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Anonymous's avatar
Anonymous
9 years ago

Tweeks to Underpowered Hero Legendary Tricks?

Hey there gang, I'm a pretty new player but have already played far too many hours. I've played basically every TCG under the sun but am currently having a blast with the game.

However I notice that a lot of powers (the "Legendary Superpower Tricks" unique to that Hero), aka, that Heroes signature move, seem very lack luster, especially when compared to other ones. Now granted, not all these heroes may be viewed as "Underpowered" (for example I know that Chompzilla is very popular due to his class typings), but I'd still like to suggest a few improvements to bump them up the Tier list. So in order;

Wall-Knight: "Uncrackable - Your Hero can't be hurt this turn. Draw a card."
This to me seems like one of the worst Plant powers in the game honestly. Typically your board should consist of plants, enough so to block 2-3 lanes at the very least. If not then it's likely that your in a position where you have already lost. So this hero power does NOTHING but delay that for 1 turn. A good contrast to this is Citron, his Peel Shield protects all of your Plants, meaning you "block" damage like Uncrackable, but it also helps maintain your board presence, which really is one of the most important things in the game. Honestly "Nut Signal" seems a far more powerful tool.

Now this is a difficult power to change, I honestly think right now it's a very weak card as it can't be played whilst you are ahead, but isn't enough to come back from a defeat. So really it feels very useless beyond delaying a turn. Going by his visual/themes as well as Classes he's in, My suggestion to improve the ability would be;
* Your Hero can't be hurt this turn. All your Plants get +1HP. Draw a card. (Granting your Plants a small amount of extra defense, giving you atleast some board advantage).
* Your opponent skips their next Trick phase. Draw a card. (Imagine it as some form of "Spell Block". When used well it could be a very powerful tool).

* Your Hero can't be hurt this turn. When attacked, Do 1 damage to a that Zombie. (Think of it as a Thorn Shield, attackers take damage back. When compared to other board damaging powers like Grass Knuckles Power Pummel it seems like a very fair power, probably my favorite of the suggested).
* Your Hero gains Armored 1 for the rest of the game. Draw a card. (This would not be stacking, you can only have 1 armor at most, but would be great at reducing damage over time, very similar to the card Soul Patch).

Chompzilla: "Devour - Destroy a Zombie with the lowest Health."
Now I know Chompzilla is a very popular hero and some don't consider him low tier, but I honestly feel that's because of his great Class combination, not his actual abilities. His Legendary Trick is honestly very lack luster to me. Destroying the lowest HP hero is typically just killing off a 1hp zombie, certainly nothing to praise. That or it is killing off an already damaged Zombie. So over all this feels like a much worse Evaporate to me. Something I am very surprised about is that the ability doesn't heal Chompzilla at all, being "Devour" you'd think he would gain health from eating a Zombie. Just over all feels like a very weak Hero Power. So my suggestions to improve it would be;
* Destroy a Zombie with the lowest Health. Gain HP equal to it's HP. (Since you are eating a Zombie you'd think you'd get nice and filled up)
* Destroy a Zombie with the lowest Health. Gain HP equal to it's Attack. (A good way to punish high attack, low hp minions, also encourages you to target damaged Zombies).
* Destroy a Zombie with the lowest Health. A random Plant gains +1/+1. (After eating the Zombie, you turn it into compost/share the nutrients with a fellow Plant).

Nightcap: "Mush-Boom - Make a 1/1 Poison Mushroom with Anti-Hero 2. Do 2 damage to a Zombie there."
Now I may be very wrong here, but I consider this one of the weakest powers in the game. Many other Heroes get 1cost, deal 3 damage spells. But this falls into a weird spot where, the damage doesn't seem high enough to kill all but early game Zombies, and the minion it summons just doesn't seem good enough. It encourages you to make use of the Anti-Hero the Mushroom has, but I often find myself casting it on empty lanes meaning I may as well just run a Poison Mushroom. My suggestions would be;
* Make a 1/1 Poison Mushroom with Anti-Hero 2. Do 2 damage to in this Lane. (Now notice the wording here, deal 2 damage to that Lane. I have noticed Heroes such as Grass Knuckles and Z-Mech all deal damage to the lane. Meaning if there is no Minion there to block, it deals the damage to the Hero. So both Missile Madness and Power Pummel can in theory deal 6 damage to face. I really appreciate this idea as it would up Nightcap into a high aggro hero with minor board control. Still not as powerful as Grass Knuckles, nor as straight up damaging as Green Shadows Precision Blast, but would greatly help the utility of this card, offering both board damage or burst.

Witch's Familiar: Just to quickly say, I think her Hero Power is perfectly fine as it is... However I do have 1 huge issue with it.
Why on earth is her bat 3 brains if it get's bounced back into your hand?! Blimy! That's expensive! Why not 1 mana like her spell, or at the very least 2... but 3 brains for a 2/1? Ouch! For 3 Brains I'd expect to be able to cast it during the trick phase again haha!

Every other unique Hero Trick has it's place and are useful in their own ways. But these are just a few ideas/issues I had with the current Powers that I felt were a little underwhelming 🙂

Are there any other Heroes who's powers you feel are below average that you'd like to see buffed? Comment below! I'd love to hear what you think and brainstorm some suggestions! 🙂

5 Replies

  • While i understand your sentiment, it also depends on the types of decks they can run. Some do have great powers, but are forced into decks that aren't that special...

    Take solar for instance. Hands down best hero trick in the game, but not very forgiving and doesn't have much draw. The basic draw it does have costs 4, only gives one card, requires you to have a plant out and could change that plant to a * one. If the opponent can counter you early, the extra sun won't mean anything because they will be single drawing the whole match after you run them out. It needs strong hero powers to compete...

    So while some may seem lackluster alone, when you start building decks, they get better (or aren't as awesome as they sound)
  • Anonymous's avatar
    Anonymous
    9 years ago
    I agree with Daal that some of the powers you mentionned are good as they are now but depending which deck they're used in. Wall-Knight's power is great in my stall control deck. Basically gives me 1 free turn to build towards my end game.

    However, this is the samrle when talking about other heroes's powers. I disagree that Solar has "hands down the best power in the game", I'd argue that at least a few other heroes have powers I'd rather have a lot of times.
  • daalnnii's avatar
    daalnnii
    9 years ago
    @Borisso i would too when i play solar haha. But if i could use that power with my cc deck instead of the meteor... that would be disgusting.

    I think together we've kind of made the point that while some powers seem stronger than others, it ali depends on how you play them. I.e. ccs +4 damage card. Really nothing special... unless you use it in a repeat deck, then it goes from decent enough to strong
  • Anonymous's avatar
    Anonymous
    9 years ago

    While Solar's deal 2, get sun is powerful, you only have a 25% chance to get it in the opener. Its power goes down real fast as the game progresses. Absolutely devastating (worthy of conceding) when killing zombie's one drop. Meh after 3rd-4th turn which balances it.

    I could agree with Chompzilla's signature move being vampiric, target the lowest health, heal as much as was the health of devoured creature. Sounds very fair.

    Wall-Nut's signature move - in most cases - becomes a simple cantrip, maybe saving a life or two. Nothing to write home about and could certainly use little tweaking.

    I wouldn't mind Brain Freeze's signature move to work on all lanes, not just ground, as it has no synergy like plants have and could be comparable to Citron's (without drawing a card).

  • daalnnii's avatar
    daalnnii
    9 years ago
    Very true about solar, queegon. Early on, monstrous, late game... Pretty meh. They were all pretty decent points.

    Again, i think we all agree, though, that their power is both situational and dependent on the deck you're running.

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