User:Wassboss/Sandbox

Battle Policy Update 2019
Text in Red is to be removed.

Text in Green is to be added.

General
A battle must be written in blog format. This allows users the chance to criticise/offer their opinions about the warrior. Battles written on a page will be deleted after a span of 1-2 days at the discretion of the administrator to give the user a chance to move the information. Do not have unfair match-ups. If the general audience or administrators agree that the battle is unfair, it will be deleted, ie. Assyrian vs. SWAT. Additionally, there are certain matches that are strictly prohibited here. These include, but are not limited to, battles that have happened on the Deadliest Warrior show and battles that have happened before within a warrior's canon. Multi-man battles are judged this way based on each warrior against each opponent.

For help creating battles or blogs see Creating a Battle.

Warriors
Any characters posted by the user in a battle will be considered a warrior out of our good faith policy. However, if a user discovers that a character is not truly a warrior, ex. Spongebob Squarepants, then all articles relating to that character will be edited to reflect this, and all battles with that character will be closed.

How to Tell
To tell whether or not your character is a warrior, see the definitions below; a character has to match at least one of the following criteria:

1) Fights for a living

2) Fights on a daily basis

3) Has being a fighter a core part of their character*

4) Leads other fighters in battle

5) Has superhuman powers allowing them to fight, and has used those abilities for that purpose

6) Commands a warrior/weapon like unit to fight

7) Is a representation of a user on this wiki

* Killing people can be considered "being a fighter," but only if the killer is fictional (i.e., someone like Dexter Morgan is a warrior, but Jack the Ripper isn't). However a murderer who has only killed one person does not count as a warrior.

Prohibited characters include:


 * Cartoon characters that have not truly engaged in combat
 * Child soldiers (as in real-life child soldiers just to be clear.)
 * Fictional serial killers that exclusively target children and don't qualify for the warrior definition in any other way
 * Stage Performers and their Personas such as Magicians or WWE wrestlers unless the actor has demonstrated combat ability outside of the performance.
 * Any character that does not meet the definition

Images
Try to limit images on your battles to pictures of their respective weapons and of the character themselves. This is to reduce image trafficking and slow loading time.

Tips
Tips on how to attract a large audience/attention


 * Keep your battle simple
 * Have warriors people have heard about
 * Try to avoid using criminals/persons who have caused national tragedies. Ex. Lee Harvey Oswald
 * A healthy amount of advertising on Discord is allowed. Don't go overboard to the point of spamming though.

For the Author
Users must have voting periods of a minimum of three days before closing their battles. Disregarding the valid votes of the audience toward a particular warrior is not allowed. If any of the policies are violated in a battle, the author of the battle will be issued a warning. After three warnings, the author is expected to follow the rules. However, if the author continues to disregard the votes and/or any of the other policies, then they will be blocked for a length of time to be determined by the admin taking action. For battles that have ended in a tie, the author can:

a.) Choose which warrior will be the victor

b.) Extend the voting period

c.) End the battle in a tie, so that both warriors are victors

If, however, there is a tie in the form of zero votes, the author may not choose the victor and must either keep the battle open or end it in a tie.

As the author, you are allowed to give yourself a vote if you like. However, if the battle ends in a tie along with your vote, or if you are the only voter on your battle, you must end the battle in a tie, as choosing your preferred warrior under these circumstances would essentially be giving yourself two votes. The one and only exception to this is in an elimination tournament, where there MUST be one victor, so the author is allowed to determine the outcome if there is a tie.

For the Voter/Audience
If you are going to vote, please use the voting method the author provides and states you should use. When voting, please try to provide a good and strong reason why that warrior should win.

User Battles
User battles are fictional battles between two or more users, ie. Cfp3157 vs WanderingSkull. If you are planning to write a user battle, please consult the user(s) you will be facing in your battle. They must provide the weapons, training, or any forms of debate they will be using. Failing to list the appropriate weapons/provided items will result in a deletion of that battle. In order to prevent the wiki from being flooded by a torrent of user characters, individual user warriors do not qualify for pages.

User Tournaments
In order to run a User Tournament, the user proposing to run the tournament must post a proposal in the Challenge Arena board. Afterwards, the user has one month to get approval from a majority of the admins/bureaus. If and only if this is achieved, the user may then post sign-ups and start the tourney. Only two tournies may run at any one time.

Note that additional policies will be added as needed here, due to the unpredictable nature of User Tourneys.

Rematches
Rematches must be done with the original author's approval. If the author disapproves, the user requesting the rematch can gain the publicly written support of at least three other users, at least one of which is an admin, who support the cause of the rematch, which will override the disapproval of the author. If the original author has had his disapproval overridden, but still feels that a rematch should not be done, he is allowed to gain the publicly written support of other users against the rematch. The side with the highest number of supporters wins, with ties going to the original author. In the case of inactive or retired authors, the three supporters rule still applies, and an admin approval is needed as well.

If at any point, even after a rematch is done, sockpuppets are found to have been used as supporters, the side using them automatically has their position revoked. If the rematch was already done and found to have been invalid, then the original outcome will be posted in the battle status and the section will have a notification that the rematch was considered void due to sockpuppetting for votes.

Deadliest Warrior Rematches
Battles done on the television show Deadliest Warrior are allowed but users must go through the above rematch rules in order to do so. Rematch requests are posted on the Deadliest Warrior Rematch Hub.

Nerfing and Buffing
Wizards, super heroes, god warriors, force users, and other warriors with natural abilities cannot be limited to a certain set of powers. All powers canonically used by that warrior are to be accounted for in all of his/her battles. Linking to other sites that provide a full list of the warrior's abilities is allowed. Furthermore, using said warriors from a time period in which they do not have certain powers is not nerfing, so long as all their other equipment and powers is from that point in time.

In addition, it is also a violation of policy to buff, or increase, a warrior’s powers or abilities to points above where they are in canon. This includes, but is not limited to: giving them weapons they never used, powers they did not have access to, or applying game mechanics (i.e, increased durability that is not a canon power) as abilities.

Unfair Battle Rebuttal
The process for declaring a battle as unfair is as follows:


 * 1) One person hereafter "the protester" brings up the idea of the battle being unfair and must provide a valid reason why said battle is unfair
 * 2) The protester must then get three other users, at least one of which is an admin, who must clearly state support and agreement to the protesters' terms and want the battle to be deleted. However if the original user agrees the battle is unfair and supports then that is all that is required for the match to be declared unfair.
 * 3) The protester cannot use old comments to support the deletion of the blog. If the claim goes without any support within one week then it is invalid.
 * 4) If a user who thinks the battle is fair provides a reason why, and also gets the support of more users then the protester, at least one of which is an admin, to support them, then the fairness challenge is not successful.
 * 5) The side with the highest number of supporters wins, with ties going to the original author.
 * 6) Battles may not be closed while there is a fairness challenge

Please note that "unfair" means that the battle swings far in favor of one warrior as represented in the battle itself, not the votes. It is not exclusive to one warrior overpowering another enough that there is zero chance of them winning. Battles that are "one-sided" are unfair.

In battles which combine multiple warriors from different media into one team or in a free-for-all battle, called multi-man battles hereafter, the battle may be declared unfair via the Unfair Battle Rebuttal for any match-up between any two combatants in said multi-man battle being unfair. Even if there are other combatants that the weakest warrior might possibly be able to hold his own against, the inevitability of that warrior's loss against other members of the team make it as unfair as a normal fight.

Sockpuppeting
Sock-Puppeting is not tolerated. Sock-Puppeting is creating another wikia account and using it while using your current account or to attempt to circumvent a ban. If any admins find you Sock-Puppeting, you will get a temporary or permanent ban at their discretion. Use of sockpuppets may result in reporting to Wikia Staff, at the discretion of any user who hears about it.

Blog Rezzing
Any blog that has not had any comments for over 30 days is considered dead. Users and anons are not to comment on it, nor are they to try and disable the javascript that has been put in place to stop this. Commenting on a dead blog, or Rezzing (sometimes called Necroing on other sites), results in a permanent ban.

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     

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.

The Infected (L4D)
The Infected are Left 4 Dead's take on the classic movie and pop-fiction zombie. But rather than being undead, they are living humans who have been Infected by the Green Flu virus, causing massively increased aggression and loss of many higher brain functions such as speech and self-preservation. Unlike cinematic Zombies, those present in the Left 4 Dead series attack human victims but do not attempt to eat them.

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

- Ellis.

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

"He's bashing me into shit!"
 * -|The Charger =

- Ellis.

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

"Boomer, don't let it puke on you."
 * -|The Boomer =

- Zoey.

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

"Yeah, you better hide! Sweatshirt wearin' little wuss"
 * -|The Hunter =

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

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

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

"RUN LIKE HELL!"
 * -|The Witch =

- Zoey The Witch is quite possibly the most dangerous off all the infected. The Witch will start off passive, sitting still and crying. If a survivor approaches she will growl and start to get agitated and if the person continues to disturb her or starts shooting at her she will launch an attack at the person who has disturbed her. Her initial attack will incapacitate her target and she will then proceed to swipe at them with her claws rapidly, doing massive damage until they are dead. For this battle once she has killed her initial target, she will move onto a new target and will continue in this fashion until either all threats are dead, or she is killed. The witch has abnormally high health and strength despite her small frame and can kill a person in a matter of seconds. "Smoker. He's gonna have to use that tongue to choke my foot out of his ass"
 * -|The Smoker =

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

"So that's a Spitter, huh? Do you think she's single?"
 * -|The Spitter =

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

"Run or shoot?... RUN OR SHOOT?!"
 * -|The Tank =

- Louis

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

X Factors
Experience: RED Team=85/Infected=55

All the members of RED team have decades of fighting against the highly skilled mercenaries of BLU in the never ending quest for supremacy. Only problem is those mercenaries are there exact clones so they aren't exactly getting a wide pool of reference for enemy combatants here. That being said though they have also fought off killer robots, monsters and giant mutant pieces of bread and while they do spend most of their time fighting BLU they at least have variety in how they combat them. The Green Flu Virus has only been around for a month max in the L4D universe so even if they were infected right at the very beginning, the Infected don't have a long service. More importantly is that most of their "experience" is against defenceless civilians and they only rarely face someone as well prepared and armed as the survivors or the military.

Teamwork: RED Team=95/Infected=80

The games called Team Fortress 2 for a reason. RED Team are very well accustomed to working with each other having done so for decades and know what each other can do well. They know how to work off each other to maximise their strengths and cover their weaknesses to achieve their objective. The Infected are no slouches in the teamwork department either and are able to co-ordinate attacks on the survivors to inflict maximum damage and have a better chance of taking them down. However it isn't uncommon to see them attacking alone and infected such as the Witch and Tank are exclusively lone wolves (hell the Tank will crush other infected to get to his target) although that doesn't mean other Infected can't aid them, merely that they won't work in a team.

Physicality: RED Team=70/Infected=80

Apart from the Heavy being a bear wrestling, superhuman Russian madman and the Scout being a scrawny weakling the rest of RED team are pretty much average when it comes to how strong, fast, durable etc they are. The Infected on the other hand have some heavy hitters, namely the Charge, Witch and Tank who are much stronger than an person and others such as the Hunter and Jockey are very quick and agile. The common infected are admittedly very frail but as a whole the Infected are just that much more physically capable than RED Team.

Versatility: RED Team=80/Infected=75

Despite being mostly restricted to a stock load-out in this battle the members of RED team each have a number of ways they can choose to go about their business. Demoman has his various explosives as well as deadly close range options, Spy has his disguise kit and invisibility watch, Engineer has his various buildings etc. Even the more straight forward classes like Sniper, Heavy and Pyro have nuances to their weapons/abilities which allow them some adaptability. The Infected also have a number of ways to attack their victims from the Boomers bile, to the Spitters acidic vomit or the more physical infected such as the Hunter and Charger having unique ways to take down an opponent. They do lack individual variety though with each special infected only really having one means of attack so they lose out to the RED team slightly.

Stealth: RED Team=65/Infected=85

The only member of RED Team who focuses on stealth specifically the is Spy and while the rest can be stealthy often times they don't really need to. The Infected by their nature have to be stealthy in how they go about attacking survivors, so they can use the element of surprise to subdue them without just being gunned down.

Scenario
Our band of lovable mercenaries have been transported an unspecified city in America after RED caught wind of apparent BLU activity in the area. However instead of finding a bustling urban area they instead find a eerily quiet and ravaged looking metropolis, with the stench of death lurking in the air. Exploring the city they quickly find themselves face to face with the deadly Green Flu Virus, besieged on all sides by the Infected as they clamour for more victims. After fending off the immediate the danger, the Engineer is able to pick up a radio frequency on his PDA, using it to communicate with RED Headquarters to request evacuation from the city. However the only point suitable for extraction is at the other end of the city at a now abandoned air-strip.

There is two parts to this battle. Firstly RED team must make their way through the Green Flu Virus gripped city, dealing with any Infected that they come across. This will function similar to how a regular Left 4 Dead Campaign would do, with hordes of Common Infected strewn around the city. Barring the Witch and the Tank there will also be a potentially unlimited number of Special Infected as well, although the will be much more infrequent than the Common Infected. There will also be at least one Tank and Witch during this stage. There will be ammo packs at random points around the city for RED to refill their weapons but there will be no health packs, pain pills, adrenaline, weapons, explosives or safe rooms, they have only the use of the weapons they brought into the city originally.

The Second Stage begins when RED finally gets to the air-strip. Getting in touch with Headquarters again they are told that a helicopter is being dispatched to their location but it will take some time to get there and that they will have to defend themselves until the transport arrives. Again like a Left 4 Dead Campaign Finale they will have to fend off massive hordes of the infected, with ammo packs around so they don't run out of ammo. At two intervals the common infected will stop attacking to make way for a Tank to show up and attack the team. After the second Tank is defeated (assuming they all survive till this point) the Helicopter will arrive to rescue them, triggering an endless horde of Infected and a number of Tanks. All they have to do then is make it to the Helicopter and fly off into the distance.

Voting
Voting is going to work a bit differently for this battle. Rather than directly comparing the Infected and RED Team to see who would win, voting will instead be on who, if any, of RED Team will survive the scenario listed above. In order to be counted votes must state who on RED team will survive and who will die, either in list/edge format or as a paragraph explaining who you think will and won't survive, however you so wish. Please note that this is only a vote for who will die not ''the order they will die in. ''

In order to win RED only need 1 member of the team to make it to the helicopter and escape the city. A vote for a member of RED to survive will be counted as 1 vote for that member and a vote for a member of RED to die will be -1 vote for that member.

Stardust Crusaders vs Golden Gangsters
Stardust Crusaders: A group of Stand users, travelling across the globe to defeat the vampire DIO.

vs

Golden Gangsters: Mafioso Stand users, tasked with protecting the Boss' daughter.

Who is Deadliest

Stardust Crusaders
"Their story has begun! Their time is running out! They will finish this! They won't stop! CRUSADERS!"

- Excerpt from the translation of "JoJo Sono Chi no Kioku ~end of THE WORLD~" The Stardust Crusaders are the main group from the third part of JoJo's Bizarre Adventure. Consisting of six Stand users the group was first formed by Joseph Joestar to defeat the vampire DIO, who had taken over the body of his grandfather, Jonathan Joestar. Originally consisting of Joseph, his Grandson Jotaro and Joseph's friend Avdol, they later added Kakyoin and Polnareff, stand users brainwashed by DIO, to their side and together they went on a journey from Japan to Egypt, in order to defeat DIO and stop his plan for world domination.
 * -|Protagonist =

"I beat the crap out of more people than I have to. Some are still in the hospital. There’s plenty of teachers that got on my bad side and never came back to class. And, hey, I make it a policy not to pay if I don't like a meal. But even a guy like me can spot evil when he sees it!"

- Jotaro to Kakyoin. Jotaro Kujo thought was possessed by an "evil spirit" and after brutally injuring a gang of men who attacked him he voluntarily handed himself over to the police and refused to leave his cell out of fear of what he might do. He was later talked into leaving by his Grandfather and would find himself caught up in a journey half way across the world into order to save his mother from the clutches of a century old adversary.

Stand: Star Platinum "ORA ORA ORA ORA!"

- Star Platinum's Battle Cry

Star Platinum takes the appearance of a purple humanoid figure with black wavy hair with a muscly build. It has the following abilities; * ''Please not that this battle takes place before Jotaro's fight with DIO and therefore he has not unlocked his time stop ability. ''
 * Superhuman Strength: Star Platinum possesses immense strength, being able to throw a Jeep carrying four men and a girl out of the path of an 18-wheeler with one hand, later pulling the same Jeep out of a canyon with only a car as a counter-weight, and destroy large artificial diamonds within seconds.
 * Superhuman Speed: Star Platinum can catch a bullet fired at point-blank range, and throw thousands of powerful punches within seconds.
 * Self-Preservation: Star Platinum possesses the awareness and reaction speed to protect Jotaro in many instances that he himself seems unaware; halting a bullet he experimentally shoots at his own head; protecting him while frozen by DIO's Time Stop; and reviving him from near-death by directly pumping his heart.
 * Incredible Precision: Star Platinum utilises eagle-like eyesight throughout Stardust Crusaders. At some point, Jotaro, with Star Platinum's eyes, could see across a desert for four kilometres, as well as identify meaningful details, such as a specific type of fly in high-resolution images. It can also follow a card shuffle performed by a professional gambler, subsequently recounting the entire new order of the deck. This also allowed Jotaro to throw things with both great power and great accuracy, enabling him to increase the range at which he can attack and enemy by throwing projectiles at them. It's so precise that Jotaro has shown being able to fire a bullet with the same force as being fired from a gun at ranges up to 70 metres
 * Star Finger: Star Platinum can suddenly and forcefully extend his middle and index fingers to a length of one or two meters, allowing it to perform sneak attacks and stab opponents from afar.

Other Abilities "Yare Yare Daze"

- Jotaro's favourite expression


 * Above Average Strength and Durability While most of the time Jotaro let's Star Platinum do all the work, he isn't afraid to get his own hand dirty. He is strong enough to knock a grown man off his feet with one punch and support the full weight of another man while acting as a bridge of sorts. Even as a child Jotaro was able to lay down a vicious beat down on a grown man. On the durability side of things Jotaro is able to take a lot of punishment and even getting a ceiling fan embedded in his shoulder got nothing more than an annoyed shrug.

Video Gallery "OH MY GOD! OH NO!
 * -|Leader =

HOLY SHIT! SON OF A BITCH!"

- Joseph's colourful vocabulary of Engrish. Joseph Joestar is the grandson of Jonathan "JoJo" Joestar and the leader of the Stardust Crusaders. Fifty years after defeating the Pillar Men, Joseph caught word of the return of DIO, the vampire arch nemesis of his grandfather. Determined to defeat this great evil and save his daughter from the curse inflicted on her by DIO, he teamed up with his own grandson Jotaro and other noble spirited Stand users to hunt down the vampire and finish the generation spanning rivalry between DIO and his family.

Stand: Hermit Purple  "Did you see it? The thorns on my hand? That is my Stand!"

- Joseph revealing his Stand to Jotaro. Joseph's Stand is '''Hermit Purple. '''It takes on the appearance of thorny, purple vines which are summoned through Joseph's hand. It's abilities include;


 * Psychic Powers: The primary purpose of hermit purple is the ability to discover information usually through the use of electronic equipment. Joseph has been shown using this ability in the following ways;
 * Spirit Photos: The most common use of this ability, Joseph does this by using hermit purple to destroy a camera which prints off a picture of a person of location in it's current state. The psychic photos are usually linked to someone with a direct relation to Joseph, such as how it nearly always created pictures of DIO as he was possessing Jonathan Joestar, Joseph's grandfathers body. The photo cannot give specific locations of the person of place pictured rather it pictures them in their current state at that moment.
 * Spirit Videos: Joseph can also use Hermit Purple to produce live psychic videos on a television. This can manifests itself by the television switching through channels at a rapid rate to try and create sentences which give information to Joseph or can be used to film a location such as when Joseph uses a television to broadcast the inside of his own brain.
 * Manipulation of the Environment: Joseph can also use Hermit Purple without the use of electronics such as when he used dust to create a map which showed the location of a specific object.
 * Grappling: While not strictly an offensive weapon Joseph can use the vines of Hermit Purple to grab hold of things with enough strength to choke someone or hold them in place, although the vines are weak enough that a relatively strong Stand or person can break out of them. Joseph can also use the vines to swing from place to place to increase his mobility or grab hold of objects. The vines are also very dexterous, able to manipulate a video game controller with great precision.
 * Hamon Conductor: Hermit Purple can also be used to conduct Hamon and Joseph uses this to transmit Hamon along the vines as an offensive weapon.

Other Abilities "Your next line is..."

- Joseph when he's about to troll his enemies.

Video Gallery "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!"
 * Ripple: Known as Hamon in the east, Ripple is the usage of energy of sun rays through a special breathing technique which allows the user to harness solar energy as an attack. Mostly used as a way to combat the undead, Ripple will also cause a severe pins & needles feeling before fainting on a normal person. An object, while charged with Ripple energy, will become more dangerous, and its user can perform several techniques that can combine with the warrior's own tactics, to allow for a very flexible fighting style. The biggest weakness of this style is that the user must have controlled breathing in order to use Ripple and if the user cannot properly breathe (aka they were being choked) then it cannot be used. Joseph most commonly uses the following types of Ripple attacks;
 * Ripple Hair Attack: Joseph infuses strands of hair with Ripple which hardens them enough to block incoming projectiles, including gunfire. Joseph was also able to use a similar technique with spaghetti where he hardens it and uses it as a projectile, powerful enough to break a wine glass.
 * Overdrive: Overdrive sends a large pulse of Ripple energy through an object. Joseph uses this in many creative ways, from sending a burst of Ripple through a cactus, along a string to entangle someone and most notably to fire the metals caps of a bottle drink at an opponent with enough force to break bones.
 * Rebuff Overdrive: Another usage of the aforementioned Overdrive, Joseph uses Rebuff Overdrive to transmit Ripple into his elbows to deliver a powerful attack.
 * Ripple Overdrive: Another usage of Overdrive is to channel the Ripple energy through the users arm to perform a powerful chop. This slowly transfers Ripple through the point hit, advancing until it blows up, with enough power to cut through solid bone.
 * Zoom Punch: The Ripple user launches his fist forward and strikes his opponent. This attack involves a ripple breathing technique that dislocates and stretches the joints to extend the arm and give it greater reach while also using the same ripple to dull the pain caused by the move.
 * Skilled Hand to Hand Combatant: Trained in hand to hand combat by Lisa Lisa as part of his Ripple training, Joseph is a skilled hand to hand fighter and can go toe to toe with vampires, other experienced Ripple users and even the incredibly powerful Pillar Men.
 * Quick Wit: Undoubtedly Joseph's greatest asset in any battle is his keen intelligence and quick wit which enables him to outhink and manipulate his opponent. Joseph's favourite strategy is to psyche out his opponent by predicting what they are going to say next and analysing their personality in order to figure out how to anger them or put them off. Joseph is quick to exploit any character flaws that he can pick up from his opponent such as pride, honour or determination towards a certain goal, to his own advantage. Moreover Joseph makes great use of his environment and any objects he can find lying around to aid him in battle and his Ripple Overdrive technique makes any object he does pick up all the more dangerous. Joseph has successfully used bottles, icicles, pasta, hair, pebbles and even a plane as weapons to gain an upper hand. Joseph also uses his own goofy demeanour to attack from unexpected angles or make critical moves under the guise of clumsiness and will sometimes use on obvious trick to mask another trap set up to defeat his opponent.
 * -|Ranged Attacker =

- 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;

Video Gallery  "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 Piss Taker =

- 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; Video Gallery  "I'll turn you into a pincushion!"
 * 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 Goofball =

- Polnareff to J. Geil. Born in France, Jean Pierre Polnareff is the user of the Stand Silver Chariot. Polnareff began to train extensively in the use of his Stand after his sister was raped and killed by a mysterious stranger with two right hands, in the hope of getting his revenge. Subdued and brainwashed by DIO, Polnareff would later join Joseph Joestar and his group in his quest to save his daughter from DIO's curse, after they removed the flesh bud that was controlling him.

Stand: Silver Chariot  "The "Chariot" symbolises invasion and victory."

- Polnareff on the meaning behind his Stand's name.

Silver Chariot: Polnareff controls the Stand Silver Chariot which takes on the appearance of a robotic humanoid, clad in a tight fitting set of medieval armour. Silver Chariot's main form of attack comes from it's Rapier which is sharp enough to cut through solid rock. It's abilities include; Video Gallery "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."
 * Superhuman Speed: Without a doubt Silver Chariot's best asset is it's speed. Silver Chariot is fast enough to skewer coins and balls of fire, deflect bullets and even keep up with the insanely fast Star Platinum's barrage of punches and that's when bogged down with it's armour. Polnareff can command Silver Chariot to shed it's armour to become even faster, so fast that it moves too fast for the human mind to comprehend so that it appears as though it is in multiple places at once. These doubles are not illusory; the Stand is moving between different positions at a speed that is faster than the eye can see. As such, were all the doubles to attack at once, it would mean that the Stand is attacking from all those positions simultaneously, giving it incredible destructive power.
 * Superhuman Precision: As a result of it's superhuman speed, Silver Chariot is also incredibly precise. As previously mentioned Silver Chariot can deflect and slice in half bullets, slice through fire and even strategically break several items in a hotel room to allow it to see the battlefield, despite being unable to see beforehand.
 * Armour: As mentioned above Silver Chariot is clad in a suit of medieval knights armour including a metal mask covering it's face. It is because of this armour that when attacked in this state Polnareff does not receive any corresponding injuries although the trade off is that it's speed is significantly lowered and Polnareff is unable to see through the Mask, meaning he has to constantly have an opponent in his eyesight in order for Silver Chariot to attack them effectively.
 * Sword Shoot: A secret technique that Polnareff has shared with nobody, Silver Chariot can launch the blade of his rapier at an opponent with enough power to pierce through a human body and even if the attack misses it can be bounced of a wall or object to strike an opponent from an unexpected angle. The drawback of this however is that Silver Chariot can only materialise one sword and so is only usually used as a last resort.
 * -|The Short Tempered One =

- 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; Other Abilities  "That dog... it left the car before my attack. It anticipated my Stand."
 * 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.

- N'Doul on Iggy's awareness of his attack.

 Video Gallery
 * Dog Senses: Naturally as a Dog, Iggy has a sense of smell and hearing much greater than that of a human. He is able to detect hidden enemies and their location, track down food through crowded city streets and was also able to detect the Stand Geb before it could attack. This makes it very hard for enemies to sneak up on Iggy or launch a surprise attack.

Golden Gangsters
"Such... overwhelming force of will... from mere traitors... fated to die at the Boss' hands..."

- Squalo on the Gang. The Golden Gangsters are the main group of the fifth part of JoJo's Bizarre Adventure. A subdivision of the Italian mafia gang Passione, the gang was formed by Bruno Bucciarati and consists entirely of Stand users. In 2001, Bruno met fifteen year old Giorno Giovanna while investigating the death of another gangster and was impressed by his resolve and righteousness, allowing him to join his gang. Not long after this Bruno was promoted to Capo and tasked with protecting the Boss' daughter from a rouge squad within Passione.

"I, Giorno Giovanna, have a dream that I know is just!"
 * -|Protagonist =

- Giorno

"To complete my mission, and protect my men. Having to do both at once is what makes being an officer so tough. Are you ready for this? I know I am."
 * -|Leader =

- Bruno to Prosciutto

"It's bad luck to choose one from four. Choosing from five is fine. Choosing from three is fine. But when you choose from four, something bad will happen!"
 * -|Ranged Attacker =

- Mista on his irrational fear of the number four.

"I'm just that kinda guy... a worthless guy who can't see anything through to the end. I always screw it up halfway through."
 * -|The Piss Taker =

- Abbaccio's famous cheerful disposition.

"If I can't find your breath because the fire's too big... then I'll just have to make it bigger!"
 * -|The Goofball =

- Narancia's flawless logic.

"You stupid delinquent! Are you messing with me!? How many times do I have to teach you this before you learn?! You just said six times five was thirty, so why the hell is your answer even less?! YOU SHIT-FOR-BRAINS!!"
 * -|The Short Tempered One =

- Fugo to Narancia.

Pannacotta Fugo was a child prodigy born to a wealthy family and at the age of 13 was already enrolled into a university studying law. Here he was preyed upon by one of his professors who tried to entice Fugo with answers to the upcoming test. Fugo went into a rage and beat the man to within an inch of his life and while his family saved him from jail his parents disowned him. Roaming the streets Fugo used his genius to survive and eventually encountered Bruno Bucciarati who saw promise in the young man and took him under his wing.

Stand: Purple Haze  "This ferocity! It strikes like a bomb, and departs like a storm... This Stand truly reflects the User's personality."

- Abbaccio on Purple Haze. Fugo wields the Stand Purple Haze, a humanoid stand about the same height as Fugo himself. It is a purple and white checkered colour and wears a helmet with a visor. It has the following abilities; Video Gallery 
 * Virus: Purple Haze's ability is to create a powerful flesh eating virus. The virus is stored inside of bulbs on Purple Haze's hands, three on each hand. When a bulb is broken the virus is released and surrounds the Stand, devouring anything within the infected area, apart from the Stand itself. The virus multiples rapidly inside a living organism's body, overrides their metabolic functions and makes them rot from the inside, killing the infected person in 30 seconds. Purple Haze can also shoot these bulbs like a gun if it is not within range of it's intended target. The major drawback to this is that the virus will indiscriminately attack anyone within the area, friend or foe making it a highly risky stand to use around allies or in a crowded area. Even Fugo himself is not immune to the virus and so has the decide whether to use his Stand to defend himself at close range or attack an enemy at a further range. The Virus is also weakened by light be it sunlight or artificial light such as that from a lamp.
 * Superhuman Strength: Purple Haze also seems to possess superhuman strength as it was able to smash through solid stone with it's punches.

Alain Lausard vs Haytham Kenway
Alain Lausard: Nobleman turned thief, enlisted into the army by Bonaparte to bolster the army of the Republic.

vs

Haytham Kenway: Head of the Templar Order in America, determined to bring order and control to the colonies.

Who is Deadliest

Alain Lausard


"What happened in the past has gone. Everything I knew is gone. A way of life. People. All that matters is now. Soldiers learn to live that way. Forget the past because you cannot change it. Never look to the future because you may not have one. Never love anyone, it will bring only heartbreak"

- Alain Lausard Alain Lausard was born of noble birth and lived most of his young life as a member of the aristocracy until the French Revolution. While his family was executed Lausard managed to escape and lived in poverty as a thief in Paris until he was caught stealing a loaf of bread and sentenced to death.While locked up in prison Lausard and many of the other prisoners were recruited by Napoleon Bonaparte to bolster the numbers of the French Army where his previous training received as a nobleman quickly got him promoted to sergeant.

Charleville 1777 Musket & Flintlock Pistol The musket of choice for the French army under Napoleon was the Charleville 1777 Musket. Weighing in at 10lbs and 50 inches in length (shorter than the infantry version) it is a flintlock, single shot musket. It has an effective range of about 75 yards but can be fired at distances up to 300 yards. It comes with a .69 calibre round and a muzzle velocity of 300m/s to 370m/s.
 * -|Firearms =

Lausard will also be carrying a Flintlock Pistol. I won't go into any more detail as Haytham will also be carrying on of these but just to let you know he will be carrying one. AN IV Dragoon Sword The melee weapon of choice for Lausard and the other Dragoons was a cavalry sabre. Roughly 3.1 foot long, the curved blade made it an excellent slashing weapon especially on horseback, although it was still an effective infantry weapon as well. M1954 Socket Bayonet The preferred bayonet for the Charleville Musket was the M1954. Shorter than the standard infantry issued bayonet, it is 11 inches in length with a straight blade, perfect for thrusting.
 * -|Melee =
 * -|Backup =

Haytham Kenway
"The people never have the power. Only the illusion of it. And here's the real secret: they don't want it. The responsibility is too great to bear. It's why they're so quick to fall in line as soon as someone takes charge. They want to be told what to do. They yearn for it."

- Haytham Kenway Haytham Kenway was the son of the assassin Edward Kenway but was converted to the Templar cause early on by Reginald Birch. After being sent to America to locate a suspected First Civilization storehouse, Haytham remained and established a permanent Templar presence in the British colonies. Eventually becoming the leader of the American branch he had a son with Native American Woman, who would later grow up to join the Assassin Order and oppose him. Brown Bess Musket & Flintlock Pistol While not his primary choice of weapon Haytham was known to use a musket from time to time and his musket of choice would likely be the Brown Bess. Weighing in at 10.5lbs and 58 inches in length it is a flintlock, single shot musket. It could be fired at ranges up to 300 yards but was much more effective at a distance of about 50-100 yards. It has a .75 calibre round and a muzzle velocity of 304 m/s.
 * -|Firearms =

Haytham will also be carrying a Flintlock Pistol. Again, I won't go into any more detail as Lausard will also be carrying on of these but just to let you know he will be carrying one. Pattern 1796 light cavalry sabre Haytham's sword of choice appears to be a Pattern 1796 light cavalry sabre. It was about 2.7 feet in length and was almost exclusively a cutting weapon, although it could be used for thrusting if necessary.
 * -|Melee =

Hidden Blade Despite leaving the Assassin Order when he was barely a child, Haytham still made use of their legendary Hidden Blade. About 16 inches in length it came with a single point for silently and quickly assassinating a target. Operating on a pivot blade it could also be used as a dagger for parrying although the weakness of the blade makes this a risky strategy.
 * -|Backup =

X Factors
Training: Lausard=85/Haytham=85

Both these men received extensive training from a young age. As he was born into nobility Lausard was able to train at some of the most prestigious cavalry schools around as well as receiving training in swordsmanship and had basic army training after being recruited into the French army. Haytham was trained as an assassin from a young age by his father and after his death and subsequent recruitment into the Templars he was trained in a wide variety of areas including stealth, swordsmanship and lock-picking.

Experience: Lausard=85/Haytham=80

Since being recruited into the French Army Lausard has taken part in numerous wars under Bonaparte, from campaigns in the temperate conditions of Italy, sweltering heat of Egypt and bitterly cold Russian winter. In fact he's taken part in every one of Napolean's campaigns from 1797 to 1812 which gave him a varied and extensive combat experience. Haytham has also seen his fair share of combat and adventures, from an earlier age than Lausard but a lot of this was assassinations rather than out and out combat and his high rank in the Templar order means he doesn't have to fight as often as Lausard would in an army.

Physicality: Lausard=80/Haytham=85

While both are in good physical condition Haytham has a couple of key advantages. Firstly is that his training as a Templar and Assassin including free-running and climbing which has greatly improved his strength, agility and endurance. Secondly is that being wealthy and high ranking in the Templar order he is well fed and rested. The French Army often suffered food shortages and so Lausard was not always in tip top physical condition.

Stealth: Lausard=75/Haytham=95

Obviously this one edge is a fairly simple one for Haytham. The dude was trained as an assassin from a young age and he is skilled in stay undetected and taking out targets quietly. Lausard has been on a couple of missions that required stealth and was successful but it's not an area he would have a whole lot of experience in.

Miscellaneous
Battle takes place in a forest.