enemies with his minigun and can often be found on the defence or helping push the payload cart, where his lack of mobility isn't as much of a problem.

Equipment/Abilities "Hey look, buddy. I'm an engineer that means I solve problems. Not problems like 'What is beauty?' because that would fall within the purview of your conundrums of philosophy. I solve practical problems."
 * Minigun: You don't get the nickname Heavy Weapons Guy if your not packing some serious heat. The Heavy's Minigun, or "Sasha" as he has nicknamed it, is a huge Gatling-style minigun which would normally be stationary but the which he carries around as a mobile weapon. It can spit out bullets at a rate of 40 rounds a second and with a ammunition barrel of 200 bullets it can put out a lot of damage in a short amount of time. It works best at a shorter range due to the bullet spread over long distances and it needs revving up before firing and when firing the Heavy's movement speed is heavily reduced.
 * Shotgun: On the rare occasions that he runs out of ammo, the Heavy switches to a Shotgun. It is a pump action, sawed off shotgun which holds six rounds.
 * Fists: Now hang on a minute you might be thinking. Fists?! How are they going to be of any use. I'll tell you how when the man behind them wrestles bears and wins. The Heavy can punch so hard he can leave dents in walls so when you're lying there with a broken jaw and a shattered skull you'll rue the day you underestimated these pair of Russian beauties.
 * -|The Engineer =

- The Engineer The Engineer is a soft spoken southerner, hailing from the west Texas oilfields where he learned to be a dab hand with anything mechanical. The Engineer has little combat ability on his own, in fact he's probably the weakest member of the team in this area, but he more than makes up for this with the Buildings he can throw down to aid his comrades. Whether it be support fire from a sentry, dispensing ammo and health with a dispenser or moving his teammates about the battlefield with teleporters, the Engineer has an invention ready for all scenarios.

Equipment/Abilities  "Let's go practise medicine."
 * Shotgun: For his main firearm the Engineer uses a shotgun . It is a pump action, sawed off shotgun which holds six rounds.
 * Pistol: When out of range of his shotgun, the Engineer uses a pistol. Semi-Automatic and with a 12 round magazine, it allows the Scout to chip away at health from a distance.
 * Gunslinger: Instead of a right hand the Engineer instead has a prosthetic arm called the Gunslinger. It can be used as a melee weapon by balling it up into a fist but it's main function is allowing him to use mini-sentries instead of his standard Sentries (more on that later).
 * PDA: When he is ready to deploy one of his buildings the Engineer takes out his trusty PDA to select which one to build at that moment. He uses metal to create these buildings and once placed down they have a short building time. The Engineer can upgrade these buildings using the Gunslinger from level one to level three. If he needs to the Engineer can also use his PDA to destroy his buildings at the touch of a button. It can create the following buildings;
 * Mini-Sentry: Replacing the standard Sentry gun is the Mini-Sentry costing 100 metal to build. It is a automatic turret gun which fires bullets at any enemy combatant within it's field of view. Compared to a normal sentry it fires faster, costs less metal to build and constructs faster but cannot be upgraded higher than it's current level. It has a finite number of bullets but the ammo gets replenished when the Engineer hits it with the gunslinger, from his own personal spare ammo.
 * Dispenser: The Dispenser costs 100 metal to build. A dispenser provides health and ammo for all teammates within a certain radius as well as a limited amount of metal for the Engineer to use to build/upgrade other buildings. The higher the level the faster the dispenser heals and replenishes ammo and costs an addition 200 metal for each upgrade.
 * Teleporters: Teleporters cost 50 metal to build. A teleporter is made of two components, an exit and an entrance, and both must be build separately in order for it to work. As the name suggests it allows teammates to teleport between the entrance and the exit, allowing them to cover long distances quickly. Both sides can be upgraded by using the Gunslinger on just one of the components but if one is destroyed the other will revert to a level one. The higher the level the sorter the recharge time between teleports and it costs an additional 200 metal for each upgrade.
 * -|The Medic =

- The Medic The Medic was raised in Germany, at a time when the Hippocratic oath had been downgraded to a Hippocratic suggestion and considers healing an unintended side effect of his morbid curiosity. As the name suggests the Medic is the main (and for this battle only) source of healing for his teammates and often ends up being the difference between victory or loss for his team. But don't think just because he's the team doctor that he's defenceless, he has his own set of weapons to inflict pain on those who are foolish enough to try him.

Equipment/Abilities "Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet."
 * Syringe Gun: When the Medic needs to engage an opponent in combat his go too weapon is a custom syringe gun. It is air-powered, with a 40 syringe clip and fires dozens of razor sharp syringes a second.
 * Medi Gun: The most important device in the Medic's arsenal is his trusty Medi Gun which he uses for all his healing purposes. Appearing to be some sort of modified portable fire hose attached to the Medic's backpack when trained on an teammate it emits a red coloured beam which steadily heals them of damage they have taken. If they are already fully healed then the Medi Gun gives them an overheal, adding up to half their health on top of their normal health. The Medic cannot heal himself with his own Medi Gun.
 * ÜberCharge: As the Medic heals his teammates he fills up an ÜberCharge meter which fills up quicker the more injured the teammate the Medic is healing is. Once it reaches 100% the Medic can deploy ÜberCharge which encases the Medic and whomever he has his Medi Gun trained on in a red shell which makes them invulnerable to damage for 8 seconds. However The Medic and his target are not immune to knock-back during an ÜberCharge and if they get seperated the ÜberCharge will wear off of the teammate, making them vulnerable to damage again.
 * Bonesaw: When forced into a melee battle the Medic turns to a foot long Bonesaw. With a large jagged blade it can do great cutting damage to an opponent.
 * Minor Regenerative Ability: While the Medic cannot heal himself with his Medi Gun he is able to regenerate health slowly but steadily over time as long as he is not under attack.
 * -|The Sniper =

- The Sniper The Sniper is a rugged outdoors man who was raised in the unforgiving Australian outback and quickly learnt to depend on himself and only himself in order to get by. The Sniper is a master of long range combat with his sniper rifle and is perfect for picking off important targets without being in the firing line, with a fully charged sniper shot being able to one hit kill any enemy class on the battlefield.

Equipment/Abilities "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."
 * Sniper Rifle: The primary weapon of the Sniper. A bolt-action, single shot rifle with a telescopic scope and a laser sight it holds 25 rounds. When zoomed in the power of the rifle increases and when fully charged it can kill any class in the game with a single head shot. When zoomed in however the Sniper moves much slower than he normally would and has limited vision, making him an attractive target for enemy combatants.
 * SMG: When engaging an opponent at a range too short for his Sniper Rifle the Sniper uses an SMG. It rapid fire automatic weapon it has a clip size of 25 rounds.
 * Kukri: Years living in the wilderness of the Australian Outback means the Sniper needs a good knife to get by and his blade of choice is the Kukri. It is a foot and a half long with a curved blade.
 * -|The Spy =

- BLU Spy on The RED Spy The Spy is a slippery two-timing snake hailing from France, an enthusiast for sharp suits and even sharper knives. The Spy has little direct combat ability with an arsenal that it lacking in power, but that more than makes up for this with precision. The Spy is able to infiltrate the enemy team, either through disguise or using an invisibility watch and pick out targets to assassinate, which he does with a swift knife through the back.

Equipment/Abilities
 * Butterfly Knife: Unlike the rest of his teammates the Spy's weapon of choice is a melee weapon, his trusty butterfly knife. Roughly eleven inches in length the Spy most frequently uses this weapon to backstab his opponents, killing them instantly. For the purposes of this match the Spy's backstab is enough to outright kill all common and special infected, with the Exception of the Witch and Tank due to their considerable health.
 * Revolver: When out of range of his knife but needing to engage an enemy the Spy switches to a Revolver. A double action revolver with a six round ammo capacity it does little damage but like with the knife if firing precisely can head-shot and opponent to do more damage.
 * Invisibility Watch: One of the Spy's two main infiltration gadgets the Invisibility Watch (as the name suggests) allows the Spy to turn himself invisible for short periods of time. The Watch has a cloak meter which allows for about 10 seconds of continuous invisibility but this can be extended by collecting ammo packs. The Spy cannot attack while invisible so has to decloak before assassinating a target. If the Spy takes damage while invisible his outline will flicker slightly, possibly alerting enemies to his location.
 * Disguise Kit: The Spy also has a disguise kit which is itself disguised as a normal cigarette holder. It allows the Spy to disguise himself as a member of the opposite team, although attacking in anyway will break the disguise. How useful this will actually be against zombies I don't know but it's in here anyway.