Wednesday, 28 February 2024

Medic VS Richtofen (TF2 VS Call of Duty)

 

"Isn’t it a bit unnerving that doctors call what they do ‘practice?’ 

 (TN credit to Toppat Torchwick, one of my co-hosts for this blog!) 

The Medic, That healer without a medical licence from the world of Team Fortress 2. 

Edward Richtofen, Crazy scientist turned hero from Call of Duty.

You have the weird, the wacky, the crazy, the silly, then you whatever this matchup is. Two German ‘Doctors’ with rather insane backgrounds. (Literally, they’re crazy) but only one of them can come out on top. Will The Medic create some deadly medicine for Eddie? Or will Richtofen consume The Medics' life! Come along to Saul’s VS Blog, where we find out who would win a DEATH BATTLE!!!

Before we go anywhere

These two have a surprisingly long history. For The Medic, we’ll be looking at his material from the TF2 Games, comics, and anything else in between like promotional material. Also, despite most TF2 MUs not allowing this, Medic will be allowed Halloween spells for his Arsenal. This not only makes this more interesting overall debate and dynamic, but it also fits the theme of the matchup overall, with this giving serious Halloween episode vibes.

Edward, on the other hand, has much more to cover. Call Of Duty World At War, Every Black Ops game, 1-4, the canon comic, and any promotional material himself. Now, people might be wondering, what Richtofen are we using? Call of Duty: Zombies has some bizarre timeline and dimension shenanigans. And there are two primary Richtofen’s to look at. Primis(The First)[Seen in Origins, The Giant, Der Eisendrache, etc] and Ultimis(The Last)[Seen in Nacht Der Untoten, Kino Der Untoten, Moon, etc]. The only differences between these two are their personalities and stories. Which inevitably do cross paths and intertwine. We will be talking about both Primis and Ultimis’ story separately. Their experience, arsenal and stats however are scaled to each other as they directly go against each other and fight by each other's side in the story and later games  Promotional materials like trailers, official music videos, and anything in between will be considered. 

This blog is going to get cluttered very quickly. Richtofen has so many different guns to mention, that this blog is going to naturally be very long. To prevent so much clutter that it becomes almost illegible, I've done some things to simplify this process. 

All weapons are split into segments. While they’re all unique in their own different ways, they’re placed under categories like “Assault rifles, Snipers, Shotguns, Wonder Weapons.” ETC, ETC. 

Adding pictures to this blog would only drive me insane. While Medic’s weapons are shown, pictures haven’t been included for the weapons that Richtofen owns. 

Most people understand what basic weapons like assault rifles and pistols can do. Most guns will only have the bullet count per magazine, a total bullet count, and the rounds per minute. Anything different (scopes, laser sights, grips) or any interesting variations will be noted.  

I also can’t calc for shit, this blog is mostly composed of VS Wiki, other sites, and the DBM Debate for Medic Richtofen.

With all that being said, let’s meet the good doctors!

Background

The Medic


“Prepare for your examination!”

The year is 1850, as 2 brothers, Redmon and Blutarch from the organisations known as Mann Co convinced their father to move to New Mexico to buy some land in the middle of nowhere. However, once their father died, he left the sons nothing except the land he did not want to buy for them. Like most siblings, they shared the land together and everything was oka-just kidding, they declared war on each other. The two groups send countless decades sending bands of mercenaries against each other to try to take over each other’s land, and who else would join the RED team on their conquest of power than a certain doctor who definitely, DEFINITELY doesn’t follow the Hippocrate’s Oath: Dr Ludwig, also known as The Medic!

Born in Stuttgart, Germany, The Medic became indispensable for mercenary operation, creating all sorts of tools and equipment to assist his fell mercs in the never-ending battle that is Red vs Blue. His most notable achievement was creating the iconic Ubercharge, making his comrades completely invincible for a time, causing more chaos during the war. All is well… until a certain Grey Mann came in.

Grey Mann came in and killed Redmond and Blutarch Mann, taking over the company itself. He then fired the mercenaries, including Medic, but were then rehired by their old boss Saxton Hale for one goal: Destroy as many of Grey Mann’s robots as possible. However, for the Medic, he didn’t last very long in his new job, and rather than stay with his old team, he decided to join a new group, The Team Fortress Classic Mercenaries as their doctor who totally, TOTALLY isn’t stuffing Baboon uterus into his team. They were after a certain material called Australium, a metal that can adapt and transform into many different forms.

After an encounter with his old team in New Zealand, causing the death of The Sniper, The Medic experimented with his corpse and actually managed to revive him. However, with all these experiments came at a massive cost, causing the TFC Heavy to kill his poor bird, Archemides. He was able to revive him, thank god, but these frustrations quickly got Medic to change sides. This, however, quickly put his original team into a fight with the TFC mercs, and during the fight, the Medic was killed, never to experiment once again…. Or was he?

Turns out, the Medic made a deal with literal Satan and tricked him into giving him more lives so he can come back from the dead. This gave Medic enough time to distract the TFC Heavy enough for the actual Heavy to remove his Australium Implant, fully killing him, and thus ending the cycle of Mann vs Machine.

Who knows what twisted experiments the Medic may be cooking up, but if there’s one thing we know for sure, it’s to fear the good doctor, because when provoked, you’ll get a nasty saw in your bones.

Richtofen 

“His head exploded! SUCH JOY!!”

Richtofen has two different versions to his story, Primis and Ultimis. I’ll be explaining the stories of the two versions.

Ultimis: Nothing much is known about Richtofen’s past, at least, in this incarnation. What we do know is that Ultimis Richtofen joined Group 935 on August 11th, 1936. This group was started by Dr. Maxis to study Element 115, an element sent into our dimension by other high worldly beings that crashed all over the world. Richtofen joined for incredibly sinister reasons, working with the Illuminati to further their control and domination over the world. He was told by them to join Group 935 to gain the secrets of Element 935. Dr Maxis and Richtofen would work on teleportation devices together, attempting to master it by using element 115. Unfortunately, their first test would only bring a corpse into the facility, making Dr. Maxis dismiss this as something that they shouldn’t do. Richtofen saw potential within the teleportation device, going and teleporting things behind Maxis’s back, working with other individuals who saw this potential. 

Richtofen eventually used himself as a human test subject, this ended up with him landing on the Moon, coming into contact with the M.P.D device. This device put him into contact with the Apothicons, the ones who put this on the Moon in the first place. This included their faction leader, the Shadowman. Richtofen would hear voices from this faction, telling him what he needed to do, before being thrown into the Jungle where he would learn about two important things. Vril energy, and the Focusing stone. We’ll get back to those later. Also, Richtofen was worshipped by the Natives.

The Apothicons would continue to whisper from The Dark Aether, a higher world dimension that the Apothicons were trapped in by individuals known as the Keepers. Richtofen became obsessed with finding Agartha, a peaceful dimension above our own. While Maxis continued to document the effects of Element 115, Richtofen would make a secret base on the Moon. Richtofen discovered how to charge the M.P.D. By killing things next to the device, their soul would float into the air and get sucked inside of it. He would begin to take soldiers and scientists and kill them next to the device. Maxis began to trust Richtofen less and less, citing his insanity as the reason why. Richtofen would eventually travel to an old western town and gain schematics for the Agarthan Device, something that could seemingly grant wishes. The only issue? He needs multiple parts to build this. He does gain one, something simply known as the Vril Vessel. 

During this time, Richtofen is named legal guardian of Samantha Maxis while Dr. Maxis is away. (Why would you give your daughter to a man you do not trust?) Richtofen eventually captures three different individuals and performs human experiments of brainwashing on them. Tank Dempsey, an American. Takeo Masaki, a man from Japan. And Nikolai Belinski, the drunk russian. They all begin to respond to Brainwashing stimuli and eventually forget who they were, why they tried to mess with Group 935, before being put to sleep for future use. Richtofen also follows another step in the Agarthan Device, creating an Elemental Shard. This shard has to be created by bounding four souls to it, which unknowingly creates a ripple throughout the multiverse. All four of these men are forever bound to Agartha. 

Richtofen, however, is called in. He’s moments away from making the Agarathan Device when he has to see Maxis. Maxis wants to question Richtofen on his loyalties, and actually continue teleportation work. Richtofen manages to quarm Maxis’s worries, at least for a few moments, before the duo resumes teleportation. They eventually get the great idea of using Fluffy, the dog of Samantha, for one of these tests. Fluffy managed to come there and back. Samantha, who saw her dog had been changed by the teleportation, ran into the teleporter, with Maxis following. Richtofen simply hit a button, teleporting every single person. Samatha ended up on the Moon, next to the M.P.D. She entered it, her soul and body now trapped and connected with The Dark Aether, which ruined and corrupted her mind. Maxis ended up in The Crazy Place, gaining the ability to merge with electricity and control it. Richtofen learned of Samantha ending up in the M.P.D, telling his cohorts to teleport Maxis to her. Perhaps he could convince her to let it go? Unfortunately, he didn’t. Maxis gave Samantha a very simple command, to kill everyone. He then died by Suicide, merging with all of the technology on the Moon base. Samantha then released the zombies on the world.

Richtofen was now public enemy number one. Running back to the main facility, he awakened his three test subjects to fight for him. They would fight through both the German base where they were located, and the Rising Sun facility in Japan, all to gain Richtofen’s diary. He had a game plan, a very good one at that. Return to the Moon, open the M.P.D, kill that child. Simple, right? Well, not for Richtofen. One shot of his Wunderwaffle overloaded the teleporter and sent everyone through time, dropping his diary, landing in the Kino Facility in 1963, stationed in a rundown theatre. They would fight hordes of Zombies, using a lunar lander to crash into the Ascension facility, in Soviet territory. Richtofen and friends would help a man named Anton Girsh, who had become trapped in one of his own Girsh devices, destroying his body and leaving only his soul. After solving this mystery, Richtofen would get his diary back. This diary showed the location of an item known as the Vril device, something he’d need to defeat Samantha. Luckily, Girsh gained the ability to send them across space and time. As a thank you for freeing his soul, he let them travel to the cold ice fields of Siberia, a pretty sweet deal if you ask me.

Unfortunately, Richtofen didn’t say where he needed to be teleported, so they were thrown too far in time. The group of four ended up locked behind a closet and unable to reach what they wanted. Although, luck was on their side. legendary film actor George Romero was filming a new zombie in the abandoned Siberia base, using the research of Group 985 to create the best film that anyone could ever see. Unfortunately, the zombie make-up became too realistic. Samantha, who was pursuing these through time, sent zombies to kill the Ultimis crew. These zombies ended up attacking and killing most of the film crew at Siberia, including George Romero. Four actors were left standing, finding Ultimis and helping them out. Richtofen would gain the Vril Device, something they needed to defeat Samantha. They left, teleporting to a jungle. As for the actors? They all perished. This jungle would be the exact one Richtofen ended up all of those years ago. They needed the Focusing Stone, the thing that Richtofen found all of these years ago, but didn’t think to take. Unfortunately for them, two explorers were trapped in a never ending time loop caused by an Eclipse. Richtofen and crew ended up freeing them, allowing them access to the Focusing Stone. 

Despite a slight, accidental time travelling detour to the Pentagon, they ended up on The Moon. Richtofen had a grand scheme that he put in place. By combining the Focusing Stone and Vril Device, he managed to access and open the M.P.D. Richtofen had changed his plans, no longer did he want to just kill Samantha, he wanted to use her power for himself. He charged the Vril Device, and got his one wish. Samantha and Richtofen switch bodies. Samantha was now out of the M.P.D, Richtofen was in, although as nothing more than a little girl. That’s when Maxis contacted Takeo, Dempsey, and Nikolai. Since he had control over the technology on the station, he could plead for help. Richtofen had control of the zombies, and was going to destroy the world with it. The three men agreed that Richtofen couldn’t have that much power. Their solution? Nuke the Earth. His connection with the undead would be severed, which included Agartha. They succeeded, limiting his control. 

Over the next ten years, Richtofen and Maxis were at war. Thanks to the world being in nuclear torment, zombies being everywhere, there weren’t many people left. Any survivors would be begged into powering up certain polarisation devices to gain control. Richtofen had one issue, he couldn’t communicate through technology like Maxis could, the only individuals who could hear him were members of a group known as The Flesh, cannibalistic survivors who had eaten the flesh of zombies to survive. Maxis’s followers and Richtofen’s Flesh would genocide each other, leaving one survivor, Samuel J. Stuhlinger. Him and three others, known as Victis, would travel around in a broken down mechanical bus to survive. Richtofen and Maxis would try to convince them to activate the polarisation devices. 

Unfortunately, it was never good for Richtofen. The first device, near the Hanford Site Facility, would be activated for Maxis. This was the case for when Richtofen teleported them to Province 22 in China. Richtofen demanded Stuhlinger to convince his friends to activate the next device for him, which didn’t work. They ended up in an old western town, where Richtofen would lose the last device. Maxis would win, and reveal his true intentions. He was corrupted by the Dark Aether, like Richtofen was before. Maxis used his newfound power to open the door to Agartha. This destroyed the Earth, casting everyone to the darkness. Maxis also plucked his daughter’s soul from Richtofen’s body, allowing her to join him in Agartha. The punishment for Richtofen? Simple. Cast him into the body of a zombie. Samantha realises her father has been corrupted by the Dark Aether, and cries out for help from other dimensions. This is where Primis comes in, although we’ll be back to Ultimis later.

Primis: Edward Richtofen lost his parents on July 17th, 1989. Becoming an incredibly dependent and capable individual, Richtofen ends up in Heidelberg university under the tutelage of Dr. Ludvig Maxis, looking up to the man as a father figure. The two end up joining Group 935, focused on improving the human condition. Richtofen would discover a journal that contained info about Apothicons, Keepers, Element 115, and an event known as The Great War. Richtofen and Maxis went to a site within Northern France, known for having Element 115. Using the journal of a man named Pablo, someone who lived thousands of years ago, they discovered underground tombs leading to great power. After days of mining, they found a solution to open the tombs. Some soldiers listened to “La Source Noire.” on a nearby Gramophone, the frequency giving them access to the element they so desired. Maxis, using both the journal and element, devised four elemental staffs. Richtofen would soon make these weapons. As they continued to mine Element 115, Richtofen would notice large side-effects all over the camp, including Maxis hearing the voice of a girl named Samantha Maxis in his head. He swore off Group 935, dedicating all of his work to furthering his goal of freeing Samantha. All of this mining woke undead creatures who laid in slumber for decades, attacking and killing most of the sight, including hurting Maxis. The element caused Maxis to be rendered catatonic, almost dying to the effect of the element. Richtofen would remove the brain of Maxis, placing it into a jar for safe keeping, keeping his friend alive, but without a body. At this time, three spies broke into the facility to see what was truly going on with group 935. These were Dempsey, Takeo, and Nikolai. They all were contacted by Samantha, begging to be freed from Agatha, setting out to do this. They eventually freed her from Agatha, managed to build Maxis a drone for his brain and send him to Agatha, and save the day. A figure known as Dr. Monty stepped in, he brought both of them to his perfect house, revealing his presence to the four men. He was a Keeper, a race of godlike individuals who banished The Apothicons in the first place. Dr. Monty had a plan, to make a perfect world where individuals didn’t need to know pain, and truly live forever. He advised Richtofen to get a book known as the Kronorium, which contained info on a device called The Summoning Key, which would allow Richtofen to secure his future. 

So, remember how Ultimis Richtofen had his mind placed into a zombie and the earth was about to be destroyed? Well, both Victis and Richtofen managed to escape this by jumping through a dimensional portal to a parallel earth. Primis Richtofen had contacted his zombie self, and Samuel Stuhlinger, setting in plans a series of events that would lead Victis to getting a shard of Element 115 for him, before being put on ice and having their blood extracted, in an underground lab just below Alcatraz prison that Richtofen had constructed before they arrived. (Time travel, am I right?) Victis also managed to grab the Kronorium, a book that would show Richtofen not just the location of The Summoning Key, but his own future. He would show up to the Alcatraz prison, grabbing the book and blood vials from his zombified self, and leaving the dimension. He then goes back in time to another version of Alcatraz prison, getting the blood vials of two mobsters who were about to be executed, before setting off for the Summoning Key in Dimension 63. Unfortunately for Richtofen, The Shadow Man had tricked four unwilling sinful individuals into helping him fight against The Keepers, causing Richtofen to wait until things naturally played out. To cut a long story short, Richtofen managed to snatch the Summoning Key from The Keepers at the last minute, leaving the dimension. He took a detour and killed himself, absorbing their soul into the Summoning Key, sending him to the house. 

Somehow, the other three men knew what Richtofen was doing, and tried to stop it. For two years they jump from dimension to dimension, before ending up in the Ultimis dimension. They end up at the exact moment that Ultimis Richtofen sent Maxis and Samantha away. Dempsey, Takeo, and Nikolai, try to force a certain set of events in time to happen, demanding Ultimis Richtofen free the brainwashed versions of themselves. He doesn’t care, and activates the teleporter. On the other side is Primis Richtofen, the two doctors coming face to face, and Primis shooting Ultimis. He says that this is for the good of everyone, even though he fractured the timeline. It’s eventually revealed that Richtofen is going across time and killing the Ultimis versions of themselves, absorbing their souls, and sending them to Dr. Monty’s perfect world. Their first true adventure would take them to Griffin castle, where Ultimis Dempsey was located. After a scheme which included reviving a dead Keeper, using a death ray, and blowing up the Moon, Richtofen would gain the soul of Ultimis Dempsey.

Repeat two more times until you have the souls of Takeo and Nikolai. Oh, they also do a quick stop at Alcatraz where Richtofen gets blood vials for all of his friends as well, wanting to save them from a grizzly fate. Well, no time to tell you what it is, as now it’s Dr. Monty time! The four men end up at the house, seeing that the collected souls had made children who were untouched by madness, essentially younger versions of Primis. Richtofen finally reunites with Dr. Maxis, who was given a body by Dr. Monty, finally being able to have their happy ending. 

Of course not. Remember those four sinners who were tricked by The Shadowman? Well they found out and did not like that. They had teamed up with The Keepers to eventually defeat and kill The Shadowman, trapping his soul in The Summoning Key (it’s why he steals it from The Keepers at the end of the cutscene). Maxis was manipulated into releasing The Shadowman, unleashing his Apothicon army into this perfect world. Richtofen and his friends would now have to defeat them. Which, of course, he did. They saved the day and banished the Apothicons to a place unknown. Except, hang on, Primis should be fading out of existence by now? Well, Dr Monty couldn’t do that. The blood vials that they had obtained, and drank, were from dimensions and realities that were closed off. Dr. Monty had to put them somewhere to make sure his perfect world wasn’t in jeopardy. So how about 1992, where a Great War was happening. They could win the war, Pablo could document the war, Richtofen could come across those documents in the future and send Maxis into wanting to save Samanatha, which would lead them back to the house, where they’d drink the blood, and get sent back all again.

….oh.

We pick back up with Richtofen and friends during the cycle. More specifically, when they’re going to Alcatraz. This time they’re met by another Richtofen, who tells Primis Richtofen to read the Kronorium, which has changed. It reveals something so horrifying to Richtofen it sends him into a panic and towards the edges of Alcatraz. Unfortunately, a trap had been laid for Richtofen, trapping him in the Alcatraz pocket dimension. He’s forced to fight again, and again, and again, in a prison of torment and death. It isn’t until Richtofen ultimately sacrifices his life to a machine which sucks out all of his blood, is everyone else allowed to leave. Great War Richtofen, one who had taken part in the cycle, is unfrozen and frees every soul trapped in this pocket dimension. Nobody mourns Primis Richtofen as he dies. He cries as his friends leave him. Alone, afraid, in pain, and eventually? Dead.

Now Nikolai is the leader of the group. They meet up with their Ultimis self, who are currently in holding cells at the Pentagon, saving them and going to an old Nuclear testing facility to obtain the Elemental Shard. By now, things are turning sinister. Dr. Monty realises that something is going on, that the cycle was in place, something that he had been keeping intact. Dr. Monty realises this and sends Samantha, alongside a young Eddie, into a teleporter, teleporting them away from Dr. Monty, dying for his efforts. Samantha lets out a bellowing scream and says that she’s going to kill Dr. Monty, which all three Richtofen’s are present for.

Everyone makes their way to a forest to throw a celebration. As far as everyone knows, they’re going to destroy Element 115 and the Apothicons, finally ending this madness. What they don’t know is that Nikolai has revealed an awful truth. When Richtofen had bound their souls to the Elemental Shard, they were permanently locked in the cycle forever. To truly be free is to end it all. Not just themselves, but the multiverse as a whole, plunging it into the Dark Aether. Nikolai poisons his comrades to give them a swifter death, both Richtofen’s dying. Nikolai uses the devices he had collected to destroy the multiverse. Monty, his friends, himself, are all plunged into darkness, never to be seen again.

But, perhaps, this story has a happy ending. Samantha and Eddie both walk through the darkness, holding hands, towards a bright light. They manage to enter a new universe and live the rest of their lives. Richtofen would even grow up and work with the CIA, meet someone he loved, and find joy. Even though our Richtofen died, it’s clear that hope was never lost. 


Experience and Skill

The Medic

Well, at some point, The Medic managed to get his medical licence. We know that he loses it, but hey, let’s give the man credit for even managing to get it in the first place. He’s also a capable healer and intelligent individual. He made his Medi gun work and all of his other gear. We know that he can bring individuals back from the dead, like Classic Sniper and his pet bird. He’s also shown some intelligence in the art of combat, although much less than the other mercenaries. Perhaps his best showing is him tricking the Devil, adding the classic mercenaries souls to his own and making sure his own is untouchable. (At least, for now)  He’s also able to simply revive someone just by putting all of the blood back into their body.


Richtofen 

We know the universe is on an infinite cycle as explained during the background. While we don’t know how long this cycle has been going on for, there are arguments to make that it has been going for an incredibly long time, as Yuri (a character who knows about the cycle) says that “They are trapped, I see them! For years they are trapped in an endless cycle." The Great War takes eight years, where they fight creatures like Apthoicons and zombies. Primis also gets trapped in another infinite cycle within Blood Of The Dead. Blood of The Dead takes place within the pocket dimension of Alcatraz, where they die over and over again until they can escape. The exact timeframe is unknown, but also has hints at it being much longer. Mostly Richtofen’s quotes about The Waden doing this for eternity. Outside of this cycle talk, Richtofen has shown himself to be a captable warrior against zombies, there’s a reason why he’s not dead right now. Also, he’s an incredibly smart and capable schemer. He managed, alongside everyone else, to solve the Easter Egg within Shangri-La, a time loop caused by an eclipse. He also helped solve every other easter egg. Richtofen has displayed himself to be a smart schemer and manipulator. He was able to fool his friend Maxis into believing that he wasn’t manipulating him, on two different occasions. First when he joined Group 935 under the work of the Illuminati, and when he became corrupted by The Dark Aether. He also tricked Takeo, Nikolai, and Dempsey into helping him achieve ultimate power in Moon. He knows how to perform brain surgery, help build teleportation and build the weapons we see later, and has fought hordes and hordes of zombies across many different locations. 

Equipment

The Medic

Primary Weapons

The Medics' primaries aren't the primary focus of his kit but he can still hurt his foes with them. The Medics main method of attack for the Medic. They poke syringes into foes to deal damage.

Syringe Gun


This is Medic’s default weapon, a fully automatic syringe launcher that fires up to 10 syringes per minute and reloads after 40 rounds. Has a max ammo count of 150.

Blutsauger


A custom syringe gun that has the same ammo count and firing mechanism, Medic trades off -2 health per regeneration to healing Medic when he hits someone. A Battle Medic Classic (until the snipers)

Overdose

Another syringe gun with the same mechanics, but can boost Medic’s speed depending how much his Ubercharge percentage is. It does come with a 15% damage penalty though. (Heal your teammates you dumb sh-)

Crusader’s Crossbow


Perhaps Medic’s most unique primary weapon, the Crusader’s Crossbow fires one heavy syringe at a target, and holds 38 syringes that automatically reload when Medic isn’t holding it. The further the syringe goes, the more damage it’ll deal. It also heals your teammates, but in a battle like this, that’s not worth mentioning.

Secondary Weapons

The Medic is different from most mercs when it comes to his secondaries. His secondaries are known for healing the Medics teammates. All of the Medics “Medi-Guns” can activate “Übercharge” which gives a massive durability boost to anyone it's activated on. Another trait for all Medi-Guns is that they match the speed of the person it's healing. For this fight the Medic will use his Medi-Gun and its variants to heal himself and give the same bonuses of the Medi-Guns to himself. What’s important to note is that these mediguns are so powerful a normal human heart would quite literally explode under the influence, hence why Medic needed to do surgery on his fellow mercenaries to get them to work.

Medi-Gun

Now surprising to most TF2 Medic players, the Medic can heal. The Medi-Gun heals the Medic’s teammates and builds your Übercharge. It can even heal teammates past your maximum health and heals them for more when they have not been in combat.

Kritzkrieg

This Medi-Gun is all about Über. Übercharged teammates and the Medic can capture objectives, have guaranteed critical hits (As long as the heal beam is attached) and Übercharge charges faster. 

Quick-Fix


The Quick Fix heals faster and builds Übercharge faster. Using Übercharge with this Medi-Gun allows the Medic to heal faster while Über is applied and even makes him immune to knockback, slowdown and stuns while Übercharged. A weird quirk of the Quick Fix is that it also mirrors the movement of the person it's healing when they do an action such as charging or Rocket Jumping (Trolloldier players finally get a friend). All of this at the cost of less overheal.

Vaccinator

The Vaccinator's main purpose is to help the Medic survive. It has the ability to cycle between resisting bullet, explosive and fire damage. It is capable of nullifying critical hits and can hold 4 Ubercharges. The Vaccinator heals more HP than a regular Medi-Gun but it is slower when giving out overheal.

Bonesaw

The stock melee weapon for the Medic that the rest of the melees are built around. Great for sawing bones.

Ubersaw

At the cost of swing speed Medic can gain Übercharge off his hits. Another Battle Medic Classic 

Vita-Saw

By harvesting his enemies organs the Medic can keep a percentage of his Übercharge even after death. However he loses some of his maximum HP. Sounds really great for a 1v1 fight…

Amputater

Increases the Medic natural regen while giving him an AoE healing effect when taunting. This is at the cost of a 20% damage reduction.

Solomn Vow

A simple melee that lets the Medic get an accurate description of his enemies health but it's a bit slower on the swing.

Richtofen 

A device exists in Call of Duty zombies known as Pack-A-Punch. Richtofen can place his weapons inside and they’ll come back much more powerful and upgraded. This will typically increase the damage across the board for all weapons. The Pack-A-Punch is canon, so will be considered with Richtofen’s gear. To make this blog much less of headwork, only the base name of the weapon will be given. Stats of them Pack-A-Punched will be considered. 

Assault Rifles

Unsurprisingly, Assault Rifles are what Richtofen has in spades. These are usually pretty standard, automatic, high damage weapons. 

Kar98k: The Kar98k is a smaller rifle with 48 RPM, and an ammo count of 68. You can hold eight bullets in a magazine. A great weapon for early on.

Arisaka: This bolt action gun is great. 55 bullets firing at 46 RPM, with 5 bullets per mag, this rifle is good for earlier rounds.

PTRS-41: Just want to note this is called the Penetrator when pack-a-punched. Anyway, this rifle comes with a sniper scope and laser magazine. It’s semi-automatic, has 68 bullets in total, but can hold 8 per magazine. 

Gewehr 43: This is a semi-automatic rifle that has 130 bullets, but can only hold 10 at a time.

M1A1 Carbine: A fully automatic rifle with an RPM of 600. It has a huge magazine of 165 bullets, with 15 per magazine.

M1 Garand: A high damage semi-automatic gun, with an RPM of 444, a bullet count of 162 with 12 bullets per magazine.

STG-44: This weapon is auto. It has a RPM of 750, a huge magazine size of 60, and 360 bullets in total.

BAR: The BAR is an automatic rifle with an RPM of 545, an ammo count of 210, and 30 bullets per magazine.

FG42: Probably the most meat-y gun that Richtofen has. It has a RPM of 100, 464 bullets, with 64 bullets per clip.

Browning M1919:  An automatic gun with a RPM of 750. It has a large magazine size of 125, with a max ammo of 625.

MG42: A very, very strong weapon. This has a RPM of 1363, with 875 bullets the gun and 125 bullets per magazine.

M16A1: The M16A1, or M16 to its friends, is a high damage assault rifle that fires 750RPM *(Rounds per minute) With a high magazine count of 150 rounds when Pack-A-Punched with 30 bullets at a time. It comes with a M203 Grenade launcher attached to the bottom, 9 round grenades. 

M14: The M14, which has gathered a cult following thanks to meme culture, is a semi automatic rifle which can hold up to 224 rounds, firing 400 RPM with 16 bullets per magazine.

FAMAS: Ah, The FAMAS, a high fire rate (935 RPM) low damage gun, perfect for those who love to “spray.” and or “prey.” holding over 180 rounds and having 30 per magazine, you’ll find this thing finishing faster than my sanity. You also have a sight with a random coloured smiling face. 

Galil: One of my personal favourites, the Galil is a high power monster with 350 rounds firing at 750 RPM, with only 35 bullets per magazine. This weapon comes with red dot sight, great for all of your destructive needs.

AUG: The AUG is very interesting. Normally it’s a gun with a ACOG Scope, it has a RPM of 937, 30 bullets per magazine with a max ammo of 420. It also has a Masterkey which changes this. For increased damage, you only get 36 bullets and 6 per magazine, leading to a RPM of 79.

FAL: The FAL is a three round burst high power gun that fires at 625 RPM with 320 rounds in total, leading to 30 per magazine. You have a nice reflex sight for increased accuracy.

Commando: This Commando knows power. Firing 750 RPM with 270 bullets, with 30 rounds per mag, this packs a punch. Uniquely this has Dual Mags. This speeds up every odd reload. 

G11: The G11 is the quickest gun yet, firing 1250 RPM with 202 bullets and 48 rounds per mag, you’re likely to blow your load quick. Given this is fully automatic, with a scope on the top, this gun is great to use in close encounters. 

SMR: Everyone hates the SMR. Semi-automatic, with 450 bullets, 545 RPM, this thing can be a pain. It does come with a multitude of different gunsights. Hybrid Optics, Target Finders, Reflex Sight, Millimeter Scanner. This scanner lets anyone with the SMR see through smoke.

MTAR: The MTAR is an automatic rifle, with an RPM of 750. It comes with 30 bullets per magazine, 390 in total, and many attachments. Some we’ve already seen, like the Reflex Sight, Millimeter Scanner, Target Finder, and Grenade Launcher. But it also comes with an EOTech Sight, a holographic sight.

Type 25: The type 25 is an automatic gun. It has an RPM of 937, a magazine size of 30, and a max ammo count of 300. It has fast mags for quicker reloads, and comes with much larger attachments. Reflex Sight, Millimeter Scanner, Target Finder, Grenade Launcher, and its own EOTech Sight.

M8A1: This weapon is a 4 Round Burst with a RPM of 1250. It has a magazine size of 42 bullets, and a huge ammo count of 378. It comes with every attachment mentioned before, such as the Reflex Sight, Millimeter Scanner, Target Finder, Grenade Launcher, and its own EOTech Sight.

M27: Your standard automatic rifle. It has 30 bullets per magazine, and 390 bullets in total, with an RPM of 750. It comes with a Reflex Sight, Target Finder, and Millimeter Scanner.

AN 94: Another automatic rifle, it has 625 RPM, with a magazine size of 50, and a max ammo count of 650. It comes with a Millimeter Scanner, Target Finder, Reflex Sight, and Foregrip. 

AK47: Your standard automatic rifle. It has 30 bullets per magazine, and 390 bullets in total, with an RPM of 750. (Wait, isn’t this just the M27? Are you telling me it doesn’t have any attachments?)

STG-44: Your standard automatic rifle. It has an RPM of 750, and 390 bullets in total, but differentiates itself with having a magazine size of 60.

SCAR-H: (Fortnite reference) The Scar is an automatic rifle with a RPM of 625, a magazine size of 40, and 480 bullets overall. It has a Reflex Sight, Fast Mags, Target Finder, and an ACOG Scope

KN44: An automatic rifle with an RPM of 625, a magazine size of 50, and a max ammo of 400. It comes with Extended Mags, and a FMJ. This allows for bullets to penetrate much more easily.

HVK-30: Another automatic rifle. It has an RPM of 722, a magazine size of 60, and a max ammo count of 540. It also comes with Extended Mags and a FMJ.

ICR-1: Guess what? Another automatic rifle. It has an RPM of 600, a magazine size of 45, and a max ammo count of 405. It also comes with Extended Mags and a FMJ.

Man-O-War: Automatic is the way to go with this weapon. It has an RPM of 517, a magazine size of 40, and a max ammo count of 480. It also comes with Extended Mags and a FMJ. (I swear it’ll change soon.)

Sheiva: This one is semi-automatic! It has a low RPM of 257, a magazine size of 30, and 300 bullets. It does also have the Extended Mags and a FMJ, but hey, it’s different. 

M8A7: A really powerful gun, the M8A7 is a four-round burst with an RPM of 1000. It has a magazine size of 48, with a bullet count of 528. It also comes with Extended Mags and a FMJ.

MX Garand: This one is also a semi-automatic. It has a RPM of 324, a magazine size of 30, and 300 bullets. It does also have the Extended Mags and a FMJ. This…this is just the Sheiva again! 

FFAR: This one will take you FFAR. Ok, bad pun aside, this is an automatic weapon with a RPM of 800. It has 90 bullets per magazine, it has 540 bullets in total, coming with Extended Mags and FMJ.

Peacekeeper MK2: Time to make some peace. The Peacekeeper Mark 2 is automatic, has 652 RPM, 64 rounds per magazine, and 576 bullets all together. It also comes with Extended Mags, peace out! 

NX ShadowClaw: This is a special weapon, but we don’t have a special tab, so it’s going here. The NX ShadowClaw is a dual wield weapon that fires bolts that instantly kill zombies. It’s shown to be explosive in the trailer, but just, isn't? It’s a semi-automatic weapon that fires 200 RPM, with 12 bullets per magazine split across two guns to make 180 bolts in total. It can cause a tiny explosion, very small, if it hits a target from faraway, and instantly picks teammates up who are shot with it. 

ICR-7: We’re back to our automatic weapons. The ICR-7 is full-auto, and has 45 ammo per magazine, and 360 in total. 

Rampant 17: This gun will Ramp-ant the intensity. It’s full-auto, has 40 rounds per magazine, and a reserve of 440. 

VAPR-XKG: A stealth focused rifle, this full-auto gun comes with 50 rounds per magazine, and 400 in reserve. 

Maddox RFB: This full-auto gun comes with 60 rounds per magazine, and 480 in reserve. 

Auger DMR: A nice and easy semi-auto gun. It has 30 rounds per magazine and 210 in reverse. 

ABR 223: This weapon (Which is called the Br-r-rah, or the bruh when pack-a-punched) is a three round burst with a RPM of 800. It has a magazine of 42 and an ammo count of 420.

 SwordFish: The SwordFish is a six round burst that has a magazine size of 60, and 540 bullets overall.

S6 Stingray: Our last gun is a two-round burst with a magazine of 32, and a reserve of 384.

Submachine Guns

For the individual who likes to run. A SMG can be the difference between being cornered, and making it out alive. These are high mobility, usually quick firing, powerful guns. 

PPSh-41: Our first gun is an automatic weapon with a RPM of 895, a high magazine size of 115, and an ammo size of 805.

Thompson:  Our next gun is an automatic weapon with a RPM of 923, a high magazine size of 40, and an ammo size of 290.

Type 100: Another automatic weapon with a RPM of 923, a high magazine size of 60, and an ammo size of 280. This is way too similar to Thompson, I'm seeing a trend.

MP5k: Automatic weapon that fires 750 RPM. It has a magazine of 40, and a max count of 240.

AK74u: Automatic? Of course. It fires 652 RPM, with a magazine of 50 with a max count of 450.

PM63: While this is an automatic weapon, it’s dual wield. Both weapons have a magazine size of 25 each with 275 bullets overall. It also has a RPM of 937.

MPL:  Another automatic weapon that also has a RPM of 937, with a magazine count of 40 and a max ammo count of 240. It does come with a Red Dot Sight though.

Spectre: Not the specialist in BO3, nor the bad Bond Movie, Spectre is a high-power automatic weapon with a RPM of 937, 45 bullets in a magazine, and 270 bullets overall. Like the MPL, it has its own sight, the Reflex Sight.

MP40: Automatic weapon that has an RPM of 535. It has a magazine size of 64 and a max ammo 320. 

MP5: More automatic weapons with a RPM of 750, with a magazine size of 40, and a max ammo of 240. 

Chicom CQB: This weapon is a 4 round burst that has a RPM of 1250. It has 40 bullets, and a max ammo of 240. It can come with many different features. Grip, Reflex Sight, Fast Mag, and Select Fire. You can change the burst to an automatic if you so desire. 

PDW-57: The gun that carried me through multiplayer, the PDW has a RPM of 750, a magazine size of 50, and a max ammo count of 400. It comes with a Reflex Sight, Millimeter Scanner, and Target Finder.

Skorpion EVO: This weapon has an abnormally RPM of 1250 with a magazine size of 40, and max ammo of 360. It has Reflex Sight, Target Finder, and has a Fast Mag. It’s also automatic. 

Kuda: More automatic weapons. It has a RPM of 722, a max magazine size of 50, and a max ammo count of 400. It has Extended Mags and a FMJ. 

VMP: More automatic weapons with a RPM of 909, a magazine size of 40, and a max ammo of 440. It comes with a FMJ.

Weevil: Another automatic weapon with a RPM of 722. It has a large magazine size of 100 per load, a max ammo of 600. It has Extended Mags, Fast Mags, and a FMJ.

Vesper: This weapon has a high RPM of 1200. You have a max magazine of 60, and a great ammo count of 420. It comes with Extended Mags and a FMJ. Do I even need to tell you this is automatic? 

Pharo: This isn’t automatic, it’s a four Round Auto-Burst. This comes with a RPM of 909, a magazine size of 60, and a max ammo of 360. It has Extended Mags and a FMJ.

Bootlegger: More Automatic guns for you. It has a magazine size of 64 and a max ammo of 384.

Razorback: A sharp weapon, the Razorback is an automatic weapon with a RPM of 625. It has a max magazine size of 60 with 480 bullets in total.  It has Extended Mags and a FMJ.

HG 40: The automatic gun that has a RPM of 517, with a magazine size of 64, and an ammo count of 512. It has Extended Mags and a FMJ.

MX9: A gun with a RPM of 722, it’s fully automatic with a magazine of 55 rounds. It has a max ammo of 330.

GKS: More automatic weapons, the GKS has a RPM of 645.It has a magazine size of 52, with an ammo reserve of 312.

Spitfire: The Spitfire doesn’t spit fire, unfortunately. It does fire automatic bullets at a RPM of 1034, with a magazine size of 60, with 360 ammo overall. 

Cordite: Automatic, again. This weapon has a RPM of 857, with a magazine size of 100, and an ammo reserve of 500. 

Saug 9MM: Automatic weapons, we love them. This has a RPM of 909 with a magazine size of 50, and an ammo reserve 350. 

Daemon 3XB: Automa- wait, not an automatic? It’s a three-round burst with a RPM of 1200. It has a round cap of 36, and a max ammo count of 396.

Switchblade X9: Not a switchblade, but an automatic gun. This has a RPM of 840, a magazine size of 40, and a reserve count of 400. 

Shotguns

Zombies are always trying to kill you. Literally, there’s one trying to break in right now! So when you’re up close and personal, but still want to fire bullets, the shotgun is the perfect choice for you.

Double Barreled Shotgun: The most basic a weapon can get. The Double Barreled Shotgun is a high-power weapon. With 212 RPM, 60 bullets, and 2 rounds per mag, this weapon is great for close ranged encounters. 

Sawed-Off Double Barreled Shotgun: The exact same thing as the Double Barreled, but sawed-off. This is semi-automatic. 

M1897 Trench Gun: Not much data actually exists on this gun. All I can say is that it is a shotgun. It has 70 bullets in total, holding 10 per mag.

Olympia: This has the same stats as the regular shotgun. 212 RPM, 60 bullets, and 2 rounds per mag. It’s also semi-automatic.

Stakeout: ten shells per magazine, 63 RPM, and 70 ammo in total. The Stakeout is a high power shotgun which even comes with grip. It is, of course, semi-automatic.

SPAS-12: The SPAS-12 differentiates from its brothers by being automatic. 312 RPM, 96 shells, with 24 per magazine, this shotgun is particularly good for those who are in tight situations.

HS10: This dual wield shotgun is very unique. It has an RPM of 340, 8 bullets between both mags, and 96 bullets in total. Still can’t escape the semi-automatic nature of shotguns.

Remington 870 MCS: The Remington is a pump action shotgun. 80 RPM, 80 rounds in total, and 10 per magazine. The Remington has increased handling on hip-fire shots, and a reflex sight. Good for both aiming down and running for your life.

M1216: An automatic shotgun that fires 468 RPM, has 96 bullets, and 24 rounds per magazine. It needs to rechamber every six rounds, and has a reflex sight. 

S12: Very basic, the S12 can fire 468 RPM, with 60 bullets, and 10 per magazine. It can come with a reflex sight, or a long barrel.

KSG: This high-power shotgun is Pump action. It fires 77 RPM, has 28 bullets per magazine, comes with a huge 112 bullets in total, and a lil reflex sight.

KRM-262: The KRM-262 is another pump action shotgun. It has 80 bullets in total, and 16 per magazine. It comes with extended mags.

205 Brecci: This weapon has tons of ammo. 144 in total, with 24 per magazine? It’s semi-automatic with extended mags. What’s interesting is that the RPM changes from PC to console. 187 for PC, and 212 for console. So I guess if this takes place within the console Call of Duty Richtofen just attacks faster. 

Haymaker 12: An automatic shotgun with 150 bullets isn’t bad. It holds 25 bullets per magazine, coming with extended mags. 

Argus: Our first Lever-action shotgun. It has 32 bullets per mag, an RPM of only 62, and 128 bullets in total. It even has extended mags. 

Banshii: The Banshii is a pump action shotgun that comes with extended mags. It has a RPM of 100, 12 bullets in a clip, and 96 bullets in total.

MOG 12: The MOG 12 is a pump action shotgun. It has a RPM of 60, with 48 bullets in total. It has a small mag size of 4 though.

SG12: A fully automatic shotgun, the SG12 has an RPM of 210, with 20 bullets per magazine size of 132.

Rampage: Another fully automatic shotgun, the Rampage has a high RPM of 353, has 30 bullets per magazine, and 210 bullets in total.

Light Machine Guns

LMGs are the true power-houses of Richtofen’s standard arsenals. What they lack in mobility they make up for in sheer bullet count. 

HK21: The HK21 is an automatic LMG with a RPM of 535. 150 magazine counts, and 900 ammo overall. 

RPK: The RPK is an automatic weapon with a RPM of 600, a magazine count of 125, and a max ammo of 625. 

HAMR: The HAMR has a RPM of 625, a max magazine size of 125, and a max ammo count of 750. It comes with a Reflex Sight, ACOG Scope, Grip. it’s automatic 

RPD: The RPD is an automatic weapon with a RPM of 750 and a max magazine size of 125. It has a max ammo count of 875. 

LSAT: The LSAT is another gun with a RPM of 750, It has a magazine size of 100 and a max ammo of 700. It comes with a Target Finder, Grip, Reflex Sight, and ACOG Scope. 

MG08/15: More automatic weapons with a RPM of 750, magazine size of 100 and a max ammo of 700.

BRM: An automatic weapon with a (random) RPM of 517. It has a magazine size of 100 and a max ammo of 800, Extended Mags, and a FMJ.

Dingo: The Dingo is an automatic weapon with a RPM of 722. It has a magazine size of 120, a max ammo count of 720, Extended Mags, and a FMJ.

Gorgon: An automatic weapon with a RPM of 327. It has a high magazine size of 100, a max ammo of 600, Extended Mags, and a FMJ.

48 Dredge: A six round auto-burst with a high RPM of 1153. It has a magazine size of 120, a max ammo of 840, Extended Mags, and a FMJ.

Titan: A titan of a gun, this automatic weapon has a RPM of 480, a magazine size of 100 and a ammo reserve of 600.

Hades: An automatic gun with a high magazine size of 120, an ammo reserve of 600, and a RPM of 652.

Tigershark: Ah! A shark! Just kidding, it’s an automatic gun which has a RPM 505 with a magazine size of 80 and a reserve of 560.

VKM 750: An automatic weapon with a RPM of 361. It has a magazine size of 90 rounds, and an ammo reserve of 720, and has explosive rounds.

Handguns

Richtofen is commonly seen with handguns. Given how quick and efficient they are, there’s no reason to not at least carry a few around. 

M1911: The first starting pistol. The M1911 is a Semi-Automatic weapon that has a RPM of 75, a magazine size of 6, and a max ammo count of 46. This is an interesting case where instead of shooting bullets, it’ll fire grenades. 

.357 Magnum: With this big iron on your hip, this pistol is a Double-Action semi-automatic weapon that has a RPM of 187. It has a magazine size of 6, and a max ammo of 86. 

Python: More big irons on your hip. This has a high RPM of 625, a magazine size of 12, and a max ammo of 108, It comes with Fast Mags. You can be the fastest man in the west. It’s also a Double-Action semi-automatic.

CZ75: A fully automatic pistol that has a RPM of 535, a magazine size of 20, and a max ammo of 260. 

CZ75 Dual Wield: A fully automatic duo pistol that has a RPM of 535, a magazine size of 20, and a max ammo of 360.

Mustang and Sally: The Mustang and Sally have their own tab, just because they’re so far removed from the M1911. It’s dual wield pistols that fire grenades at a RPM of 300. Each bullet can store 6 grenades in them, leaving 62 grenades overall. 

Five-seven: The Five-Seven is a Semi-automatic weapon with a RPM of 750. The magazine size of this gun is 20, a max ammo of 220. It has a Fast Mag for quicker reloads. 

Dual Wield Five Seven: The Dual Wield Five-Seven is a Semi-automatic weapon with a RPM of 625, a magazine of 20 per gun. It has a max ammo of 335. 

B23R: The B23R is an automatic weapon with a Fast Mag. It has a RPM of 937, a magazine size of 29, and a max ammo capacity of 300. 

Executioner: This is a Double-action semi-automatic weapon that has a RPM of 468. It has a magazine size of 5, and a max ammo count of 105. It comes with a Long Barrel.

KAP-40: Another automatic weapon that has a RPM of 937. It has a magazine size of 15, a maximum ammo count of 195. It comes with a Fast Mag.

Mauser C96: For a pistol, this weapon is powerful. The Mauser C96 fires semi-automatic laser beams that have a RPM of 600. It has a huge magazine size of 50, and a max ammo count of 150. It has a ACOG Sight and Suppressor attached to it. 

Bloodhound: This weapon is called the Meat Wagon when pack-a-punched, which is funny. It’s Double-action and semi automatic, also dual wielded. Each gun has 8 bullets and a max ammo of 66. It also fires grenades. 

RK5: 3-round burst with a RPM of 909. It has a magazine size of 30, and a max ammo to 210. It has Extended Mags and a FMJ.

L-CAR 9: A fully automatic weapon with a RPM of 722. It has 40 bullets per magazine, a max ammo of 240, an Extended Mag and a FMJ. 

MR6: Another dual wield pistol that fires grenades. It has a magazine size of 6 per gun, and a max ammo of 56.

Marshal 16: Another dual wield pistol. This time, it doesn’t fire grenades. It’s Semi-Automatic with a two-round stack. Each gun has 6 bullets with a max ammo count of 242. 

Rift E9: Pretty basic, this pistol is a Two-round burst with a RPM of 512. It has a magazine size of 68, 340 bullets overall. It has Extended Mags. 

Strife: Our second to last gun, a fully-automatic pistol that has a RPM of 438. It comes with 30 rounds, and an ammo reserve of 270. 

RK 7 Garrison: Our three-round-burst pistol has a RPM of 800. It has a magazine size of 20, and an ammo reserve of 240. 

Sniper Rifles

Professionals have standards. What’s more professional than camping with a sniper at the back of the map? 

DSR 50: Our first sniper is bolt-action, with a slow RPM of 50. It has a magazine size of 8, and a max ammo count of 104. It comes with an Iron Sight to look down, a Variable Zoom to allow for better sniping, and a Suppressor for silencing shots. It also just has a generic Sniper shot.

Barrett M82A1: Our next sniper is Semi-automatic, with a RPM of 416. It has an ammo count of 7 with a max ammo amount of 49. It also has a Variable Zoom and a Sniper Scope.

SVU-AS: The SVU-AS is a semi-automatic sniper that has a RPM of 416. It has a magazine size of 12, a max ammo count of 204. It has a Sniper Scope and a Variable Zoom.

Ballista: This sniper is bolt-action, has a RPM of 51, an ammo count of 10, and a max ammo is 130. It comes with an Iron Sight,an ACOG Sight, and your regular Sniper Scope, Which is pretty cool.

Drakon: Our Drakon is a semi-automatic sniper with a RPM of 240 on PC, and 277 on Consoles. (Nerfed again?). It has a large magazine size of 20, and a max ammo of 160. It comes with a FMJ for extra piercing. Do I need to mention it has a Sniper Scope?

Locus: Sniper Scope! Ok, there we go. It’s a bolt-action sniper with 57 RPM. It has a magazine size of 25, and a max ammo of 125. It comes with Extended Mags and a FMJ.

SVG-1OO: More bolt-action snipers with Sniper Scopes, with each magazine having 10 bullets per. It has a max ammo of 110, has Extended Mags, and FMJ. 

Paladin HB50: A sniper with a scope. It’s bolt action, has a RPM of 44, a magazine size of 10 and an ammo reserve of 120. It’s also called the Righteous Fury on Pack-a-punch.

Outlaw: More bolt action snipers with a scope. It has a RPM of 88, each magazine having 24 bullets, and an ammo reverse of 168.

SDM: Another Semi-automatic sniper with a scope. It has a RPM of 252, each magazine having 24 bullets and 144 bullets in total. 

Koshka: We need more Bolt-Action snipers with scope, a RPM of 49, a magazine size of 14, and an ammo count of 140 in reserve. If these fit your strange criteria, then the Koshka is for you!

Vendetta: Vendetta! Vendetta! A semi-automatic sniper with a scope, a magazine size of 30, 140 bullets in total. It also does additional damage to headshots. 

Explosives

Richtofen has access to explosive options for when he needs to clear hordes quickly. 

M7 Grenade Launcher: I don’t know if any Grenade launcher is ‘standar, but this is the most basic you can get. You can fire one grenade, and you have twenty one grenades. 

Panzerschreck: The Panzerschreck is a fully automatic rocket launcher. Firing 181 RPM, with 3 rockets per magazine, and 33 rockets, you’ll find yourself blowing things to smithereens! 

China Lake: The China Lake is a pump-action grenade launcher. It fires grenades at a rate of 25 RPM, with 45 grenades, and 5 grenades per clip. 

M72 Law: The M72 Law is another automatic rocket launcher. You can fire 56 RPM, with 50 rockets in total. What makes this unique is that it can hold 10 rockets at a time. 

Crossbow: The Crossbow fires an arrow that explodes. It attracts zombies to wherever the arrow pierces, which includes other zombies. You can only hold one arrow at a time, with 13 in total.

RPG: The most standard RPG you could think of. It fires rockets at a rate of 187 RPM, with 48 rockets in total and 8 rockets per magazine.

War Machine: The war machine is a double-action (semi-automatic) grenade launcher. These grenades are unique, exploding on impact. 240 RPM, 54 grenades in total, and 6 per magazine. 

XM-53: An automatic rocket launcher with 22 rockets, and 2 rockets per magazine.

L4 Siege: A semi-automatic rocket launcher that fires 8 rockets per mag, with 88 rockets in total.

Hellion Salvo: Your average single shot rocket launcher. 36 bullets with only one per magazine.

Tacticals

These tacticals are very strong, but limited weapons that Richtofen can use. Although a quick max ammo will recharge them.

Grenade: Grenades are just that, Grenades. You pull the pin, throw them, they explode. After they’re thrown they will explode, although can be cooked by holding them down. Don’t hold them for too long or they might blow up in your face. You only get two of these.

Semtex: The cooler Grenade. These are sticky, able to stick to any surfaces (or any foes). You also only get two of these. 

M67 Grenade: These are just your standard grenades but with a different name.

Claymore: Claymores are essential, explosive traps that blow up when any zombie walks past them. They have to be placed before they can explode, having two of these.

Bouncing Betty: Just like the Claymore, these Bouncing Betty’s need to be placed down before they explode. Then they ‘bounce’ and kill anyone in the area. You have two of these.

Spikemore: The less useful, but still cooler version of the Claymore. The Spikemore fires out Punji Spikes when triggered, which bounces off walls. You get two of these. 

Acid Bomb: Acid Bombs are not acid, they’re just cluster grenades. Grenades that, when exploded, release tiny other grenades. The canister is toxic, but it’s just cluster grenades. At least you get three of these.

Wraith Fire: Acts like a molotov, burning the ground around it. You gain two of these.

Sentry: Very situational, this turret fires for 15 seconds before disappearing. It can only fire at what is in front of it. You only get one of these.

Melee Weapons

Richtofen has access to tons of different melee weapons. A close encounter with this doctor might leave you cut.

Knife: Every British person's fantasy. You get a knife, good for stabbing. 

Bowie Knife: The stronger, cooler, and sharper version of the regular knife.

Sickle: Mother Russia would be proud.  

Ballistic Knife: The Ballistic Knife is a weapon that allows you to fire a knife at your foes. This has ten shots, and can revive other players if hit.

One Inch Punch: A one inch punch that’ll carry you into high rounds.

Plunger: This is a surprising, yet serious, powerful weapon. It can even oneshot Panzers.

Wrench: Good for beating!

Malice: Cool name, but just a small dagger. 

Slash N’ Burn: A powerful sharp Fire Axe.

Fury’s Song: Cool name, but just a standard blade. 

Nunchucks: For getting kills with style. 

Skull Splitter: Your standard Mace.

Nightbreaker: A gauntlet with sharp ends, and even more sharp teeth.

Path of Sorrows:  Again, a cool name for a Katana. 

Spoon: Only a spoonful.

Golden Spoon: Only a spoonful, but golden one.

Golden Spork: A spoon and a fork? Now we’re cooking.

Saw: While never seen in combat, Richtofen uses this to cut open the brain of Dr. Maxis, which I'm sure he can use in combat. 

Wonder Weapons

The true bread and butter of Richtofen’s arsenal. Wonder Weapons are very unique, as they come with different abilities. This is where tons of the craziness of Richtofen’s gear comes in.

Flamethrower: (I had nowhere else to put this) The Flamethrower is a low-damage weapon that burns foes who come into contact with it. This doesn’t have ammo, instead opting to overheat if used too much. 

Ray Gun: The Ray Gun is the most iconic Wonder Weapon in COD Zombies. This super weapon with splash damage is sure to destroy anything in your path. Just make sure you have PHD Flopper, as the Splash can hurt you. (as seen above)

Wunderwaffle DG-2: The Wunderwaffe DG-2 was actually created by Doctor. Richtofen himself during the age of World War 2. It’s powered by Element 115, packing over 200’000 amperes of electrical volts that will shoot into your body. If you’re hit, the electrical blow will go between you and your friends up to ten times. Richtofen also accidently overloaded his teleporter with this, sending him through time. With 34 bullets, this thing packs a punch.

Monkey Bombs: The Monkey Bomb is a cheap toy with a C4 attached to the back of it. When deployed, it’ll attract any zombies for a limited time before blowing up. Richtofen also made this one.

Thunder Gun: The Thundergun fires compressed air out of it. It doesn’t have a set damage, blowing zombies away with a huge blast. With 28 bullets, you’ve got to be very careful using this. 

Winter Howl: This cold gun will freeze any zombie who is hit by it. This can either take a few shots, or just one given the intro cutscene to Classified. With 54 bullets, you’ll find your ammo running cold far too quickly.

Girsh Device: Named after its creator, the Girsh Device releases a purple singularity that sucks Zombies in. These are limited, with the player only getting two of them. 

Matryoshka Dolls: This wonder weapon acts as cluster grenades that explode into four different explosions when thrown. 

31-79 JGb215: The 31-79 JGb215, The Shrink Ray, The Baby Maker, is a gun that shrinks zombies. This causes them to have big heads and little bodies, being able to easily be punted. The Shrink Ray can also overload teleporters and cause them to malfunction, as seen in Classified. You also have 48 ammo, not bad for when you need to shrink hordes. 

Wave Gun/ Zap Gun: This one is going to take a little time to explain. These two are the same gun, The Wave Gun are the dual pistols and the Zap gun is the combined one. The Wave gun carries up to 124 rounds, firing powerful shots similar to the Wunderwaffle from before. The Zap Gun only has 28 ammo, but is far more powerful. This causes zombies to violently throw up blood before expanding and exploding. 

QED’s: The QED’s have several different outcomes when thrown, all with a random chance of happening. With three of these, you better step up and test your luck

  • Spawn any power up in the game. 

  • Produce weapons like Ray Guns, China Lakes, Pythons, M72 Law, SPAS 12, and all pack-a-punched variants to fire randomly in a circle.

  • Cause an explosion in a large radius. This can be anything from regular grenades, Semtexs, Scavenger Shots, to Cluster Grenades. 

  • Open and close doors. 

  • Refill Girsh Device charges and its own charges. 

  • Create Zombies.

  • Pack a punch, or de pack a punch a gun.

  • Revive your teammates.

Ray Gun Mark 2: Described as the ‘True Laser Gun.’ The Ray Gun Mark 2 doesn’t have the splash damage of the original Ray Gun, replacing it with a three-round burst. 334 RPM, 423 ammo cap, and extra damage to heads.

Staff of Fire: The first of four, the Fire Staff shoots three balls of molten lava that causes zombies near the impact zone to burn. The charge shot does the same thing, just with more damage. Just by using the gem, Richtofen managed to remove every single soul from Alcatraz in one move. This has 132 ammo overall.

Staff of Ice: The fan favourite, the Ice Staff fires a blast of ice that will eventually freeze zombies. A charge shot will fire a blizzard that’ll attract and kill any zombies. It has 99 charges overall.

Staff of Wind: My personal favourite, the staff of wind shoots a blast of win that will instantly kill zombies. If anyone survives, they’ll be knocked back. A charged shot creates a tornado that’ll attract and drag zombies to the centre. This only has 66 charges. 

Staff of Electricity: The staff everyone hates. The Lightning staff shoots a bolt of lightning that bounces and shocks any zombies nearby. A charged shot will only chain more zombies. This does have tons of ammo, sitting at 198 overall.

G-Strike Beacon: The G-Strike Beacon forces the Giant Robots of Origins to fire a missile, killing anyone who is in the way. He has three of these. 

Sekhmet’s Vigor: Sekhmet's Vigor is an attachment to the staffs. You have four bullets, and can shoot your teammates or zombies. Shoot your teammate? You revive them. Shoot a zombie? You kill them.

Apothicon Servant: The Apothicon Servant creates a black hole that sucks any zombies near inside. You only have 15 bullets though, and 1 per magazine. 

Li’l Arnie: The Li’l Arnie is a squid creature inside of a jar. When thrown, it explodes out of the jar and kills any zombies in it. This squid attracts anyone to it with its, i don’t know, dance moves? The upgrade step requires you to get a top hat for this. Oh, you also get three. 

Wrath of the Ancients: This is the standard bow you get. Nothing super special about it, apart from the fact a charged shot creates a small explosion. You get 60 arrows, that’s it. You also melee with an arrow.  

Kreema'ahm la Ahmahm (Storm): The Storm bow is great for shocking enemies. One uncharged shot shoots a ball of electricity that lingers and shocks zombies for a few moments. If you charge it though, you release a swirling thunderstorm that lasts ten seconds. This costs two out of your 75 arrows. 

Kreeaho'ahm nal Ahmhogaroc (Rune): The Rune bow, or fire bow, creates a small burst of fire when uncharged. When charged up, zombies within the blast radius will be caught in molten mounds for five seconds and burn them. This costs two out of your 75 arrows. 

Kreegakaleet lu Gosata'ahm (Demon): The Demon Gate bow, or the void bow, creates a small skull when uncharged that’ll kill one or two zombies. When charged up, it’ll create a portal which fires multiple skulls that’ll deal high damage. Only three portals can be up at a time. This costs two out of your 75 arrows. 

Kreeholo lu Kreemasaleet (Wolf): The Wolf Howl, or Wolf bow, will fire a regular show that’ll slow zombies down when uncharged. When charged, the Wolf Bow summons in the spirit of a Wolf to charge and kill anyone who is hit. This costs two out of your 75 arrows. 

Ragnarok DG-4: The Ragnarok DG-4 weaponized Element 115. The play can repeatedly jump into the air and slam down, causing large bursts of energy. You can plant these into the ground and create a lightning trap, shocking any zombies who walk into it. This can be used definitely, but will go onto cooldown after a while of being used. 

Skull of Nan Sapwe: This skull has two attacks. Vaporise, which lifts the target into the air and causes them to explode. Then you have Mesmerize, which causes anyone looking into the skull to become docile. This does go on cooldown after being used for an extensive period of time. 

KT-4: The KT-4 fires a green liquid which makes spores grow over the body of the zombies and causes them to explode. This weapon also can affect the biology around him, letting seeds draw quicker and reverse toxic spores.

Spider Bait: Perhaps the most interesting wonder weapon, the Spider Bait wraps Richtofen up into a cocoon. For 50 seconds, he takes control of one of the Spiders. These spiders can shoot webs at their foes, slowing them down.

GKZ-45 mk3: This GKZ-45 mk3 consists of two different weapons. You have the GKZ-45 which fires a yellow cloud which slows down foes who walk into it. The MK3 is the Ray Gun Mark 3, which does the same thing as the mark two, just with the semi-automatic fire mode of the original. Firing a Yellow cloud and a Ray Gun blast will create a black hole that forces any zombies into it, killing them. You can fire three clouds and 15 ray gun mark 3 blasts, with 179 rounds overall.

Gauntlet of Siegfried: This gauntlet allows for you to have a baby Dragon on your arm, which breathes fire and bites down on any foes who are close. You can also channel your inner One Punch Man and unleash a powerful fist.

Dragon Strike: The Dragon Strike allows for Richtofen to call a Dragon to attack, firing a large fireball. This can be used twice for double dragon action. 

Blundergat: A high power semi-automatic shotgun. Carries 2 shotgun shells, with a total of 122 in total.

Acidgat: The Acidgat fires sticky acid shots that attract zombies. After a few moments of being down, they explode into acid goodness. It’s a three round burst that has 3 bullets per magazine, and 153 bullets in total.

Magmagat: The Acidgat, but Magma. Has the same attracting effect and explosion, just with Magma. It has far less ammo with only 52 bullets, and 2 per clip.

Hell’s Retriever: Hell’s Retriever is a tomahawk that Richtofen can throw. It goes between zombies, cutting through them, before coming back to Richtofen. It can collect power-ups on the way, and only needs to recharge. These can also directly interact with souls, as shown by collecting the skulls around Mob of the Dead that are in the afterlife mode. 

Ray Gun Mark II-V: This Ray Gun is an automatic weapon with 150 bullets. It shoots out an electrical beam which can stun four zombies at once. When it’s not in your hand, it regenerates ammo. 

Ray Gun Mark II-X: This one is Dual wield, firing high power projectiles with 363 bullets in total. It has 33 bullets per clip. 

Ray Gun Mark II-Y: An explosive weapon, the Ray Gun Mark II-Y has explosive rounds and a charged shot for a larger explosion. It only carries 54 rounds in total, with 6 per mag.

Ray Gun Mark II-Z: A laser shotgun that’s full auto. It has 18 bullets per magazine, leaving 144 for the clip.

These next four weapons are specialists, these go on cooldown after being used but have unlimited ammo. They can either be recharged through kills or the Full-Power Power-Up. They can also be levelled up to apply different abilities. 

Hellfire: The Hellfire is a flamethrower. At level one, you gain armour which allows you to take more hits when zombies are killed. At level two you gain the Blast Vent ability, able to blast enemies away with blasts of air. At level three you gain Infernal Tempest, able to create a fire tornado.

Overkill: This weapon is Overkill. A minigun with infinite ammo, although it can overheat. At level one, you get nothing. At level two you get a grenade launcher attached to the bottom. Level three? You can throw the Minigun, creating a tactical nuke like effect that wipes out everything on the map. 

Path of Sorrows: The Path of Sorrows is a katana used to slice enemies up. At level one you gain the Kaze Slash, your standard slashing move that can be done twice. At level two you get the Merciless Dash, your standard dash. At level three you get the Shadow of Death. When activated, you turn completely invisible. 

Ragnarok DG-5: The Ragnarok DG-5 is similar to its DG-4 counterpart. At level one you can use a shock slam, producing electrical shockwaves that damage anyone who is near. At level two you can channel these weapons to fire electricity. At level three you gain the Power Plant ability, creating an electrical field around yourself that shocks any enemy that touches it. This barrier also automatically revives yourself. 

Perks 

Richtofen is a chronic drinker. Luckily, drinks give you advantages here. They’re also highly toxic. 

Quick Revive: Quick Revive does exactly what you think. When you’re knocked down into the dying state, you’ll be brought back and able to fight again. Quick Revive allows for three of these knockdowns before he permanently dies. It also allows you to revive others quicker, but that’s useless in a battle like this. In Black Ops 4, you also regenerate health. When you do, it increases your speed.

Juggernog: The most simple of perks, Juggernog allows you to take more hits. 

Speed Cola: Well Speed Cola increases your reload speed of all guns. This isn’t limited to guns, however, seemingly helping you build barriers faster

Double Tap: This increases the fire rate of weapons, also firing two rounds for the cost of one. 

Stamin-Up: Stamin-up increases your running speed, increasing your speed endurance. You can run for much longer with this perk. 

Mule Kick: Legend tells us of a perk, needlessly expensive for having the effect of giving you a third gun. 

Deadshot Daiquiri: Suck at aiming? Deadshot Daiquiri has you covered, allowing you to always hit Headshots when you aim down sights

PHD Flopper and Slider: PHD Flopper is a great perk, You’ve got fall damage? Nope! Not with PHD. When you dive too prone, you’ll cause an explosion creating a 7.5 metre explosion. Those explosion weapons become much more useful, since you won’t be taking any damage. In black ops 4, you gain the ability to slide and cause these explosions.  

Tombstone: Tombstone allows you to drop a, well, Tombstone upon death. When you next respawn, you can pick up this Power-Up and gain all of your perks and guns back. 

Who’s Who?: Another self revival ability. When you go down, another version of you will spawn. Your new version must get back to your old version, and revive them. Sounds confusing? Yep! It is. 

Vulture Aid: Vulture Aid has a few effects. For one, it lets you see things through walls. Perk locations, chalk wall-buys, the mystery box, things like that. Secondarily, Vulture Aid will allow for zombies to drop ammo upon death at times. They can also drop a green gas, making you smell like a zombie and getting them away from you. 

Electric Cherry: This shocking Perk activates when you reload. When you do so, an electrical blast is sent out around you. Anyone caught in it gets shocked and stunned.

Widow’s Wine:.All of your basic grenades become Widow’s Wine Grenades. A detonation doesn’t cause destruction, but catches anyone in a web for 20 seconds. If you’re stuck with one of these Grenades, you become frozen. These Grenades will also regenerate over time, at the start of a round. Killing a zombie who’s been hit by one of these grenades can drop a blue spider Power-Up, replenishing your grenades by one. If a zombie hits the player, webbing will shoot out and trap nearby zombies for 20 seconds. If you’re far enough away your movement will be slowed instead. Oh! Your knife will also have a chance to freeze zombies, deal more damage, and overall just cause a lot of pain.

Bandolier Bandit: Bandolier Bandit has a simple effect. You have increased ammo stock. When you aren’t using that weapon, it’ll slowly regenerate ammo. 

Blaze Phase: “It’s just a phase.” Yeah? A Blaze Phase! Holding down crouches builds up energy. When you release it, you’ll run and crash through any enemy in front of you. This is infinite in time, only stopping when you crash.

Blood Wolf Bite: Blood Wolf Bite will spawn a wolf in. This is called Luna, she’s a good girl. Luna will follow and attack enemies for 45 seconds, before leaving for a 5 minute nap. 

Death Perception: Death Perception lets you see incoming, well, Death. An orange outline will be around any enemies, allowing you to see them through walls. 

Dying Wish: Dying Wish is another self revive perk. When you’re knocked down, you’ll get back up. But, for 9 seconds, you can’t take damage and are on 1 HP. So run away! Dying Wish has no limits, but needs to be recharged.  

Electric Burst: Electric Cherry 2.0. That’s it. The only difference is that when you reload, your knife will be electrified for a limited time. How dare you stand where he stood. 

Ethereal Razor:  I read this as Ethical Razor, I got so confused. Anyway! Ethereal Razor makes swipes and lunges attacks deal more damage, affect multiple zombies in a radius, and even heal. 

Stone Cold Stronghold:  Stone Cold Stronghold creates a blue circle around you when you’re still. You gain more damage and gain armour for every zombie killed around you. 

Timeslip:. Timeslip will make things like the mystery box, elixirs, pack-a-punch, all of that cycle faster. 

Victorious Tortoise: When you have your shield out, Victorious Tortoise will protect you. Any damage taken, no matter from any side, will go to the shield. 

Winter’s Wail: Feeling cold? I am! Winters Wail stores four charges. When you’re hit, it’ll let out a frost blast that freezes and slow downs zombies. 

Zombshell: This Zombshell allows for you to create a small orb that damages zombies. Zombies who walk in are damaged, needing to recharge when the orb goes away. Also, it can make zombies ignore you, like with Vulture Aid.

Gobblegum

Note: Some Gobblegums activate instantly when eaten. If I haven’t specifically mentioned them needing to be activated, assume they activate instantly. If I don’t mention a time, assume that they’re just instant. Gobblegums should be able to work on foes who aren’t zombies. They have specifically worked on creatures who aren’t zombies, like Keepers who aren’t zombies. If you see the mention of Zombies, it’s because that’s what the gum says. Given that you can only get one gum at a time from a machine, we’ll assume that Richtofen can only use one piece of gum per Gobblegum, unless he can access a machine. Otherwise, let’s eat. 

Always Done Swiftly: Always Done Swiftly makes you move, raise and lower your gun much quickly for Three rounds.

Arms Grace: If you bleed out, Arms Grace will return all of your weapons to you when you respawn. 

Coagulant: For twenty minutes, you shall take longer to die by bleeding out. 

In Plain Sight: This gobblegum can be popped twice. When popped, no zombies will attack you for 10 seconds.  

Stock Option: For 2.5 minutes, all bullets will be taken from the stock of the gun rather than your magazine.

Impatient: Instead of respawning at the start of a new round, you’ll respond towards the end of the current round.

Sword Flay: All melee weapons gain a 5x damage boost for 2.5 seconds. 

Anywhere but here!: When activated, you will be teleported anywhere within the map. This can be used twice, and will shoot out a concussive blast where you land so you aren’t instantly swiped.

Danger Closest: Gives you zero damage to any explosives for three rounds.

Armamental Accomplishment: Allows you to use items, reload them, melee, and switch weapons quicker for three rounds.

Frying On All Cylinders: You can now fire when sprinting for three rounds. 

Arsenal Accelerator: For ten minutes, any special weapons can be switched to quicker. 

Lucky Crit: Any alternative ammo types will be more likely to activate, for one round. 

Now You See Me: All Zombies will be focused on YOU for 10 seconds. 

Projectile Vomiting: Zombies who are killed with explosives will violently vomit. 

Newtonian Negation: Zombies who are killed fall upwards. 

Eye Candy: Overrides the colours that you see for one round when activated, can be activated four times. 

Tone Death: Overrides all sounds with silly and goofy noises. 

Aftertaste: Keeps all perks when being revived. Lasts 3 rounds

Burned Out: Taking damage causes you to burst into flames. Lasts 2 hits.. 

Dead of Nuclear Winter: Spawns a Nuke Power up, can do this two times. 

Ephemeral Enhancement: Turns the current gun you’re holding into the pack-a-punched version for 60 seconds. Can be activated two times. 

I’m feeling Lucky: Can spawn any random Power up, with 2 activations. 

Immolation Liquidation: Can spawn up to 3 Fire Sales

Licensed Contractor: Can spawn up to 3 Carpenters 

Phoenix Up: Revives all teammates on activation. 

Pop Shocks: Melee attacks trigger an electrical shockwave across zombies. This can activate up to 5 stabs.  

Respin Cycle: Upon being activated, will re-spin the weapon in the Mystery Box

Unquenchable: Allows you to get an extra perk when you get in the max of four. (Useless ahh gobblegum)

Who’s keeping score?: Spawns a Double Points Power Up. Can be activated twice.

Crawl Space: Turns every zombie into crawlers, basically destroying their legs. Has five activations.

Fatal Contraption:  Spawns a Death Machine Power-Up, can be activated twice.  

Unbearable: Activates when a Teddy bear appears in the Mystery Box, respinning it. 

Disorderly Combat: For five minutes, your weapons will be random and switch for ten seconds.

Slaughter Slide: With six activations, this creates lethal explosions when you slide.

Mind Blown: Pops all the heads of the zombies you’re looking at, being able to be activated three times.

Bored Games: For five rounds, fixing one board at a barrier will automatically fix every single board.  

Board To Death: Instantly kills any zombie who is near a repaired board for five minutes. 

Flavor Hexed: Gives a random Mega Gobblegum of any rarity. 

Idle Eyes: With three activations, and thirty seconds each, all zombies will ignore the player and stand still. 

Cache Back: Spawns a Max Ammo Power-Up when activated.

Kill Joy: Spawns a Insta-Kill power up, can be activated twice. 

On the House: Spawns a Perk Bottle Power-Up when activated.

Wall Power: Buying a random wall weapon makes it Pack-a-Punched

Undead Man Walking: Slows down all zombies to shambling speeds for five minutes. 

Fear In Headlights: Anyone seen for two minutes, when activated, will not be able to move. 

Temporal Gift: Lasting one round, Power ups last 30 seconds longer. 

Crate Power: Next gun you take from the Mystery Box will be pack-a-punched.

Bullet Boost: Pack-a-punches your current gun. Can be activated four times.  

Extra Credit: Gives 1,250 points to the current player. Can be activated four times

Soda Fountain: Perk purchase limit is ignored five times. Grants an extra perk.

Killing Time: Freezes the entire map in time for 20 seconds. Can be activated anytime. Any zombies shot will explode when time runs out. 

Perkaholic: When activated, gives you every single perk in the game. 

Head Drama: When activated, for one round, all bullets will be counted as headshot damage. 

Secret Shopper: Any wall-buy can be used to buy ammo for any gun for 10 minutes.

Shopping Free: You have one minute to buy anything! Everything is free! 

Near Death Experience: For three full rounds, being around other people revives you. This even keeps your quick revive perk.  

Profit Sharing: Share your profits with nearby players for 10 minutes. 

Round Robbin’: Skips a round, one activation. 

Self Medication: Auto revive yourself three times, just need to simply get a kill. 

Power Vacuum: Power-Ups have a higher chance of spawning for four rounds.

Reign Drops: Spawns the Nuke, Double Points, Fire-sale, Random Perk Bottle, Death Machine, Carpenter, and Personal Points Power-Ups twice. 

Elixirs

Gobblegums 2.0. These all need to be activated by Richtofen by drinking them. On average, these take 20 minutes to recharge. Like the Gobblegums, assume that if I don’t mention a time, that they just activate. Also They have specifically worked on creatures who aren’t zombies so ignore those texts.

Always Done Swiftly: For five minutes, you can walk fast and aim down sights, while picking up and lowering your weapons quickly.

Anywhere But Here: Teleports you to a random location on the map, will release a concussive blast

Equip Mint: Refreshes cooldown on Equipment. List of Equipment can be found here, as there’s alot across all the games.

Burnt Out: Next zombie who hits you will burst into flames, lasts three hits. 

Head Scan: For two minutes, headshots have a chance to instantly kill.

Temporal Gift: Power-Ups last longer for 5 minutes.

Aftertaste: Keep all perks when you are down. This lasts five minutes, or until you’re knocked down.

Point Drops: Drops 500 points as a Power-Up.

Anti-Entrapment: For 30 seconds, all trap damage is null.

Nowhere But There: Teleports to a downed player's location.

Now You See Me: All zombies will chase you for 15 seconds.

Arsenal Accelerator: For two minutes, special weapons recharge quicker.

Pop Shocks: Melee attacks cause an electrical discharge, electrocuting anything nearby for five hits.

Stock Option: For two minutes, ammo will be taken from your stockpile instead of your magazine.

Newtonian Negation: Any zombies that are killed will fall straight upwards, for 25 minutes. 

Quacknarok: For five minutes, all zombies will wear a duck float. 

Bullet Boost: Re-rolls your Alternative Ammo Type on your gun.

Ctrl-Z: Two zombies will turn into allies for thirty seconds.

Dead of Nuclear Winter: Spawns a Nuke Power-Up.

In Plain Sight: For ten minutes, you’re ignored by zombies. 

Licensed Contractor: Spawns a Carpenter Power-Up.

Phantom Reload: For four minutes, you have a 30% chance for your magazine to reload.

Sword Flay: You deal 5x damage with your knife.

Who’s Keeping Score?: Spawns a Double Points Power-Up.

Alchemical Antithesis: For one minute, every ten points become one piece of ammo in the stock.

Blood Debt: Any damage you take goes to your points, for one minute.

Extra Credit: Spawns 1250 points Power-Up.

Immolation Liquidation: Spawns a Fire Sale Power-Up.

Kill Joy: Spawns an instant kill Power-Up.

Shields Up: Gives a new shield.

Talkin’ Bout Regeneration: Your health regenerates when moving, for four minutes. 

Cache Back: Spawns a Max Ammo Power-Up.

Dividend Yield: Some of the points you earn turn into bonus points for other players, for five minutes. 

Free Fire: No bullets are consumed while firing for 30 seconds.

Perk Up: Receive four random perks are not in the layout. 

Power Keg: Spawns a Full Power Power-Up.

Wall to Wall Clearance: For 30 seconds, you can wall buy Fire Sales.

Undead Man Walking: All zombies slow to a shuffle for a minute. 

Shopping Free: Buy whatever you want for a minute! 

Head Drama: Any bullets count as headshots for five minutes. 

Secret Shopper: Any gun wall-buy can be bought for ammo for ten minutes. 

Reign Drops: Spawn all the Power-Ups.

Power Vacuum: For five minutes, Power-Ups spawn more.

Near Death Experience: For 10 minutes, or five revives, you can revive anyone (including yourself) by being near them.

Phoenix Up: Revive all teammates.

Configuration Liquidation: Spawn a Bonfire Power-Up.

Join the Party: All spectating players will revive, and all downed players will revive.

Perkaholic: Enjoy all of the perks!

Refresh Mint: Refreshes cooldown on Equipment, Special Weapons, and Perks.

Suit Up: You and nearby players get full armour. 

Wall Power: Next weapon you buy will be pack-a-punched.

Alternative Ammo Types

Pack-A-Punched weapons come with special ammo. If a zombie is killed, one of these random effects will happen. 

Blast Furnace: A group of zombies will burst into flames, with any nearby burning to death over the next five seconds. This has a 15 second cooldown

Fire Works: When a zombie is killed, they’ll explode into Fireworks. This has a 15 second cooldown

Turned: Turns (get it?) a zombie into an ally, attacking anything nearby for 20 seconds. This has a 15 second cooldown 

Dead Wire: Electricity will chain between zombies who are shot, up to 10, with only a 5 second cooldown

Thunder Wall: Blasts zombies away with a large blast of air, similar to the Thundergun. This has a 15 second cooldown

Cryofreeze: With only a 13 second cooldown, zombies who are shot will become frozen, with a chance for them to explode in ice-y glory.

Masks/Helmets

This’ll just be a quick runthrough of all of the masks you can obtain. You must be wearing them to gain their effects. 

Golden Helmet: This beautiful headwear prevents the giant robots on Origins from crushing you. Instead of dying, you’ll be temporarily stunned. 

Panzersoldat Claw Helmet: Makes you immune to the melee attacks of the Panzersoldat.

Mangler Helmet: Gives you 33 percent more damage to Russian Mangler Zombies, and takes 50 percent less damage from those very zombies. 

Dragon Wings: These wings give you a 30 percent resistance to both fire and explosives. 

Valkyrie Drone Helmet: An extra 30 percent damage to Valkyrie Drones, and a 50 percent damage reduction from Valkyrie Drones attacks. You also have a 50 percent electrical damage reduction.

Dire Wolf Mask: Increases your speed, also able to give you a howl that’ll kill enemies. 

Helmet of Siegfried: Allows you to take one extra hit, a horn sound will kill enemies this time. 

Margwa Head: You deal 33 percent more damage to Margwas, and take 50 percent less damage. You can also run for longer. 

Fury Head: 50 percent more damage to Furies, while taking 33 percent less. You can also take another hit. 

Keeper Skull Head: 33 percent more damage to keepers, 50 percent damage reduction to keepers, you can take another hit, and Keeper Protectors last longer. (Although these need specific alters to spawn) 

Helmet of the King: 50 percent damage reduction from Margwas and Panzers, 33 percent more damage to those same bosses. No elemental damage from Napan Zombies and Electrified zombies when they die. Your sprint duration is increased, and no damage from certain zombie attacks like Shock Mines and death explosions. 

Apothicon Mask: 50 percent damage boost against ALL enemies, 33 percent damage reduction to ALL enemies. You can run for longer and take one extra hit.

Shields

Richtofen has a couple shields that allow him to protect himself.

Zombie Shield: Your standard Zombie Shield. It’s able to protect hits from the back, be placed down, or used as a weapon to knock people around. 

Riot Shield: The Zombie Shield, but better. The Riot Shield comes with an automatic pistol that you can fire, while hiding like a scared child. 

Rocket Shield: This high power shield allows for a large burst of energy. You charge forward, knocking away any zombies in your way. This has four charges and can be regenerated with a max ammo. 

Guard of Fafnir: A special shield that defends from fire damage, like the fire from the dragons. It can also fire a large green fireball to attack zombies. 

Spectral Shield: Built within the layers of Alcatraz, the Spectral Shield is able to absorb the souls of Zombies into it. This is backed up by the ending cutscene of Blood Of The Dead, where all the souls are released. It’s the same effect. You’re also able to see into Afterlife, another realm.

Talismans

Black ops 4 introduced Talismans, things that you can equip before the game starts to have an advantage. 

Charm of Impatience: Respawn near the end of the current round or if 100 zombies have died.

Charm of the Miser: Cost of pack-a-punch is reduced. 

Coagulated Crystal: Your last stand duration is longer. 

Dimensional Pocket: Acid Bomb: You gain an extra Acid Bomb.

Dimensional Pocket: Claymore:  You gain an extra Claymore.

Dimensional Pocket: Frag:  You gain an extra Grenade.

Dimensional Pocket: Wraith Fire:  You gain an extra Wraith Fire 

Energised Amulet:  Increased rate of Special weapon EXP.

Frugal Fetish:  Reduced shield cost.

Minor Amulet of the 1st Circle: Reduced cost of first perk.

Minor Amulet of the 2nd Circle: Reduced cost of second perk.

Minor Amulet of the 3rd Circle: Reduced cost of third perk.

Minor Amulet of the 4th Circle: Reduced cost of fourth perk.

Minor Token of Superiority: Start the match with an SMG.

Minor Virtuoso’s Charm: First weapon you pull from the mystery box will be a box only gun.

Dimensional Pocket: Sentry: Sentry’s only consume 50 percent of charge when deployed.

Major Amulet of the 1st Circle: Start the game with the first perk.

Major Amulet of the 2nd Circle: Start the game with the second perk.

Major Amulet of the 3rd Circle: Start the game with the third perk.

Major Amulet of the 4th Circle: Start the game with the fourth perk.

Major Token of Superiority: Start the game with an AR.

Major Virtuoso’s Charm: Guarantee first Mystery Box pull is an LMG.

Minor Reinforced Charm: Increased shield durability. 

Charged Crystal: Start with a lvl2 Special Weapon. 

Battered Dragon Scale: Increased armour on special weapons until armour is destroyed.

Grand Amulet of the 1st circle: Your first perk can never be lost.

Grand Amulet of the 2nd circle: Your second perk can never be lost.

Grand Amulet of the 3rd circle: Your third perk can never be lost.

Grand Amulet of the 4th circle: Your fourth perk can never be lost.

Major Reinforced Charm: Greatly increased shield durability. 

Grand Token of Superiority: Start the match with an LMG.

Sigil of the 4th Circle: Gain the modifier for your last perk, even if you don’t have the first three.

Glowing Phylactery: Start the match with an extra self-revive.

Supercharged Crystal: Start with level 3 special weapon.


Misc

Truly everything that wouldn’t fit into one of these categories. You’ll find not only Richtofen’s most interesting, but powerful gear here. 

P.E.S: As you might imagine, the P.E.S is a space suit. This suit has seemingly infinite oxygen and can prevent any gas from getting in.

Hacker: The Hacker allows Richtofen to hack different things. 

Shovel: Need something to dig with? Richtofen can obtain a shovel, able to dig up mud spots across the map. The Golden Shovel is a simple upgraded version of the normal shovel, allowing for Richtofen to dig up rare items.

Maxis Drone: After surgically removing Maxis’s brain at the beginning of Origins, Richtofen builds the Maxis Drone. Containing the sentient mind of Maxis, this machine has a MG08 attached to it. You know, so he can also kill zombies. The Maxis Drone may also revive a player if it’s out when you go down. The only issue is that it only lasts 90 seconds, before needing a recharge.

Bucket: This is a bucket.

Kronorium: The Kronorium may be the single most important book in Black Ops zombies. It contains information on Keepers, The Multiverse, The Summoning Key, everything. It can also predict the future, with that future being unable to change. It wasn’t until The Weasel broke the cycle, did the future change. 

Blood Vials: Described as an insurance policy, Richtofen would gain two different blood vials. One from Victis, and the other from the Mobsters in a Pocket Dimension. Since they were from realities that were already closed off by Dr. Monty, they weren’t going to disintegrate, putting his perfect world of Agatha in trouble. 

Vril Device: one of two objects Richtofen uses to switch bodies with Samantha, needs to be combined with the Focusing Stone.

Focusing Stone: one of two objects Richtofen uses to switch bodies with Samantha, needs to be combined with the Vril Device.

Summoning Key: The strongest artefact in Richtofen’s arsenal, The Summoning Key is a device built by The Keepers. They used the Summoning Key to create Agartha, as well as many of their own dimensions. It’s also stated to bring life to all of the realms. The Summoning Key also absorbs the soul of individuals after their death. This is how younger versions of Primis end up in Agartha, with it also being able to help individuals travel through dimensions, including time and space. It can also perfectly freeze people in the air. The Shadows of Evil crew, alongside Primis, have used this to trap The Shadowman. You can also BFR people to Agatha with this, and even use it as a throwable. At the end of Revelations, it’s used to completely BFR the Apothicons and kill The Shadowman.

 

Powers and Abilities

The Medic

Halloween Spells

During the spooky event that is Scream Fortress, Medic’s able to access quite a plethora of spells to use, this includes:

  • Shadow Leap: Fires a ball that teleports the caster to whenever it lands. 2 charges 

  • Fireball: Shoots a fireball at a target. 2 charges.

  • Blast Jump: Launches the target up in the air, and heals the caster yet damages the enemy when used up close to them. 2 charges

  • Overheal: Ubercharges the target and gives them much more health than usual. 1 charge.

  • Swarm of Bats: Fires a ball in a steep arch, damaging enemies with-you guessed it, a swarm of bats. 

  • Pumpkin MIRV: Fires a pumpkin that not only spawns other exploding pumpkins around it but also explodes on enemy contact. 1 charge

  • Stealth: Turns the caster invisible for 8 seconds. 1 charge.

Rare Spells (each only have 1 charge and are hard to come by):

  • Summon MONOCULUS: Summons a miniature Monoculus that doesn’t move and attacks enemies as some kind of sentry in a way. 

  • Skeleton Hoarde: Toss a skull, and several skeletons come to attack enemies for 30 seconds. 

  • Ball o’ Lighting: Fires a wave of lighting that sucks in enemies and continues to damage them overtime for 20 seconds.

  • Meteor Shower: Summons several meteors upon contact to rain on the target

  • Mimify: Shrinks the caster and gives them a bigger head, boosting their attack and movement speeds, as well as giving them unlimited jumping capabilities, but take more knockback when hit.

Mann Vs Machine Upgrades

Mann vs Machine has many upgrades that Medic can access. We’ll be listing the upgrades by general, primary, secondary, and melee. 

General Upgrades

  • 25% Blast Resistance.

  • 10% Movement Speed.

  • +2 Health Regen

  • 20% Jump Height 

  • 25% Fire Resistance

  • 30% Crit Resistance

Primary Weapons’ upgrades

  • +2 Clip Size (Crusader’s Crossbow) 

  • 50% Clip Size (Syringe Gun, Blutsauger, Overdose)

  • Projectile Penetration (Crusader’s Crossbow)

  • 50% Ammo Capacity (All weapons)

  • 20% Reload Speed (Crusader’s Crossbow)

  • 10% Firing Speed (Syringe Gun, Blutsauger, Crusader’s Crossbow, Overdose)

  • 25% Health On Kill (All Weapons)

  • Mad Milk Syringes (Syringe Gun, Blutsauger, Overdose)

    • Weapon will inject the subject with Mad Milk, causing the attacker to heal 60% of damage done to an enemy. 

Secondary Upgrades

  • 25% Health On Kill.

  • 50% Ammo Capacity.

These next stats apply to the Medi Gun, Kritzkrieg, Quick-Fix, and Vaccinator.

  • 25% UberCharge Rate.

  • Projectile Shield.

    • The Medic can build energy by healthing or attacking. When fully charged, it’ll deploy a shield that’ll damage any robot who touches it. 

  • 2+ Uber Duration.

  • Overheal Expert. (25% more Overheal, 50% longer duration per point)

  • Healthing Mastery (25% heal rate from patient, 25% faster revive rate, and 25% self heal rate per point)

  • Canteen Specialist. (Share Canteens with your heal target)

Melee Upgrades

  • 10% Attack Speed.

  • +25 Health on kill.

Minor Regeneration 

The Medic can heal himself minorly when taking damage, pretty decent when EVERY offensive class needs to target you.

Extra Lives

After scamming the Devil to cheat his way out of Death, Medic has gained 9 of the merc’s souls, but the Devil owns 2. This means Medic can die 3 times before dying permanently. Quite the inconvenience for those who need to hit and run.

Richtofen 

Weapon Mastery

It’s important to note that Richtofen knows how to use all of the weapons he picks up instantly. It’s almost freakishly supernatural to a certain extent, being able to pick up very complicated Wonder Weapons and figure out what they do and how to use them in one blast. Considering what we’ve seen from his giant list of weapons, it should be considered an ability. -

Minor Regeneration 

Every single Call of Duty character has a form of limited regeneration. After being hit by a zombie, burnt by a flame, or really hit by anything, your character will begin to heal as long as they aren’t taking constant damage. 

Limited Telepathy

Richtofen is able to communicate with those who have eaten zombie flesh. This is most prevalent with Samuel Stuhlinger, who can hear Richtofen in his mind throughout the events of Tranzit, Die Rise, Buried, and Tag. While in earlier comics this has shown limitations, Tag Der Toten has shown this working across dimensions. 

Soul Immunity

After killing himself and removing his soul using the Summoning Key, Richtofen lost his own soul. The Great War Richtofen confirms this.

Resistances

 

  • Electricity- Can be shocked by the Avogadro, and is fine. The Avogadro causes a storm across Tranzit when he arrives. 

  • Fire- Able to be burned by The Panzer and Magma zombie. He even plunges his hand into the lava of the Alcatraz Pocket Dimension. 

  • Sound- Only temporarily deafened when hurt by a Shrieker. 

  • Biological Manipulation- Able to breathe in the spores within Zetsubou No Shima, which transform regular zombies into Manglers.

  • Poison Manipulation- Can breathe in the Nova 6 gas, which was described by Jason Hudson that you’d be dead by the time you hit the floor.



Forms (If applicable)

Richtofen 

Zombie 

When Richtofen is plucked from the body of Maxis at the end of Buried, he’s placed within the form of a zombie. Zombie Richtofen can also be accessed by the natural death of Richtofen himself, making this standard.

Zombie Richtofen is able to keep the intelligence of normal Richtofen, and has full control over the Zombie army. The only issue? His body, a decomposing mess, is far less durable than his normal one. The comics present him using the zombie bodies as meat shields, making sure he doesn’t get hit by the bullets. This factor is backed up by the ending cutscene of Tag Der Toten, Nikolai headshotting and killing Richtofen with one bullet.

It’s unknown if his other stats are affected by Zombie Richtofen, but I’m inclined to say no. He’s shown dodging a sniper shot after it has been fired, and shows no low showings in strength.  

Samantha Richtofen

The entirety of Black Ops 1 is focused around one thing, getting the body of Samantha Maxis because she’s inside of the MPD. Richtofen’s access to this is debatable but expanded more on before the verdict.

 Weaknesses

The Medic

As clever The Medic is, he isn’t without faults. For starters, the Medic doesn’t have too much to use for a 1v1 fight, and lacks the experience in that department compared to his fellow mercenaries. It’s also important to note that despite the Medic owning 9 souls, The Devil owns 2. Meaning after 3 lives used Medic will die permanently, and nothing's suggesting his regeneration can survive something as extreme as full body destruction.

He’s also very weak to people who spam “E” on their keyboards and would leave after enough “E’s” but can we really blame them?

Richtofen

Richtofen is insane. No matter what version you look at, the Element 115 inside his body had corrupted his mind to a certain extent. This can make him sporadic and dangerous. Ultimis best displays his insanity best with all of the crazy actions he takes. He’s also extremely egotistical, which can lead to him underestimating foes. 

Edward also really, really, just does not want to die. After learning that he’d have to die in Blood of the Dead, he went into a mental panic. He values self preservation above everything. He’s also very reliant on the Kronorium to tell him about the future, following patterns perfectly.

He also suffers from many of the Side Effects of 115. We’ve already gone through the Insanity, but he suffers through 115 illusions and continues to hallucinate. These only seem temporary though. 

Feats

The Medic

Overall

  • Successfully invented Ubercharge

  • Crafted his own Medi-Guns to assist his fellow mercenaries

  • Brought back Sniper from the dead

  • Discovered the bread mutating from the teleporters

  • Implanted exotic animal uterus on the TFC Team (tf?)

  • Outsmarted the Devil to go back living

  • Stuffed a criminal’s brain into a pumpkin 

  • Figured out why Monoculus is a thing

  • Went back to his old Team and officially ended the TFC Mercenaries

Strength

 



Durability


Speed

(He dances so quick)

Richtofen

Overall

  • Successfully manipulated Maxis into believing he wasn’t insane. 

  • Has made great scientific enhancements like weapons and teleportation.

  • Successfully brainwashed Ultimis crew into forgetting who they are. 

  • Survived hordes of zombies trying to kill him at every turn.

  • Solved many of the easter eggs. Including eclipse time-loops. 

  • Successfully tricked Ultimis into helping him get the M.P.D and body of Samantha.

  • Commanded the flesh (temporarily) to do his bidding, all through speech alone. 

  • Beat the Warden of Alcatraz, Avogadro, Shadowman, and more. 

  • Stole the Summoning Key from The Keepers.

  • Came up with a plan to prevent himself from fading away from existence when Monty tried to erase them.

  • Killed himself. (Literally)


Strength


With Equipment.




Durability


Speed

  • Reacted to the automatic gunfire of this mech (Pictured above) 

  • Always running away from zombies.

  • Perks like Samin-up increase his speed more. 

  • Dodges a sniper shot from Marlton (119.46 M/S, Subsonic)

  • Can keep up with Avogadro, who is made of Lightning (Mach 1282)

  • Certain Weapons have statements of being Light Speed, which Richtofen can move in tandem with. (Debatable)

  • Fought Keepers, who are stated to be above time and space. (See before verdict)

Before the verdict

Discussing Moon TF2 and Higher Arguments

A common argument for TF2 getting higher stats comes from the Yeti, who’s stated that “nothing on Earth can stop him” by the zookeeper, only for Saxton Hale to one shot it. This statement could also potentially mean the Yeti can survive a certain weapon Apple had that destroyed the moon, meaning that if Hale one-shotted the Yeti, and the mercenaries-including Medic are able to harm him thanks to the Vs Saxton Hale mode, one could argue that the mercenaries are able to downscale from the Yeti who’s implied to be stronger than a weapon that destroyed the moon. Unfortunately, there’s just way too much wrong with this argument to justify that.

For starters, it’s very clear that the statement the Zookeeper stated was an exaggeration-obviously proven wrong by Saxton Hale. Given the Zookeeper was trying to pacify the Yeti with behaviour treatments, there’s absolutely no way to connect this with weaponry without making a massive stretch. The Zookeeper is even unaware of Mann Co.’s weaponry, so connecting his exaggerated statement to such a massive weapon does not make sense at all.

As for the feat itself, we don’t know how the moon was even destroyed. For all we know, it could be either a laser or a bomb that decimated the moon overall. Hale did not blow up the moon with his own 2 hands and needed the weapon to do such a thing, so there’s no way to physically scale Hale to that. The comic is also not canon-even contradicted in certain maps and panels in the comics, meaning that this is only a one time gag that should not be taken seriously.

In short, Moon TF2 has way too many holes and arguments to be considered usable. You have to imply that the Zookeeper wasn’t exaggerating, knows about the moon-busting technology Apple has, knows about the Yeti’s durability when he was doing behaviour studies, it all just does not add up to make for a reasonable argument to justify TF2 having this high of a stat. This just leaves us with the Weapon Descriptions, which are contested in usability.

The Cow Mangler and the Manmelter can both not only atomize targets, but are also stated to quantum disentangle them to death, putting such EXTREME numbers (9.814 gigatons of TNT). This is also the case with weapons like the C.A.P.P.E.R, who’s stated to Fire Electromagnetic Waves, as well as having a hat that is stated to make you go light speed in The Cross Com Express. What’s the issue with these, you may ask?

Well, it doesn’t exactly help that the item descriptions in the game have been shown to be very exaggerated and untrustworthy at times, and some of these points shown in game don’t match up to what’s stated to happen. For example, the C.A.P.P.E.R’s “EM Waves” have force, and don’t disrupt nearby electronics, making them actual EM waves questionable at best. This can also go with the Cow Mangler and Mannmelter’s statements as well, so to say that they’re absolutely reliable is questionable, especially since this could be considered a MASSIVE outlier for the series and inconsistent for what their normal feats are.

That being said, they’re not COMPLETELY out of the table depending on what your standards are. Sure they’re massively inconsistent to the series numbers wise, but it CAN be argued that these feats aren’t over exaggerated, and cannot be used. This IS just an argument however, feel free to use them if you wish, but regardless, it doesn’t change the verdict too much.

Points and Power-Ups, where do game mechanics end? 

This one is simple. Power-Ups are actually things granted by Dr. Monty. From Monty Wisp 10. “Where do you think all these magic boxes come from? The chalk drawings on the wall? The fucking magic ammo drops? Do I need to go on or do you get the message? I just hope you appreciate it." Dr. Monty is providing everything, unless we create them with the gobblegums. But, then you get to the points. The points are a little more confusing. There’s Power-Ups that drop points, give double points, Gobblegums that directly affect points. For as weird as it sounds, points are actually canon. It isn’t just a game mechanic, but something that the crew actually goes through.

Zombie Cosmology

Trying to explain this is going to be headwork. You’re going to have to stick with me, and understand what I'm about to lay down. Some of you might be confused on how Richtofen can get so high.

In the beginning, the true beginning, two different things are created. The Aether and The Keepers. The Aether goes by many names, such as The Infinite and Agartha. It’s important to note that Agartha is an actual realm, but is basically the physical manifestation of The Aether. At the start of the universe, which does have a beginning, a group known as The Keepers made The Summoning Key. From Kronorium Excerpt 349561223. "The Summoning Key is one of the oldest artefacts in all creation. It was used by the first one to mix all the dimensions with life, giving each one its unique balance. Under certain circumstances, it has the ability to form bridges between dimensions allowing the transfer of life forces back and forth. It resides in the 63rd dimensions of creation." It was able to manipulate The Aether into making Agartha itself, It’s also important to note that The Aether is also above all of existence and is directly life itself. It’s directly stated by Yuri, an individual who came into contact with Samantha during the events of BO1, who had access to Agatha and was whispering to Yuri. On multiple occasions it’s also stated to be beyond our perception. Once by Monty, and once by Yuri. It’s even described as “Above time and space.” So The Aether/Agatha should be higher than any other dimension/universe that we mentioned. The Summoning Key was able to create these universes, so should scale in power. The Keepers come into contact with a dimension known as The Dark Aether, what is basically hell. They kept corrupted and became the Apothicons, evil Keepers. Above them all is The Shadowman, who is able to merge The Dark Aether with Agatha. (Yes, the funny gif move) and almost destroys Agatha, with Dr. Monty needed his power to hold all of this back. Base Apothicons are described as being able to “Feed and consume dimensions.” 

So, Keepers and Apothicons should at least be universal based on the fact they can just feed on dimensions. (Keepers and Apothicons are one and the same). To figure out Dr. Monty and The Shadowman's scale is to figure out the size of the universes and dimensions.

Dr. Monty gives us a lot of insight into how many dimensions and timelines there are and how big they are. Starting with the universe, Dr. Monty explains it as this. “A million, trillion, billion, uh, zillion? Times bigger than that. Actually don’t worry about the size, it’s fucking huge.” While this, of course, doesn’t give us any direct estimate on how big the universe of Call Of Duty is, we can assume that it’s much larger than our own. If you just take the quantifiable data, our universe is commonly estimated to be 94 billion light-years in size. Dr Monty uses a trillion, which is one-thousand billions. However, it’s likely that the world is much higher than this. Dr. Monty tries to use a zillion, which isn’t an actual real number. Zillion is commonly used when something is so large that it becomes unquantifiable to count. Dr. Monty could be referring to the fact that this universe is infinite in size. He even says that The Universe is “existing across time and space.” Then, you shatter it with a hammer. This splits it off into “A million other universes, all coexisting at exactly the same time.” There’s actually so many universes that Dr. Monty, a self described Omnipresent being, can’t keep up with how many 

Going back to what we said, we know that The Summoning Key can banish/seal dimensions based on the ending of Revelations where it does just that and also created the dimension of Agatha. The destruction of Agatha would have horrible ramifications on The Universe. In Alpha Omega, Dr. Maxis says this himself. “The Aether is inextricably linked with Agartha. They are one and the same. Agartha, the physical space, is constructed and exists of the Aether. From this we can surmise there is no way to destroy the Aether unless Agartha itself were to be destroyed. Now, the ramifications of destroying Agartha are not yet clear. After all, it’s interwoven into the fabric of all realities, meaning its destruction would impact all of existence.” We see this at the end of Tag Der Toten, where Nikolai destroys the Agartha which ends the Multiverse. Which creates the new, pure universe. So it’s pretty consistent that ending Agartha would end the infinite Multiverse of Call of Duty zombies. The Shadowman tries to do this, showing that Dr. Monty and The Shadowman should be around the same level. You know, infinite multiversal. 

A little side tangent here, but The Cycle also links into this. As explained in the background the Cycle is actually the Aether, as they’re one in the same. Yuri is directly stated saying that “They are trapped, I see them! For years they are trapped in an endless cycle. No matter how they try to break it, there is no more escape. Cycle always begins anew. It is the Aether, Once it was above all worlds.” Which is why Dr. Monty won’t fix it. Maxis is quoted saying. “But the blood vials: they will not break the cycle as you believe. They will perpetuate an endless loop. All those affected by Element 115 will continue to be trapped and tortured by the Aether's power. It would never end. The world will always break. You will always try to fix it. You will always travel to the house with the souls. You will always drink the blood, and then the cycle will repeat. I suspect Monty knows this. Perhaps the true cost of fixing all of reality is too great, even for him. I will reach out when I have more information.” This is important to note, as Monty has control over the flow of time within the universe. (Also when else am I going to be able to talk about COD cosmology) Dr. Monty says “Universe, Multiverse, fucking Omniverse?” So hey, that confirms the large size. 

So, why is it important? Well, Richtofen gains access to The Summoning Key at the end of Shadows of Evil and keeps it for all of BO3, and has it for the cycle to work. While it’s unlikely that Richtofen would be able to create another universe, as only beings who manipulated The Aether could do this, like ‘The First One’ (the individual who gave life to everything across the multiverse) The Shadows of Evil crew, who Richtofen upscales since these are just normal individuals, manage to trap and contain The Shadowman inside The Summoning Key. Richtofen’s weapons can even damage The Shadowman, at least to a certain extent. He does need other factors to actually kill the Shadowman, but his guns knock the man around. He’s even shown to kill Apothicons like Margwas. 

There’s other things I want to talk about as well. Call this my “Quickfire cosmology.” Things that are outside of this sector, but are important. 

Alcatraz and Richtofen’s blood

The Alcatraz pocket dimension is a realm that features within Mob of the Dead and Blood of the Dead. To cut an incredibly long story short, the Alcatraz pocket dimension is home to Brutus/The Warden of Alcatraz. The Warden of Alcatraz is actually infused with the power of The Shadowman, who grants him power after death. With this he has full control over The Alcatraz Pocket Dimension. Yes, this is a pocket dimension. In the audio logs that Maxis sends to Richtofen he explicitly says that Richtofen is trapped in the “Alcatraz pocket dimension.” The Warden has control over this, this is how he’s able to continue the cycle within the pocket dimension. The only way to actually enter in and out this pocket dimension is to have a tool like the Summoning Key, which can breach dimensions. The Warden has enough power to shatter one of these portals, although it kills his physical avatar temporarily. Considering The Warden is keeping this dimension stable, and can shatter a portal between dimensions, I think it’s fair to expect that he’s universal. I will present a different argument though, that this is only an island. The pocket dimension could just extend to the island of Alcatraz. Brutus is also able to destroy this pocket dimension using his dark magic, which also soundly puts him at whatever level you put him at. Anyway, he’s either island or Universal (Big gap, I know). Richtofen has two different ways he can scale to this. His guns can kill this physical avatar, This would likely downscale from the universal scaling. If that wasn’t for the crystal within the Fire Staff, which Richtofen uses to severely weaken and kill the Warden of Alcatraz in his most powerful state. This basically makes the universal scaling of Richtofen more consistent because he can also take attacks from The Warden.

Richtofen’s blood is also going to be quickly mentioned here. I must stress, this isn’t combat applicable, which is why it hasn’t been mentioned in great detail by the blog. By teleporting, the blood is infused with energy that allows you to manipulate and destroy space and time. The more that you travel through space and time, the more that you gain this energy, the more you can use it to destroy space and time. Dr. Maxis theories that Richtofen could punch a hole through the pocket dimension with his blood alone, although he doesn’t know how much that would take. In Blood of the Dead, we actually see this play out. Richtofen is forced to give all of his blood over to the pocket dimension. This destroys the alcatraz dimension, but kills him. It’s interesting to note that Richtofen just has this universal power in his blood. Also this can be used as an explanation to “Why the hell can these regular people keep up with universal gods-”

String Theory quotes

Because every verse has it, Black Ops Zombies has some quotes potentially explaining it away as a string theory. I can’t really explain String Theory super well, because it’s honestly just a lot, i’d recommend reading up on it. I just want to address that higher dimensional quotes exist for Call of Duty Zombies that refer to the universe as a set of strings. The first one comes from Dr. Monty himself, explaining that The Shadowman was unravelling his universe like a piece of string. The second comes from Samantha Maxis in Tag Der Toten,

“Samantha Maxis: They all are connected through the Aether. Their souls are linked to it. Interwoven and intertwined. If the universe were held together with tape und piece of string, they are that string. Pull the string, it all unravels. It falls apart. Richtofen did it. When he forged the Elemental Shard, he bound their souls to the Aether. All versions connected, linked entirely through the Infinite. Now, they are one. They give each other life. The fate of one is tied to the other.”

"Dr. Monty: Okay fellas, if you've been paying attention, or even if you haven't, it should be abundantly clear that things are seriously out of whack. Business as usual, I suppose... Anyway, I'm having a bit of a heated debate with the old Shadowman and his Apothicon pals, and it's making it really hard to keep this reality stable. I mean honestly, look at it! It's practically held together with tape, and bits of string!"

This potentially implies that the universe is held together by String Theory, and that the higher dimensionality of The Aether could make Richtofen an even higher tier than that.

Can Richtofen become Samantha?

In the forms, I mention the time when Richtofen switched bodies with Samantha at the end of Moon. But why is this relevant? He got plucked out by Maxis at the end of Buried and placed into the body of a zombie. This is clearly the most non-standard, biassed, hateable, evil thing that I've ever done. Right? Well, I want to present the argument that Richtofen could be able to replicate this. 

Let’s start with the basic arguments. “Can Richtofen get to the Moon?”

Yeah. The Summoning Key can just open a portal and take him there.

“Can he go to a time where Samantha is in the MPD?” 

Yeah. The Summoning Key can take you across time

“Can Medic stop this?”

I mean, maybe? If he goes to the Moon then the set-up process is going to be way more difficult for Richtofen to pull off. There is an issue for Medic, with him being on The Moon. Without a P.E.S suit, Richtofen could send him into the vacuum of space. His regeneration wouldn’t be very useful then. 

“Can Richtofen pull off the Easter Egg?”

Well, maybe. The game basically forces there to be at least two people at a time. But Richtofen has a way around this. Go back to the infinite timeline theorem for a moment. Richtofen could go back to when he and the crew on Moon were activating all of the steps. Richtofen would just need to step out and kill an alternative version of himself. (Something that we know that he’s just perfectly fine with doing) Then, using the Vril Device and Focusing Stone, he just swaps bodies! How useful is this? Well, that’ll be touched on in the verdict. Is it at least possible? Hell yeah!

Wait, the Earth fractured? 

At the end of the Moon easter egg, nuclear bombs drop on the Earth thanks to the efforts of Richtofen and his team. Arguments exist within the world that regular humans should be able to tank the explosion of the Earth. While high tier Call of Duty is very consistent, I think directly talking about these arguments is something worthwhile. I believe this comes from the fact that Victis survived the bombing of the Earth. Given that from what we can see, America was pretty fractured and had a nuclear bomb directly hit it. We see this in the Game Over screen of Nuketown, where the map canonically ends with this happening, as it takes place during the same time that Moon is. We know this based on the radio’s we can hear, and the fact that the eyes of the zombies will change to orange, which signify the control of Richtofen. Both Misty and Samuel Stuhlinger were both just living their normal life when this happened.

There is a counter argument to this feat though. Regular humans have not been able to take such blasts before, even on a lower scale. We know that The CDC or FBI die at the end of Nuketown thanks to the bomb dropping on them. At the end of the Der Eisendrache easter egg, Richtofen launches tons of missiles at the Moon thanks to Dr. Gerish being a silly individual.This destroys and kills everyone on the Moon, confirmed by Dr. Gerish went silent, and the failsafe device he had implanted over Tank Dempsey fading away. 

This one is really up in the air and highly debatable. Honestly, it doesn’t change much, but I think it’s worth mentioning. 

Weapon reacting feats

Just like TF2, Call of Duty has discrepancies over the type of weapons that the cast use. Many weapons, like the Boomhilda or Ray Gun Mark 2, are shown to be shooting zombies. Certain cast members and zombies should be able to scale to these feats. There’s also how certain weapons, like the Girsh Device and Ray Gun Mark 3, create singularities and black holes that suck zombies in, but not our cast. There’s two arguments you can make with this. The fact that yes, they are actually resisting these pulls. Or no, you’re silly, and these are just game mechanics. I find it incredibly hard to write these things away as just ‘mechanics of the game’ when there’s a level of consistency between these weapons. I just wanted to quickly bring this up because this aspect is debatable, and some people might not agree, although the verdict will explain how all debatable feats affect the debate. 


Fanart (With credit)

…why does this art have fanfiction attached? X Reader!? Screw finishing this blog i’ll be back-

Credit to MyNameIsNitrox on reddit.

Verdict

Stats

Time to see which one of these not-so-good doctors has what it takes physically to come up on top! For starters, for the Medic, he’s safely into the building and multi-city block range, from scaling to the TFC Heavy who survived his own grenades, tanking TF2’s form of meteors in the sky, to the Soldier making a massive crater. For higher arguments overall, as debatable as they are, the Medic can scale to the Cow Mangler’s quantum disentanglement, which gets Medic up to island levels overall.. Not bad for a class who isn’t well known for fighting…

Unfortunately for Ludwig, Richtofen just has him beat in every single end. Being able to kill Panderzoldats puts Richtofen at small town level, and killing the Warden’s Physical Form gets Richtofen to small city, eclipsing Medic’s low-mid ends, and for higher ends, it does not look good for him as well. Richtofen can also tank hits from the Shadow Man, who created a massive sun, which far exceeded Medic’s own power even with debatable higher ends, and that’s not even getting into CoD Zombies’s cosmology, which would put Richtofen at infinite multiverse levels- a significant strength advantage to where Medic has no hope of even matching. Edward Richtofen safely takes strength in spades.

But what about speed? Well, the Medic has safely hypersonic reactions, from scaling to the Demoman, who can outrun his own explosions, and dodging electric spells as well, with potential FTL feats from Scout’s hat or the C.A.P.P.E.R, which, like most of the other higher TF2 arguments, are debatable in their use.

Richtofen, surprisingly has more of the same, dodging lighting from Avogadro, and some weapons are stated to be light speed as well, putting them relative in speed… if it weren’t for Richtofen fighting Keepers and Apothicons, who’re stated to be above time and space, which chucks all of this out the window.

Stats were just clear cut from the start. Richtofen is way stronger and infinitely faster than the surprisingly strong, but not infinite Medic.  

Arsenal and Abilities 

This is going to get crazy. Let’s start with their basic weapons, where Richtofen already has a major advantage based on the sheer amount of weapons he has. Pistols, Snipers, rifles, it’s safe to say he’s definitely the more varied one in this battle, but is The Medic screwed? Well, The Medics main form of attack is firing little syringes into his foes that do a varying amount of damage, that have different effects. His Blutsauger opts for health regeneration, his Overdose that’ll increase your speed based on your Übercharge percent, and his Crossbow that does more damage based on how far the target is away from you. His secondary weapons provide tons of useful healing options as well, allowing for his Übercharge to charge much faster. We know that The Medics Übercharge is going to be a very difficult thing to counter within the fight, providing him with many advantages, being immune to most physical damage. The Quick-Fix and Vaccinator allows for many different resistances, such as slowdown and knockback, fire, bullets, and even explosives. This doesn’t mean the Übercharge is something he can just whip out in the middle of this battle, it does need to charge based on his healing or damage, and only lasts eight seconds, but straight-up damage negation like that is going to be hard to fight against. He’s also fit for melee combat, the Ubersaw, the Amputater, and Solomn Vow are important to mention, as they have very unique effects for this battle. The Ubersaw allows for Medic to charge his Übercharge based on the hits he’s getting, The Amputater allows for quicker health regen, and the Solomn’s Vow will allow Medic to keep track of Richtofen's own health throughout the fight. Most of the Medics other kit isn’t really going to help, mostly having effects that would either be useless or downright cause harm to him. The Bonesaw is a basic weapon with no effects, and the Vita-Saw will actively harm Medic if used. Sure, he’s able to keep his Übercharge if he comes back to life, but will have much less health. But all in all, Medic specialises in close to mid-ranged combat, building Übercharge and using that to destroy Richtofen. Let’s explore the other doctor's kit and see if he has anything to keep up.

To start, Richtofen has a larger arsenal and is much more versatile, specialising at any distance. His Assault Rifles, Sub Machine Guns, LMGs, and pistols mean that any medium distance encounter is going to play into his strengths. While his weapons, at least the basic guns, don’t have the supernatural qualities of Medics, make up in the quantity. Medic is going to find it hard to even get close to Richtofen, with the amount of ammo he’d have in reserve, Medic would struggle to find a moment to get up close and personal. Even if he managed to do that, Richtofen has his shotguns and melee weapons to fight back. Maces, Gauntlets, Katanas, Nunchucks, a spoon, Richtofen could make sure that Medic doesn’t hit him with the Ubersaw to gain those charges that he needs. That’s not to say that Medic is suddenly out of the game, as the Vaccinator will allow for Medic to put his Übercharge into bullet or explosive resistances. Also, If The Medic manages to pop his Übercharge, it isn’t going to matter what Richtofen uses. We know that Richtofen has weapons like Rocket Launchers, Grenade Launchers, and Claymores, but the Übercharge would power right through it. So, The Medic could potentially counter all of the bullet and explosive based weapons within Richtofen’s arsenal, does that mean Richtofen is screwed?

Not at all. Richtofen has a list of Wonder Weapons that could ruin Medic’s day. To bring up some notable ones, the Girsh Device could open and suck Medic into the Singularity and rip his body open, the 31-79 JGb215 could weaken Medic and make him into a baby, and overload his weapons, as it did with the teleporters within Shangri-La. The Wunderwaffle DG-2 also did this to Richtofen in Germany, while also applying 200 '000 amperes of electrical volts to The Medic’s body. The Wave/Zap Gun could cause Medic's body to inflate and explode from the inside out, the elemental bows could trap him in molten rocks, the Demon Bow and Wolf could summon a wolf and skulls to attack Medic. The Skull of Nan Sapwe could completely mesmerise Medic if he looked into its eyes, even lifting him into the air and causing him to explode, destroying him. The GKZ-45 mk3 could be the worst thing, creating a black hole that sucks The Medic in, killing him. This isn’t even everything that we could go over, although some of it will be covered later. 

The perks that Richtofen has will also keep him in the fight. Juggernog allows you to take more hits, Quick Revive allows him to heal quickly, Speed Cola will make any weapon reload quickly, Deadshot makes every bullet a automatic headshot, Widows Wine will cause a grenade to coat Medic in webs if he hits Richtofen, or freeze him with Winter’s Wail. These aren’t all of the perks, some of those I'll mention later, but these are the most notable for survival. 

But can Richtofen counter the Übercharge? Well, not exactly, it’s not like he can just prevent The Medic from Überchargeing with a flick of his wrist. He can wait the eight seconds out though, which is where more of his arsenal comes in. Let’s start off simple, perks like Stamin-Up and Blaze Phase can increase Richtofen’s speed to run away from The Medic. It’s the coward's way out, but hey, as long as you survive. Death Perception would allow for Richtofen to see The Medic through walls at all time, keeping track of him, no matter where he is in the battlefield. Victorious Tortoise would make any damage that Medic does while Übercharged go into one of his many shields, providing protection for those seconds. But then there’s the Gobblegums and Elixirs, which just make Übercharge useless, providing tons of counters. If caught in an incredibly dangerous situation, Richtofen can pop “Anywhere but here!” To teleport to a random area within the battlefield. This is an incredibly risky move, as it could teleport him a few metres away from Medic, but considering he can pop this multiple times, he should be fine no matter what. Undead Man Walking can nullify Medic’s speed, forcing him to walk towards Richtofen, giving him a chance to get away. Fear in Headlights will cause Medic to be unable to move for two whole minutes while he’s being looked at by Richtofen. Killing Time will cause a 20-second time stop across the world, giving him more than enough time to get to some high ground, or far enough away where the Übercharge runs out before Medic can do anything useful with it. Blood Debt will allow any damage that The Medic does with Übercharge to simply go to his points instead.

While the Übercharge isn’t useless, it’s definitely going to be difficult to pull off in a scenario like this, where Richtofen has such a large arsenal advantage. 

The Medic does have a very impressive powers and abilities section thanks to his experiences during the Halloween events. Fireballs, dark orbs that he can teleport with, back-up in the form of the Swarm of Bats, MONOCULUS turret, and skeleton army. He can call down Meteor Showers and increase the size of his own head  while shrinking his own body to increase his stats. (Wtf is TF2?  Lightning, Stealth, even one free Ubercharge. Of course, Medic is limited with these, he can only use these once or twice, meaning that he’s going to need to pick the right situation to use them. Let’s go over how these would work against Richtofen. 

Some of these are very simple. His electricity and Fireballs are going to be practically useless, as Richtofen has taken both of these attacks before from the Avogadro and Panzersoldat. Richtofen has even plunged his arm into hot lava before. The Stealth is useless thanks to the Death Perception perk, which would highlight Medic in a bright orange outline at all times, causing Richtofen to easily know and shoot him down. The Shadow Leap is useful, but he only has two charges, so using the ball of energy to teleport into and fight Richtofen wouldn’t be a very smart strategy since he could just get sucked into a black hole or filled with bullets. The backup, well, is just hordes. Richtofen is used to killing hordes with his weapons, has certain gear like the Wunderwaffle that could cause the electricity to chain between hordes, and his own backup. Richtofen can summon the spirit wolf of Luna to take down the skeletons and bats, the tentacle monster in the Li’l Arnie to take them apart, or use his own skull horde from the void bow to defeat the skeletons. My favourite idea is using the Dragon Strike to call in a massive dragon to launch a fireball which kills every single enemy on the field. The Meteor Storm spell is good, but the calc on the Meteor Storm spell is 62 tons of TNT. Richtofen scales way above this, as shown in our stats, and his weapons have enough AOE to destroy any of these rocks. The Mimify spell, the one that makes your head big and shrinks you, wouldn’t provide enough of a stat buff to be relevant. 

So, Richtofen has a larger variety of weapons, some that could potentially oneshot The Medic, can potentially counter and delay the Übercharge, and makes all of his spells useless. So, Medic is screwed, right? Actually, surprisingly, no. Mann VS Machine allows Medic access to a shield, which can negate projectiles like the Cow mangler, which destroys Quantum Entanglement. This got an incredibly high 430 kilotons-263 Megatons of TNT, which is debatable, but I want to bring it up. This shield would basically allow for The Medic to get past nearly all of Richtofen’s weapons, and maybe close enough that he could get a few hits in, and apply his win con. If Medic could manage to open the chest of Richtofen, using his Medi-Gun on his heart, he could potentially blow it up and cause him to die. Given that Medic has much better healing than Richtofen, given his health regeneration in Mann VS Machine, his Uber Weapons, and many ways to absorb the health of Richtofen (such as using his Mad Milk Syringes to inject Richtofen with Mad Milk, making any damage done to Richtofen heal 60% of the Medic’s health) He could potentially stay in the battle long enough to employ this strategy. 

Then there’s the most interesting part of this debate, Medic’s souls. Medic has managed to surgically apply the souls of his teammates onto himself, allowing him to go to hell and revive himself for as long as the Devil does not own a majority of the souls. However, context matters. Medic gets revived from a bullet wound to the head from Team Fortress Classic Heavy, and is up and ready to go the fight, we don’t know if The Medic could revive from total body annihilation. Considering that The Devil doesn’t create a new body for The Medic, and simply brings him back from the dead in his old body, it’s debatable if this would actually work on someone who could destroy all of Medic’s body. Of course, if Medic got these souls removed and then died, well GG no RE. Can Richtofen potentially do any of this?

…yeah.

Starting with any soul argument, Richtofen doesn’t have a soul by the end of The Giant, so however The Medic removed the rest of his teams, he likely couldn’t do that to him. Richtofen has many ways to kill Medic or completely destroy his body. The stat gap is so large that a physical attack, like using a gauntlet, could cause his body to burst open. Many of the weapons that Richtofen has, and that we’ve mentioned, could also do this. The Wave/Zap Gun could cause Richtofen’s body to inflate and explode from the inside out, the Girsh could destroy and trap him in a singularity, you get the picture. Medic isn’t going to have an easy time defending against the laser pistols, explosions of acid and lava, the KT-4 horribly mutating his body with spores making his revive unreliable, and the extensive list of Gobblegums and Elixirs that just make this easier. Spawning an instant kill or Nuke power-up would ignore conventional durability and end Medic in one shot (or boom), he could increase his physical strength with Sword Flay, making this a 2.5x stomp, Mind Blown would cause Medic’s head to pop instantly, he can force The Medic to stand still or be stopped in time, unable to fight back against Richtofen destroying his body. One of my favourite ideas is him using Newtonian Negation to send The Medic’s body flying into the air, only to crash down and die when he respawns, before throwing him into the air again. Head Scan allows for Richtofen to oneshot Medic with any bullet, as all of them would be headshots thanks to Deadshot, ending this fight before it even started. Then, there’s the soul argument.

Unluckily for The Medic, Richtofen can remove the souls of any of his foes in a couple different ways. The main two to talk about are the Spectral shield and the Fire Staff. The Spectral Shield removes the soul of any target who is caught in the blue beam, making Medic’s souls be sucked out, and blasted at him in a powerful attack. The gem within the Fire Staff removed all of the souls in Blood of the Dead, with just one shockwave, something that The Medic couldn’t escape from. All Richtofen would have to do is kill The Medic once, since he can still live without a soul, but by then the fight is over.

Ok, so Medic manages to hurt Richtofen enough and get him close to death, then what? Well, Richtofen has many ways to be brought back from near-death experiences, with tons of perks and items. Quick Revive allows for Richtofen to die three times, Who’s Who? can let Richtofen pick himself back up, although he would respawn in another body for this. Dying Wish allows for Richtofen to pick himself back up on one HP, and this is only in a health cooldown. Near Death Experience will revive Richtofen for three rounds, as long as he’s near Medic, or any other individual, Self Medication allowing for three revives as long as Richtofen kills something. The elixir version of Near Death Experience allows for five more revives. There’s even more, but this should get across that if Richtofen goes down, he’s coming back up. Although overwhelming his heart would allow for Richtofen to die permanently, since he wouldn’t be able to just pick himself back up, he’d just be dead.

Right?

Zombie Richtofen then comes into the fight, who would just kill Medic. While this zombie version is less durable, he has displayed the same overwhelming speed advantage and intelligence, letting The Medic be a snack for Richtofen. 

That’s without talking about the Summoning Key, which could trap Medics soul after his first death, BFR him into the Dark Aether, or straight up kill him with it.

This arsenal and abilities was long, tedious, and had so much to talk about. But given Richtofen’s stronger and more potent arsenal, better self-revival, his ability to oneshot Medic, and his ability to remove his souls with just one weapon, The Medic loses out this section. 

Any Other Factors

Discussing their other additional factors is a very interesting field. Not as important as other factors, but I feel like it’s worth talking about. Starting with their general smartness, both have shown that they’re incredibly intelligent with creating unique and different technology. You have Medic creating the Ubercharge, his own weapons, bringing the Sniper back from the dead, and even removing souls and surgically placing them onto his own. While these are all impressive, Richtofen can match his intelligence. Richtofen took Element 115 and created many different weapons and technology. He created weapons like the Wunderwaffle and Monkey Bomb, invented and mastered teleportation up to the Moon, and bringing people back to life is kind of Group 935s thing. He’s also created the four elemental staffs that are seen within Origins. Now, the schematics for these were drawn up by Maxis from the diaries of Pablo in the Great War. However, Richtofen is the individual who invents them, we can see this in the Revelations ending cutscene where he’s holding them up. Don’t forget that the gem from the Fire Staff can remove the souls of every zombie trapped within the Alcatraz pocket dimension in one fell swoop. So, their intelligence is arguable as being on par with each other. However, applying their intelligence to combat is something that Richtofen is far better at. Take the many Easter Egg steps that Richtofen and his team have to solve on the fly. I want to highlight that Richtofen had to solve the time loop within Shangri-La, which included steps like rotating ancient dials in a mysterious language that nobody would understand, figure out that a specific stone had to be shrunk, or stand on a very precise stones in a sequence to make sure that everything is correctly in place. This is one of many Easter Eggs, there’s other maps like Moon which includes a game of Simon Says, collect items using your Girsh Devices, and collect different devices. All of this is getting done on the fly, usually with zombies trying to kill him. Medic has never displayed such complex thinking in the middle of combat, he usually relies on hiding away to figure things out, like the whole ‘Teleporting Bread’ fiasco. This isn’t really to talk down Medic, he’s able to constantly keep his team safe with on the fly thinking, but he just isn’t on the level of Richtofen and the Easter Eggs. (Congrats to Treyarch for giving Richtofen an edge based on the fact they make their eggs needlessly complicated)

Combat experience is much less close. While Medic has been active in the field since Team Fortress Classic, and has taken place in the feud between the two brothers, he lacks tons of the variety that Richtofen is facing. Most of The Medics combat experience follow a very similar formula, fighting either individuals with guns or wizards like Merasmus and monsters like Monoculus, although some of these are only around Halloween. Both have experience taking out hordes of creatures, like robots and zombies, but there’s a big difference. The Medic is a healer, he’s someone who sits back and makes sure that his team is the one in the frontlines. While Medic can, obviously, hold his own in direct combat, it’s something that he doesn’t prefer to do. Richtofen is always at the front line, fighting a variety of zombies. The zombies that Richtofen fights have such a large variety. Zombies who are trapped in mech suits and use flamethrowers, claws, and electrical bombs. Some zombies are genetically modified into large beings, zombie astronauts that teleport you on contact, Nova crawlers that teleport, there’s such a large variety that I can’t give it justice. Then there’s the Apothicons, creatures that have been around since the beginning of existence and battled against Keepers, who have also been around since the beginning of existence. Medic just can’t compare to that. Then there’s the idea of the cycle and the Blood of the Dead pocket dimension, where Richtofen has been battling for millions, maybe even billions of years over an infinite multiverse. With all of this being said, all of these factors being considered, Richtofen should take battle experience rather easily. 

Where Medic has a slight advantage is his sanity. Thanks to the effects of Element 115, Richtofen experiences delusions and hears voices in his head, although they don’t seem to affect his combat experience or intelligence. I just think it’s worth mentioning that Medic has that advantage, which allows him to be more focused and forward thinking, rather than Richtofen’s more paranoid delusions that might make him slip up and cause a down. 

It’s important to talk about the deception that the two of them use. In theory, they might be able to trick each other into situations that would allow them to use their wincons effectively, such as Medic exploding Richtofen’s heart, or Richtofen using many of his different weapons to either seal or overpower Medic. They’ve both displayed high levels of deception, pulling the wool over their team's eyes, and supernatural beings like The Devil and Dr. Monty. Dr. Monty though should be way smarter than The Devil (Sorry, Satan). This man is an Omnipresent being who created Free Will, has control over creating universes, and Richtofen and friends were able to pull the wool over his eyes. While I doubt either of these individuals are going to lure each other into that situation, Medic and Richtofen are far too smart for that, and also paranoid, I do believe that Richtofen would have the advantage in this category. 

I haven’t really talked about ammo between these two combatants. Richtofen has a major advantage, unsurprisingly thanks to his many different ways to regenerate ammo, such as using the Max Ammo Power-Up or Bandolier Bandit regenerating any weapon that’s not being used. Medic isn’t going to be winning the long game. 

One mention I didn’t mention with the Summoning Key is the idea that Richtofen could gain a location advantage. He can travel to different dimensions by just creating a portal and hopping through, meaning he can always have control over space and time. Richtofen could travel to the Moon and switch bodies with Samantha, allowing him to destroy Medic with her powers, or simply throwing him into the empty void of Space where he’ll lose his extra lives by suffocation. Richtofen has a severe location advantage that can’t be underestimated. 

I just want to mention that because the Summoning Key allows for Richtofen to enter other dimensions, there is a possibility that he could travel to hell in TF2, and kill the Devil. Do I think it’s way more likely he just kills him three times? Of course. Do I think it’s a really funny win if Richtofen finds out about the Devil, travelling to hell, and beating him up R&M style? yeah.

This was surprisingly long. While both men are comparable in intelligence, Richtofen has much better battle experience, manipulation, and control over the battlefield. 

Advantages/Disadvantages


“When the patient woke up, his skeleton was missing, and the Doctor was never heard from again!”

“Anyway, that’s how I lost my medical licence.”

Advantages 

  • More mentally stable than Richtofen. 

  • Should be equal in intelligence with Richtofen.

  • Much better and more potent healing. 

  • Could counter Richtofen’s explosives and bullets…

  • Übercharge could allow Medic to get close…

  • Could use his Medi-Gun to blow open Richtofen’s heart…

  • Shield could counter some of Richtofen’s kit….

  • Potentially even in speed without multiverse scaling…

  • Game has survived for more than 15 years (feel old yet?)

  • Hot german male.

Disadvantages

  • Significantly weaker in strength no matter what ends you use for him

  • Huge battle experience disadvantage. 

  • ….but has no counter to Richtofen’s high tier weapons.

  • …but Richtofen can hold back the Übercharge and make it run out

  • …but Zombie Richtofen would come back.

  • …but the shield can be destroyed the high tier weapons, doesn’t prevent soul manipulation, and can’t counter Richtofen’s other weapons.

  • …but gets massively outsped otherwise 

  • Richtofen’s AoE counters his summons and even lives

  • Would make a horrible boyfriend.

  • Should be dead if the TF2 timeline is to be assumed.

“I want to be me.. THE ONE WHO DID ALL THE HARD WORK! I want to keep going.. this me.. I was the nicest one.. and you won't even remember…”

Advantages 

  • Massive stat trinity edge.

  • More versatile arsenal.

  • Potential to oneshot Medic. 

  • Wonder Weapons scale way above Medic. 

  • Should be equal in general intelligence with The Medic 

  • Much larger battle experience edge. 

  • Much smarter on the fly/in the middle of combat. 

  • Way more deceptive.

  • Has way more revives than The Medic, including a zombie version which prevents Medic’s main wincon. 

  • Could potentially stop Medic’s body from coming back to life, sealing his soul. 

  • Summoning Key, just the Summoning key. 

  • Hot German male. 

  • He’s just like me fr fr.

  • The 100 ways to kill Medic


Disadvantages

While The Medic definitely had more going for him than I expected, Richtofen just had everything he needed to stop the doctor. With his stronger stat gap, his much more versatile weapons, his experience and intelligence, the way he could counter Medic’s soul hax, and Medic’s one win con having some issues with it. It seems like Richtofen is our winner.

Final Vote

Team Medic-

Team Richtofen- 5 (Saulgoodmas, Toppat Torchwick, Tru, Yuix, MomoUra)

Just one more thing…

Thank you if you read this. From the bottom of my heart, thank you. This was a huge passion project that took us a very long time, especially on the Call of Duty end. Big thank you to Toppat who worked very hard on the TF2 segments of this blog, I wouldn’t have been able to finish it without him. 

As for what’s coming next? Well, I'm going on break, this blog sucked a lot of energy out of me. But for when we return….

If you want to join, Saulgoodmanagain is my discord! Find me under Saul in your friendly death battle servers, and shoot me a DM.



Arthur Fleck VS Patrick Bateman (Joker VS American Psycho)

  (Fenic) (Mudonge) “ In individuals, insanity is rare; but in groups, parties, nations and epochs, it is the rule .” - Friedrich Nietzsche ...