User:BoltBlizard/PvZ Heroes
In-game information
Name: CirnoDay
Rank: 10 (Silver League, Sunflower), Gold Badge (Rank 21 in Season 1), Gold Badge (Rank 20 in Season 2)
Plant Heroes owned: 5/11 (Green Shadow, Solar Flare, Wall-Knight, Nightcap, Citron)
Zombie Heroes owned: 6/11 (Super Brainz, The Smash, Impfinity, Professor Brainstorm, Immorticia, Neptuna)
Class Opinions
Plants
Guardian= Team-up , Armored , Amphibious plants , and typically the most base health of all plant cards. I'm not fond of Guardian plants too much, as usually, it's up to the Hero's secondary class to do all the heavy lifting. 6/10.
Kabloom = Explosive and direct damage, usually focused on clearing zombies out by such means and often swarming all of the 5 lanes. Unfortunately, most of these plants are too frail. 7/10.
Mega-Grow = Bonus attacks , increasing and , and usually form a powerful line of defense should you plan around your opponent. 8/10.
Smarty = Bouncing enemy cards , freezing them , Splash Damage , and they also have Amphibious plants up for grabs. 9/10.
Solar = Solar cards make extra Sun to use each turn, can heal themselves up , and also come packing Strikethrough to hit anything in their way. They also have instant-destroy cards. 9/10.
Zombies
Beastly = Increasing and , Frenzy , Amphibious, and instant-destroy cards. 8/10.
Brainy = Plenty of tricks, extra brains and card drawing, and bonus attacks too. They also have the Bullseye trait on some of their zombies. 9/10.
Crazy = Explosive and direct damage, swarming, and often focussed on powering up as well as attacking the enemy hero directly. However, most of these zombies lack high damage themselves. 6/10.
Hearty = Armored, healing, and have the largest base health of all zombies. 8/10.
Sneaky = Strikethrough, plenty of Gravestones , Bouncing, and Deadly . There's also Amphibious zombies here too. 8/10.
Hero Opinions
Plants
Hero | Classes | Rating (out of 10) | Reason for Rating |
---|---|---|---|
Green Shadow | Mega-Grow/Smarty | 7 | Very good class combo, but is hard to manage unless you're going for a single deck type, like freezing or peas. |
Solar Flare | Kabloom/Solar | 8 | Great defending capabilities and the ability to get more sun is always welcome for a head start. Problen - her plants are too frail. |
Wall-Knight | Guardian/Solar | 9 | Healing, amphibious plants, destroying zombies, strikethrough - Wall-Knight covers a lot of bases except from high plant strength. |
Chompzilla | Mega-Grow/Solar | 7 | Her classes work really well together, being able to boost your strikethrough plants, but bouncing is a big problem for powered up plants. |
Spudow | Kabloom/Guardian | 8 | Often under-estimated defensive power and early-game rushing strength. No defined gimmick of a tribe strategy to use him with. |
Citron | Guardian/Smarty | 8 | Best defenses of all the plants and with plenty of effects to keep the zombies at bay, but over-relies on sheer defensive power so he lacks ther power to strike back. |
Grass Knuckles | Mega-Grow/Guardian | 9 | Very good blend of classes which balance off of each other well. His problems are hard to exploit due to his well-rounded team, but it's hard to make a big push with him. |
Nightcap | Kabloom/Smarty | 10 | Quick early game pushes, ability to cover all lanes, direct damage for defense - the list goes on, along with easy to counter weaknesses. Good on you! |
Rose | Smarty/Solar | 9 | A control freak, relying on freezing, messing with stats and out-lasting overall. Problem? Hard to defend otherwise. |
Captain Combustible | Kabloom/Mega-Grow | 7 | Very strong plant selection and tricks to support it, but they're easy to destroy. |
Card Opinions
TBA