User:Wassboss/Sandbox

Link
"HEYA!!!"

- Link

Standard Moves
Neutral Attack: A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher

Dash Attack: Performs a leaping dash downwards slash.

Forward Tilt: An overhand sword swing.

Up Tilt: A half moon slice above his head.

Down Tilt: A swipe across the floor with his sword.

Forward Smash: A lunge forward with a sword swing in front of him.

Up Smash: Three half moon swings above his head.

Down Smash: A floor slash behind and in front of him.

Neutral Aerial: Thrusts his leg forward.

Forward Aerial: Swings his sword twice while spinning.

Back Aerial: A double kick behind.

Up Aerial: A thrust of his sword skywards.

Down Aerial: Plunges to the floor with his sword below him, can bounce off opponent for a second hit.

Throws: Link grabs an opponent and does one of four throws; He kicks them away. He turns his opponent the other way and kick them. Tosses the opponent in the air and slashes at them. He puts them on the ground and elbow drops them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Heroes Bow. Link takes out his bow and fires an arrow. It be charged for a faster, more powerful and further travelling projectile. Minimal-Medium damage depending on charge and little knockback.

Side Special: Gale Boomerang. Link takes out his Boomerang and throws it, do damage as it flies away from him. As it comes back it drags any enemy in it's path towards Link. Can be aimed up or down. Inflicts minor damage.

Up Special: Spin Attack. Link swings his sword in a 360 spin. If used in the air Link will spin 5 times and allow him to gain vertical distance. If used on the ground then Link can charge it up for a more powerful spin. Airborne it does little damage but on the ground it does medium damage with a high knockback.

Down Special: Bomb. Link takes out a bomb and throws it and it will explode on contact with the opponent or another surface. Link can throw the bomb forward, upwards and downwards and can also place it on the ground, where it will have a six second fuse before explosion. The bomb can be picked up and used by an opponent or rarely even caught mid-air and thrown back. Does medium damage with little knockback.

Final Smash: Triforce Slash. Link locks onto an opponent and slashes them multiple times with the master sword, culminating with a final more powerful slash, which launches the opponent away.

Pit
"You're not ready yet"

- Pit

Standard Moves
Neutral Attack: A triple slash, ending in an uppercut.

Dash Attack: A sweeping slash downwards with his blades.

Forward Tilt: Uses his blades in a scissor slash.

Up Tilt: Kicks upwards twice with a slight pause in-between each kick.

Down Tilt: Swipes a blade across the floor.

Forward Smash: Slashes one of his blades inwards, before slashing again in a wide outwards slice.

Up Smash: A leaping triple slash to the sky.

Down Smash: Stabs the ground on either side of him with his blade.

Neutral Aerial: Use his bow as a buzz saw, can nullify weak projectiles.

Forward Aerial: Spins his bow horizontally in front of him.

Back Aerial: A reverse dual-bladed thrust.

Up Aerial: Spins his bow above his head like a helicopter blade.

Down Aerial: Pit swipes a blade below him which can meteor smash if done correctly.

Throws: Pit grabs an opponent and does one of four throws; Slashes away the opponent. He spins around and slams them on the ground behind him. Rolls on his back and handstand kicks his opponent. Pins his opponent on the floor and slams his bow down on their back.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Palutena's Bow. Pit shoots an arrow with his bow. Can be charged for more damage and can be aimed to the sides and up while charging. He can also curve the arrow in any direction. Does minor damage with no knockback.

Side Special: Upperdash Arm. Pit brings out his Upperdash Arm and dash forward, delivering a powerful uppercut if he connects with an opponent. Does high damage with a decent knockback.

Up Special: Power of Flight. Pit soars high into the air with a powerful jump. Does no damage but can be aimed in any direction either to escape or close the distance between Pit and an opponent.

Down Special: Guardian Orbiters. Pit uses Guardian Orbiters which creates energy shields which protect his front and back. These shields can reflect projectiles back at an opponent and block melee attacks but can break with enough damage.

Final Smash: Three Sacred Treasures. Pit fires off a series of enchanted arrows in four barrages. The first fires off arrows in random direction, the second fly off in a speeding arch in front of him, the third fly straight forward and the final barrage has Pit fire arrows into the air causing pillars of lights to shine down and damage any opponents caught in their blast. In addition, Pit can fire three energy blasts which home in on a opponents current location.

X Factors
Strength: Link=79/Pit=70

Link is heavier and stronger than Pit and his attacks also do more damage and have a fairly decent knockback. Pit's attacks aren't weak per say but he doesn't have any particularly powerful moves except for Upperdash Arm.  

Speed: Link=60/Pit=76 

Link is not very fast in his attack speed with most of his moves focusing on power rather than speed and he also has one of the slowest dashing speeds in the game. Pit is just above average in his dashing speed but his real speed comes from his attacks which are quick to deliver and easy to combo into.

Agility/Aerial Mobility: Link=65/Pit=86

Aerial Combat is where Pit shines. His multiple jumps and quick attacks allow him to juggle and combo well in the air and even on the ground he is surprisingly quick and agile. Link by comparison is much more clumsy and less effective in the air and on the ground he doesn't show many feats of agility and the few that he does are mainly used to strengthen his powerful attacks.

Close Quarters Combat: Link=87/Pit=84

Both of these two are good in close range but Link takes the edge for a few reasons. For one he's got a longer reach that Pit, allowing him to land the first blow. Pit is a quick and nimble fighter but if he can't get close to Link then his close range capabilities are slightly hampered. Link higher strength levels also mean has to land fewer hits to do the same amount of damage as Pit and this will allow him to pick his strikes more carefully and not have to worry too much about being hit as the strike is unlikely to be very powerful.

Ranged Combat: Link=88/Pit=60

Link is a master of long range combat and brings three ranged weapons to the fight which he can use with great effect to chip away at and confuse Pit. Pit has Palutena's Bow but the arrows are weak and Link's shield will block most of the arrows and prevent him from doing much damage with it. Pit does lower Link's rating a bit though with his Orbiters which can reflect Link's projectiles back at him and should give him a chance to pull back if it's getting too crazy.  

Killer Instinct/Brutality: Link=60/Pit=60 

Both of these fighters are used to fighting against evil monsters and monstrous bosses and so are no strangers to fighting to kill and maim. However their rating is lowered because as heroes they are not going to be trying to kill each other in battle.

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

- King Dedede

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

Dash Attack: Does a powerful tripping dive.

Forward Tilt: A spinning hammer poke.

Up Tilt: A hopping headbutt.

Down Tilt: Rolls forward.

Forward Smash: Winds up and brings down the hammer.

Up Smash: A vertical hammer swing.

Down Smash: A low spinning hammer spin.

Neutral Arial: Throws out his arms and legs.

Forward Ariel: Swings his hammer overhead.

Back Arial: Swings his hammer backwards underneath his body.

Up Arial: Upwards facing hammer spin.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

Bowser
"Bwahaha!!!"

- Bowser

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

Dash Attack: A dashing jump kick.

Forward Tilt: Performs a backhand punch.

Up Tilt: Slashes the air above him.

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

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

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

Down Smash: Spins around inside of his shell.

Neutral Arial: Performs an aerial cartwheel.

Forward Ariel: Slashes forward in a diagonal arc.

Back Arial: Does a reverse drop kick.

Up Arial: Swings his head upwards.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ranged Combat: King Dedede=47/Bowser=25

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

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

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

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

- Diddy Kong

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

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

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

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

Down Tilt: Crouches and slaps forward.

Forward Smash: Spins and slaps forward twice.

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

Down Smash: Performs a sweeping kick.

Neutral Arial: Does and aerial cartwheel.

Forward Ariel: Kicks both his feet forward.

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

Up Arial: Performs and overhead flip kick.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

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

- Bowser Jr

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

Dash Attack: Slashes multiple times with a grinder.

Forward Tilt: Slashes forward with a pitchfork.

Up Tilt: Slashes upwards with a pitchfork.

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

Forward Smash: Uses two drills to drill his opponent.

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

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

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

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

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

Up Arial: Swings a hammer above himself.

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

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

Link for more detailed stats and further standard moves:

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

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

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

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

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

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

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

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

Speed: Diddy Kong=80/Bowser Jr=65

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

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

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

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

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

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

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

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

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

Mega Man
 

The Infected (Left for Dead and Nazi zombies) vs Zombies (Plants vs Zombies and House of the Dead)


Notes

Gassers are called gassers because they emit a poisonous nerve gas upon death.

The Hunters main way of attack is to jump on thier opponent and push them to the ground where they proceed to rip out parts of them.

Tank can also throw boulders from a distance.

Smokers grab people from a distance with his tounge and drags them back towards himself to attack at will.

Spiiters spit a acid at thier enemies and when killed leave behind a puddle of acid.

Cosmic Silverback is a zombie gorrila. He will not have his invincilbility.

The Charger attacks by running into his opponenets and grabbing one of them and smashing them into the nearest wall or slam them repeatedly into the floor.

Pole vaulting zombie has a pole which he can use to jump over enemies but once he loses it he beomes a regular zombie.

Randy is a small ninja like zombie with a mask who has sharp claws and insane agility.

Gargantuan uses a club which is either a telephone pole, a road sign or another zombie. He can also throw a midget zombies at enemies if he is down to half health.

Johnny can throw his axes or use them as a close range weapon.

Jack-in-the-box zombie sets off his bomb by walking around twisting the handle of his jack in the box till he explodes. The jack-in-the-box plays the tune to Pop goes to weasel while it is being activated.

Frogs and leeches jump up and bite people and the vultures and owls fly down from above and attack. The leeches and frogs are much bigger than normal ones.

Football Zombie is a regular zombie with a american football helmet and football kit which make him stronger and harder to kill.

Azteca is a strong zombie who either smacks his enemy with his fists or hits them with a piece of scaffolding.

The NZ and LFD2 gang will consist of;

10 normal zombies (5 nazi zombies, 5 green flu virus infected)

3 hunters and 4 gassers

2 tanks

2 spitters and 3 smokers

2 Napalm Zombies

5 hellhounds and 10 monkeys

2 chargers and 2 cosmic silverbacks

The PVZ and HOD gang will consist of;

10 normal zombies (5 PVZ zombies and 5 HOD zombies)

3 Pole Vaulting zombies and 4 randy's

2 gargantuans

2 Pea Shooter Zombies and 3 johnny's

2 jack-in-the-box zombies

7 leeches, 7 frogs, 6 owls and 5 vultures (Because they are the weakest and smallest of the zombies except maybe the monkey's)

2 football zombies and 2 Azteca's

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


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

vs

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

vs

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

vs

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

Who is deadliest.

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

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

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

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

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

Vampire

Strength: 84

Speed: 89

Intelligence: 93

Durability: 80

Endurance: 87

Brutality: 88

Average: 86.83

Werewolf

Strength: 89

Speed: 86

Intelligence: 74

Durability: 86

Endurance: 89

Brutality: 85

Average: 84.83

Zombie Survivalist

Strength: 76

Speed: 70

Intelligence: 100

Durability: 69

Endurance: 74

Brutality: 70

Average: 76.5

Zombie 

Strength: 76

Speed: 17

Intelligence: 9

Durability: 72

Endurance: 100

Brutality: 96

Average: 61.6

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

Tequila Zombie Guy vs Nikolai Belinski


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

vs

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

Who is deadliest

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

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

Perry the Platypus vs Mario


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

vs

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

Who is deadliest.

Assassins (Assassins Creed) vs Ninja


Assassin: The secretive warriors of the assassins brotherhood.

vs

Ninja: Fuedal Japan's silent bringers of death.

Who is deadliest

Note: This will be 5 on 5.

The Infected vs TF2 Team


The Infected: Left 4 Dead's killer zombies who use speed, skill and teamwork to hunt down thier prey.

vs

TF2 Team: The team of mercinaries who depend on thier teamwork to overcome adversary.

Who is deadliest

Note: The tank will only appear once the entire infected team has been killed and will have half it's normal health.

Note: The medic will not have his medigun.

Note: The Engineer will not be able to build despensers or teleporters but he can build a quick build turret.

Note: The witch will only attack one member of team and if she kills someone she will leave the battle and not return.

Note: The boomer and the spitter have a recharge time of 10 seconds between attacks. The boomer will attract 15 common infected per puke.

Note: Jockey victims will have 10 seconds to have the jockey pulled off them before the die (of an STD from the head humping)

Note: The spy will have his cloaking device but not his Disguse Kit.

Note: Boomer Bile will only affect the vision of an opponent for 3 seconds.

There will be;

40 common infected (more will come when boomer vomits on opponent)

1 Charger

2 Jockey's

2 Boomer (with a higher health than normal)

1 Tank

1 Witch

3 Spitters

2 Smokers

2 Hunters

LRA vs IRA


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

vs

The IRA: The irish rebels who fought to free thier country from the british empire.

Who is deadliest

Note: The LRA fighters will all be above the age of 18.

Note: This will be to be a 5 on 5.

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

Note: This will be a 7 on 7.

Induvidual Squads
G, Isaac Washington and Bill

Skullduggery Pleasent, Stephen Hart and Solid Snake

Jun, Emile and General Grievous

Bowser, Meta Knight and Wolf O Donnel

Viktor Reznoz, Connor Kenway and Rex Matheson

The Pyro, The Sniper and Nick

Ike, Link and Supreme Dalek

Tesseract, Monroe and Chase Young

Wassboss

The Spy vs James Bond


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

vs

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

Who is deadliest

Note: The spy will not have his disguse kit.

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

Abraham Lincoln (Vampire Hunter) vs Connor Kenway


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

vs

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

Who is deadliest

Note: Guns will only play a small part in this match so please don't base your outcome on Firearm advantage alone.

Predator vs Jiralhanae


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

vs

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

Who is deadliest

Desperado Enforcement LLC. vs Mevolent's Officers


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

vs

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

Who is Deadliest

Individual Battles
Big Boss: Mevolent vs Steven Armstrong

Second in Command: Nefarian Serpine vs Sundowner

Freak: Lord Vile vs Monsoon

Honourable Swordsman: Baron Vengeous vs Jetstream Sam

Femme Fatale: China Sorrows vs Mistral

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

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

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


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


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


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


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


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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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


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


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

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

- Steven Armstrong to Raiden

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

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


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


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


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


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

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


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

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

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

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

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

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

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

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

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

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

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

X Factors
Training: MO=83/DE=83 

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

Physicality: MO=85/DE=92

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

Experience: MO=95/DE=87 

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

Brutality: MO=90/DE=88

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

Teamwork: MO=85/DO=88

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

Nick Cutter vs Nick Burkhardt


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

vs.

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

Who is deadliest.

Nick Burkhardt
"I know what you are."

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

Kanabo
 * -|Melee =

Length: 4 foot

Weight: 15 lbs Glock 17
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 375 m/s

Ammo: 17 Rounds Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

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

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s

Weight: 7.5 lbs Doppelarmburst
 * -|Special =

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

Range: 45 metres

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

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

Katana
 * -|Melee =

Length: 3 foot

Blade: 2.2 foot

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

Range: 50 metres

Muzzle Velocity: 760 m/s

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

Ammo: 8 rounds

Round: 12 Gauge

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

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs Harpoon Gun
 * -|Special =

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

Range: 10 metres

X Factors
Physicality: Burkhardt=85/Cutter=80

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

Training: Burkhardt=87/Cutter=76

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

Experience: Burkhardt=83/Cutter=83

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

Intelligence: Burkhardt=79/Cutter=90

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

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

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

Sweeney Todd (Tim Burton Universe) vs Norman Bates


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

vs

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

Who is deadliest

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

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

Kitchen Knife
 * -|Signature Weapon =

Length: 10-12 inches

Blade Length: 6-8 inches

Stainless Steel

Single Edge Knitting Needles
 * -|Improvised Weapon =

Length: 10-16 inches Metal

Single Point

2 Needles

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

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

Barber's Razors
 * -|Signature Weapon =

Length: 3 inches

Stainless Steel

Single Edged

Two Razors Kettle
 * -|Improvised Weapon =

Weight: 10 lbs

Length: 8 inches

Iron

=== X Factors ===

Precision: Norman Bates=60/Sweeney Todd=88

Metal Health: Norman Bates=69/Sweeney Todd=65

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

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