Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-27053902-20161201225959/@comment-26488146-20170128175257

Fisher

Primary weapon is a unique form of close range weapon, because it fires five hooks at once that all do 12 damage, and when they are first fired they are bunched up, but then they split up and go different direction, with one going directly forward, one slanting rightwards, another slanting to the left, a fourth slanting upwards upward, and the final one going downwards at a slant, so in a few seconds it hits the ground. This is a close range weapon because if a plant is right in front of you, all of the projectile hooks will hit it, doing an immense amount of damage (60, to be exact), but if they are farther away, the hooks will scatter in different directions, so you are far less likely to hit them, and even if you do, you will only deal 12 damage to them (no damage falloff). This close range weapon is called the Hook Scattershot, and if you zoom in, your primary weapon changes to the Hook Snipershot, shooting a single hook that moves extremely quickly (about 1.5 times the speed of the Hook Scattershot projectiles) that does 15 damage. Both of these weapons fire once a second and share the same ammo pool, with 10 ammo, and the Hook Scattershot uses five ammo while the Hook Snipershot uses 1, and the gun takes three seconds to reload. If you land all ten (an entire magazine) of the Hook Scattershot's projectiles on an enemy plant, you will have done 120 damage to them.

Abilities:

Left Ability:

Explode-O-Motor Propel: A boat engine with the propeller still attached that has four wheels that is on the Fisher's back, with the propeller facing behind him, when you use this ability, he grabs it off his back and pulls a string to start the motor, and then you drive the boat Motor like a drone (your camera follows the motor and you can steer it), but the engine remains moving forward the entire time at the speed of a Peashooter using Hyper (you cannot stop it or slow it, unless in runs into a wall), and after either ten seconds or when you pull the trigger, it explodes and a fiery shockwave flies over the ground with the radius of a Sombrero Bean Bomb, doing 75 damage to every Plant caught in the explosion, and your perspective goes back to the Fisher zombie, who was standing still and piloting the motor with a remote control. This takes one minute and five seconds to recharge, and the motor that you are controlling has 50 health, and if it takes fifty damage, it blows to pieces, doing no damage. This motor cannot be frozen, only slowed, or forced to a complete stop by any Plant, but it can be swallowed in both way by a Chomper, an it will do no damage to any Plants if it is eaten.

Middle Ability:

Lined Hookshot: Jams a special hook in his gun and then fires it. The hook moves at the speed of a Peashooter's pea, and if it hits something other than a Plant, or if it travels up to three full Garden's lengths away, it comes back to you. If it hits a Plant, it stuns them while you quickly reel them in, bringing them very close to you. This also does 10 damage to any Plant that it hits. This will force Plants out of immobile modes (like Pea Gatling and Sunbeam), and if it hits a Potted Plant (including Sunflower's Heal Flowers and Dark Flowers) it just does the ten damage to them and then it comes back. This ability can be canceled while the plant is being dragged towards you by pressing the same button that you used to activate the ability. This takes 20 seconds to recharge, but if you canceled the ability before it hit anything, or if it misses a Plant, it only takes 10 seconds to recharge.

Left Ability:

Net Launcher: Pulls out a large steel gun that shoot a net, bunched up into a ball the size of a Goop projectile, and then he puts the launcher away. The ball travels until it comes very near to a Plant or group of plants, then it expands into a large net and covers any plants within a Chili Bean Bomb radius. When the net opens and lands on the Plant or group of plants does 15 damage to them, and then it continues to deal 3 damage per second until the net breaks five seconds later, or when plants have drained all of the net's 100 health. I say that because the plants trapped under the net cannot move, or use any abilities, but they can shoot, and each shot will hit the net covering them, so a group of plants can quickly destroy the net by shooting a lot of times. Also, plants not trapped under the net can shoot at it and damage it, too. Any Plant that the net lands on will be forced out of or stop using almost any ability that they are using (like Pea Gatling, Sunbeam, Burrow, Hyper, Heal Beam, Husk Hop, charging a Shuck Shot, Chomp Cannon, or EMPeach, Peel Shield, Leaf Shield, Blazing Blast, Ball Form or charging Spin Dash, but NOT Arcane Enigma or Smoldering Madness, and if you count my other Plant class ideas, Thyme Bubble, Nut Knight Charge, Jugger-Nut Fury, Go Nuts, Rolling Nut Bowling, Energy-Wall-Nut, and charging Toadstool Takedown can all be stopped by this net, but NOT Thyme Rewind, Wall-Knight Armor, Holo-Nut Mode, Explode-O-Nut, Energy Overload, Holo Out, Harden Up, or Shadow Sprint) This ability takes 15 seconds to recharge.

Alternate Abilities:

Greased Explode-O-Motor Propel: Motor moves much faster, about 1.5 times as fast as the original,but it does less damage, only 45 damage, and it has only 50 health. However, it only takes thirty seconds to recharge.

Armored Explode-O-Motor Propel: Motor has much more health, 175, and it does way more damage, 110, but it moves at half the speed, and it takes one minute and thirty seconds to recharge.

Grappling Hookshot: Although this cannot hook plants and bring them closer, it does what it's name suggests and can bring you closer to plants, instead of the other way around. You shoot your hook, and wherever it lands, it rapidly pulls you to that spot. If you are dragged and you suddenly decide that you don't want to go to that spot, you can also cancel this ability in mid-drag or while it is still in the air by pressing the button that you used to activate the ability. This takes 25 seconds to recharge, but if you canceled the ability while it was still in the air, it only takes 5 seconds to recharge. This does not damage plants even if it hit s them directly, and it will not latch on to any Plant that it hits, instead bouncing off to the ground a few meters away.

Barbed Net Launcher: Same as the regular Net Launcher, except that it has big pointy spikes, and when it lands on any number of plants, it does 25 damage to them initially, and then 6 damage to them per second until it breaks five seconds later, or until the plants drain all 75 of it's health. This ability takes 35 seconds to recharge, way longer than the usual Net Launcher.