User blog:Smarty Pants 264 Clash Royale/PvZH Balance Ideas 1
So I am just a random user expressing his ideas for balancing the PvZH game
If you disagree it's okay these are my OPINIONS
Guardian
Sea Shroom: Health increase from 2 to 3
Spikeweed Sector: Cost increase from 2 to 3
Prickly Pear: Health increase from 4 to 6
Steel Magnolia: Health decrease from 2 to 1 / gains 1 trait.
Kabloom
Bluesberry: Health increase from 3to 4
Pair of Pears: Cost decrease from 4 to 3
Mushroom Ringleader: 1to 2 / His ability now includes him
Sergeant Strongberry: Health increase from 4 to 5 / Attack decrease from 4 to 3
Grapes of Wrath: Cost increase from 7 to 8
Invasive Species: ability change to (When played in an Environment: This gets +4.)
Lava Guava: Cost decrease from 5 to 4
Banana Launcher: Ability change from Start of Turn to Before Combat / Health increase from 3 to 4
Sizzle: Cost decrease from 5 to 4 /
Reincarnation: Ability change to (When destroyed conjure a 3 card it gets +2/+2)
Mega-Grow
Sweet Potato: Health increase from 3 to 4
The Podfather: Health increase from 2 to 3
Potted Powerhouse: Cost decrease from 5 to 4
Cosmic Pea: Health increase from 1 to 3
Clique Peas: Cost increase from 1 to 2
Smarty
Smoosh-Shroom:Cost decrease from 5 to 4
Carrotillery: Health increase from 2 to 3
Navy Bean: Ability change to (All Amphibious Plants get +1/+2)
Jumping Bean: Health increase from 2 to 3
Laser Cattail: Ability change to (This gets +1/+1 when you play a Plant here or next door.)
Bog of Enlightenment: Cost decrease from 3 to 2
Dark Matter Dragonfruit: Health decrease from 6 to 5
Sapfling: Cost decrease from 6 to 5
Snake Grass: Add Team-Up Trait
Jolly Holly: Cost decrease from 5 to 4 / Health increase from 1 to 2
Solar
Smashing Pumpkin: Cost decrease from 6 to 5
Water Balloons: Cost decrease from 2 to 1
Magnifying Grass: Health increase from 1 to 2
Sage Sage: Ability change to If you made at least 6 this turn, draw 2 cards. / Health increase from 1 to 2
Twin Sunflower: Health increase from 1 to 2
Laser Bean: Cost decrease from 6 to 5
Chomper: Health increase from 2 to 3/Attack increase from 2 to 3
Briar Rose: Cost increase from 4 to 5
Heartichoke: (When this dies during combat then it won't activate it's ability)
Wing-Nut: Health decrease from 7 to 6
Jack O' Lantern: Health increase from 3 to 4
Beastly
Zookeeper: Health increase from 2 to 3
Squirrel Herder: Ability also affects Fruits and Seeds
B-flat: Cost decrease from 4 to 3
Kangaroo Rider: Health increase from 3 to 4
Interstellar Bounty Hunter: Health increase from 4 to 5
Vengeful Cyborg (token): Attack increase from 5 to 6
Brainy
Cell Phone Zombie: Cost decrease from 2 to 1
Gadget Scientist: Attack increase from 2 to 3
Mad Chemist: Ability change to (Start of turn conjure a trick)
Trick-or-Treater: Ability change to (Start of turn conjure a treat) (Treats cost 1) (gets Gravestone)
Interdimensional Zombie: Ability change to (When you play a card, this transforms into a Zombie that costs 3 or 4 and does a bonus attack)
Crazy
Newspaper Zombie: Health increase from 4 to 5
Cakesplosion: cost decrease from 4 to 3
Aerobics Instructor: has Gravestone trait
Abracadaver: Health increase from 1 to 2
Gas Giant: cost increase from 6 to 7
Hearty
Ra Zombie: Cost decrease from 6 to 5 / When played: The Plant Hero loses 3 this turn
Monster Mash: cost decrease from 5 to 4
Option 1 Celestial Custodian: Cost increase to 4 / Ability change to (When played in an Environment: Destroy all plants with 2 or less.)
Option 2 Celestial Custodian: Ability change to (When played in an Environment: Destroy a plant with 3 or less.) / Health increase from 2 to 3
Sneaky
Option 1 Line Dancing Zombie: Attack increase from 3 to 4
Option 2 Line Dancing Zombie: cost decrease from 3 to 2
Ducky Tube Zombie: From 1/1 to 2/2
Superpowers
Stayin' Alive: Add draw a card
Witch's Familiar: Zom-Bats now have 1/3 and change their ability to (When this does damage, draw a card)