DUEL 2 NEWSLETTER
Date : 11/08/2019 Duedate: 11/21/2019
NOBLISH ISLAND ARENA
DM 93 TURN 543
This Week's Top Honors
THE DUELMASTER IS
ULFGER
MARAUDERS (1760)
(93-10298) [2-0-1,26]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY ULFGER
MARAUDERS (1760)
(93-10298) [2-0-1,26]
Popularity Leader This Week's Favorite
VERMONT CHAT ROOM
STATELY (1761) BASH BROS SPOILERS (1762)
(93-10303) [2-0-0,19] (93-10307) [1-1-0,15]
THE CURRENT TOP TEAM
STATELY (1761)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. REAPER CLAN (1758) 61
2. BASH BROS SPOILERS (1762) 24 DARK TOADS (527)
3. STATELY (1761) 15 Unchartered Team
4. MARAUDERS (1760) -20
REAPER CLAN (1758)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*REAPER CLAN (1758) 4 1 1 80.0 1/ 2*STATELY (1761) 7 3 0
2/ 1*MARAUDERS (1760) 5 2 1 71.4 2/ 1*MARAUDERS (1760) 5 2 1
3/ 2*STATELY (1761) 7 3 0 70.0 3/ 0*REAPER CLAN (1758) 4 1 1
4/ 3*BASH BROS SPOILERS (1762) 2 8 0 20.0 4/ 3*BASH BROS SPOILERS (1762) 2 8 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
PARRY RIPOSTES, ASSUR'S WAY
The Consortium and I recently reviewed all the articles found at the bottom of
the newsletter. We were both unhappy with them and so I've decided to start a new set
of articles which I believe are more up to date with today's game. Note that EVERY
ARTICLE on how to make a certain style is loaded with biases and opinions. There is no
absolute right and wrong. But I'll tell you how I've found success with various
styles. My first undertaking is the Parry Riposte style.
My focus is how to make a hybrid Parry Riposte. (Scum Rippers are also very
viable and I just TC'd the Freshman tourney with a classic scum ripper). Ever since I
started playing I've liked the Parry Riposte style. But I wasn't very good with them
until I learned what they 'really' need. I don't run an excess of them, but I believe
I have a good understanding of them.
Interestingly, my minimums for a good parry riposte are fairly easy to describe.
GOOD or better damage and enough Parry/Carry/Hit Points. Sure there are successful
parry rips with less than good damage. But I don't run them (anymore). Parry Ripostes
don't try to hold the initiative in general, so you need to make your attacks count.
You also have a lower skill base than almost every other style. Even more reason to
make your opportunities count with more damage. Sure I'd love to only run great damage
and better, but that is too many points to invest in strength and size.
'Enough' Parry, Carry and Hit Points is harder to quantify. Note that strength
gives parry and carry (and damage), so strength is a good place to invest points on
your ripper. The breakpoints for strength that are relevant:
9: SS/SC
11: LO/LS
15: An additional parry skill
17: An additional parry skill
21: Two additional parry skills
It is strongly believed that the wording of your encumbrance statement is only a
marker. So more strength gives more encumbrance, irrespective of your statement. The
encumbrance formula that many people use for how much weight you can carry is (STR +
(LESSER OF STR/CON) -- 6). Note that STR is VERY important in this formula.
Regardless the idea of the parry/carry/hp theme is that you need to withstand your
opponent's attack. I like to have at least two of the three on the higher side. Parry
comes from STR/WIL/DFT and inverse of SIZ (3 size gives many parry skills, 21 takes
away). Hit points come from CON, SIZ, and WIL (mostly CON).
There are many ways to make PR's, but this can get you started:
STR: 9+
CON: more is better, hit points are a primary need
SIZ: 14- (14 or less, you start losing parry at 15)
WIT: any really, but more is better (see weapons, though)
WIL: 7+ (lots of variation here. skill breakpoints: 7, 15, 17, 21)
SPD: less is better (gives more points where you want them)
DFT: 11+ (Some people say much higher, I am in the 11 deftness camp)
As you see, I have very few stat requirements on my PR's. I'm all about the 4 things I
mentioned above.
Weapons: SC & LO are the staple weapons. In case you don't remember or know, the
stat requirements are: SC (9 str/11 wit/11 dft) and LO (11 str/13 wit/11 dft). SS & LS
work for low wit Rippers. EP and SH are the only other weapons they are well suited
too (and they have NO marginally suited weapons).
Armor: I've never had or tried to run a dodge based Ripper. They start with the
lowest defense skill in the game, so parry is where it is generally at. So, armor is
not a bad thing at all. Remember I mentioned you want carry ability?!? It is to wear
armor! Most of my Rippers wear ASM or APM/APA. I will change it up and use ACM at
times. And if my carry is low, I suffer with APL or ARM.
Strategy: Do NOT, usually, carry/wear too much armor and weapons. The penalties
for over-encumbering your warrior are harsh, get worse and worse, and are not directly
shown anywhere in the fight.
As far as rhythm, I highly, highly recommend running on your warrior's favorite
rhythm. Unfortunately, you don't find those values until after your warrior graduates.
So you have to guess. I usually start a warrior at 4-6 at the beginning of his career
and then experiment until I find where he fights best. Rippers require more TLC that
most styles. Send a striker out with 10-10 and he runs great. Some rippers do
fantastic at 4-6 and some do not. You have to find what works for yours. If you aren't
willing to tinker and optimize, they are not a great style to run and expect success
with.
Examples: (these are the last 4 PR's I've graduated -- at time of writing):
* She is a parry-riposte with ST=17 CN=15 SZ=10 WT=6 WL=21 SP=4 DF=11.
(This is my Freshman TC. Really just a scum, but also meets my 'minimums')
* He is a parry-riposte with ST=10 CN=11 SZ=7 WT=7 WL=21 SP=7 DF=21.
(This is the warrior that made me say good damage is a requirement. With two
strength trains, he still had normal damage. His basic career was mediocre because
of it. He is training for a future bust in Freshmen and those 21's look very, very
pretty now)
* He is a parry-riposte with ST=21 CN=8 SZ=11 WT=21 WL=7 SP=3 DF=13.
(I love this design and would use it again without hesitation)
* He is a parry-riposte with ST=12 CN=12 SZ=4 WT=15 WL=21 SP=7 DF=13.
(An earlier design. I wouldn't make this a ripper today. He did start with normal
damage which made him great. But the chance (~40%) for little damage is too much
for me to risk this setup on a PR in the future -- especially when I want GOOD
damage on PR's)
* AND not my warrior, but... 17-14-4-17-7-8-17 PR
(This is Daydream Believer, the best Parry Riposte ever to grace the sands. The
numbers alone are not what made DDB great, but it is a fine example of how to make
a PR. DDB TC'd Rookies, Adepts, Champions, and Challengers. Many people have
copied DDB, even to some success, but it is unlikely we'll see a repeat, ever)
Advantages of the Parry Riposte Style: Very common to get LO & SC faves, rhythms
are usually very runnable. Their natural learning is perfect. Good Rippers can be made
from otherwise low value setups (think of low will setups)
Disadvantages of the Parry Riposte Style: Low skill base. You usually can't just
give them a single strategy at the beginning and let them run forever on it. Often
misunderstood.
Best Matchups: Rippers were intended to be the anti-striker style. That said,
strikers are so good that while it is a good matchup, it isn't an auto-win by any
means. Some Parry Ripostes are also good scum hunters.
Worst Matchups: Aimed Blows are the bane to almost every hybrid and defensive
style in the game. Parry Ripostes are not exception to this. Slashers are also pretty
tough, but nothing like Aimed Blows.
********************************************************
The Wheel of Misfortune: Kolact DM 10
Overview
A contest for Kolact (DM 10) that runs 12 turns (starting turn 889, due 02/03/2020).
Squads will consist of four (4) teams. One (1) team per manager. Participating
managers may not run multiple teams in the arena during the contest.
Premise
Master Darque is fiddling with Chaos Gates again, which creates CHAOS and randomness
during the contest. Turn 1 (Kolact turn 889) and Turn 12 (Kolact turn 900) will be
scored using STANDARD scoring (explained below). Turns 2 through 11 will use a wide
variety of scoring mechanisms and will be randomly determined as the contest
progresses using a random generator. The scoring mechanisms will be posted in Kolact's
newsletter two (2) turns in advance, as well as on the D2 website under the contest
forums.
Entry
Entry into the contest is open to anyone who meets the following criteria:
1) Form a squad. A squad will consist of four (4) managers. No more, no less. This
means there will be NO single manager teams. You must choose a name for your squad.
2) Each manager must declare their intention to participate in the contest BEFORE Turn
1 of The WHEEL OF MISFORTUNE contest (No exceptions will be made). Declarations must
include: 1) TEAM NAME, 2) MANAGER NAME, 3) PARTNERS' NAMES, and 4) SQUAD'S NAME, and
may be submitted by any of the following means:
a. A personal ad in DM 10
b. A diplomatic note to Darque Ages (29) in DM 81
c. An email to rebelnerfherder@yahoo.com with WHEEL OF MISFORTUNE in
the Subject Line.
**NOTE: Failure to meet this criteria by the deadline will result in NO ENTRY into the
contest. Please be mindful of the requirements and submit them in a timely manner to
avoid any misfortunes.
Prizes
Endurance Award: Here Is Your Participation Trophy
Every participating Team will receive one (1) +1 Bonus Potion for participating in all
12 rounds of the contest and in at least 55 of the 60 scheduled fights. Teams that
participate in ALL the scheduled 60 fights will receive an additional +1 Bonus Potion.
1ST Place: You're Awesome Awards (choose 3 from the following):
1. LIMITED Max Damage (one-time only; not perpetual; warrior must be from DM 10
and have participated in contest)
2. Move a warrior from another team (that you own) to your DM 10 squad (warrior
must be alive, NATURAL and UNMODIFIED; there must be an open spot via
death/dark arena or graduation)
3. Know Favorites (Initiates classed warrior or above)
4. Reroll one (1) warrior's favorite LEARN
5. Limited Immortality (one (1) resurrection following death in DM 10)
6. Two (2) +1 Skill Pots (added to warrior's base; no out of bound warriors)
2ND Place: Ever the Bride's Maid Awards (choose 2 of the following)
1. LIMITED Max Damage (one-time only; not perpetual; warrior must be from DM 10
and have participated in contest)
2. Know Favorites (Initiates classed warrior or above)
3. Reroll one (1) warrior's favorite LEARN
4. Two (2) +1 Skill Pots (added to warrior's base; no out of bound warriors)
3RD Place: The Aluminum Falcon Awards (choose 1 of the following)
1. Reroll one (1) warrior's favorite LEARN
2. Two (2) +1 Skill Pots (added to warrior's base; no out of bound warriors)
Moderator
Master Darque will be the moderator for this contest. All questions and disputes can
be directed to him. He is the final arbitrator for the contest and his decisions are
final.
Scoring Mechanisms
Standard Scoring (Turns 1 & 12)
+3 Win
-2 Death
+2 Kill
Wins and kills against Arena Stand Bys and Squad-mates will not be scored.
(Please note: Death against any opponent will be scored with a -2.)
Dark Arena fights will be scored regularly.
Option 1: Delarquan Death Fest (DM 59)
Win = +2 pts
Loss = -1 pt
Kill = +5 pts [in addition to +2 pts for Win]
Death = -3 pts [in addition to -1 pt for Loss]
Dark Arena Kill = +10 pts [in addition to +2 pts for Win]
Dark Arena Death = -5 pts [in addition to -1 pt for Loss]
Challenges against squad-mates will incur -1 penalty for both participants.
Death penalties will also apply.
Option 2: TOGS (DM 60)
10 points for winning on your upchallenge against another WoM warrior.
7 points for winning on your even challenge of another WoM warrior.
7 points for winning on another WoM warrior's challenge.
7 points for winning a random matchup against another WoM warrior.
4 points for winning a random matchup against a non-WoM warrior.
Do not fight your teammate, you will not get any points. Also, you will not get
any points if you challenge a non-WoM team (this includes the Dark Arena).
5 points for a spotlight written by any team member, 1 per manager per turn.
The minimum length of a spotlight to receive points is 1/2 column in the
newsletter (that's 31 lines--each line 86 characters across). In addition to
the length criteria, spotlights will not be given any points if they are in
any way plagiarized or if they are not Duelmasters or fantasy related. If in
doubt about the content, email me before the turn and I will be happy to
verify it for you.
-5 points per manager who does not write at least one (1) personal ad.
-5 points for being the team that avoided the most.
Option 3: Battle Royale (DM 18)
+1 Win
+1 Kill
-1 Loss
-1 Death
No Avoids (-10 point penalty for avoiding)
Option 4: (Un)Popularity Contest
+11 for Turn's Most Popular with a descending point award for most popular
warriors' list (e.g. +10 for second most popular, +9 for third most popular,
etc.). Only warriors listed on the most popular list will score points
(between +10 and +1).
+11 for Turn's Least Popular with a descending point award for least popular
warriors' list (e.g. +10 for second least popular, +9 for third least
popular, etc.). Only warriors listed on the least popular list will score
points (between +10 and +1).
Option 5: Slaughter Priest Memorial (DM 54)
No Challenges
3 points for winning
3 points for killing (giving 6 in total, 3 for the win and 3 for the kill)
3 points for at least one of your warriors writing a personal (regardless of
number of personals beyond one you still only get one point). Make sure it
is written from one of your team's warriors and not simply the manager
entity or you will not get the point.
-3 points for losing
-3 points for being killed (giving -6 in total, -3 for losing and -3 for being
killed)
Option 6: Turf War (DM 47)
Team Points:
* Fights made:
1 = 0 points, 2 = 0 points, 3 = 1 point, 4 = 3 points, 5 = 5 points
* Wins earned:
1 = 1 point, 2 = 3 points, 3 = 6 points, 4 = 10 points, 5 = 15 points
* Down Challenge = (-5) points each (DM is exempt from DC rule)
* Team with most wins per round earns 4 additional points
(if there is a tie, no points will be awarded)
Alliance Points:
* Fights made (DA fights count as a fight made)
All (each) team of the alliance fights 1 to 3 warriors = 3 points
All (each) team fights 4+ warriors = 6 points
All (each) team fights all five warriors = 9
* Alliance with most wins per that round = 5 points
(If tied, no points awarded.)
Option 7: Morya Madness (DM 28)
+3 points to the highest ranked warrior of each style. Highest ranked is the
highest recognition total, regardless of record. If case of a tie in
recognition points, win/loss percentage will be the tie breaker, followed by
total kills (warrior).
+5 Top Team on the Move descending scoring down to #5 (e.g. +5 for first, +4 for
second, etc).
+5 Most Successful Bloodfeuds (Contest Turns 1-8; cumulative for squad).
Bloodfeud victories for kills that did not occur during the contest do not
count to this total.
+5 Most Avoided Squad (Contest Turns 1-8; teammates avoiding one another will not
be counted)
-5 Most Avoiding Squad (Contest Turns 1-8)
+5 Most Turn's Most Favorite (Squad) (Contest Turns 1-8)
+5 Most Turn's Least Favorite (Squad) (Contest Turns 1-8)
Option 8: Mordant Olympics (DM 1) -- Only Available Turns 7-11
The three teams (not squads) with the best win-loss record over turns 1-9 (who
meet minimum fight criteria). Cumulative kills and total recognition will serve
as tie breaks if needed.
Gold: 25 points
Silver: 15 points
Bronze: 10 Points
+3 Points for an Attacker [Challenge] Win
(Challenges against squad-mates will incur a -2 point penalty)
+3 Points for a Defender [being Challenged] Win
(Challenges from squad-mates will incur a -2 point penalty)
Option 9: Stormcrowe Slaughterhouse (DM 45)
+5 Win
-5 Death
+5 Kill
Wins and kills against Arena Stand Bys and Squad-mates will not be scored
(Please note: Death against any opponent will be scored with a -1).
Dark Arena fights will be scored regularly.
DUELMASTER'S COLUMN
Notes from the arena champ.
I can only hope this ten turns involves mostly Assur run warriors on this throne
instead of those nasty Consortium run warriors. Granted I'm biased. But if you play
this game long enough, you'll come to despise the quality of management behind most of
those Consortium warriors. The worst part of it is how average those warriors look
for the most part. Yet they win in spite of everything. And who pays for those
wins?!? Why you and me (not talking to you, Statesman).
Well good luck, especially to me against some champion level NPC.
-- Time Zone
SPY REPORT
Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani
Sharp Eyes, Spymaster extraordinaire of all Alastari. Former top team MARAUDERS was
unseated this week as STATELY moved up from 2nd ranking to take the top spot with a
3-2-0 record for the round. I could not but notice the fine record for REAPER CLAN
(4-1-1) after their first round of combat. May the gods of war favor you in NOBLISH
ISLAND! CAR MA caught the eye of many in the gladiatorial commission as she
skillfully bested BLAKE and was awarded 20 points in recognition. In one of the
week's more notable duels, DUB LECROSSE put down TRUSTIN, causing him to lose 14
points of recognition in the process. Our last turn's Duelmaster has lost, folks,
lost to VETERAN MERCENARY, and TIME ZONE has made the way for a new Duelmaster! With
TIME ZONE clearing the throne, MARAUDERS of ULFGER takes a proud seat as NOBLISH
ISLAND's new Duelmaster, by virtue of recognition points. Would you believe that
over half of the old women in NOBLISH ISLAND seem to feel that they could fight
better than you gladiators?
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report. My inside sources tell me that the
team to beat in NOBLISH ISLAND these days is STATELY. At least, most blades in town
are looking to avoid them. Methinks more than a few here could name the guild it was
that spent the better part of last week avoiding STATELY. Indeed it was BASH BROS
SPOILERS. Mighty fighters cannot but expect competition from those below. VERMONT
take warning! You have more than a few enemies in NOBLISH ISLAND. For some warriors
honor is not important--only empty victory. See, gladiators, how ULFGER of MARAUDERS
challenged down 20 points to AFTERASKINGFORNONE. Few would not have guessed the
outcome of the bout as AFTERASKINGFORNONE was overcame by ULFGER. Is this what
passes for courage in NOBLISH ISLAND?
Is not Death a warrior's foremost adviser? Warriors, may this counselor stand
ready at your right hand forever! Some say a warrior is judged by the way he bears
arms. One thing is sure, better a dagger in hand then a sword on the belt!
If it were not for my skills as a spy I would have been mugged three times
already in NOBLISH ISLAND. Nice atmosphere you have here! Ahh, but I can hear the
spires of a far off city calling to me. I must away! Till next we meet remember: a
fool flies into a rage quickly and often. The wise are angered by the same thing
only once. Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
ULFGER 10298 2 0 1 26 MARAUDERS (1760)
INITIATES W L K POINTS TEAM NAME
CAR MA 10285 1 0 0 20 REAPER CLAN (1758)
VERMONT 10303 2 0 0 19 STATELY (1761)
TIME ZONE 10306 1 1 0 18 BASH BROS SPOILERS (1762)
DEZ TINY 10284 1 0 0 16 REAPER CLAN (1758)
CHAT ROOM 10307 1 1 0 15 BASH BROS SPOILERS (1762)
-ORORU 10300 1 0 0 15 MARAUDERS (1760)
DUB LECROSSE 10283 1 0 0 15 REAPER CLAN (1758)
NEVADA 10304 1 1 0 11 STATELY (1761)
RAY G 10287 1 0 1 9 REAPER CLAN (1758)
OHIO 10302 2 0 0 8 STATELY (1761)
TRUSTIN 10296 1 1 0 4 MARAUDERS (1760)
ALASKA 10305 1 1 0 4 STATELY (1761)
BLAKE 10299 1 1 0 4 MARAUDERS (1760)
MISSOURI 10301 1 1 0 4 STATELY (1761)
INITIATES W L K POINTS TEAM NAME
AFTERASKINGFORNONE 10310 0 2 0 2 BASH BROS SPOILERS (1762)
SERMON 10309 0 2 0 2 BASH BROS SPOILERS (1762)
NEWS 10308 0 2 0 2 BASH BROS SPOILERS (1762)
PHATE 10286 0 1 0 1 REAPER CLAN (1758)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
MORDANT DESERTER 0 0 0 RAY G 10287 543 NONE
PERSONAL ADS
Visiting D.C. as I speak. (Where else would a Statesman go?) Not much time for
personals or spotlights. Later. -- Statesman
Assur, my friend, and to think I didn't even have your designs and stats?! Tsk. Tsk.
-- Statesman
AND, Mr. Assur, round 2 was sent in early and blind. (So maybe you can excel with
those godlings?) -- Statesman
Interesting comment regarding my parry riposte article. The 10-11-7-7-21-7-21 warrior
is going to 'busting' in January. In the Advanced tourney classes (Freshman, ADM,
Eligibles, and Primus), your tournament class is 'set' 6 weeks before the tourney
runs. What that means is that you can train your warrior up to the point where you
think he is on the edge of moving to the next class. Then the three turns before the
tournament you start training him over the line which should give you an advantage
against warriors that are still under the line. My warrior has trained to an
estimated 138 skills and current stats of 23-21-7-7-21-7-21. Before the tournament,
he'll train Will to 24 (In the Advanced game you can train stats to 25). During the
tournament he'll try and train Deftness and Will to 25 and then start working on Wit.
If he gets both stats to 25, he'll be at 174 skills. My dream, of course, is that he
wins the tournament. He'll have a chance, but there will certainly be lots of other
great warriors and likely other warriors 'busting' with similar or greater skill
levels by the end of the tournament. Regardless, this gives you a picture of how
managers think about the tournament game in Advanced DM. -- Assur
LAST WEEK'S FIGHTS
ULFGER devastated AFTERASKINGFORNONE in a 1 minute mismatched Challenge Title fight.
NEWS was vanquished by VERMONT in a exciting 1 minute uneven Challenge battle.
SERMON was overpowered by NEVADA in a 1 minute mismatched Challenge duel.
CHAT ROOM devastated MISSOURI in a 2 minute brutal one-sided Challenge fight.
TIME ZONE was devastated by VETERAN MERCENARY in a 1 minute uneven brawl.
TRUSTIN was defeated by DUB LECROSSE in a 1 minute novice's struggle.
BLAKE was devastated by CAR MA in a 1 minute one-sided competition.
OHIO overcame PHATE in a crowd boring 6 minute beginner's melee.
ALASKA was vanquished by DEZ TINY in a 1 minute uneven fight.
RAY G dispatched MORDANT DESERTER in a 1 minute novice's fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 6 TOTAL PARRY 9 - 3 - 0 75 |
|STRIKING ATTACK 4 PARRY-STRIKE 2 - 1 - 0 67 |
|LUNGING ATTACK 2 STRIKING ATTACK 22 - 12 - 1 65 |
|TOTAL PARRY 2 PARRY-RIPOSTE 8 - 7 - 0 53 |
|WALL OF STEEL 2 BASHING ATTACK 24 - 23 - 5 51 |
|PARRY-LUNGE 1 PARRY-LUNGE 1 - 1 - 0 50 |
|SLASHING ATTACK 1 SLASHING ATTACK 1 - 1 - 0 50 |
|AIMED BLOW 0 LUNGING ATTACK 6 - 10 - 0 38 |
|PARRY-STRIKE 0 WALL OF STEEL 4 - 11 - 0 27 |
|PARRY-RIPOSTE 0 AIMED BLOW 0 - 0 - 0 0 |
Turn 543 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
STRIKING ATTACK 3 - 1 AIMED BLOW 0 - 0 4 BASHING ATTACK
LUNGING ATTACK 1 - 1 PARRY-LUNGE 0 - 1 4 STRIKING ATTACK
BASHING ATTACK 3 - 3 PARRY-STRIKE 0 - 0 2 WALL OF STEEL
TOTAL PARRY 1 - 1 PARRY-RIPOSTE 0 - 0 1 LUNGING ATTACK
WALL OF STEEL 1 - 1 SLASHING ATTACK 0 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is VERMONT 10303. The most popular warrior this turn
was CHAT ROOM 10307. The ten other most popular fighters were VERMONT 10303, CAR MA
10285, ULFGER 10298, NEVADA 10304, DEZ TINY 10284, NEWS 10308, MISSOURI 10301,
TRUSTIN 10296, DUB LECROSSE 10283, and ALASKA 10305.
The least popular fighter this week was OHIO 10302. The other ten least popular
fighters were PHATE 10286, BLAKE 10299, TIME ZONE 10306, SERMON 10309,
AFTERASKINGFORNONE 10310, RAY G 10287, ALASKA 10305, DUB LECROSSE 10283, TRUSTIN
10296, and MISSOURI 10301.