S.H.R.Imp (Special Hydro Response Imp) is a Super Rare variant of the Imp in Plants vs. Zombies: Garden Warfare 2. He wears a pink clothing and a shrimp on his head. When he calls down his shrimp mech, he enters a giant robotic shrimp with the ability to create devastating water cyclones around itself or being able to jump high into the air and kick enemies from below. This variant was not available as an unlockable playable character in the beta, but the player could fight him in Flag of Power in Backyard Battleground. The S.H.R.IMP Mech lasts for 1 minute.
The Drake Mech and the S.H.R.Imp Mech are the only mechs that have double jumps.
His name is a pun on shrimp, a generic term for some decapod crustaceans, and Imp. It could also be a joke about how small Imps generally are.
Descriptions
Stickerbook description
The S.H.R.Imp, or Ol' Shrimpy Boy as his friends call him, is actually the first (and only) member of Dr. Zomboss' Special Hydro Response Imp, or "S.H.R.Imp". Designed to combat all aquatic Plant life, this little guy may look ridiculous, but he means business.
The S.H.R.Imp's primary weapon are called the Shrimpy Lasers. The Shrimpy Lasers fire slower than the Imp Blasters (500 rpm compared to 800 rpm), but are more damaging (6.1 to 5.1 compared to 5.1 to 4.1 for impact damage and 7.3 to 6.1 compared to 6.1 to 4.9 for critical damage), are a lot faster and have quite a lot less recoil and spread. They fire 30 shots before taking a 2s reload.
S.H.R.Imp Mech
The S.H.R.Imp Mech's primary weapon is called the Shrimpy Beam. It is similar to Citron's primary weapon, as it shoots out a beam that cools off if fired too long. The beam does 10.2 to 7.7 impact damage and 11.7 to 8.7 critical damage based on distance. It has infinite ammo and does not need to reload, but if fired for 6.2s, it'll go on a 3s cooldown.
It's time to set your butt boosters to overdrive as you spin uncontrollably with both Imp Blasters blazing.
Strategies
With
The S.H.R.Imp's primary weapon, the Shrimpy Lasers, deal more damage, fly a lot faster and suffer from less damage falloff than the normal Imp Blasters, which is useful for vanquishing some slower plants from Mid to Longer ranges, such as Cactus and Kernel Corn. However, the Shrimpy Lasers suffer a slower firing speed, so S.H.R.Imp is at a CQC disadvantage. The S.H.R.Imp Mech is also a very good way for racking up quick vanquishes from long range. This is because the Shrimpy Beam homes in on plants that are close enough to the targeting reticle, and the Water Cyclone, whilst terrain reliant, can be used to get rid of plants, such as Citron or Kernel Corn, that can destroy the Z-Mech. The Shrimp Jump can be used in a similar fashion to the Pylon Imp's Drag Race, in which you can damage enemies with it or use it to escape. You can also use the Shrimp Jump to gain a height advantage, which is helpful for increasing your vanquish count while keeping you safe for a time. If you jump just before using the Shrimp Jump, you'll travel very far, making it a perfect mobile Mech. However, with the increased health, it's more common to attack enemies or to jump into gardens with the S.H.R.IMP Mech.
Bear in mind that while the S.H.R.IMP Mech has a health bonus of 50, you only have a minute to use it; 30 seconds less than the normal Z-Mech, so players should use the mech sparingly and use it for pushes with your team to capture gardens or rack up as much damage as possible. Water Cyclone is a great crowd control ability that allows you to push multiple plants off of the garden for a quick capture, while Shrimp Jump can be used to surprise the enemy with agility not usually expected from a Z-Mech. Also pressing the jump button when using the Shrimp Jump will make the mech jump much higher and further, but will not likely damage enemies when coming back down. As with the regular Imp, when all else fails, use your Explosive Escape to dish out a last bit of damage before retreating.
Against
The S.H.R.IMP has the same health and normal abilities as a normal Imp, but his Shrimpy Lasers deal more damage than the Imp Blasters, so make sure to steer clear of its path of fire. His S.H.R.IMP Mech can be very problematic as its attacks are very powerful, but there are certain plants that can handle it. Citron is the best solution to dealing with the S.H.R.IMP Mech, as it can stun and damage with EMPeach and then blast away with powerful attacks. Kernel Corn is also a good solution, as a direct hit with Shuck Shot can possibly vanquish the S.H.R.IMP Mech in one hit if the mech is not at full health. If the primary weapon or Shuck Shot doesn't vanquish right away, then use Husk Hop then finish it off with your primary weapon. Water Cyclone is also very inconsistent, as it can vanish, leaving the S.H.R.Imp Mech very vulnerable.
▲ Imps tuning focused on ensuring he had a bit more survivability outside of his mech, and also improved his primary weapon slightly
▲ Increased Imp health
▼ Fixed a bug where the Imp couldn’t receive damage while he is making his Z-Mech phone call (he's now only invulnerable when the beam of light appears)
Please note that only official translations are used.
Language
Name
Description
English
S.H.R.Imp
Traditional Chinese
S.H.R.小殭屍
French
Mécacrevette
German
S.H.R.I.M.P.-Wicht
Italian
G.A.M.B.E.R.olino
Polish
Krewetkowy Imp
Brazilian Portuguese
Camarumbinho
Spanish
Zombidito langostino
Trivia
The S.H.R.Imp doesn't actually reload his primary weapon blasters when the player orders him to, instead he just discards them and pulls out a pair of new ones from his throat like Scallywag Imp.