Gameplay discussion: legendary variants
Legendary characters have access to a legendary meter which will fill up as the player vanquishes enemies. The fill rate is 5 vanquishes to fill the meter all the way with the Scallywag Imp being the only exception, requiring only 3 vanquishes to fill up his legendary meter (but his "boost mode" doesn't last as long).
Once the legendary meter is filled up, it will automatically activate a powerful "boost mode" during which the character's movement speed and damage are increased considerably and will also receive a small amount of damage resistance.
Disco Chomper
Almanac:
Subtlety is definitely not Disco Chomper's strong suit. His groovy polyester leisure suit is, though
!
175 health.
Disco Chomp. It deals 30 damage with a slower fire rate than stock.
He has a special ability called Disco Fever. The ability activates when he swallows 4 zombies, giving Disco Chomper a speed boost and attack boost that lasts for about 30 seconds
.
Whenever he chomps, emerges from the ground or respawns, disco-like sounds can be heard
.
Iron Citron
Almanac: Iron Citron's got a cool looking suit or armor, no question. But what he won't tell you is how hot it gets inside of that thing, and how much trouble he has bending over to pick things up.
250 health.
Mech Breaker fires a projectile that deals 50 - 15 impact damage (note that any direct hit with this projectile is a critical hit) depending on range. His splash damage also experiences dropoff, as it will deal 25 - 7.5 splash damage, also depending on range. The Mech Breaker by default only one round to fire before having to reload.
When Iron Mode has been achieved, the Mech Breaker's ammo increases to 5, allowing the Iron Citron to fire the weapon at will at a maximum rate of fire of 140 RPM and move faster.
Moves slower than normal citron.
Party Citron
Almanac: Party Citron partied so hard that he ripped open the very fabric of time and was sent back to the Battle of Zomburbia. If he has any hope of getting home, he'll have to party harder than he's ever partied before.
200 health.
Party Laser. It fires a beam that deals 11 - 4 impact damage depending on range at a rate of 400 ticks per minute. The beam also does 2 splash damage with a blast radius of 0.5 meters. The Party Laser has infinite ammo, but can overheat.
Party Time! is the variant ability for Party Citron. By getting vanquishes (including shared vanquishes), the bar for Party Time! fills up. When the meter is filled up, Party Time! activates (giving Party Citron a temporary speed and damage boost as well as damage resistance until the bar either depletes or until he is vanquished). If Party Citron is Vanquished before the meter is filled, the meter will reset (though being revived will prevent it from resetting).
Laser will boss deal 5-13 dmaage depending on range and party citron will mover faster.
Party Rose
Almanac:
There's never a dull moment when Party Rose comes around. Her Party Thistle fireworks routinely keep the Plant forces partying well past their bedtimes
.
100 health.
Uses Party Thistles.
The damage at all ranges is 9.
The ammo clip is 18.
The reload time is 2 seconds
The projectile speed is slow
The weapon is full-auto
The bloom is low
The weapon has a homing effect that can lock on an enemy.
The weapon has a legendary meter called "Party Time!" which is activated once the player gets 5 vanquishes in a row.
The Party Time! damage is 11. She also moves faster in party time.
Party Corn
Almanac: Party Corn was deep undercover, investigating a particularly raucous celebration when he heard about the Battle of Zomburbia. With no time to change out of his party garb, he sprang into action, Party Busters at the ready.
150 health.
Uses party busters. 30 ammo. Deals 6-9 normal damage and 8-11 party damage.
Commando Corn
Almanac:
Commando Corn leads the elite combat group known only as the Commando Crops. Raised and nurtured in the battlefield trenches, he's developed a fearsome battle prowess that has earned him respect among his peers. If you have a problem.... if no one else can help.... and if you can find him.... maybe you can hire.... Commando Corn
.
150 health.
Uses Baby Corn Buster. It has a rather slow fire rate and has a clip size of 20. It makes up for these flaws with its high damage (dealing 15 damage per direct hit). It also deals 2 splash damage against enemies.
Commando Corn's unique legendary ability. Full Commando activates after Commando Corn manages to vanquish 5 zombies in a row. Upon activation, Commando Corn's body begins to burst with energy, and he instantly regains half of his HP. While Full Commando is active, Commando Corn's ammo clip increases by 30, he does 25% more damage, moves 50% faster and 25% damage resistance.
Computer Scientist
Almanac:
The Computer Scientist wasn't always so savvy with technology. He only recently discovered computers, and now he's wandering Zomburbia, searching for that information superhighway he's heard so much about
.
100 health.
Code Corrupter.
The base close range damage per hit is 50 and critical is 54.
The base mid range damage per hit is 22-27 and critical is 30.
The base long range damage per hit is 8-10 and critical is 15.
The base close range Crunch Mode damage per hit is 62 and critical is 67.
The base mid range Crunch Mode damage per hit is 40-45 and critical is 50.
The base long range Crunch Mode damage per hit is 15-20 and critical is 25.
The weapon deals no splash damage.
The ammo in a clip is 6.
The reload time is 0.7 seconds.
The projectile speed is medium.
The weapon is semi-auto.
The bloom is medium.
Crunch Mode is the Computer Scientist's exclusive passive ability and is also his first ability. Passively, when the Computer Scientist vanquishes plants, the bar above his magazine will fill up. When this bar is full, Crunch Mode activates, nearly doubling his speed and greatly increasing his damage while making his view somewhat of an old black and green computer, making it harder to land hits on enemies, however, Plants will glow green, making them easier to spot. Once Crunch Mode is activated, the meter will decay at a set, steady rate.
Captain Partyman
Almanac:
With a name like Captain Partyman, you know he's down to get funky. You wouldn't think it by looking at him, but he can spin on his peg leg for almost an entire minute, uninterrupted.
125 health.
Uses party scattershot and party spyglass. 8 ammo. Scattershot deals 30 damage and consumes two ammo. The Party Spyglass deals 20 normal damage and 24 critical damage at all ranges. Bullets fired from the Party Spyglass consume 1 ammo.
Party Imp
Almanac:
Party Imp got so into his costume that he super-glued his wig on, permanently. Instead of fretting, he's embraced the party life and has pledged to keep dancing until the Plants leave Zomburbia for good
.
75 health. 350 mech health.
Uses party blasters. 40 ammo. The Party Blasters deal 3-6 impact damage and 4-7 critical damage based on distance.
Party mech. The Party Robo Laser deals 7-11 impact damage and 8-13 critical damage.
Scallywag Imp
Almanac: "
After having eaten all the cannons on his captain's ship, Scallywag Imp was forced to walk the plank. With just enough power in his butt-booster cannons he hovered his way back to shore. He now has his own ship on land and aspires to someday be a captain!
"
75 health. 400 mech health.
Use looty shooties. 17-13 Damage, 4 dmg extra when attacking up close.
Mech uses cluster cannons and and hooligan howister. Cannons use 1 ammo and deals 35 damage. Howister uses 2 ammo with 40 damage and is long ranged.
The Scallywag Imp's Legendary Meter is unique, as fewer vanquishes are required to activate it. 3 player or 6 AI vanquishes can fill the meter, which activates Yohoho Mode. However, the ability does not last as long as other Legendary abilities. Yohoho Mode instantly restores half of Scallywag Imp's HP, makes him move 50% faster, and gives him 50% damage resistance
.
Toxic Brainz
Almanac: With the help of his (mostly) sealed hazard suit, and a constant chemical bath, Toxic Brainz is able to keep his skin looking its greenest.
200 health
Toxic Overload is Toxic Brainz's unique Legendary ability. It can only be triggered when Toxic Brainz manages to successfully punch Plants a certain amount of times. Once the bar is filled, Toxic Overload will activate, which will give Toxic Brainz a damage and speed boost for a small amount of time (About 3x the damage). If Toxic Brainz is vanquished at any point, the Toxic Overload meter will reset (even if he gets revived).
Toxic fist punch combo damage is 10-20-30, and his toxic beam does a measly 2-4 damage.
Overload: 30-60-90 fists. 10 damage. Beam.
Party Brainz
Almanac: "It's the Neon Icon himself, the one and only Party Brainz. He's been partying so long and so hard, that he can't remember what mission Dr. Zomboss sent him on in the first place!"
200 health.
Damage is exactly the same as stock.
Bfn upgrades: Party Time 5: Move faster and deal additional damage for a short time after earning a vanquish streak. Peashooter only.
The party variants aren't necessarily original but I love them. The neon designs, attacks, and music are fun. Partyman needs a buff though and some need to be slightly worse than stock so they aren't straight upgrades without the meter like party Brainz.
Disco chomper needs a buff. He's a worse stock that has to eat more zombies to basically get the same effect chompula and hot rod get in one. Cool design though.
Commando corn is a cool character and his legendary mode is a really threat.
Toxic brainz needs a small nerf.
I like computer scientist and his crunch is very visually unique.
Scallywag imp and his mech are nice to see and his yohoho mode can boost abilities like impkata.
I don't get why peashooter has this upgrade and it just seems stupid that he's the one class in the game that gets a legendary like upgrade that gives 20% more damage and 55% more speed yet at still feels underwhelming.