Stop blowing up with these summonables!
Introduction
The Dandelion, Exploding Imp and Yeti Imp are summonable variants that blow up when they get to an enemy. Comparing 3 summonables this game, let's do it. Anyway, these summonables appear in different versions of the game. The Dandelion is available for placement in GW2 and BfN, the Exploding Imp is available for placement in GW and GW2, and the Yeti Imp is available for placement in BfN. All of these summonables work in a similar fashion to each other, with them having low health and detonating when they get close enough to an enemy for some decent damage. However, when they detonate, they vanquish themselves in the process. The Yeti Imp has the added ability of freezing, or greatly slowing down an enemy, after being hit as well. In Battle for Neighborville, the Wildflower and TV Head uses powerful variants of Dandelions and Yeti Imps, respectively, for drones.
My Thoughts
These summonables can be destroyed with ranged attacks really easily before they get to an enemy, or even with melee attacks if the enemy has good reactions, before they blow up. Additionally, they do not particularly deal enough damage to get a vanquish while an enemy is at full health, however it is quite good at ramming some health off the enemy. However, to make up for their low health, they have a fast movement speed, which means that they can be hard to hit. Unfortunately, they can still be destroyed quite easily using area of effect, splash damage or similar types of grouped damage.
With their toughness, I would give them an Easy difficulty to defeat. They are only really a threat if they manage to even get close to an enemy, and they have a delay before they explode, so they can actually be vanquished by any enemy during this time. Even if they manage to explode, they are unlikely to vanquish an enemy unless they had already taken a bunch of damage. I have some suggested buffs for these guys, as they seem really underpowered. The buffs I suggest include a shorter delay before they explode, a significant but not massive health boost, some more damage upon the explosion (maybe even 100) and maybe a slightly faster speed as well. As they are right now, they are really underpowered. They are not tricky to deal with on their own, and are quick to take out, but you could get distracted if other enemies are around and therefore it detonates on you. Try to focus them first and they should never pose that big of a threat due to being able to vanquish it quickly.
Battle for Neighborville does contain Dandelion and Yeti Imp, but it does not contain Exploding Imp. It would make more sense to have Exploding Imp as it more closely resembles the counterpart of Dandelion, meaning that it cannot freeze or slow players down on explosion, but rather it more closely represents the Dandelion, but simply its counterpart. I would not give these guys a huge cooldown as there is no necessary need for that. A cooldown of 2 minutes seems more than enough, or maybe 3 minutes if Yeti Imp stayed (instead of Exploding Imp), due to its freeze effect and it actually does have some more health as well. Maybe even having no cooldown if they stay the way they are (1 minute for Yeti Imp) could work because of how currently underpowered they are?
In A Future Shooter
Because these guys are weak, and are really easy to defeat, I would not give them much of a cost to use at all. A cost of around 1,000 Coins each seems quite good for the state that these summonables are at now. However, if we assume they gained the buffs I suggested, I would give them a cost of about 2,500 Coins instead. Although, for Yeti Imp, I would maybe give them a unique method of unlock. Perhaps, you can buy a bundle of summonables if you wished, which would overall cost the same price as if you bought the summonables seperately, this would simply be for convenience and quick buying. For example, though, if you bought a pack of 5 Exploding Imps, you gain a Yeti Imp for free, and that is the method to how you would get Yeti Imps as they are stronger and can freeze. The same can be done for Dandelion, although there needs to be a direct counterpart to the Yeti Imp to make it more fair. Perhaps a tougher Dandelion with an elemental effect or something (I would pick Toxic variant). There could be an unlock cost attached to them before they can be used, but it should not cost much. The unlock cost could be about 10,000 Coins, but you receive a starter pack of 5, and maybe also a free Yeti Imp or special Dandelion variant, meaning you will get really good value upon the unlock, as well as being able to use them freely after (this unlock cost assumes they would be buffed by then, if not the unlock cost can be 5,000 Coins instead and you get the same stuff).
Overall
Because they are not currently very tough, but I would assume that in a future shooter that they would be buffed, these summonable variants should be easy to get as they are unlikely to create problems for the enemies. Providing a small unlock cost will make them harder to get at first, but after that you may use these summonables freely. I have buff suggestions due to their current underpowered nature, including some more health, damage, slight speed increase and a smaller explosion delay. Because the Yeti Imp is tougher, there should be a counterpart to it for the plants and it could have an elemental effect, but those variants should also be somewhat harder to get, for instance, as a free reward for buying multiple Dandelions or Exploding Imps.