User blog:GamesterD/If PvZ Characters were in Fire Emblem Heroes

I was working on another blog that only one user has knowledge, but I decided to do this instead cause I'm bored. Plus, the voting thing earlier and it got a decent amount.

Basic Principles(If you don't know what the stats are)
HP: You should know this by now.

Att: How strong the unit hits.

Def: How much the unit resists physical damage.

Res: How much the unit resists magical damage.

Spe: If the unit has 5> than the opposing unit, the unit strikes twice.

Mt: How much damage the weapon deals.

Rng: The range of the weapon.

Type: The color type the character has. The colors are Red, Blue, Green, and Colorless. Red beats Green, Green beats Blue, Blue beats Red, and Colorless are neutral.

SC: Special Skill Charge. The amount of attack this unit must endure before being able to use it's Special Skill.

Slot A/B/C: Slots that do passive stuff such as boosting, passive hurting, etc.

Peashooter, First Bloomer
Type: Colorless

Weapon: Pea Cannon, Mt: 9, Rng: 2. After combat: Do 4 damage to anything in a 3x3 area of the enemy attacked.

Assist: None.

Special Skill: Astra(SC:5): Deal 150% more damage.

Slot A: Swift Sparrow: If unit initiates combat, this gets +4 Attack and +4 Speed during battle.

Slot B: Escape Route: Enables unit whose own HP is ≤ 50% to warp adjacent to any ally.

HP: 40, ATK: 40, DEF: 18, RES: 21, SPE: 40

Sunflower, Happy Healer
Type: Colorless

Weapon: Sun Pulse, Mt: 6, Rng: 2. After combat, heal all allies by 6.

Assist: Physic, Rng: 2. Heal by 8.

Special Skill: Heavenly Light(SC:1): When healing an ally, all allies get healed by 10.

Slot A: None

Slot B: Live to Serve: When healing allies, unit also recovers the same amount.

Slot C: Breathe of Life: If unit initiates attack, adjacent allies recover 7 HP after combat.

HP: 35, ATK: 27, DEF: 29, RES: 29, SPE: 28

Chomper, Hungry Flytrap
Type: Green

Weapon: Chomp, Mt: 13, Rng: 1. After combat: This heals by 2.

Assist: Rally Attack: Grants Atk+4 to an adjacent ally until the end of the turn.

Special Skill: None.

Slot A: Death Blow: Grants Atk+6 during combat if unit initiates the attack.

Slot B: None

Slot C: Threaten Defense: Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn.

HP: 48, ATK: 50, DEF: 38, RES: 18, SPE: 20.

Cactus, Spike-Eye-shooter
Type: Colorless.

Weapon: Spike Shot, Mt: 3, Rng: 2. Attacks twice if unit initiates combat.

Assist: Harsh Command: Converts penalties on target into bonuses.

Special Skill: None.

Slot A: Attack Plus: Grants +3 Attack.

Slot B: Seal Attack: After combat, foe suffers Atk-7 through its next action.

Slot C: None.

HP: 36, ATK: 47, DEF: 21, RES: 18, SPE: 26

Rose, Medival Petal
Type: Red.

Weapon: Magic Thistles, Mt: 12, Rng: 2. Always does 12 damage regardless of boosts and debuffs.

Assist: None.

Special Skill: Glacies(SP:4): Boosts damage dealt by 80% of unit's Res.

Slot A: None.

Slot B: Pass: Units can pass through foes if its own HP ≥ 25%.

Slot C: Fortify Resistance: Grants adjacent allies Res+4 through their next actions at the start of each turn.

HP: 34, ATK: 32, DEF: 19, RES: 32, SPE: 31.

Kernel Corn, Elite Husk
Type: Blue.

Weapon: Cob Busters, Mt: 14. Rng: 1. Unit can attack(But not counter) from 2 spaces away but Mt changes to 7.

Assist: None.

Special Skill: Vengence(SP:3): Grants bonus to damage dealt equal to 50% of damage suffered.

Slot A: Defiant Attack: Grants Atk+7 at start of turn if unit's HP is <50%.

Slot B: Vantage: Unit counterattacks first when attacked at HP <75%.

Slot C: None.

HP: 41, ATK: 50, DEF: 34, RES: 21, SPE: 12.

Citron, Bounty of C Future
.

Type: Blue.

Weapon: Orange Beam, Mt: 10, Rng: 2. After combat: Inflicts Def-3 and Res-3 on foes within 2 spaces through their next actions.

Assist: Shove: Push adjacent ally 1 space farther away.

Special Skill: None.

Slot A: Fortress Defense: Grants Def+5. Inflicts Atk-3.

Slot B: None.

Slot C: Fortify Defense: Grants adjacent allies Def+4 through their next actions at the start of each turn.

HP: 37, ATK: 33, DEF: 34, RES: 34, SPE: 10.

Green Shadow, Shadow of Peace
Type: Green.

Weapon: Percision Blast, Mt: 18, Rng: 2.

Assist: Rally Speed: Grants Spd+4 to an adjacent ally until the end of the turn.

Special Skill: None.

Slot A: None.

Slot B: Quick Respoite: Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

Slot C: Threaten Speed: Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.

HP: 40, ATK: 32, DEF: 25, RES: 20, SPE: 31.

Solar Flare, Burning Flora
Type: Red.

Weapon: Sunburn, Mt: 10, Rng: 2, Allows unit to go on all terrain.

Assist: None.

Special Skill: Blazing Flame(SP:5): Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Res).

Slot A: Triangle Adept: Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.

Slot B: Wings of Mercy: Enables unit to warp adjacent to any ally with HP ≤ 50%.

Slot C: None.

HP: 31, ATK: 46, DEF: 23, RES: 23, SPE: 25.

Night Cap, Ninja Fungi
Type: Green.

Weapon: Mush-Boom, Mt: 11, Rng: 1, After combat: Inflict Def-8, Res-8 to the unit attacked.

Assist: Draw Back: Unit moves 1 space away from target ally, who moves to unit's former position.

Special Skill: None.

Slot A: None.

Slot B: Poison Strike: Inflicts 10 damage to foe after any combat this unit initiates.

Slot C: Savage Blow: If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.

HP: 29, ATK: 39, DEF: 19, RES: 19, SPE: 42.

Foot Soldier, Commanding Rocket
Type: Green.

Weapon: Z1 Assualt Blaster, Mt: 13, Rng: 2, After combat: Move back one tile.

Assist: None.

Special Skill: Moonbow(SP:2): Resolve combat as if foe suffered Def/Res-30%.

Slot A: Armored Blow: Grants Def+6 during combat if unit initiates the attack.

Slot B: Desperation: If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack

Slot C: None.

HP: 38, ATK: 37, DEF: 28, RES: 14, SPE: 30.

Engineer, Bot Build Master
Type: Blue

Weapon: Concrete Launcher, Mt: 12, Rng: 1, After combat: Opposing unit can only move one space unti the end of their turn.

Assist: Reposition: Moves adjacent ally to opposite side of unit.

Special Skill: None.

Slot A: None.

Slot B: Guard: If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.).

Slot C: Hone Attack: Grants adjacent allies Atk+4 through their next actions at the start of each turn.

HP: 47, ATK: 30, DEF: 42, RES: 20, SPE: 19.

Scientist, Heal of Blast
Type: Colorless.

Weapon: Goo Blaster, Mt: 16, Rng: 1, Start of turn: All allies get Att+2.

Assist: Mend: Rng 1, Heal by 10.

Special Skill: Kindled Fire Balm(SP:1): When healing an ally, grants all allies Atk+4 for 1 turn.

Slot A: Life and Death: Grants Atk/Spd+5. Inflicts Def/Res-5.

Slot B: Renewal: At the start of every second turn, restores 10 HP.

HP: 31, ATK: 48, DEF: 14, RES: 16, SPE: 39

All-Star, Team Player
Type: Red.

Weapon: Football Cannon, Mt: 16, Rng 1: Start of Turn: All allies get Def+2

Assist: Pivot: Unit moves to opposite side of adjacent ally.

Special Skill: None.

Slot A: Darting Blow: Grants Spd+6 during combat if unit initiates the attack.

Slot B: None.

Slot C: Spur Defense Resistance: Grants adjacent allies Def/Res +3 during combat.

HP: 49, ATK: 43, DEF: 30, RES: 12, SPE: 24

Captain Deadbeard, Tricky Swashbuckler
Type: Colorless.

Weapon: Spyglass Shot, Mt: 14, Rng: 2: Unit can counter regardless of range.

Assist: None.

Special Skill: Retribution(SP:3): Grants bonus to damage dealt equal to 30% of damage suffered.

Slot A: Defiant Defense: Grants Def+7 at start of turn if unit's HP ≤ 50%.

Slot B: None.

Slot C: Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

HP: 31, ATK: 44, DEF: 29, RES: 31, SPE: 13.

Super Brainz, Wannabe of Wannabes
Type: Red.

Weapon: Heroic Fists, Mt: 18, Rng: 1.

Assist: Smite: Push adjacent ally 2 spaces farther away.

Special Skill: None.

Slot A: Distant Counter: Unit can counterattack regardless of range.

Slot B: Brash Assault: Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.

Slot C: None.

HP: 40, ATK: 38, DEF: 39, RES: 32, SPE: 9.

Imp, Crazy Baby
Type: Blue

Weapon: Imp Blasters, Mt: 10, Rng: 2: Unit can travel one extra tile.

Assist: None.

Special Skill: Rising Light(SP:5): Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Res).

Slot A: Warding Blow: Grants Res+6 during combat if unit initiates attack.

Slot B: Hit and Run: If unit initiates attack, unit retreats 1 space after battle. (This is supposed to be a melee exclusive ability, but this is my blog and I can do whethever I want)

Slot C: None.

HP: 25, ATK: 47, DEF: 11, RES: 12, SPE: 53

Electric Boogaloo, Dancing Thunder
Type: Blue

Weapon: Stayin Alive, Mt: 12, Rng: 2. After combat: Heal by 3.

Assist: Reprorical Aid: Swap HP with adjacent ally (neither unit can go above their max HP).

Special Skill: None.

Slot A: None.

Slot B: Seal Resistance: After combat, foe suffers Res-7 through its next action.

Slot C: Fortify Resistance: Grants adjacent allies Res+4 through their next actions at the start of each turn.

HP: 34, ATK: 36, DEF: 21, RES: 28, SPE: 28.

The Smash, SMASH!!!
Type: Green

Weapon: Slammin Smackdown, Mt: 16, Rng: 1: After combat: Inflict 5 damage to enemies 2 tiles away.

Assist: None.

Special Skill: Ignis(SP:4): Boosts damage dealt by 80% of unit's Def.

Slot A: HP Plus: Grants HP+5.

Slot B: None.

Slot C: Fortify Defense: Grants adjacent allies Def+4 through their next actions at the start of each turn.

HP: 50, ATK: 43, DEF: 34, RES: 4, SPE: 5.

Z-Mech, Mech Bomber
Type: Blue

Weapon: Missle Madness, Mt: 12, Rng: 2: Accelerates SP by one.

Assist: None.

Special Skill: Growing Thunder: Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def).

Slot A: Fury: Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

Slot B: Obstruct: Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%.(No effect on foes with a Pass skill.)