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Souper_Plant's avatar
6 years ago

My ideas of legendary upgrades

My list of ideas of legendary upgrades for some characters in the game:

*Wizard: Elemental balance
 His charged attack now charges up to 5 smaller bouncy spheres, instead of it's regular sphere, they keep spinning around wizard while charging, they move faster, but have a smaller size, it also takes longer to charge all of the 5 spheres, each of the spheres applies a different and random effect, with the order of the spheres being generated randomly, the effects are freezing(temporarily chills and freezes), burning(temporarily deals constant fire damage), poison(temporarily deals constant damage, but also blocks abilities and reduces speed), curse(reduces the damage dealed and increases the damage taken), and explosion(explodes on impact, dealing great damage in an area).

*Space cadet: Asterorbit:
 Space cadet gets 5 small meteorites spinning around her, they're counstantly spinning around her, damaging plants around, the secoundary makes the meteorites form a barrier in front of her, being not just a protection for damage, but also pushing plants away, as they have a physical collision, each meteorite has it's own health, and they get damage each time they take damage and deal damage, while as space station, they transform into asteroids, that have a bigger size, health and deals more damage, i'm not sure about the way they would be regenerated, the two downsides is that they sacrifice aiming, and that they might block a little her sight in some situations, and she can hit her asteroids with her primal when they're orbiting in front of her.

*Imp: Explosive ammo
 When reloading, imp releases two projectiles at the direction he's facing to, which bounce off walls and explodes on impact, dealing great damage, for z-mech it launches it's arm as a rocket once it overheats, dealing heavy damage and knockback, the downside is that it reduces reloading speed and the time it takes for the mech to restore from overheat.

*Super brainz: Shield launch
 Launches his shield by using a charged attack while with the shield, the shield pierces through multiple enemies, and deals damage based on it's remaining health, but it sacrifices the shield.

*Captain deadbeard: Gold fever
 Dealing damage with it's primal, secoundary and any of it's ability makes coins bounce off the damaged plant, the higher the damage dealed the more coins are generated, the coins bounces around and damage any plant who touches it, he also gains a meter that's charged with vanquishes, it temporarily increases deadbeard movement speed, coins generated and spyglass shot charge speed, and unlike in gw 2, it's not cancelled when pirate uses the barrel, the downside is that it reduces his general damage.

*Nightcap: Sporeball Z
 Nightcap's primal gains a charged attack, while holding the max charge her movement speed is slighly reduced, she can still use the secound jump, she's also unable to use abilities or sprint until she releases it, this charged attack makes she creates a ball of spores, it can home at an enemy, and once it hits a wall or zombie it creates a damaging cloud of spores, that also trigger the same effect that casting shadows field triggers to zombies in it, she also gain a meter charged with vanquishes, that once charged creates a floaty cap that she rides, while in it she gains increased movement speed at any direction, her double jump is replaced by a higher jump that also has the ability to hover similar to rose, snapdragon, etc, also her movement speed is not reduced while holding max charged primal attack, by using shadow sneak she instantly leaves the form by launching her cap ride at the direction she's facing to, dealing damage and piercing through enemies, if the meter runs out the cap will just vanish, the downsides is that it sacrifices her firing speed from the regular primal attack, it's no longer automatic and the cap ride leaves a trail of spores behind, that can lead zombies to her.

*Acorn: Nut navy
 Acorn can have up to 2 accorn allies controlled by AI that will be always following and doing whatever acorn does, acorn gets a meter that when filled will spawn an acorn buddy, it's filled when acorn takes damage, an additional acorn is summoned when acorn turns into oak, which will be automatically linked to oak, but this acorn will also automatically get vanquished once oak is destroy, the acorn buddies are weaker than the acorn player, having less health and damage, but they can automatically attack different targets with their primals when acorn is not attacking, once acorn attacks they'll attack to the same direction she's facing, an acorn is vanquished depending on the damage taken by the own acorn player, and this vanquish doesn't count as vanquish for the one who killed it, the acorn buddies will be automatically linked to oak once transformed to and will automatically leave acorn when the acorn player leaves oak
 Disadvantages: it lowers the damage dealt by any of the acorn player attacks, no acorn player can join oak if it already has a total of 3 acorn buddies, the acorn player also can't link other oaks if it has no space for his acorn buddies.

*Peashooter: Peanomental
 Peashooter can now switch between 4 different types of primals, instead of zooming he'll make 3 peas floating around him, and each time he uses it they'll rotate, each pea has a different elemental aura, and the pea in the front is the primal being used currently, each primal apples a different elemental effect to peashooter's primal, which can also be charged to deal more damage with a bigger splash area and damage, and an extra and powerfull effect, and while holding the charge peashooter will have an increased zoom, the current elemental power equipped also affect chilli bean bomb and pea gatling, and surround it's pod hands with the aura of it's respective equipped element, there are the 4 elemental powers that peashooter can choose:
-Fire pea makes peashooter shoots fire peas that leaves damaged zombies with the burn effect, the charged shot leaves a pool of lava;
-Ice pea makes peashooter shoots frozen peas that chills zombies and freezes them solid if they keep getting hit by them, the charged shot greantly contributes to freeze zombies and also creates ice spikes that instantly freezes zombies who touches it;
-Toxic pea makes peashooter shoots toxic peas that leaves enemies with a toxic effect and will temporarily make they unable to use abilities and sprint if they keep getting hit by them, the charged attack leaves a small damaging toxic cloud that instantly applies the effect of blocking abilities and sprint;
-Electric pea makes peashooter shoots peas surrounded by eletricity, they'll home at the target and damage multiple zombies through an electric current(only created by zombies damaged direcly by those peas), electric peas also have a slower travelling speed than other peas due to their homing ability, it also slowly paralizes damaged zombies, making they temporarily unable to use abilities, the charged shot makes an electric field that paralyses and deals constant electric damage to zombies inside it.
 Disadvantages: it reduces the impact and splash damage from any of peashooter's attacks affected with the elements, and obviously sacrifices regular aiming, being only able to aim while holding the charged shot and during pea gatling, since peashooter can't switch his elemental power while abilities are active, and he can aim normally during pea gatling, peashooter also get a slower movement speed while charging.
 

*Cactus: Venomous menance
 Cactus turns invisible while staying idle, he'll leave the invisibility once attacking, moving or using any ability, he also applies a poison effect to enemies with any of his spike attacks(primal, secoundary and drone primal), giving them damage overtime, the effect can also be transmitted to other enemies near the damaged target, the max charged needle shot will make the target temporarily slow and unable to use abilities, the downsides is that it sacrifices a bit of the damage dealed from spike attacks attacks, and sacrifices even more from the max charged needle shot.

2 Replies

  • DoomEternalHype's avatar
    DoomEternalHype
    New Hotshot
    6 years ago

    I have an idea for chomper: Backchomp.

    chomping an enemy from behind will deal extra damage, and if the blow vanquishes the zombie, they will be eaten. however, their health goes down as well as their damage, and the backchomp will leave chomper vulnerable.

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