Board Thread:Fun and games/@comment-27482602-20170127083628/@comment-26488146-20170128030249

{{LongSection||text=:   Thyme Traveler

100 health, moves 1.25 times as fast as the Sunflower. Abbreviated to just "Thyme" in the Stickerbook and on character sticker pieces.

Description:

''Hailing from both the past AND future, the Thyme Traveler happened upon the ongoing war by chance during one of his expeditions through time. Determined not to let Zombies win the war and control Suburbia with their stolen future technology, Thyme Traveler has joined the Plant cause and is fighting zombies from the the future, the present, and the past.''

Primary Weapon: Thyme Time Distrupter. This weapon fires tiny blue glowing orbs as fast as the Hover Goat-3000's Radical Raygun, with each orb doing 5 damage, 8 damage for critical hits. This weapon has 45 ammo, takes 2.5 seconds to reload, and suffers from no damage falloff. However, your reticle (aiming guide) grows larger (or blooms) at a speed of 1.5 times the Imp's bloom, as well as shrinking back down to your normal size at 1.25 the Imp's. This blooming makes it harder to shoot for extended periods and hit your target, and balances the abundance of ammo and decent damage. Also, although the projectiles have no splash damage, they cause an effect, on a small scale, like the Plasma Pea's where the air grows blurry as it is sucked into the spot where the projectile hit. This distracts the opponent and may make it harder for them to aim.

Abilities:

Middle Ability:

Thyme Bubble: A large blue translucent orb formes around the Thyme Traveler, looking somewhat like a 3D oval version of Super Bean's sheild that curves over his head and goes into the ground, covering his entire body. Thyme Traveler takes %55 of the damage that he would normally take for direct hits. This blue bubble also has a %35 chance to stop any form of shot (including ability shots like ZPG's) completely, making them do no damage. However, shots that do spash damage will still do splash damage upon hitting the sheild (unless they are stopped completely), and shots miss the bubble but would do splash damage still damage the Thyme Traveler. He takes %80 of the damage that he would normally take if the splash damage of a shot would normally affect him. He can still shoot his Thyme Time Disruptor, but all shots only do %75 of their normal damage. He cannot use any other abilities while surrounded by his Thyme Bubble. This sheild will last for 15 seconds. If the player presses the Triangle or Y button (sorry, don't know the PC equivalent) again while close enough to a Zombie for a Chomper to eat them, the Bubble will jump to and surround the Zombie, leaving the Thyme Traveler and creating the large blue 3D oval around the Zombie. If the Zombie is almost any ability (such as Impkata, Turbo Twister, ZPG, Parrot Pal, Jackhammer, Barrel Blast, Energy Warp, etc), this will cancel the ability and force them to their normal state. However, zombies using Cannon Rodeo, and Big Bolt Blaster cannot be trapped in the bubble. Imps in their Z-Mech will be surrounded by a larger bubble, but this bubble will only last for 5 seconds, whereas it lasts for 10 seconds on other Zombies, even if the Thyme Traveler's 15 second bubble has almost been used up. A trapped Zombie cannot turn, move, or shoot for these 10 (or 5) seconds, but they take only %60 of all damage. This ability takes 22 seconds to recharge.

Right Ability:

Thyme Bomb: This fires a small grenade-like blue orb, slightly larger than the Sticky Explody Ball, that sails through the air with a similar velocity and fall rate of the Sticky Explody Ball. It is not translucent, but it will stick to any Zombie that it touches, like the Sticky Explody Ball. Unlike the Sticky Explody Ball, it will stick to a Zombie that walks on it or very close to it. It emits Blue waves, as well as little green peices of real Thyme (the herb). A faint beeping sound can be heard if you are near it. After 5 seconds, it explodes, dealing 80 damage to any Zombie near it (by near it, I mean if they are standing in a Chili Bean Bomb closeness to the Zombie it is stuck on, or it's spot on the ground. If it is stuck to a Zombie, it will deal 150 damage to them. To balance this, if a Zombie uses Warp, Turbo Twister, Heroic Kick, Rocket Jump, Sprint Tackle, Impkata, Jackhammer, Sonic Grenade (if it lands close enough to the Zombie with the bomb stuck to it), or gets in Barrel Blast, lights the fuse, and blows the Barrel up, the Thyme Bomb will dislodge and fall to the ground. However, if any zombie walks over the Thyme Bomb again, they will pick it back up. Also, if the Zombie runs over to another Zombie and touches them, the Thyme Bomb will stick to them instead. This ability takes 25 seconds to recharge.

Left Ability:

Thyme Rewind: Thyme Traveler glows faintly blue, floats slightly, plays an animation similar to the animation that he would play while jumping in Moon Gravity (with wavy leaves), and travels back to the spot he was five seconds before, as well as reverting his health and ammo back as well. His other abilities have their recharge time shortened by five seconds, and if they have less than five seconds remaining until an ability recharges, the ability will be recharged when he finished rewinding and he is in the spot that he was in five seconds ago. He will take exactly 3 seconds to travel back, so the speed that he moves while traveling while adjust if he has moved a very long distance or a very short distance. If the Thyme Traveler has stayed still for five seconds, he will just float and glow blue for three seconds, and then fall back to the ground. The Thyme Traveler is invincible while rewinding, and cannot be elementally affected (set on fire, frozen or slowed, toxic damage) or deterred from his course (such as being stunned, tackled, or kicked). He will also physically pass through Dummy Shields, Sheild Decoys, Heal Stations, and other Plants or Zombies without affecting them, and he will also pass over Sonic Mines and Pylon Mines without setting them off. If any form of shield or object (Dummy Shields, Shield Decoys, Heal Stations, Iron Maidens, or Tallnut Battlements) is now on the spot where Thyme Traveler was 5 seconds ago, it will be destroyed. If a Plant teamate, Zombie, Heal Flower, or Dark Flower is in the spot, it will be moved over slightly. If the Thyme Traveler was standing on something that got destroyed, Thyme Rewind will deposit him in midair. The direction that Thyme Traveler is looking in will be the same as 5 seconds ago as well, which can be a advantage or a disadvantage. This ability takes 35 seconds to recharge.

Alternate Abilities:

Thyme Void Bubble: The bubble is black and dark purple, and you cannot see the entity inside, be it Plant or Zombie. The Thyme Traveler will take %70 of the damage that they would normally take, and %90 of the regular splash damage, but direct hit shots have a %58 percent chance of not only being blocked, but redirecting the damage back onto the zombie who fired it. It does not redirect the shot, but it directly and instantly damages the Zombie who fired the shot with the amount of damage that their shot would have done. The Thyme Traveler can keep himself in the bubble for 10 seconds. If he puts the void bubble on another Zombie, the zombie will be trapped for 7 seconds, and will suffer from a random amount of damage from 12 to 7 every second. They cannot move, turn or shoot, and they will take %90 percent of what damage that they would normally take. The same rules to which zombies you can trap and which you can't with the regular Thyme Bubble apply, except Z-Mechs are only trapped for 4 seconds.This ability takes 30 seconds to recharge, 8 seconds longer.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Lemon Thyme Bomb: Same as regular Thyme Bomb, with the whole sticky effect, but this orb is yellow, more lemon-shaped than spherical, and it emits yellow waves. Also when the bomb explodes, it does 45 damage to nearby zombies and 95 damage to the zombie it is stuck to, but it also coats them in a yellow film. The yellow lemon film damages them for 3 damage every second, makes them move at 0.75 their normal speed, and lasts for 18 seconds. This ability takes 26 seconds to recharge, one second longer than the regular Thyme Bomb.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Thyme Warp: Coming Soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Variants:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Warthyme: Coming Soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Party Thyme: Party Variant.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Thyme Police: Coming Soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Dinner Thyme: Coming Soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">More variants coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Night Cap:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">100 Health, moves as fast as a Sunflower, height of Cactus, four legs made of that solid white material. Hard to describe how I envision him, think of Night Cap from PVZH, but with legs and arms, with one arm pointing out with a shroom with a tube sticking out, the other by his side, also white and in a clenched fist.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Primary Weapon: Shroom Sprayer. Fires similar to the Law Pea's gun, except automatic. 8 ammo. 21 critical, 18 regular damage at close range, 23 critical, 20 regular at long range. 3 seconds to reload. Upon contact with anything other than a direct hit on a zombie, a small cloud of spores are released and linger for two seconds in that spot, dealing up to 2x3 damage.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Right Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Shadow Sprint: Body turns into flowing black smoke, except for eyes turning solid white and his teeth grinning and turning shiny white. Moves three times as fast, takes only %15 as much damage as it regularly would, and cannot gain positive or negative effects, including: cannot be caught on fire, cannot be poisoned (toxic), cannot be frozen or even slightly slowed down by ice, healed in any way (Heal Flowers, Heal Beam, and Auto Regeneration stops while in this mode), effected by Roadie Z, or dirtied by Moto-X Star, or effected in any other way. If vanquished in this mode, the vanquisher gets +10 XP for "Vanquished Dashing Shroom". Downsides: If vanquished in this mode, Night Cap is unrevivable. Cannot attack in any way when using this mode. Effect lasts for 15 seconds. 35 second recharge after ability ends.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Middle Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Toadstool Takedown: Like Shuck Shot. except with one shot. Cannot move when activated. Charges Shot for four seconds. Then fires a squat toadstool being trailed by a relatively long dark transparent purple dragon, with the shroom inside the see-through head of the dragon. Travels at one half the speed of the Shuck Shot. Does exactly 100 damage for direct hit, and exactly 50 if zombie is hit by its medium (think Toxic Pea splash) range splash, no matter how close or far from the shot. Then creates a cloud the radius of a Zombie Stink Cloud, a much lighter shade of dark purple. This cloud lasts for 17 seconds, and does 8 damage at the rate that a Stink Cloud deals damage, if the zombie is inside. Has a 15 second recharge.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Left Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Psychedelic Circle: Activates a aura around it, large enough to encompass two Peashooters standing side by side in every direction around it. The circle lasts for six seconds, and moves with Night Cap. Any zombie close enough to be caught when it first activates is knocked slightly back (out of the circle's width) and is given an effect very close to Hypno-Shrooms trippy screen. Trippy screen lasts for ten seconds, and does five damage every second. Ten second effect timer is reset for the zombie if it stumbles back into aura if it is still active. Any new zombie that wanders is while the aura is still active gets ten second effect. Controls are inverted, screen goes from being tinted dark purple to flashing different colors and playing weird sounds repeatedly. 23 second recharge.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Alternate Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Unseen Sprint: Becomes invisible. Moves twice as fast. If an enemy aimer is focused on where Night Cap is, it will not turn red. If hit or damaged in any way while invisible, becomes faintly visible and translucent instead of fully invisible for one and a half seconds. this lasts for twenty seconds. 25 second recharge after the ability ends.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Shadow-Shroom Shot: Still cannot move, but charge only takes three seconds. Has no dragon, but instead a trail of thick black smoke. Projectile moves one and a half times the speed of the shuck shot. Where lands, has the splash radius of a Chili Bean Bomb. Direct hit does 70 damage, splash (no matter how close to the actual blast) does 25 damage. Covers any zombie damaged in a really dark purple goop-like substance (uses Goop texture), but only reduces there speed to 0.5, and the goop does three damage per second. Effect lasts for 13 seconds to the zombies effected. 20 second recharge.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Psychedelic Spot Setup: When activated, creates a smaller circle, only large enough to encompass one Peashooter, around it. However, this circle does not move with Night Cap. It stays fixed in the spot that it was created. Very obvious, for like the Psychedelic Circle, it has a glowing translucent light purple wall marking the perimeter, with small purple sparks appearing on the ground, flying up, and then disappearing the entire time that is is active. Shrinks and disappears after 20 seconds. Gives the same trippy effect to any zombie that wanders in for ten seconds, with the same damage effect after they get out, but while they are in the circle, it does ten damage every second. Night Cap can have two of these ready to be deployed at any time, and to recharge only one, it takes 15 seconds. However, if you use both, it adds 20 seconds on to the countdown timer of the first one.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Description coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Items of body able to be replaced with cosmetics: Wide cap, scarf, mushroom-shaft gun, thin torso can be tattooed.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Variants: Fire Shroom, Ice-Shroom, Doom Shroom (heavy explosive, low ammo variant), Shadow-Shroom, Poison Mushroom.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Additional Notes: When vanquished, explodes into purple smoke an leaves a small toadstool.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Kind of a long range character, although Shadow Sprint and Psychedelic Circle (as well as Toadstool Takedown, if used close-range) help it fight and escape better than Cactus if a zombie gets all close and personal. Between Cactus and Peashooter (with a bit of Kernel Corn).

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Rustbolt:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">150 health, moves as fast as a Chomper, height of an All-Star. Looks very similar to how he does in PVZH. One arm is down, the other is pointed out. The pointed arm has a shaft with tube connected to his back, the shaft looks kind of like the Mechanic's gun.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Primary weapon: Soda Popper. Fires small soda lids from the shaft on his arm, lids are trailed by a small stream of purple bubbles. Fires a lid every 0.5 seconds. Each lid does 9-10 damage critical, 7-8 regular long range, and 11-12 damage critical, 10-11 regular close range. Ammo of 15. Takes 4 seconds to reload. No splash. Gun speed up firing if you continuously fire it, and after three seconds of continuously firing it, it is at double the regular speed of firing. This resets if you stop firing.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Right Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Super Turbo: Activates flames that come out of his iron boots. His speed doubles for 10 seconds. His primary weapon changes from Soda Popper to Soda Cannon, until effect ends. Soda Cannon has six ammo, fires like the Pylon Propeller. Direct hit critical does 20 damage, and a direct hit regular does 15 damage. Has the splash of basic Peashooter's shot, splash does 5 damage if they are in range. 2 second reload for Soda Cannon. Downsides: While in this mode, Rustbolt takes %20 more damage from everything than usual. 20 second recharge. Can be cancelled early.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Middle Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Toaster-Fu: When activated, a Toaster attached to a folding rod comes over his shoulder. Rustbolt's eyes turn light purple, the rest of his body also glows faintly light purple, and purple electricity crackles over his body until the ability ends. This ability gives Rustbolt 55 (toast) ammo, and it fires at a similar speed to the Furball Frenzy. Each piece of toast does 12 damage critical for a direct hit, and 10 regular for a direct hit. Has a small splash damage, like that of an Engineer, which does 6 damage at all ranges. Rustbolt also only takes %50 as much damage as he usually would. Downsides: Although powerful, when Rustbolt activates Toaster-Fu, he only moves %25 as fast as he usually would, which is already slow. This can be cancelled by an EMPeach. 40 second recharge. Can be cancelled early.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Left Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Shrink Ray: Rustbolt's speed halvess for three seconds. A big bronze and purple gun (think like Shrink Ray in PVZH) comes up from the opposite shoulder of Toaster-Fu, and fires at where your aimer is aimed. Has the splash damage of Rose's Goatify. Any Plant hit shrinks to one half their original size. Every plant shrunk takes %50 more damage, and only does half as much damage as it usually would (including the abilities). They stay shrinked for 37 seconds. Downsides: They move twice as fast, and their hitbox is one half the size that it usually is. 20 second recharge.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Alternate Abilities coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Description coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Cosmetics coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Variants coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Notes coming soon.

Unfinished Classes: Edit
<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Wall-Knight

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">I also have designed a very complicated Wall-Knight class who can double jump but also hover upwards for 5 seconds if the jump button is help down before running out of fuel, and is also the only Plant class (other than the Thyme Traveler) that I have designed clever ability names for. His fuel is quickly recharged, and the actual class starts off kind of like the Imp, except with a single shot slow fire weapon (named Nut Crackshot), and he has an ability where he spins in a circle firing an entire clip (12 shots) of his single shot decent-damage gun in every direction (called Go Nuts) and he has an ability where he starts rolling for 7 seconds, moving at twice his already quick speed (think Peashooter speed) but cannot stop or slow down or fire or use other abilities (called Rolling Nut Bowling), and if he hits a zombie, he knocks them back and stuns them for 5 seconds, while quickly going back to his regular speed and ability to fire and spin. He also has a second set of abilities that can be looked at by pressing Y (you have to stop moving) that let you change to a Holo-Nut (Infi-nut inspired) rapid fire light-damage scouter with a shield that can take massive amounts of damage (about 750), and can be used and turned off at any time but halves Holo-Nuts speed and prevents his ability to fire (named Energy-Wall-Nut), an ability where Holo-Nut turns almost completely see-through except for his blue outline (he is usually an almost solid-barely transparent blue), moves at 1.25 his usual speed (about the same as the Sunflower) and cannot be damaged or negatively affected (stunned, frozen, set on fire) in any way, as well as moving through zombie barriers without harming them (this ability is called Holo Out). He can activate Energy Overload, where his Holo-Nut form, gains health at a rate of 450 per second, his gun's ammo (normally 25) increases by 25 every seconds, and his abilities recharge at half the speed, but after 3 A box appears on the screen that says that you have lost control of the Holo-Nut, and the Holo-Nut plays a cool animation for 4 more seconds before exploding, damaging zombies extremely in a very small area around him, but energy tentacles lash out from the blast and deal 50 damage to any zombie in a Garden's distance to it. Wall-Knight can gain Wall-Knight armor (like a Z-Mech) with a gun like the regular Wall-Knights single shot slow-firing gun, except this has a large splash and very heavy damage for direct hits (named Nut Cracker), and gain three new abilities, a tackle-like ability (Nut Knight Charge) where his hover-boosters shoot out a solid, continuous jet of flame and Wall-Knight flies forward at twice his speed, and you can barely shift the direction that he is going each time you change, but any zombie he runs into is pinned to the front of him until he hits a wall, or until the Charge ends (after 12 seconds). If he hits a wall, he pounds against it, comes to a stop, and regains his ability to shoot and use other abilities, while all the pinned zombies take a lot of damage and are stunned for six seconds, an ability where his scope becomes twice as big and he rapidly wildly fires his entire clip of his explosive ammo, splash damage ammo in front of him (called Jugger-Nut Fury), cannot move, and does not have to reload after it finishes. He can also has Self-Destruct-like ability for Y (named Explode-O-Nut) where he ejects to his normal form and his robotic Armor suit explodes and does heavy area damage. If you press Y to access these abilities, there is also a third ability where if you press Y again, you will freeze in place for 7 seconds, regain 50 health, and remain invulnerable during that seven seconds (called Harden Up). There is more to him, but it is too much to put here, I may make an in-depth character thing for him like Thyme Traveler and Rustbolt and Night Cap in the near future, along with these other classes.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Trucker

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">I have full and completed ideas for a close range Trucker Class with a heavy-damage shotgun called the Metal Unloader that does 35 damage per shot with no long range projectile and can be fired once per second, a limited-range hook to bring Plants close (named Long Hauler), a tire he kicks that moves towards nearby Plants and traps them in place without abilities or shooting for a few seconds if it hits them (called Tire Trap), and a gun overload that fires his gun rapidly for weaker damage than his usual shotgun that damage Plants heavily and/but knocks them back (called Unloader Overload).

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Unnamed Glitter Zombie

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">I have finished ideas for a currently unnamed heavily Glitter Zombie-inspired support (more Hover-Goat support than healer, but different than Hover-Goat) class that moves at 1.5 times the speed of the Scientist (very fast) with a gun that has infinite ammo and never overheats that can fire one pink transparent medium damage medium speed projectile every 0.75th of a second (called Disco Sparkle Shot), an unnamed speed buff for itself and nearby zombies (like Hover Goat-3000's Tubular Turbo) except you knock plants back if you run into them (other zombies affected by this ability cannot do this), an ability that makes all nearby zombie become invincible and glow rainbow for 12 seconds, and make the Glitter Zombie take only 50% damage (Pop Protection), and an invincible transparent shield the size of three Dummy Shields standing side by side that you launch from in front of you that moves forward very slowly (1.5 times the speed of Super Guided Ultra Ball) and shrinks after 6 seconds of moving forward (unnamed).

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Fisher

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Left Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Middle Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Left Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Alternate Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">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.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;margin-top:0px!important;">The Imitater should be kind of like the Spy from TF2 (if it is a class).

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Imitater Class Idea:

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">100, health, looks like that image. Moves as fast as the Sunflower.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Primary weapon: Tater Tosser. Has 10 ammo, fires like the Law Pea's gun, and has no splash. 15 damage for a body shot, 35 damage for a critical hit. 3 second reload.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Abilities:

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Right Ability:

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Potato Eye: Tosses a small brown spud that will stick to walls and is affected by gravity (as much as the Sticky Explody Ball). Any zombie that moves within it's line of sight (that means that they could see it too, if they noticed it) will be tagged and given a effect exactly the same as what happens when a Scuba Soldier's projectile tags them (they will be visible through walls to you and will be highlighted in red. They will remain highlighted in red for five seconds after they have moved out of it's range of sight. This will stick to any spot and do this for 45 seconds, and then it will disappear, unless it is destroyed by zombies first. It has 50 health, and can be destroyed prematurely by zombies, who will be rewarded with 15 XP for "destroyed spying potato". This takes 35 seconds to recharge (yes, ten seconds less than it takes to disappear, I did that on purpose, so that if you put it somewhere useless or you no longer need it in a certain spot, you can place it somewhere else, and the first one will disappear. Also, so that you can also have one of these spying somewhere if you want.)

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Spud Stun: Throws a large gravity-affected potato that, upon hitting any solid surface, will explode in a blinding flash in the radius of a Chili Bean Bomb. They will be stunned (frozen in place, cannot shoot or use abilities) for two seconds, and then, they will not be able to heal in any way for ten seconds afterwards. No damage if it is a splash stun, if it directly hits a zombie it will do 15 damage. The zombies unable to heal will be surrounded by brown specks flying around them.This takes 15 seconds to recharge.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Imitation Beam: Attaches a brown link to any zombie that would be close enough to heal if you were a zombie Scientist. The zombie that this is attached to moves at half the speed that he usually would and turns at 0.25 times the speed, as well as not being able to use any abilities. This beam also drains health from them at a rate of seven health per second, and if you actually vanquish a zombie with this beam, they disappear in a cloud of gray smoke, and they are unrevivable. You freeze, and then plays an animation that lasts for three seconds where he jumps and floats, while brownish gray thread-sized lines spin rapidly around him, and brown smoke begins to appear around him. Then he transforms into whatever the player that you just vanquished was playing as. You will be the same variant of the same class, with the same alternate abilities, and the same customizations, upgrades, and gestures. You will appear as friendly to all zombie players, and zombie AI will not attack you, but they will not heal you or boost you. However, zombie players can boost you and heal you. To plant players you will appear as an Imitater with a faint, transparent, featureless gray figure of whatever zombie that you are imitating, and plant AI will simply ignore you. You CANNOT be healed by any plants when you look like a zombie, and you will not auto heal. You will have the abilities of the zombie that you are impersonating, and the same weapon, as well as the max health that they would have. You can damage and vanquish other zombies, and they can do the same to you, but you will still appear friendly to any zombie (green aimer, green nametag of the player that you are impersonating). Your image will not flicker if you are damaged, but if you are vanquished in this mode, your fake zombie disguise will explode into grayish brown smoke, and the Imitater's corpse will be left lying on the ground. You also will not be stunned by any zombie ability. After 27 seconds, your zombie appearance will start to release puffs of brown smoke, and then after three more seconds, your disguise will burst into (brownish-gray smoke), and you will be an Imitater again, at your top health (100). If you vanquish a zombie with the abilities or weapon of the zombie that you are imitating, it will say your true Gamertag, and that they vanquished with the "Imitated ______ (name of the zombie ability or weapon that you vanquished them with)". The Imitation Beam has no cooldown, and can be used as frequently as you like.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Alternate Abilities:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Potato Bug: Coming soon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;margin-bottom:0px!important;">Starch Stun: Coming soon. }} Haha fools! While you were reading that, I took the hill!