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Fenestrius's avatar
8 years ago

Some plant cards ideas

Hello all,

I would like to post here some ideas of news plants cards for PVZ Heroes. All these plants are from PVZ 2 essentially.
Don’t hesitate to give your opinions or some corrections.
Thanks !

Magnet-shroom: Smarty, Mushroom Plant, Strength 0; Health 1; Cost 4, Team-Up – When played, deals -1 and -1 to a zombie here, and cancel this zombie abilities (deadly, frenzy…)

Hypno-shroom: Smarty, Mushroom Plant, Strength 0; Health 1; Cost 4, When a zombie hurts this plant, this zombie hurts the hero zombie right after

Jalapeno: Kabloom, Fruit Trick, Cost 5, Destroy a zombie and deals 4 damage to the hero zombie

Pepper-pult: Mega-Grow, Fruit Plant, Strength 4; Health 4; Cost 5, When played, all plants next door get +2 strength

A.K.E.E: Kabloom, Fruit Plant, Strength 5; Health 4; Cost 5, When this plant deals damage, it deals 2 damage to 2 random zombie right after

Stallia: Solar, Flower Trick, Cost 3, Deals -2 strength to a zombie and zombies next door

Spikerock: Guardian, Environment, Cost 5, Before a fight here, deals 4 damage to a zombie here

Electric peashooter: Smarty, Pea Plant, Strength 5; Health 4; Cost 5, Splash damage 5

Solar Tomato: Solar, Fruit Trick, Cost 6, Zombies here and next door can’t attack next turn. The plant hero gets +1 sun for the rest of the game

Parsnip: Guardian, Root Plant, Strength 4; Health 4; Cost 4, When destroyed, destroy a zombie here

Apple Mortar: Guardian (or Smarty), Fruit Plant, Strength 6; Health 6; Cost 8, Splash damage 6. When this plant hurts a zombie, this zombie can’t attack next turn

Cold Snapdragon: Smarty, Flower Dragon Plant, Strength 3; Health 3; Cost 5, Splash damage 3. When played, freeze all zombies here and next door

Caulipower: Smarty, Leafy Plant, Strength 0; Health 2; Cost 6, Team-Up, Amphibious. When played, all zombies will hurt the hero zombie instead of plants next turn

Homing Thistle: Guardian, Flower Plant, Strength 5; Health 3; Cost 5, Bullseye. This plant hurts the zombie with the highest strength value

Ghost Pepper: Smarty, Leafy Trick, Cost 5, All the zombies lost their abilities (deadly, frenzy…) for all the rest of the game

Endurian: Guardian, Fruit Plant, Strength 0; Health 7; Cost 4, Team-Up. When a zombie hurts this plant, this plant deals 2 damage to this zombie

Gold Bloom: Solar, Flower Trick, Cost 2, The hero plant gains 5 suns for this turn

Ice-shroom: Smarty, Mushroom Trick, Cost 3, Freeze all zombies

4 Replies

  • Some of these look pretty good, but others look a little overpowered.

    For instance, Caulipower's turning every single zombie against the zombie hero just doesn't sound fun to play against at all.  Maybe instead it could have, "At the beginning of each turn, one random zombie attacks the zombie hero instead of plants"?  This way, it would also be more useful to have it stick around for more than one turn.

    Also, I personally think that taking control of a zombie should also make that zombie immune to plant attacks that turn (since the zombie is temporarily "friendly").  The effect is already more powerful than Freezing (not counting abilities that trigger off of it), so it kind of needs something to reign it in.

  • Anonymous's avatar
    Anonymous
    8 years ago

    These I really like. Getting plants and zombies from older games into PVZ Heroes is something that needs to happen. Are some of them a little on the OP side? Yes, but who cares? Just some alterations in the cost is all that's needed. Nice work!

  • I drew these ones, hope they can be added. Any feedback is welcome

  • Hmmm, Magnet-shroom maybe should only remove statuses like Armored and maybe Untrickable.

    And Jalepeno deals damage, not destroy, to all zombies in the lane. (From Pvz 2 and Pvz, a Jalepeno could not kill any gargantuar in one hit, so the damage should be similar to 4)

    And I think Pepper Pult should buff the plants in its own lane in addition to the other lanes because (Flashbacks to Pvz2, Pepper Pult has a 3x3 radius)

    A.K.E.E would be plain overpowered because dealing 2 damage would trigger it's effect again, and could be paired with wall-nuts to make sure it doesn't die, so almost a board clear

    Stallia should only last one turn.

    We already have a spikeweed sector, but Spikerock is plain overpowered too. It would instantly kill most zombies and even gargantuars in two turns, just for 5 cost?

    Electric Peashooter is also kinda powerful, but basically a melon-pult.

    Solar tomato probably would be annoying... but the cost seems feasible.

    Apple mortar would basically be a winter melon, but the zombies can't attack next turn, so bonus attacks wouldn't work??? Kinda overpowered because paired with Solar tomato, if the apple mortar survives one turn with solar tomato, infinite stall?

    Especially when with guardian.

    The cold snapdragon is kinda balanced.

    Caulipower is plain overpowered, especially since even tricks can't do anything about it, because they target plants, not zombies. Especially overpowered when the zombie hero has the zombie that empties block meter. Plus there would be no way to stop the attacks.

    Homing thistle's bullseye won't do much because the hero has no attack value, so Homing Thistle won't really ever hurt the zombie hero. But it could be good in a variety of situations, so it would be an actual addition to the pvz heroes library.

    Ghost pepper is also VERY overpowered, because the abilities are what makes the zombies equal to the plants, just play one ghost pepper and easy win for plants.

    Maybe just the zombies in this lane and the ones next to it (Pvz 2, ghost pepper had a radius of 3x4)

    Endurian should have 5 health, less than wall nut because from pvz 2, Endurian was meant to have less health than the wall-nut.

    Gold bloom is also overpowered, should be an environment, like start of turn: If there is a plant here, gain 1 sun or something.

    Ice shroom is kinda overpowered for only 3 cost, but I guess it's not mega-grow so really can't be turned into a 11/12 snowdrop

    P.S. If they were to add gold bloom, I think to balance it it would be a 1 health plant, maybe 1 or 2 sun, 1st turn gain 1 sun, second gain 2 sun, third gain 3 sun, then it dies so the zombies have a chance to shut it down, and its not just like a gain 6 sun trick, plus it fits with the pvz 2 version where it generates sun through three blooms.

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