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Anonymous's avatar
Anonymous
9 years ago

How To Get 3 Wins With Weak Plant Heroes?

I went like 12-2 with Super Brainz, then struggled to get 3 wins to finish Green Shadow's quest line, doing it in maybe 7-8 tries.  I've tried about 10 times to get one win with Solar Flare, and just can't get one.  Once in a while I'll get someone that is only +2-3 levels above me, but its usually +10-20 levels.  And Solar Flare's default set plus the few that I've found seems a lot weaker than Green Shadow's.  How are you guys getting the 3 wins?

6 Replies

  • I've reached the last quest for that hero, but i can't find a multiplayer match ☹️

    Tell me your deck.

    Let me try to help.

    How can you find match as plant?

  • I just started playing yesterday and have both solar and shadows quests completed.  I have been doing much in single player so my rank is not too high yet so maybe thats a factor but heres my current deck lists for each.

    Green Shadow (completed easily at rank 6):

    1X pea pod

    3X snow drop

    2X torchwood

    1X black eyed pea

    2X snow pea

    3X cattail

    2X chilly pepper

    3x fertilize

    3x flourish

    3x grow shroom

    3x repeater

    3x podfather

    1x navy bean

    1x plant food

    3x skyshooter

    3x threepeater

    2x whipvine

    1x super phat beets

    Solar Flare (completed in wood league somewhere, also easy)

    2x morning glory (might add more but havent played flare since)

    4x shroom for 2

    3x sunflower (might remove some of these, had em for mixed nuts)

    4x berry blast

    4x buff shroom

    2x fume shroom

    2x pepper md  (would rather have 2 more of these than mixed nuts)

    2x mixed nuts

    1x whack a zombie

    2 x magnifying grass

    3x metal petal sunflower

    1x sour grapes

    4x power flower

    3x squash (2x and a lawnmower might be better)

    1x cherry bomb

    1x laser bean

    1x grapes of wrath

    So far it seems shadows tactic is related to careful conservation and positioning of units until they can utilize buffs to overpower the opposing zombie attempting to force the enemy to spend multiple cards to deal with it and then flourishing to win in card advantage late game.  The big power combo's I have seen are repeater and threepeater buffed but chilly pepper with a snowpea out is also a great way to get some efficient trades.  Whipvine, plant food, chilly pepper and buffs are the only pseudo removal I have.  I ran sweet potato for a while for removal until I got whipvine.  Iceburg lettuce also looks very effective both to benefit snowpea and for more pseudo removal via free shot.

    Solar Flare's tactics seem a bit easier to grasp, lots of crowd control target removal with options like whack a zombie, berry blast, squash, sour grapes, magnifying grass, lawnmower, sizzle, water balloon and cherry bomb.  Flare also seems to excel at playing the mushroom early game as well as some ramp from metal petal, her sunburn ability and the occasional sunflower.  I dislike the basic sunflower but its ok with mixed nuts; I prefer the pepper md and power flower combo.  Flares biggest weakness is the complete lack of amphibious but has enough removal to mitigate that.

    I only started yesterday so these are just my thoughts so far, not anywhere near experience enough to say if either hero is weak or strong or even if I am playing them correctly but it does feel like wall knight is better than flare to me because of the amphibious problem and about even with shadow.  Wall knight is my only other plant hero so idk how I would rank the others.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Ok, so you somehow got a bunch of uncommon and rare troops that are not part of the starting package for the hero or available in the non-gem packs.  Great, but how does that help a FTP trying to save up for 2000 gems?  I mean, I know I didn't say it in the title, but I mean "weak given the basic starting plants that they give you" not weak if you open a ton of premium packs and get good stuff.  I know you get a few premium packs along the way, but I got almost no solar stuff.  The starting stuff is super-weak, plus zombie opponents that are plus 2-20 levels?  Its crazy hard.  I just put it aside for now until I get the 2000 gems in a day or two.  

  • Anonymous's avatar
    Anonymous
    9 years ago

    It would be almost impossible to win at the moment unfortunately.


    I usually play as Plant Heroes and I'm currently ranked 43 but with the worldwide release I have been forced to play as Zombie Heroes.

    All matches I usually win and they were all against level 1-10 newbie Plant Heroes.

    I think you will have to wait awhile until all the newbie Plant Heroes start playing as Zombie Heroes. It'll be more likely for you then to win as Solar Flare or Green Shadow.

    Also, once you get better cards, Solar and Green are actually the better Plant Heroes.

    Good luck trying to win as Citron or Rose, I think they are the worst ones.

  • Derosiv's avatar
    Derosiv
    9 years ago

    I took the loss and got the 1k pack instead of the 2k pack to build those decks, I'm f2p also.

  • Anonymous's avatar
    Anonymous
    9 years ago

    okay, so I will try to help you best I can. I was wood league 1 when I did this PvP quest, and I beat consecutively 7, 7, and an 8, which then I just chalked it up to players who aren't experienced in card games (I been playing card games for many MANY years), i mean some of the things I see amazes me. Also, green shadow is on par if not stronger than super brains, from the perspective of veteran CCG player (if you must know, I played at least 50 different CCG

    Few helpful tips first:

    1. NEVER drop your 1 for 1/1, any smart zombie players will just leave this alive and not kill it until you buff it, so its basically useless.

    2. Almost ALL of green shadow's 1 for 1/1 are bad, the pea shooters are good because you can torchwood.

    3. Don't waste her signature power to deal 5 dmg, save it for late game and kill a big gargantuan for 1 sun (bwahaha, love it), her signature power is actually super powerful, and borderline rigged.

    Here is the basic structure of a deck I used (don't remember exact, but def F2P)

    4x pea shooter

    4x torchwood

    4x snow peas (or however many you have at this point, if not i would craft them)

    4x combo of cabbage and skyshooter (preferrable sky shooter)

    4x cattail

    4x flourish (in this kind of game, flourish is actually very important to have)

    2x podfather (DO NOT get any more than 2, this is one of the slowest cards in the game, I mean ,zombies get 1 for 2/2 that can grow, this is a 3 for 2/2)

    3x threepeater

    1x the free snapdragon (this card is a good AOE to stop zombie's good early game)

    4x grow shroom

    3x fertilizer

    3x smoosh-shroom

    Early Game

    Try to defend vs the fast zombies, because mega grow (as a class) is generally a slooowwww class that has much better late game. Do not be discouraged because your early game is not good, because that's just the class, and smarty doesn't help in the early game department either (haha, 2 late game classes). Do NOT kill all the zombies, let a 1 or 2 attack zombie have free swing at you, because green shadow's super powers are sick, so you want to collect those early as possible.

    MID to LATE GAME

    This is simple, one word, THREE PEATER. LOL, I mean, LOL, how is this common, this is in CCG terms, called a POWER CARD. I mean i get it, it takes a bit of set up, but guess what, the power is craaaaaazy. This card's total dmg is all 3 lane combined. I always save at least a torchwood for this to use on turn 6. Let's make a hearthstone analogy (since that's the popular CCG right now), I think threepeater is on par of the Force of Nature + savage roar combo, if the zombie player doesn't have something that can deal with the threepeater right away, he might as well just concede. 

     

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