User:Wassboss/Sandbox

Shulk
"I'm really feeling it!"

- Shulk

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

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

Forward Tilt: Swings his sword in front of himself.

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

Down Tilt: Swipes at his opponent feet.

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

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

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

Neutral Aerial: A circular, upward-arcing slash.

Forward Aeriel: An overhead, forward leaning slash.

Back Aerial: Thrusts his sword behind himself.

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

Down Aerial: Performs a downwards thrust.

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

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

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

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

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

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

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

- Marth

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

Dash Attack: Performs a diagonal slash upwards.

Forward Tilt: Leans forward and slashes upwards.

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

Down Tilt: Pokes at the ground with his sword.

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

Up Smash: A direct thrust upwards.

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

Neutral Aerial: Performs two horizontal slashes around himself.

Forward Aeriel: Performs a vertical slash.

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

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

Down Aerial: Slashes below himself.

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

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

Strength: Shulk=81/Marth=74

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

Speed: Shulk=70/Marth=81

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

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

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

Close Quarters Combat: Shulk=87/Marth=87

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

Ranged Combat: Shulk=0/Marth=0

Neither of these fighters have an ranged attacks.

Brutality: Shulk=60/Marth=65

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

Jigglypuff
"Jigglypuff!"

- Jigglypuff

Standard Moves
Neutral Attack: Two quick slaps.

Dash Attack: A dive forward.

Forward Tilt: Spins once while kicking

Up Tilt: Performs a backwards kick upwards.

Down Tilt: Swipes out with her foot.

Forward Smash: Slides forward while keeping foot stuck out.

Up Smash: Performs an upwards headbutt.

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

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

Forward Aeriel: Performs a dropkick.

Back Aerial: Does a spinning backwards kick.

Up Aerial: Waves hand upwards.

Down Aerial: A spinning drill kick.

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

Pikachu
"Pika Pika!"

- Pikachu.

Standard Moves
Neutral Attack: A quick headbutt.

Dash Attack: A leaping headbutt.

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

Up Tilt: Swings tail above itself.

Down Tilt: Sweeps its tail in front of itself.

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

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

Down Smash: Spins in place while surrounded by electricity.

Neutral Aerial: Curls in a ball and spins.

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

Back Aerial: Spins around multiple times.

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

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

X Factors
Strength: Jigglypuff=40/Pikachu=70

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

Speed: Jigglypuff=45/Pikachu=81

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

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

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

Close Quarters Combat: Jigglypuff=65/Pikachu=77

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

Ranged Combat: Jigglypuff=0/Pikachu=40

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

Brutality: Jigglypuff=53/Pikachu=53

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

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

- Sheik

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

Dash Attack: A slashing hand strike.

Forward Tilt: A roundhouse kick.

Up Tilt: Performs an axe kick.

Down Tilt: Performs a leg sweep.

Forward Smash: Does two crescent kicks.

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

Down Smash: Performs a windmill kick.

Neutral Aerial: A flying kick.

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

Back Aerial: A back kick.

Up Aerial: Performs a corkscrew kick.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

Greninja
"Greninja makes a Splash!"

- Introduction Tagline.

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

Dash Attack: Performs a leg sweep.

Forward Tilt: Performs a hook kick.

Up Tilt: Crouches and flicks his tongue upwards.

Down Tilt: Performs a crouching shin kick.

Forward Smash: Slashes inwards with a water katana.

Up Smash: Slashes outwards with two water katanas.

Down Smash: Slashes downwards with two water katanas.

Neutral Aerial: Creates a exploding water bubble around himself.

Forward Aeriel: Slashes forward with a water katana.

Back Aerial: Performs three kicks behind himself.

Up Aerial: A corkscrew dropkick.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

X Factors
Strength: Sheik=70/Greninja=73

Speed: Sheik=80/Greninja=80 

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

Close Quarters Combat: Sheik=83/Greninja=85 

Ranged Combat: Sheik=67/Greninja=55 

Brutality: Sheik=58/Greninja=53 

Nick Cutter vs Nick Burkhardt


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

vs.

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

Who is deadliest.

Nick Burkhardt
"I know what you are."

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

Kanabo
 * -|Melee =

Length: 4 foot

Weight: 15 lbs Glock 17
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 375 m/s

Ammo: 17 Rounds Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

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

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s

Weight: 7.5 lbs Doppelarmburst
 * -|Special =

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

Range: 45 metres

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

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

Katana
 * -|Melee =

Length: 3 foot

Blade: 2.2 foot

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

Range: 50 metres

Muzzle Velocity: 760 m/s

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

Ammo: 8 rounds

Round: 12 Gauge

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

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs Harpoon Gun
 * -|Special =

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

Range: 10 metres

X Factors
Physicality: Burkhardt=85/Cutter=80

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

Training: Burkhardt=87/Cutter=76

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

Experience: Burkhardt=83/Cutter=83

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

Intelligence: Burkhardt=79/Cutter=90

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

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

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

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

vs

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

Who is Deadliest

The Infected
"It's them or us!"

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

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

- Ellis.

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

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

- Ellis.

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

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

- Zoey.

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

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

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

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

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

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

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

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

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

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

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

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

- Louis

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

Numbers: 1

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

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

- Regular Zombie Almanac Entry

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

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

- Football Zombie Almanac Entry

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

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

- Jack in the Box Zombie Almanac Entry

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

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

- Digger Zombie Almanac Entry

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

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

- Dancing Zombie Almanac Entry

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

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

- Robo-Cone Zombie Almanac Entry

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

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

- Catapult Zombie Almanac Entry

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

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

- Zombie Wizard Almanac Entry

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

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

- Gargantuar Almanac Entry

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

Numbers: 1

X Factors
Speed: Infected=85/Zombies=45

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

Intelligence: Infected=85/Zombies=80

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

Durability: Infected=79/Zombies=86

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

Endurance: Infected=75/Zombies=90

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

Strength: Infected=80/Zombies=82 

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

Miscellaneous
Battle will take place in a large city complex.

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

vs

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

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

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

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

- Tanith Low, just before a fight becomes rough.

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

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

X Factors
Physicality: Raiden=95/Tanith=88

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

Training: Raiden=87/Tanith=87

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

Experience: Raiden=87/Tanith=90

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

Brutality: Raiden=95/Tanith=100

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

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

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

The AMS vs The ARC


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

vs

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

Who is deadliest

The AMS
"Hello, my friends from the AMS"

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

Desert Eagle
 * -|Handgun =

Range: 50 Metres

Muzzle Velocity: 420 m/s

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

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

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

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

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

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

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

Range: 1,800 metres

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

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

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

SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

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

Ammo: 8 rounds

Round: 12 Gauge

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

Range: 100 Metres

Ammo: 32 rounds

Weight: 6 lbs

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

Weight: 7.5 lbs

Rate of Fire: 700-950 RPM

Range: 500-600 Metres

Ammo: 30 rounds

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

Range: 600 metres

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

X Factors
Stealth: AMS=70/ARC=85

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

Training: AMS=82/ARC=90 

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

Experience: AMS=88/ARC=84

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

Efficiency: AMS=90/ARC=79

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

Miscellaneous
This will be a 5 on 5.

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

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

vs

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

Who is deadliest

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

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

Smith & Wesson Model 29
 * -|Close Range =

Range: 50 Metres

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

Range: 90 Metres

Ammo: 30 Rounds

Weight: 7 lbs

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

Weight: 8 lbs

Rate of Fire: 700-950 RPM

Range: 500 metres

Ammo: 30 rounds

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

Range: 400 metres

Rate of Fire: 6 RPM

Explosive Round

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

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

Desert Eagle
 * -|Close Range =

Range: 50 Metres

Muzzle Velocity: 420 m/s

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

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

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

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

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

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

X Factors
Training: Dynamite=85/Washington=80

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

Organisational Ability : Dynamite=75/Washington=68

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

Experience: Dynamite=88/Washington=86

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

Quality of Troops: Dynamite=72/Washington=80

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

Miscellaneous
This will be a 5 on 5.

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

Nikolai Belinski vs Miguel


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

vs

Miguel: The Mexican who fights off zombies all while drinking Tequila.

Who is deadliest.

Nikolai Belinski
"I'm out of Vodka— I-I mean ammo."

- Nikolai Belinski Nikolai is a soviet soldier who was captured by Richtofen to combat the Nazi Zombies. He tends to crack jokes, intentionally and unintentionally. He seems to not care about his physical appearance and smell. However, at the darkest of times, he can also be vigilant and appears to have a very keen survival instinct. He likes Dempsey, and tends to despise as well as appreciate Richtofen at times but holds a deep hatred for Takeo.

Sickle
 * -|Melee =

Length: 14 inches

Weight: 0.6lbs

Steel Blade M1911
 * -|Handgun =

Muzzle Velocity: 251 m/s

Ammo: 7 rounds

Range: 50 Metres Olympia
 * -|Shotgun =

Range: 40 Metres

Ammo: 20 rounds

Double Shot AK-74u
 * -|SMG =

Muzzle Velocity: 735 m/s

Weight: 6 lbs

Rate of Fire: 700 RPM

Range: 350 metres

Ammo: 30 rounds Dragunov
 * -|Sniper Rifle =

Round Size: 5.45x39 mm

Weight: 9 lbs

Range: 800 metres

Ammo: 10 rounds

Semi-Automatic Thundergun
 * -|Special Weapon =

The Thundergun is a large, cannon-shaped weapon that fires blasts of incredibly strong compressed air. The Blast is powerful enough to instantly kill a person from a close range and at a distance can throw a person off their feet. The Thundergun fires two rounds. M67 Grenades
 * -|Explosives =

Weight: 400 g

Blast Radius: 15 metres (although fatal damage is only likely to take place within a 5 metre radius)

Ammo: 4 Grenades

Miguel
"In case of zombie apocalypse: Keep calm and have some Tequila."

- Tequila Zombies Tagline Miguel was just a regular guy living in Mexico when the undead came back to life. Armed with a machete, an assortment of firearms and his trusty bottle of Tequila he battled though the night, eventually defeating the head zombie and escaping on a motorcycle. His victory was short lived however as he crashed his Motorbike after being attacked by a female vampire but is saved by a police officer named Jacqueline, the two survivors teaming up to save her town from the zombies.

Machete
 * -|Melee =

Length: 18 inches

1 lb

Steel Blade Glock 17
 * -|Handgun =

Muzzle Velocity: 375 m/s

Ammo: 17 rounds

Range: 50 Metres Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds Tommy Gun
 * -|SMG =

Muzzle Velocity: 265 m/s

Weight: 10 lbs

Rate of Fire: 650-1500 RPM

Range: 50 metres

Ammo: 30 rounds Barret M95
 * -|Sniper Rifle =

Round Size: 12.7x99 mm

Weight: 23 lbs

Range: 1800 metres

Ammo: 5 rounds

Bolt Action Tequila Fire Shot
 * -|Special Weapon =

Miguel drinks a bottle of Tequila and takes out a match, spitting the tequila over it and firing a massive ball of fire forwards. The Fireball is powerful enough to instantly kill multiple people if they get in the way. Rocket Guitar
 * -|Explosives =

Miguel takes out a guitar case and fires off four rockets into the sky, which fall back to the ground, creating a mortar effect. Each Rocket is powerful enough to kill a person with a direct hit with an effective blast radius of 15 metres.

X Factors
Experience: Nikolai=82/Miguel=70

Nikolai not only boasts considerable experience fighting against zombies but he has also served as a soldier in both of the World Wars, giving him experience in both living and undead combatants. Miguel on the other hand, has only been fighting the zombies for about 3 days and while the undead he faces are tougher it's nothing on the 15+ years of combat experience Nikolai has behind him.

Training: Nikolai=75/Miguel=50 

As a solider Nikolai has likely received a very formal and extensive and seeing as how it's Soviet training it was likely very demanding and brutal. Little is known of Miguel's past but it is presumed that he has little formal training if any and any skills he has in regards to firearms and such are likely self taught.

Audacity: Nikolai=80/Miguel=85 

Nikolai has proven himself to be quite reckless at times with his drunkenness and bravado making him willing to do whatever it takes to succeed. However when fighting Nazi Zombies a certain level of caution must be applied, you can't just run in all guns blazing and Nikolai can show restraint. Miguel on the other hand, regularly wades into massive hordes of zombies armed with melee weapons and shows little to no caution in combat, often putting himself into range of the undead's attacks.

Teamwork: Nikolai=70/Miguel=65

The Nazi Zombie crew is a rag-tag group of individuals, with most of the members mistrusting or even downright hating the other members, with Nikolai himself only really getting along with Dempsey. While this leads to bickering and a lack of respect they can still function as an effective group against zombies. Miguel and his teammates are basically thrown together, he just bumps into them during his drunken adventure and works with them to stop zombie threats. They seem to get along alright but during combat they tend to work alone, fighting off zombies individually as opposed to a team.

Miscellaneous
This will be a 4 on 4 (Nikolai, Dempsey, Richtofen and Takeo vs Miguel, Jacqueline, Jeff and a Los Lobos MC Texas gang member).

The fight will take place in a small town in Mexico.

Nicholas Angel vs Jack Cloth
Nicholas Angel: The police officer who uncovered the deadly secret of Sandford.

vs

Jack Cloth: The former detective, who quit the force after his wife was murdered in an abandoned prop warehouse.

Who is deadliest.

Nicholas Angel
"Well, I wouldn't argue that it wasn't a no-holds-barred, adrenaline-fuelled thrill ride. But there is no way you can perpetrate that amount of carnage and mayhem and not incur a considerable amount of paperwork."

- Nicholas Angel on Point Break Nicholas Angel is a policeman who served in the Metropolitan Police Service for over 10 years, being one of their most successful employees. His sterling efforts were noticed by his superiors, who were worried that his exemplary work made the rest of the force look bad. To solve this problem the Police Chief transferred him to the small town of Sandford where he discovered a sinister plot to keep Sanford's perfect image.

Jericho 941
 * -|Main Sidearm =

Range: 60 metres

Ammo: 10 Rounds

Round: .45 ACP Taurus P290
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 10 Rounds

Round: 9x19mm Mossberg 500
 * -|Shotgun =

Range: 40 Metres

Ammo: 8 rounds

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

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs

Rate of Fire: 750 RPM

Jack Cloth
"I'll shake your hand... but don't expect me to hold you down and kiss you roughly on the mouth."

- Jack Cloth to Tom Boss Jack Cloth was a former detective inspector who quit his job after his wife was murdered in an abandoned prop warehouse. He is called back to investigate a new murder and is assigned a new partner; DC Anne Oldman. After more murders come to light he realises that the victims all served on the same jury, which convicted a man of killing his wife, a man who was released a few days before the first murder. As he rushes to stop the killer before he strikes again he finds that the case is not as straightforward as it first seems.

Glock 17
 * -|Main Sidearm =

Range: 50 metres

Ammo: 17 Rounds

Round: 9x19mm Heckler & Koch USP
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 15 Rounds

Round: 9x19mm Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Weight: 7 lbs AR-15
 * -|Assault Rifle =

Range: 500 Metres

Ammo: 30 rounds

Muzzle Velocity 948 m/s

Weight: 8 lbs

Rate of Fire: 700-950 RPM

X Factors
Training: Angel=85/Cloth=80

Both of these guys serve in the British police service and despite being from different areas both would have likely received a very similar level of training. What puts Angel ahead is that as well as taking standard police training he has also trained in a variety of other areas such as Advanced Driving and takes part in many extracurricular activities such as fencing and judo.

Experience: Angel=80/Cloth=75

As a front lines policeman, Angel deals first hand with criminals on a daily basis and has shown himself more than willing to take a hands on approach to his job, chasing down and apprehending any criminals he comes across. Cloth would appear to be older but this is offset by his role as a detective, he doesn't spend as much time in active duty as Angel and he also took a substantial time off after the death of wife.

Brutality: Angel=50/Cloth=80

Angel is very orthodox in his approach to policing and does not use excessive force against the criminals he apprehends. Even when directly attacked by an aggressor he always tries to disable them non-lethally, such as shooting them in the arm or leg. Cloth has no such qualms and regularly beats up and threatens suspects in his quest for justice and has no problem in killing the criminals he comes across even going as far as to crush a gangster with a digger.

Creativity: Angel=75/Cloth=83

Angel is a very by the book police officer, stick to rules and regulations as laid out in police guidelines, rarely straying from the standard procedures. He does show a certain creativity in the final showdown at Sandford but even then it's mostly curtsey of other people as opposed to himself. Cloth is a lot more unpredictable and thinks outside of the box to catch the various murders he comes across and can improvise on the fly depending on the situation.

Miscellaneous
This will be a 4 on 4.

The battle will take place in the village of Sandford.

The battle is set after the events of A touch of Cloth 3 for Jack and after the events of Hot Fuzz for Nicholas.

Wesen vs Creatures (Primeval)
Wesen: The human sub-species, who inspired the fairytales written about by the brothers Grimm.

vs

Creatures (Primeval): The various creatures that travel through the anomalies through to the present day.

Who is deadliest.

Wesen
"I know what you are!"

- Nick Burkhardt to the various wesen he encounters. Wesen is a collective term used to describe the creatures visible to the Grimms. They are the basis not only of the fairy tales that the Brothers Grimm have compiled, but also of the many legends and folklore from many cultures. Outwardly they would appear to be normal people but they can reveal their true form to normal people through a metamorphosis called a woge. They were historically hunted down by a special group of people called Grimms who could see the Wesen for who they are. Blutbad "We're more of a throats first ask questions later kinda wesen."
 * -| The Iconic =

- Monroe.

Blutbad are perhaps the most famous of all the Wesen. There appearance is that of a wolf which has lead to them often being mistaken as werewolves by normal people. They were made famous by their regular inclusion in fairy tales such as Little Red Riding Hood and The Three Little Pigs and are often considered the arch enemies of Grimms. When woged Blutbad grow hair around their face even if they do not have a beard and their eyes glow red. Their main form of attack is their sharp teeth and claws which can easily rip and tear into a person. They also posses superhuman strength and are able to easily pick up and throw a grown man with little effort and have even been shown ripping off a man's arm. They have also been shown to move quicker than an average person and also would appear to have superhuman durability, having shown to be shot in the back and still be able to flee from an enemy. However their physical abilities are greatly diminished when not woged, although they would still be considered stronger and faster than a normal person. Numbers: 5 Schakal "They're baby eating bad asses man, what else do you need to know?!?"
 * -|The Canine =

- Monroe on Schakal

Schakal are a jackal like Wesen who are well known for their love of jewellery (which often leads to them being Jewel Thieves) and who are also notorious for eating human infants. They are naturally cruel and violent and are infamous for their untrustworthiness, even when working together. When woged they have a similar canine look as a Blutbad but their hair is thinner and their teeth are much thinner but are nonetheless powerful enough to rip out a person's throat. They are stronger than an normal person but their main physical asset is their agility and speed and they are easily able to outrun a normal person and have been shown to dodge crossbow bolts at close range. They are also highly skilled fighters and have been shown being able to go toe to toe with a Grimm, who are specifically trained to take on Wesen. Numbers: 4 Spinnetod "We're plagued by a condition that causes rapid ageing. The only way to reverse it is to kill and suck the lives out of young men"
 * -|The Creepy Crawly =

- Charlotte, a Spinnetod

Spinnetods are a spider like Wesen, fittingly know as the Black Widows of the Wesen world. Originating in Japan, Spinnetod females go through a moulting process known as 'Le retour d'age' where they shed their skin over a period of 3 days, giving the appearance of rapid ageing. The only way to halt this is by feasting upon the insides of young men usually after seducing them. The Spinnetod will then vomit a digestive juice into the victims mouth to liquefy their innards which they will then suck out of the abdomen using their Chelicerae. When woged a Spinnetod's eyes turn fully black and the Chelicerae sprouts from the mouth which can be used either as a piercing tool or to vomit out the digestive acid. Spinnetods are also incredibly strong and are easily able to overpower and pin down much stronger men and wesen and have even been able to overpower a Grimm. They are also incredibly fast and agile and can climb perfectly vertically at great speeds like a real spider. Spinnetods can also regenerate lost limbs such as fingers but this process takes several days. Numbers: 1 Fuchsteufelwild "This ill-tempered creature is small in stature but capable of horrible and cunning acts of violence. He has an immense ego for such a nasty little beast."
 * -|The Gremlin =

- An Excerpt from the Grimm Diaries. Fuchsteufelwild are a goblin like creature and are likely the inspiration behind the Rumpelstiltskin, in fact all Fuchsteufelwild names are anagrams of Rumpelstiltskin. They are highly intelligent creatures and enjoy setting up intricate games with unsuspecting victims all of which involve challenging the victim to guess the Fuchsteufelwild's name, killing those who cannot. When woged their skin becomes green and their features become more goblin like, with pointed ears and sharp fangs. Their most notably change though is their hands which fuses their fingers into two much longer digits with razor sharp nails which secrete a highly corrosive acid which allows the Fuchsteufelwild to easily slice through tough materials such as metal and glass and they can literally slice a person in half with a well placed swipe. As well as this they are extremely agile and are able to leap great distances and climb quickly. However they are not particularly strong, relying more on their intelligence and stealth to take down an opponent. They also have huge ego's and the thought of being outsmarted or losing their game is enough to turn them violent and they will commit suicide if they feel there is no way that they can win. Numbers: 2 Königschlange "They have the ability to use their serpent tongues to check body temperature. They also have sharp fangs that release a deadly toxin in whatever they puncture."
 * -|The Reptile =

- An Excerpt from the Grimm Diaries. Königschlange are a particularly unpleasant creatures and are greatly feared throughout the Wesen community. They have a fairly extreme woge which turns their skin scaly and gives them a hood, which makes them bare a striking similarity to a cobra. They also sprout sharp fangs which they can use to inject a deadly toxin into their unfortunate victim. While the exact lethality is unspecified it can be assumed that the venom is at least as potent as that of a King Cobra, whose venom can kill an person in as little as half an hour. Königschlange also posses extremely quick reflexes much like real life snakes and can strike at lightning fast speeds, making their attacks very difficult to dodge. On top of this they are also very physically strong and are able to overpower a normal person easily and they can even go toe to toe with a Grimm. They also possess a great sense of smell and touch which makes them almost impossible to sneak up on and their ability to sense things such as body temperature and heartbeat make them as sort after as a living lie detector and to confirm if a person is really dead. Numbers: 2 Hexenbiest "Witch-like creature that somewhat resembles a demon or goblin. They work at the behest of royalty and are identifiable by a dark birthmark under their tongues."
 * -|The Ugly Chick =

- An Excerpt from the Grimm Diaries. Hexenbiest are one of the more manipulative and treacherous Wesen and are greatly feared throughout the community due to their vicious temper. They are the inspiration for the stereotypical with found throughout various fairy tales and are known to be skilled at mixing potions and for using cats in the schemes. When woged, Hexenbiest retain their human features but their skin decays to resemble that of a rotting corpse which is especially jarring as many are considered very attractive in their human form. Hexenbiest possess superhuman strength and are able to overpower a grown man a rip them apart with their bare hands. They are also shown to have a powerful form of telekinesis which they can use to pick up and throw objects such as knives with great accuracy and can even pick up and throw people great distances. They also use this as a minor form of mind control, forcing a person to stab or shoot themselves against their will. Hexenbiest can also create minor illusions to distract and enemy.

Numbers: 1 Mauvais Dentes "They have a reputation for toying with their victims before killing them, much like a cat does with its prey."
 * -|The Feline =

- An Excerpt from the Grimm Diaries. One of the most vicious and dangerous wesen, only the most powerful and wealthy of organisations can have a Mauvais Dentes working for them. When woged, Mauvais Dentes take on the appearance of a cat with grey and black striped fur and grow claws and large canine teeth, similar to that of a sabre tooth cat. Mauvais Dentes possess superhuman strength, enough to easily overpower a man but their main asset is their incredible speed and agility, one was even able to dodge gunfire at a close range and they are skilled climbers and acrobats. They also have superhuman durability and can take multiple punches to the head without any apparent effect and even survive a knife to the throat, although only long enough to get to higher ground before succumbing. Mauvais Dentes also possess a keen intellect and enjoy toying with their victims as well as being skilled fighters, able to kill three men at once and even hold their own against multiple Grimms for a time.

Numbers: 2 Dämonfeuer "Your princess has been taken by the dragon, right? And the rest is obvious, you know? Beautiful women being taken, dragged into caves, and the men sacrificing everything to go after them. It is the ancient archetype of the whole relationship megillah."
 * -|The Legend =

- Monroe on Dämonfeuer Dämonfeuer are a dragon like Wesen who are typically treasure-mongers, once gold and jewels but nowadays they seem to have a fondness for copper. Dämonfeuer view dying in combat as a honourable and dignified and the mythos of Dragons stealing the lovers of great warriors, with the hope that they are killed combat to appease their nature. When woged, Dämonfeuer gain a scaly green hide and they grow a large crown of horns on their head. Due to their high fat, low carb diet primarily consisting of humans, Dämonfeuer are able to covert their excess fat into a highly combustible vapour. This can be coughed out and ignited which gives the illusion of breathing fire. These flames can either be used as a flamethrower or more commonly making the air thick with vapour and igniting it to create a large area of effect. This "fire breathing" can be done in both human and wesen form although only the fully woged Dämonfeuer can resist the flames. Dämonfeuer have inhuman strength and durability and a elderly and sick Dämonfeuer was to fight a much younger and healthier Grimm on equal terms.

Numbers: 1 Manticore "I was to learn that they were some of the most lethal soldiers in our command for they have no fear of death."
 * -|The Clawed Killer =

- An Excerpt from the Grimm Diaries A Manticore is a half lion, half scorpion wesen which inspired the mythical beasts of the same name. Manticores are often found on the front lines of the battle where their viciousness and fearlessness of death works to their advantage. When woged, Manticores grow mane like a lion as well as sharp claws and teeth. However their most obvious enhancement is a large black scorpion tail which protrudes from their spine and can release a deadly neurotoxin and nerve inhibitor which can kill a human or even another manticore in only a few seconds. The scorpion stinger itself can easily puncture through human skin. Manticores also possess superhuman strength and have been shown to throw full grown humans across a room with ease. They are also very agile, able to make feline like leaps over several feet.

Numbers: 3

Creatures (Primeval)
"My name is Professor Nick Cutter. Eight years ago my wife Helen disappeared, I discovered she had stepped into the past through ruptures in time called anomalies. Now creatures from the past threaten the future of the human race."

- Nick Cutter on the Anomaly crisis. The Creatures refers any of the creatures featured in the show, Primeval and are animals which have travelled through rips in time called Anomalies which lead into the modern human world. The first officially recorded case of an Anomaly was in the Forest of Dean in 1999 where an anomaly leading to the Permian Period brought through a Gorgonopsid, although it is speculated that anomalies have been appearing throughout history and may explain some of the legends and mythology present throughout human history. Future Predator "Predators. We don't know how they evolved or when, but we know they're intelligent, we know they're quick and... really mean!"
 * -| The Iconic =

- Connor Temple on the Predators Originally believed to be descended from bats it was later revealed that Future Predators were created by humanity. Standing at about 7 foot tall, Future Predators have a slim build and a vicious pair of clawed hands which they use to grab onto and tear into their prey and rivals as well as razor sharp teeth. Future Predators are not particularly strong but make up for this with great agility and speed, moving so fast it seems like a blur and being able to leap great distances and climb trees and buildings with ease. Future Predators have no eyes and instead use a form of echolocation in order to navigate their environment which is accurate enough to give a complete picture of their surroundings. However this sonar system is also their biggest weakness and high sound frequency, such as a blaring radio, will distort their view and cause confusion. Predators are also very durable and are able to shrug off bullets to the torso and arms although the head is still susceptible to damage.

Numbers: 5 Hyaenodon "Actually, they're more like prehistoric dogs this time, kind of cute dunno, not in a Raptor way, I'm just gonna shut up."
 * -|The Canine =

- Connor Temple on the Hyaenodon A Hyaenodon is a canine from the early Cenozoic Era and one of the top predators of it's time. Hyaenodons are about 3 feet tall and about 7 feet long and come equipped with a powerful jaw comparable to a Hyena (ironically enough) in bite force and easily able to break and crush bones of creatures such as horses and camels as well as having razor sharp teeth to rip into prey. Hyaenodon are incredibly agile and has been shown able to jump several metres at a time. They are also very quick over short distances and while they lack the stamina for a prolonged chase they were expert stealth hunters. Numbers: 4 Arthropleura "Okay Carboniferous, so it's probably an Arthropleurid. That's a centipede on steroids, basically."
 * -|The Creepy Crawly =

- Connor Temple on the Arthropleura An Arthopleura is giant centipede from the Carboniferous era and the largest land invertebrate of all time. Arthropleuras are roughly 19 feet long and can lift themselves up high enough to look a person straight in the eye and is very snake like in it's movements. An Arthropleura is covered in a thick scaly armour which is strong enough to protect it from gunfire but it's underbelly is significantly weaker and easier to puncture. The Arthopleura's main form of attack comes from its large teeth like mandibles which are at least half a foot long and can easily puncture human skin and Arthropleura can strike with lightning speed, which makes the attack hard to dodge. The Arthropleura uses these mandibles to inject a deadly venom which attacks the victims central nervous system causing uncontrollable shaking and convulsions almost immediately and eventually leading to full blown paralysis and death.

Numbers: 1 Camouflage Beast "Stocky, well muscled, maybe a type of primate; huge sharp claws, the ability to camouflage, as if disappearing into its environment."
 * -|The Gremlin =

- Abby Maitland's Sketchbook A Camouflage Beast is a creature from the future which has a strong resemblance to the mythical gremlins or goblins. Believed to be descended from an unknown modern day primate as their name suggests the Camouflage Beast has an effective form of camouflage where the pigments in their skin change colour to match the background, enabling them to stay undetected to the naked eye and ambush their prey. Standing at two feet tall the Camo Beast has highly muscular legs and arms which enables them to leap great distances and they are excellent climbers due to their great agility, fast enough to dodge gunfire in a confined space. The Camo Beasts possess long sharp fangs but prefer to use their clawed hands in combat, tearing into a persons torso with their wickedly sharp claws. Numbers: 4 Tree Creeper "Some sort of arboreal raptor, tree climber, trust me, you don't want that thing to come through!"
 * -|The Reptile =

- Matt Anderson when encountering a Tree Creeper

A previously undiscovered of species of Raptor from the Cretaceous period, Tree Creepers were named as such by the Time Team, a group of people lost through the anomalies desperately trying to find their way back home. Standing between 6 to 10 feet tall (for this match they'll be 6 foot tall for fairness) Tree Creepers are built more like apes than raptors and have arms as long as their body as well as muscular legs. Their hands are are tipped with razor sharp claws which they use to support their weight when walking or moving through the trees. An unusual feature of the Tree Creepers is their long prehensile tail, which they use to snatch their victims and suffocate them and are strong enough to lift a full grown person into the air. As to be expected they are expert climbers and are very agile, able to move silently through the trees.

Numbers: 2 Terror Bird "These vicious carnivores used their heavy beaks to batter obstacles and tear flesh, and left little of their victims intact."
 * -|The Ugly Chick =

- Primeval: New World official description

A Terror Bird is a large carnivorous bird from the Pliocene epoch. Often hunting in packs or pairs, Terror Birds are roughly 6 feet tall and have heavily built bodies. They have a large powerful beak which acts almost like a pincer, able to rip out chunks of flesh from their prey and deliver a deadly peck to crush the skull. Terror Birds also have powerful talons on their feet which can be used to grip and hold down prey as well as be used to swipe or slash with a powerful kick. These same long and powerful legs allow them to run at great speeds, up to 65 km/h, fast enough to catch up with a motorcycle going at nearly full speed. As with all predatory birds, Terror Birds have excellent eyesight and are able to spot prey from a long distance. Numbers: 2 Smilodon "It's a Smilodon; better known as a saber-toothed cat. Fast, elegant, it's a real-natural born killer."
 * -|The Feline =

- Nick Cutter on Smilodon

Smilodon are the largest of the Sabre-Tooth Cat family which lived in South and North America during the Pleistocene. Smilodon stand at about 4 foot tall, 8 feet long and weighing up to 881 lbs, Smilodon were incredibly strong and use this great strength to bring down prey when hunting. The most notable feature of the Smilodon is obviously the 11 inch long sabre teeth which it uses to crush it's prey's throat as well as paws with razor sharp claws which were used to hold down prey as well as in a swiping attack. Smilodon have a top speed of 30 km/h and are incredibly agile, able to jump several feet in a single bound and climb up trees.

Numbers: 2 Pristichampsus "If anomalies have appeared in the past, and they have, if Pristichampsus is sunning itself on the banks of the Nile 3,000 years ago, that's the stuff of legend."
 * -|The Legend =

- Nick Cutter on Pristichampsus

Believed to be the inspiration for the Egyptian goddess Ammut, Pristichampsus is a crocodilian from the Eocene. Being roughly 10 feet in length from head to tail, Pristichampsus was primarily a quadruped but could also rise up onto it's hind legs for short periods when attacking. Pristichampsus primarily uses it's powerful jaws to crush the life out of prey but also possesses clawed toes on it's feet which could be used to inflict damage. Despite it's lineage, Pristichampsus was actually primarily a land hunter and could gallop at high speeds when on all fours and was also very durable able to survive a fall from a second story window although the creature in question was quite badly injured.

Numbers: 1 Raptor "Look at it. It's a perfect killing machine. In a fair fight, a mammal wouldn't stand a chance."
 * -|The Clawed Killer =

- Nick Cutter on Raptors

Hailing from the Cretaceous Period, Raptors are a predatory dinosaur which hunt in packs to take down larger prey. Standing at about 5 foot tall and 7 feet in length, Raptors have a slim build but have incredibly powerful leg muscles which they can use to jump several feet at a time both vertically and horizontally and have a top speed of 65 km/h. Raptors have a mouth full of razor sharp teeth as well as clawed hands which they can use quite dexterously, both to grapple prey and also grab onto ledges and branches to climb great heights. Their most iconic weapon however is their wicked 4.5 inch long curbed claws on their feet which they can use to pin down and crush prey with.

Numbers: 3

Miscellaneous
There will be no X Factors for this fight. The very simple reason for this is that as we're discussing entire species instead of specific examples factors such as Experience and Training cannot be applied, especially the the Creatures. I could put things like Physicality, Intelligence etc but I'd rather leave that up to interpretation and analysis from the voters for this particular battle.

All of the Creatures will be fitted with a Neural Clamp which is a device which is used to control their behaviour. This means they will not turn on and attack each other.

Battle will take place in a large country house with surrounding grounds which include a forest, a field filled with tall glass and a lake.

Skulduggery Pleasant Gang vs Legends of Tomorrow (collab with LB&SCR)
Skulduggery Pleasant

Valkyrie Cain

Ghastly Bespoke

Tanith Low

China Sorrows

Fletcher Renn

Caelan

Billy Ray Sanguine

Left 4 Dead 2 Survivors vs Shaun of the Dead Survivors
Left 4 Dead 2 Survivors: Survivors or the Green Flu Virus fighting their way across the south to survive.

vs

Shaun of the Dead Survivors: A group of friends forced to put aside their differences to survive the undead menace.

Who is Deadliest.

Left 4 Dead 2 Survivors
The Left 4 Dead 2 Survivors are a mismatched group of people, thrown together in the midsts of a zombie apocalypse. After narrowly missing the helicopter evacuating people from a mall, Nick, Rochelle, Coach and Ellis found themselves having to work together to get to New Orleans and before the military starts their bombing run.

Members
"I ain't gonna die waiting on salvation. As long as we still got guns, we gonna fight."
 * -|Leader =

- Coach

The eldest member of the L4D2 Survivors, Coach was a high school american football coach after an injury ended his playing career. As the oldest he takes it upon himself to look after the other survivors and acts as the unofficial leader, providing moral support and suggesting ideas. "Kill all sons of bitches. That's my official instructions."
 * -|The Goofball =

- Ellis

A young mechanic with a typical southern attitude and demeanour, Ellis is an eternal optimist and sees the zombie apocalypse as just another set back to get over. He often tries to lighten the mood with tales about his friend Keith's crazy adventures but when push comes to shove he has proven himself capable of being a useful member of the team. "We should grab some weapons. I work in the news and the news says we should definitely grab some weapons."
 * -|The Chick =

- Rochelle

An aspiring associate producer, Rochelle got her big chance to shine when members of her news station started calling in sick but her new found position was quickly soured by the Green Flu Virus outbreak. A no nonsense kind of gal, Rochelle is not giving up on her dream job yet no matter how many undead freaks she has to deal with. "Name's Nick, but don't bother learning it 'cause I ain't sticking around long."
 * -|The Asshole =

- Nick

A pessimistic con man and all around shady character, Nick lives by a mantra of "Don't trust anyone, and look out for number one. Despite his dismissive and even antagonistic attitude when he first meets the other survivors he later grows to depend upon and begrudgingly respect his fellow survivors and helps them throughout their journey.

Weapons
Baseball Bat
 * -|Iconic Melee =

Length: 2.75 feet

Width: 2.61 inches at tip, decreasing in width the closer to the grip.

Weight: 2.3 lbs Machete
 * -|Bladed Melee =

Length: 1.5 foot

Weight: 1 lb Crowbar
 * -|Improvised Melee =

Length: 1.75 feet

Weight: 1.32 lbs Auto Shotgun
 * -|Firearm =

Round: 12 Gauge

Weight: 8.42 lbs

Range: 50 Metres

Ammo: 6 rounds Pipe Bomb
 * -|Explosive =

Fuse Lit

Beeps and flashes when set.

Blast & Shrapnel damage.

Shaun of the Dead Survivors
The Shaun of the Dead Survivors are a group consisting of Shaun Riley, Liz and their respective friends who banded together after a zombie apocalypse struck England. Shaun and Liz must learn to work together to survive while also trying to rekindle their romance before the end of the world as we know it.

Members
"Take car, go to mum's, kill Phil, grab Liz, go to the Winchester, have a nice cold pint and wait for all of this to blow over. How's that for a slice of fried gold?"
 * -|Leader =

- Shaun

Shaun was just a normal man with a boring day job and his life in a rut. Finally forced into action by the zombie apocalypse, Shaun must now work to save his friends and family, all while trying to rekindle his relationship with Liz and make it to the pub for a pint. "Who died and made you fucking king of the zombies?"
 * -|The Goofball =

- Ed

The unemployed loser friend of Shaun, Ed is a lazy small time dope dealer who has been sleeping on Shaun's couch for 5 years. Ed acts as Shaun's right hand man during the apocalypse and despite his flaws proves to be a loyal ally no matter what. "If I don't do something, I'm gonna end up in that pub, like those other sad old fuckers, drinking myself to death wondering what the hell happened."
 * -|The Chick =

- Liz

Shaun's girlfriend of 3 years, Liz breaks up with him in the hopes that she can avoid a life of mediocrity and disappointment. But when Shaun shows up on her doorstep in the middle of the apocalypse she must work with him to survive. "For a hero, you're quite a hypocrite."
 * -|The Asshole =

- David

The snobby boyfriend of Liz's friend Diana, David has always secreted carried a torch for Liz and is jealous of her relationship with Shaun. Even in the midsts of the end of the world he still refuses to work with Shaun, ultimately leading to his downfall.

Weapons
Cricket Bat
 * -|Iconic Melee =

Length: 2.75 feet

Width: 4.25 inches down the length of the bat.

Weight: 2.8 lbs Fire Axe
 * -|Bladed Melee =

Length: 3 foot

Weight: 6 lbs Shovel
 * -|Improvised Melee =

Length: 2.2 feet

Weight: 2.6 lbs Winchester Model 1866
 * -|Firearm =

Round: .45 Colt

Weight: 7.8 lbs

Range: 91 Metres

Ammo: 13 rounds Molotov Cocktail
 * -|Explosive =

Lit by flaming rag.

Shrapnel & Fire Damage.

X Factors
Experience: L4D=67/SOTD=35 

Neither of these groups have a whole lot of experience as both are civilian groups forced to survive in an apocalypse. However the L4D Survivors have been working together for at least a couple of days and have faced tougher undead opponents such as Tanks & Witches. The SOTD Survivors on the other hand was only active for half a day at the most and only had to deal with the slow moving Romero Zombies.

 Teamwork: L4D=85/SOTD=70 

This is a strange one because you'd expect the SOTD Survivors to work together better as they have known each other longer but that is not the case. While Shaun, Ed & Liz are on good terms David drives down their rating significantly due to his dislike of Ed and especially Shaun, which lowers both moral and their effectiveness as a fighting unit. While the L4D Survivors have known each other for far less time their is nowhere near as much strife and they work incredibly effectively as a team and while Nick does fill a similar role to David it's much less antagonistic and it doesn't effect their ability to work as a group.

Leadership: L4D=65/SOTD=75 

While this does sort of tie into the teamwork rating I feel that this needs to be a different X Factor as the dynamic is slightly different. While the L4D Survivors do work better as a team in the leadership department their isn't really a defined go to person and while Coach does often fill this role it is not always clear who is actually calling the shots, if anyone is at all. While the SOTD Survivors do still have the same issues with regards to group dynamic Shaun is the much more clearly defined leader and comes up with the plans and takes charge and while David doesn't necessarily agree with him he still mostly follows his plans.

Firearm Skill: L4D=50/SOTD=12 

While both of these groups are civilians and have no firearm training to speak of the L4D Survivors are much more comfortable using firearms due to the gun culture of the US and high levels of civilian gun ownership. The SOTD Survivors on the other hand have no experience with firearms whatsoever and it shows during the climax where Shaun can barely even hit a zombie, let alone get a head shot, from a relatively short range.

 Intelligence/Creativity: L4D=70/SOTD=80 

While Shaun may have been a bumbling idiot for most of his adult life when it comes to the apocalypse he really steps into his own. Shaun is the one who thinks of imitating the zombies to get past them as well as leading them away from the group when they get surrounded. The SOTD Survivors as a whole also have to make more use of everyday objects as weapons and survive without the aid of firearms. While the L4D Survivors are no stupid per say they don't really show much strategy outside of "spray and pray" and while they do have to come up against more intelligent special infected and work their way around them even then their strategy is basically the same.

Miscellaneous
Battle will take place in and around the Winchester Pub.

Only the Leaders (Coach & Shaun) will have access to firearms in the match.

Kars vs Lord Vile
Kars: Leader of the Pillar Men, in search of the Red Stone of Aja to achieve perfect immortality.

vs

Lord Vile: Mevolent's most powerful General, looking to spread chaos and destruction through any means.

Who is Deadliest

Kars
"Don't you wish to conquer the sun? Don't you wish to rule over all? Don't you wish to purge your fears?!"

- Kars. The Leader and Eldest member of the Pillar Men, Kars was born into a race of immortal humanoids at the top of the food chain, feared and worshipped by early humans. Attempting to achieve perfect immortality, Kars slaughtered all but a select few of his race when they opposed his goals and set out to obtain the Red Stone of Aja which he believed would grant him the power to tame the sun and become the ultimate being.

Lord Vile
"There was a rule we had back then. You don't go up against Vile alone. You wait until your army is gathered behind you, you all attack together and pray someone gets in a lucky shot."

- Ghastly on Lord Vile. Lord Vile was one of Mevolent's three generals during the War and out of the three was the most powerful and widely feared. Initially training as a necromancer, Lord Vile quickly became one of their most powerful sorcerers so powerful they believed him to be their saviour who would save the world. Having in interest in saving anything, Lord Vile soon joined Mevolent in order to spread as much destruction and mayhem as possible.

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


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


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


 * Skilled Combatant: Lord Vile is a very powerful mage and he has been known to take on entire battlefields of soldiers and come out on top. He is by far the most powerful of Mevolent's Three Generals and has been able to defeat opponents who have been able to beat Serpine and Vengeous with relative ease as well as take on multiple powerful mages at once and hold his own against a self healing, demi-god.

X Factors
Experience: Kars=/Vile=

Brutality: Kars=/Vile=

Physicality: Kars=/Vile=

Intelligence: Kars/Vile=

Shaka Zulu vs Julius Caesar


Shaka Zulu: The most influential Zulu Leader, who lead his people to conquest and bloodshed.

vs

Julius Caesar: Rome's most famous dictator, conqueror of Britain and forger of the Roman Empire.

Who is Deadliest.

Shaka Zulu
"Strike an enemy once and for all. Let him cease to exist as a tribe or he will live to fly in your throat again."

- Shaka Zulu. Shaka Zulu, or Shaka kaSenzangakhona in his native tongue, was the leader of the Zulu Tribe from 1787-1828. Shaka introduced a number of military reforms which enabled his people to conqueror the other tribes around them, inventing and perfecting the pincer tactic which he used successfully against the Ndwandwe Tribe. Shaka was assassinated by his own half brothers, shortly after the death of his mother drove him mad with grief.

Iklwa Spear & Ishlangu Shield
 * -|Iconic Combo =

Iklwa:

Length: 2.5 feet

Weight: 1.5 lbs

Iron Tip and Wooden Shaft

Ishlangu:

Size: 4 feet long & 1.5 foot wide

Weight: 3 lbs

Wood & Ox-hide Iwisa
 * -|Secondary =

Length: 2 feet

Weight: 1 lb

African Hardwood

Can be thrown or used as a melee weapon. Assegai
 * -|Ranged =

Length: 6 foot

Weight: 2.8 lbs

Iron Fire Hardened Tip & Wooden Shaft

Throwing Spear Zulu Axe Length: 2.5 feet
 * -|Special =

Weight: 2.5 lbs

Iron Head and Wooden Shaft.

Julius Caesar
"In war, events of importance are the result of trivial causes."

- Julius Caesar. Julius Caesar was a Roman general and statesman who ruled as dictator from 49-44 BC. Caesar successfully lead the Romans conquest of the British Isles and would later become the dictator of Rome after defeating Pompey in a civil war. Caesar made many enemies in his time as both statesman and dictator and was assassinated on the Ides of March by his fellow senators in a coup.


 * -|Iconic Combo =

Gladius Sword & Scutum Shield

Gladius:

Length: 2.5 feet

Weight: 1.8 lbs

Steel Blade

Scutum:

Size: 3 feet long & 1.3 foot wide

Weight: 22 lbs

Iron Boss Pugio
 * -|Secondary =

Length: 9 inches

Weight: 1 lb

Steel Blade Pilum
 * -|Ranged =

Length: 6 foot

Weight: 7.5 lbs

Iron Shank Tip & Wooden Shaft

Can be used as either a throwing or melee weapon. Plumbata
 * -|Special =

Length: 11 inches

Weight: 2-4 oz

Iron Head with Lead Weights

Projectile weapon

X Factors
Training: Shaka=75/Caesar=83

Having served in the Roman Army, Caesar and his men would have received extensive training as well as being drilled into a well disciplined unit as Romans prided themselves on having high quality troops. From what I can gather about Shaka he didn't receive any noteworthy training but his men went through a brutal training regime in order to build up their physical abilities and usage of the Pincer tactic. However this wasn't as extensive as that of Caesar and his troops.

Experience: Shaka=74/Caesar=85

Caesar oversaw the conquest of the Gauls and lead a rebellion against his own countrymen and has experience fighting a wide variety of opponents even if he likely spent most of these battle away from the actual fighting. Shaka also conquered a lot of land and would have probably been in the thick of the battle alongside his men but these but his conquests were never on the scale of Caesar and most of the other tribes he faced had the same style of warfare which didn't give him much variety.

Armour: Shaka=30/Caesar=75

The standard Roman armour would be the Lorcia Hamata which is an iron mail shirt with leather shoulder straps as well as a leather helm helmet with bronze gilding. Caesar himself would probably be wearing a centurion's Lorica Segmentata which consists of a iron cuirass fastened to leather straps with a padded subarmalis underneath. Shaka and his men on the other hand would have worn barely any armour at all besides their shields (if you count that as an armour that is).

Mobility: Shaka:86/Caesar=64

This ties in heavily with the above X Factor. While Caesar and his men have much more protection than Shaka this comes at the cost of it weighing them down and making their movement speed and agility restricted and that's without including the 22 lbs shield and all that gear. Shaka and the Zulu's Ishlangu weighs far less than the Scutum and without any other armour it allows them to move much quicker and their fighting style incorporates agile movements which further increases their advantage.

Physicality: Shaka=87/Caesar=75 

There's no doubt that both Caesar & Shaka were physically fit individuals and would have little trouble with the rigours of battle. What tips the scales heavily in Shaka's favour though is the harsher nature of his environment and he specifically trained his men to block out pain by running on thorns and to run for miles each day to build up their fitness and endurance to greater extremes than the Roman legions would have been.

Brutality: Shaka=90/Caesar=86

Neither of these leaders was known for their mercy towards their enemies and even their own men and this is what gained them so many enemies. However while Caesar certainly did have a nasty side (showcased by capturing and crucifying his kidnappers) he was not against taking prisoners and in fact many Roman armies incorporated fallen enemies into their ranks. Shaka specifically trained his men to kill every enemy and take no prisoners with the threat of their own death looming over them and when his mother died slaughtered many of his own people for not grieving enough or getting pregnant.

Miscellaneous
This will be a 5 on 5 (Shaka & Caesar with 4 of their respective troops).

The battle will take place over two areas. Half will be in the plains of Southern Africa and the other half within the walls of a Roman City.