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.

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.

The Spy vs James Bond


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

vs

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

Who is deadliest

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

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

Revolver
 * -|Main =

Range: 45 Metres

Ammo: 6 rounds The Ambassador
 * -|Secondary =

Range: 50 Metres

Ammo: 6 rounds Butterfly Knife
 * -|Melee =

Weight: 4 oz

Length: 11 inches

Double Sided Invisibility Watch
 * -|Watch =

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

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

James Bond
"The names Bond. James Bond"

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

Walther PPK
 * -|Main =

Range: 50 Metres

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

Range: 50 Metres

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

Weight: 8 oz

Length: 11.5 inches

Single Sided Wrist Dart Gun
 * -|Watch =

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

Cigarette Rocket
 * -|Special =

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

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

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

Experience: The Spy=80/Bond=92

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

Training: The Spy=75/Bond=90

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

Precision: The Spy=86/Bond=86

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

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

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

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

vs

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

Who is Deadliest

The Infected
"It's them or us!"

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

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

- Ellis.

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

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

- Ellis.

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

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

- Zoey.

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

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

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

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

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

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

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

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

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

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

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

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

- Louis

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

Numbers: 1

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

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

- Regular Zombie Almanac Entry

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

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

- Football Zombie Almanac Entry

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

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

- Jack in the Box Zombie Almanac Entry

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

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

- Digger Zombie Almanac Entry

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

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

- Dancing Zombie Almanac Entry

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

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

- Robo-Cone Zombie Almanac Entry

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

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

- Catapult Zombie Almanac Entry

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

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

- Zombie Wizard Almanac Entry

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

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

- Gargantuar Almanac Entry

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

Numbers: 1

X Factors
Speed: Infected=85/Zombies=45

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

Intelligence: Infected=85/Zombies=80

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

Durability: Infected=79/Zombies=86

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

Endurance: Infected=75/Zombies=90

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

Strength: Infected=80/Zombies=82 

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

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 fairytales 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 Siegbarste "Siegbarstes are hard to kill. Not only do they have really dense bones they have thick skin and body odour that could stop a train."
 * -|The Big Guy =

- Monroe on Siegbarstes

Siegbarstes are one of the most dangerous and feared Wesen around. Siegbarstes are physically imposing creatures and when woged they take on an ogre like form, with their skin becoming leathery and their faces distorted into angry stare. They are immensely strong and are easily able to pick and throw around people and wesen alike with little problem and can break bones and beat people into a coma with their bare hands. They are also incredibly resistant to damage due to their thick skin and dense bone structure which allow them to shrug off most physical attacks and even small arms fire and coupled with their high pain tolerance it makes them hard to take down. The only sure fire way to kill them is with Siegbarste Gift which calcifies their bones from the inside but they can also be killed with significant force although the chances of doing so are very unlikely. Unlike other Wesen, Siegbarstes retain their full strength and durability in their human form. Numbers: 2 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 fairytales 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.

Blutbad 5 vs Future Predator 5

Schakal 4 vs Hyenadon 2

Seigbarste 2 vs Gorgonopsid 1

Spinnetod 1 vs Arthropleura 1

Fuchsteufelwild 2 vs Camouflage Beast 4

Königschlange 2 vs Tree Creeper 2

Hexenbiest 1 vs Terror Bird 2

Mauvais Dentes 2 vs Sabre-Tooth Cat 2

Dämonfeuer 1 vs Pristichampsus 1

Manticore 3 vs Raptor 3

The Dead Men
The Dead Men were an elite group on the side of Sanctuary during the war. They were named The Dead Men as they were renowned for going on Suicide Missions but always managing to come back alive. The Group has gone had several members over the years but the number of Dead Men has always remained at 7 with new members replacing those who had been injured or ironically enough killed. The current members are; Skulduggery Pleasant "I want you all to know, that we are the first line of defence. In fact, we’re practically the only line of defence. If we fail, there won’t be a whole lot else anyone else will be able to do. What I’m trying to say is that failure at the point isn't really the smart move to make. We are not to fail, do I make myself absolutely clear? Failure is bad, it won’t help us the short term and certainly won’t do us any favours in the long run, and I think I’ve lost track of this speech, and I’m not too sure where it’s headed. But I know where it started and that’s what you've got to keep in mind. Has anyone seen my hat?"
 * -|Leader=

- Skulduggery Pleasant's Inspiring Speech

Skulduggery Pleasant is an Elemental and a living skeleton. Originally a normal human sorcerer, Skulduggery was originally killed at the hands of Neferain Serpine who lured him into a trap by murdering his wife and children. However Skulduggery was later revived through unknown means but with his skin and flesh gone leaving behind only a skeleton. After the war he became a detective for the Irish Sanctuary and which would lead to him meeting his future partner Valkyrie Cain.

Equipment:


 * Handgun: Skulduggery carries two Smith & Wesson revolvers with a six round magazine.


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.

Powers and Abilities
 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.
 * Skilled Elemental Magic User:  Skulduggery is an elemental, meaning his magic focuses on control of the elements (Big shock I know). The elements and some of their uses are listed below;


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


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


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


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


 * Skilled Hand to Hand Combatant:  Skulduggery is an extremely skilled unarmed fighter and regularly bests some of the toughest mages in hand to hand combat and can fight multiple skilled opponents at once and has shown himself able to beat other members of the Dead Men without much trouble.


 * Skilled Marksman:  Skulduggery is a master marksman and is able to consistently get lethal shots and head shots when in combat even when under fire and can even wield both at once without a decrease in accuracy once managing to head shot someone despite having being literally pulled apart.


 * Superhuman Durability and Endurance:  Skulduggery's skeleton has is held together by magic and this means that having limbs ripped off during combat can be easily reattached and even with all his bones forcibly separated from each other he is still able to survive and rebuild himself (hell he's has spent the last 20 or so years with someone else's skull on his head). Due to his lack of muscles he also has unlimited stamina which allows him to outlast virtually any human in any feat of endurance allowing him to fight without ever tiring.


 * Lord Vile: When Skulduggery was resurrected he found himself consumed with rage at the death of his family and he eventually gave into this rage and became the powerful necromancy Lord Vile, donning a black armour which disguised his appearance and allowed him to fulfil his murderous anger. A list of Lord Vile's powers and abilities are as follows;


 * 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.

After years spent as Lord Vile, Skulduggery managed to come to senses, removing the armour with his necromancy powers and casting it deep into the earth. Skulduggery only brings out Lord Vile as a last resort, when an opponent is too powerful to be defeated by normal means. Ghastly Bespoke "Fashion. It's life or death."
 * -|Second in Command=

- Ghastly on his line of work.

Ghastly Bespoke is a tailor by trade and a close friend of Skulduggery. When his mother was pregnant with him she was jinxed and as a result he was born with scars that covered his entire head, making integration into normal society almost impossible. As a child, Ghastly told his friends that his mother was a tailor and his father was the boxer - but it was the other way round, with his mother being a famous boxer with a 23 consecutive win streak while his father enjoyed sowing making adjustments to hemlines and all that.

Equipment:


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.

Powers and Abilities
 * Skilled Elemental Magic User:  Ghastly is an elemental, meaning his magic focuses on control of the elements . The elements and some of their uses are listed below;
 * Fire: The flashiest and most used of the four elements. Elemental sorcerers create fire by generating friction, usually the snapping of fingers, and use it for various purposes. These include creating fireballs, creating barriers of fire, expelling fire in a flamethrower type stream and fireballs can be focused into more concentrated flames which can be used to cut and carve.


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


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

* ''Note: I have crossed out the abilities which Ghastly himself is not powerful enough to use. I was going to just remove them but this way it makes it easier to tell the difference without having to painstakingly remember all of the powers.''
 * Water: Water is the most rarely used out of the four elements . When the user is submerged in water, water manipulation can be used in a similar way to air manipulation. Uses of Water magic includes walking on water, enhancing swimming ability, firing a stream of water as a projectile, creating a wall of water, manipulating water vapour in the air to create small rainstorms and the manipulation of ice or snow.


 * Skilled Hand to Hand Combatant: Trained from an early age by his boxer mother, Ghastly is one of the most powerful hand to hand fighters in the skulduggery pleasant universe. He can fight multiple skilled mages at once, once being able to take down six sorcerers single-handedly. He was also the only member of the main cast able to fight on par with the assassin Tesseract, a mage who defeated four exceptionally skilled mages (which included Skulduggery, Valkyrie and Ravel) single-handedly.

Dexter Vex "Yay, we're walking into another ambush. I love it when we do things like that."
 * Superhuman Strength and Durability: Ghastly is a stocky man and as such as displayed feats that a are above the standard capabilities of a normal person. He can knock a person out with a single punch, choke hold someone into unconsciousness in a matter of seconds,carry a full grown person without struggle. Ghastly is also incredibly resilient, able to survive a bomb blast at close range and punch a steel mask without injury.
 * -|Lone Ranger=

- Dexter Vex.

Dexter Vex is likely the youngest of the Dead Men and is just as well known for his chiselled abs and dashing good looks as he is for his combat ability. While most of his comrades settled down after the war he continues to live the life of an adventurer, fighting evil wherever he can find it.

Equipment:


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.

Powers and Abilities
 * Energy-Throwing: Dexter's chosen magical discipline is Energy Throwing which as the name suggests involves firing a powerful blast of energy from the users hands. The power of these can vary from causing a nasty burn to being able to cut through even the toughest of materials and can even be used to slice through and kill Wraiths, beings who are tough enough to shrug off sword blows and bullets with ease.

Anton Shudder "And when I let it out there are times when I just can't control it. And it's a sight to behold. Terrifying. Ferocious. Merciless. Tell us what we need to know or I shall release it, and believe you me it your will garner its full attention."
 * Skilled Hand to Hand Combatant and Swordsman: Dexter is an exceptionally skilled hand to hand combatant and has shown himself capable of holding his own against other powerful mages and taking on multiple opponents single-handedly, including a 600 year old vampire without the use of magic even after being shot in the leg. Dexter is also a skilled swordsman able to fight and defeat other trained swordsman even when outnumbered.
 * -|Scary Guy=

- Anton Shudder

Anton Shudder is the owner and proprietor of the Midnight Hotel, named as a such because it changes destination every 12 hours. Dissatisfied with the various sanctuaries around the world and how powerful and bureaucratic they had become the Midnight Hotel was set up as a place for where people could stay as a form of sanctuary. There is only one rule, that no violence must be used against a guest with Anton fighting on behalf of the attacked person if the rule is broken.

Equipment:


 * Daisy: Anton Shudder carries a Winchester Model 1897 shotgun with a 5 round magazine which he affectionately calls 'Daisy'.


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.

Powers and Abilities
 * Gist: A gist is a manifestation of a user's hate, anger and determination which effectively powers up and corrupts their soul. When used the Gist takes on the form of the user but with a much more animalistic appearance, with claws hands, sharp teeth and longer hair. A gist is easily powerful enough to rip through and kill dozens of opponents at a time but can only be unleashed for a minute at the longest otherwise the user would be reduced to a being trapped within the Gist as opposed to the other way around. As it is basically a ghost the Gist itself cannot be harmed only distracted and the only way to stop it is to attack the user themselves. Using a Gist also leaves the user extremely fatigued afterwards and unable to defend themselves until the regain their composure so is often used as a last resort or to take care of many enemies in a short period of time.


 * Skilled Hand to Hand Combatant and Swordsman: As his Gist can only be used sparingly Anton has to rely heavily on his hand to hand skills to finish off an opponent and as such is a exceptionally skilled unarmed combatant. Anton has can fight on par with some of the best fighters in the skullduggery pleasant universe and was easily able to outmaneuver and kill Baron Vengeous, another powerful mage. He can also take on multiple opponent on at once as showcased where he fought against 23 mages singlehandedly and was coming out on top until cornered. Anton is also a skilled swordsman and is able to fight against a beat multiple opponents at once.

Saracen Rue "I know things."
 * Superhuman Strength and Durability: As the biggest and most heavily built of the Dead Men, Anton can perform superhuman feats of strength such as carrying a full grown man with ease and killing someone with a single punch to the throat. He is also incredibly durable and was able to fight through being stabbed wounds, severely burned and being hit with an energy blast.
 * -|Le Séducteur=

- Saracen Rue on his mysterious power.

Another former Dead Man, Saracen is a notorious womaniser and ladies man, even being able to seduce enemy combatants. The only people who know what his actual magical power is are himself and Ravel and he takes great pleasure in the annoyance his vagueness causes over his friends. After the war Saracen was the only Dead Man to officially retire and as such became slightly overweight and "soft".

Equipment:


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.

Powers and Abilities Erskine Ravel "If I’m a hypocrite I haven't noticed. I've never cared much for introspection. I've done my best to leave that to the bleakest of poets and the most self-pitying of vampires."
 * Mysterious Sixth Sense: While his power has never been officially revealed, Saracen has himself stated that he "knows things". While this vagueness makes it impossible to say what magical discipline he follows the abilities he has shown makes it obvious that he has some sort of sixth sense. This manifests itself in several forms including detecting the position of guards (including where they were and how well armed they are), know when he was being spied on, detect the presence of assassins and other sorcerers and even know about events that haven’t happened yet (although this may have been a joke). He has also shown a proficiency in symbol magic, specifically how to create and disable protective barriers although this may just be due to his sixth sense.
 * Skilled Hand to Hand Combatant and Swordsman:Just like his teammates Saracen is a skilled hand to hand combatant and can take on and defeat skilled sorcerers and multiple opponents once, his claim to fame being that he once took on a battalion of Mevolent’s troops alongside Anton Shudder. He is also a skilled swordsman and was able to fight against and disable a wraith (which he would have killed had it actually been killable).
 * -|The Defector=

- Erskine Ravel

Erskine Ravel was one of the original four members of the Dead Men before they became an official unit. After the war with Mevolent he spent his time travelling the world with Corrival Deuce, the general in charge of the Dead Men, on diplomacy missions to convince sorcerers to further curtail magic usage.

Equipment:


 * Sword: All of the dead men carry a sword with them into combat. While the exact specifications are not known for the sake of comparison it is assumed that it is roughly 2 feet long. The blade is incredibly sharp, able to lop off limbs and heads with ease.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, the Dead Men all wear full body armour. Made out of strong leather like material, it helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. The armour covers all over the wearers body, with steel toed boots and a hood and is light enough not to restrict the users movement.

Powers and Abilities
 * Skilled Elemental Magic User:  Erskine is an elemental, meaning his magic focuses on control of the elements . The elements and some of their uses are listed below;
 * Fire: The flashiest and most used of the four elements. Elemental sorcerers create fire by generating friction, usually the snapping of fingers, and use it for various purposes. These include creating fireballs, creating barriers of fire, expelling fire in a flamethrower type stream and fireballs can be focused into more concentrated flames which can be used to cut and carve.


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


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

* ''Note: I have crossed out the abilities which Erskine himself is not powerful enough to use. I was going to just remove them but this way it makes it easier to tell the difference without having to painstakingly remember all of the powers.'' Valkyrie Cain "So this, what's happening and what's going to happen, this isn't your fault. You can't control everything and not everything is your responsibility. At Croke Park you said something about how you don't want to drag me around after you so I can die beside you. I wanted to tell you then, but I didn't have the words and I didn't have the time. I'm here because I choose to be. You save my life. I save yours. That's how we work."
 * Water: Water is the most rarely used out of the four elements . When the user is submerged in water, water manipulation can be used in a similar way to air manipulation. Uses of Water magic includes walking on water, enhancing swimming ability, firing a stream of water as a projectile, creating a wall of water, manipulating water vapour in the air to create small rainstorms and the manipulation of ice or snow.
 * Skilled Hand to Hand Combatant: As with all of the Dead Men, Ravel is a skilled hand to hand combatant and can fight against skilled sorcerers and multiple opponent at once including once managing to subdue four sorcerers despite being handcuffed and even held his own against Skulduggery (although he was defeated by him in the end).
 * -|The Newbie=

- Valkyrie to Skulduggery

Valkyrie (or Stephanie as she was originally known) was just a normal girl until her uncle died suddenly and she found herself thrown into a world she never knew about. Taken under the wing of the Skeleton Detective, she later discovered that she was descended from the Ancients, the first ever magical beings and has gone on to save the world on numerous occasions from stopping crazy cultists, to vampires and even literal gods.

Equipment


 * Shock Stick: While the other members of the Dead Men carry swords, Valkyrie carries a staff roughly 2 feet long with a sigil carved onto the handle. When the sigil is pressed it turns the staff into an electrical stun staff, powerful enough to incapacitate a normal person and can even effect armoured warriors, although the effect is lessened. Alternatively the stick can be used as a blunt weapon.


 * Gauntlet: Originally mages went into battle with a sword and shield but this was impractical as it left them with no free hand to use their magic and thus they created an arm length gauntlet, reaching from the shoulder all the way down to the wrist. This Gauntlet is able to block Cleaver Blades, which are made from an incredibly sharp material able to slice through skin and bone.


 * Armoured Clothes: Crafted by Ghastly Bespoke, Valkyrie Cain clothes are made out of strong leather like material which helps cushion the damage from punches and kicks and can stop strikes from sword, scythes and even protect against bullets. Valkyrie's clothes consists of a standard (but still armoured) pair of trousers and a tee-shirt with the coup de grâce being a leather jacket which covers most of her torso and arms. Valkyrie also wears a pair of steel toed boots, armoured gloves and has a face mask which covers all of her face expect for her eyes and mouth, and can protect against blows to the head, although the impact from a bullet or sword blow could still be enough to do fatal damage.

Powers and Abilities

*Note: Valkyrie will not be able to transform into Darquesse for this battle as it is assumed that the mind block put in place by Argeddion in Kingdom of the Wicked is still in effect.


 * Skilled Elemental Magic User: Just like her mentor, Valkyrie's chosen discipline is Elemental Magic which is the manipulation of the elements. However unlike Skulduggery and other elementals Valkyrie only has a very basic grasp of this type of magic due to her young age and her general impatience means she does not have the time nor inclination to learn either Earth nor Water magic and so her abilities are limited to the following; Creating Fireballs, creating sparks of fire, pushing and pulling objects or people towards or away from herself and holding a person in place.


 * Skilled Necromancy User: As Valkyrie has not gone through the Surge (a reportedly painful magical transformation wherein the users magic is locked to a specific discipline) she also dabbles in Necromancy, the power to harness the energy of the dead. Valkyrie stores her power in a ring which she wears on her right hand. She can harness this energy for many purposes including; making 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. Valkyrie is a much more skilled Necromancer than she is Elemental but on the downside all her power in contained within her ring and if this was to be removed she would be unable to call upon her Necromancy powers.


 * Skilled Hand to Hand Combatant: Valkyrie has been trained by some of the most gifted unarmed combatants in the skulduggery pleasant universe and is trained in Kenpo Karate, Muay Thai, Krav Maga and Capoeria. Valkyrie has shown herself more than capable of holding her own against and even beating sorcerers decades and even centuries older than her with notable feats including defeating a vampire in its night form, beating Tanith Low and fighting multiple skilled mage simultaneously.


 * Skilled Acrobat: Valkyrie has shown herself to be superhumanly agile and frequently incorporates throws and flying kicks into her combat style. She is also a skilled free runner, able to outmanoeuvre unnaturally graceful vampires and other sorcerers across difficult terrain.

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

The Big One (Jurassic Park) vs Shere Khan (2016 Film)
The Big One: The leader of the Raptor Pack, noted for her large size and keen intelligence.

vs

Shere Khan: The maimed tiger, determined to kill Mowgli at all costs.

Who is Deadliest.

The Big One
"Clever Girl..."

- Robert Muldoon's final words before being killed by the Big One. The Big One is the Alpha Female of the Raptor Pack who was bred by InGen to be one of the attractions at their new park; Jurassic World. Originally there were eight raptors but the Big One killed five in a show of dominance, leaving two alive as subordinates. It was her who killed the gatekeeper at the start of the film and this inadvertently lead to the first Isla Nublar incident in 1993.
 * -|Physical Specifications=

Height: 6 foot *

Weight: 300 lbs *

Length: 14 foot *

Bite Force: 418 kgs *

'' * I got these figures from the official Jurassic Park Wiki except for the Bite Force which is got from Here. These figures are purely speculative, especially the Bite Force, but they are the best info I could find and will be considered fact for this match.''
 * -|Weapons=

Main Weapon: Arms and Toe Claw- As with all Raptors, the Big One would use it's clawed arms as it's main weapon when hunting, to grapple large prey and inflict deep wounds even in thick scaly skin. The Big One would also has a 4.5 inch long curved claw on each foot which would be used to help pin down prey and in conjunction with the claws to grip and slash an opponent.

Secondary Weapon: Jaws- While mainly relying on her appendages in combat the Big One also has a nasty set of about 70 curved teeth to rip into prey and help break down food into manageable chunks.'''

Unique X Factor: Speed & Agility- A Raptor's build is based around being agile and speedy in order to take down much larger and more powerful prey. Their top speed is roughly 50mph* around about the speed of a springbok which enables them to easily keep up with a motorcycle or a car. This high speed also means that they have to be pretty agile to avoid obstacles, especially in a jungle environment found in Jurassic Park and can scale buildings and leaps over obstacles with ease. The Big One herself has been shown to leap onto a moving T.rex and hold on for several seconds as well as leaping onto surfaces and out of cover quickly.

'' * Again this is a based on the info on the Jurassic Park Wiki. The actual speed listed was 40-60mph so I took the average for this comparison. Just in case you're wondering a tiger's average speed is about 40mph''

Shere Khan
"I will have you all in my teeth!"

- Shere Khan Shere Khan is a Bengal Tiger and the main antagonist of the Jungle Book.A vicious hunter, his name alone is enough to strike fear into the hearts of anyone in the jungle Badly maimed after killing Mowgli's father, hand his deep hatred of man drives him to kill Mowgli at all costs, even breaking the laws of the jungle to do so.
 * -|Physical Specifications=

Height: 3.2 foot *

Weight: 483 lbs *

Length: 9 foot*

Bite Force: 155 kgs *

''* As a size for Shere Khan is never officially given his size as the average of a Bengal Tiger. I got the bite force from here. ''
 * -|Weapons=

Main Weapon: Powerful Forearms- A tiger's main weapon is it's powerful forearms which is uses to grab onto and grapple prey. Shere Khan has a nasty set of retractable 5 inch claws on the end of his digits, easily able to disembowel and cut into prey.

Secondary Weapon: Jaws- When Shere Khan moves in to finish off his prey he turns to his powerful jaw. With a pair of stout 3 inch canines he is able to slice all the way to the jugular and crush his prey's windpipe with a single bite.

Unique X Factor: Skilled Hunter- Years of hunting in the dense jungles of India have honed Shere Khan's hunting ability to perfection. His sense of smell is exceptional, able to sniff out and pinpoint a human scent in a crowd of hundreds of animals. As with all tigers he is exceptionally stealthy and was able to sneak up on Mowgli and Bagheera without alerting either them or the herd of water buffalo around them. If Shere Khan can't finish off his prey with a stealthy attack he is more than capable of taking them on in head on combat. He was able to fight off a pack of wolves, a black panther and even a Himalayan brown bear*, one after another with minimal effort.

* I'm aware Baloo is supposed to be a Sloth Bear but he has the physical resemblance of a Brown Bear.

X Factors
Strength: Big One=65/Shere Khan=85

Experience: Big One=35/Shere Khan=60

Brutality: Big One=90/Shere Khan=90

Intelligence: Big One=90/Shere Khan=70