User:Zombiecrab

 I need more Gems and time. This user page isn't currently complete. So expect incomplete parts on this page as you view it. (I blatantly stole this template design from AWikiBoy521).

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Since June 12, 2015

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Click here if you have been to my Userpage! I have been to this Userpage.

About me:
Hello, ! I always hoped that you would find your way onto my User page! That's because you are my idol, ! Anyway, I didn't used to really edit many articles, because I used to use an iPad, and it is very hard to edit on an iPad. Now I edit more, because my iPad broke and it is much easier to edit on a PC. I enjoy playing Plants vs. Zombies games (of any type), and will do almost anything to get them (like even buy an Xbox One and a Gold subscription just for GW1 and GW2). However, I seem to enjoy the Garden Warfare franchise the most, and I like experimenting with obscure entities (like the Future Imp, Robo-Zombie, or Exploding Imp Fan) and finding interesting behavior or glitches involving them. I also enjoy not telling people my true heritage, and location. A lot of the Mainspace edits that I make are on things from the Garden Warfare series, probably more than half. I also like inventing characters and content for PVZ and some other games in my head, and then typing them down and sharing them (although I like the invention part more). I have always liked crabs, and I used to like Angry Birds. In fact, I used to have an underaged account on the Angry Birds wiki (only one year!), and I still have an inactive account on the Angry Birds Nest. I love everything PVZ, and I despise ancestors and sockpuppets, which are pretty much the same thing. I mostly hang around the forums, although these days you can find me doing Mainspace edits often. I used to like to go on Chat, but I was insulted and told to get off by some rude staff (no names) because I was typing in Chinese, which is both racist and unnecessary. I know English and Chinese, but I prefer to use English around here, as Chinese isn't really excepted. I also know a bit of Spanish! So 美好的一天, and I'll catch you on the forums.

Original Names for this Account
I thought this was cool, because this was a joke and pun because a WikiGnome is a wiki user who makes minor edits on pages that are important but usually go unseen by other users of that wiki, and Gnomus is the king of Gnomes in the Plants vs. Zombies Universe. I was originally planning on making small edits on pages like a WikiGnome, and since this is a wiki, and a wiki about Plants vs. Zombies (which has Gnomes in it), I thought t would be cool. I even made a wordbubble for this name:
 * WikiGnomus

Previous:
Several Preset Images (like the flower, the dog, the Earth, and the fish in a bowl)

Gas Mask Guy (coming soon)



Upcoming:




Possibly Upcoming




What you can expect to be implemented soon here
I am planning many cool changes and additions to this Userpage that I don't have the time to do now. Some upcoming things that you can expect are:


 * A gallery of all of my templates


 * More custom templates added to parts and sections of this page


 * More additions to parts of this page that have a messages saying "coming soon" (many different things)


 * A friends list


 * More upcoming profile pictures


 * A section of custom templates and userboxes (cells) that tell things about me.


 * Improvements to some parts of this page that are not working properly or are lackluster
 * More potentially useful wiki templates


 * More similar things!

After all, this page is under construction, so expect these things soon!

Favorite Wiki Pages
The only pages I have created, Exploding Imp Fan, and Moon Base Z (PvZH).

This page that I practically created, because I made an actual page out of a redirect page, Dave-bot 3000.

And all of these pages that I have dedicated my time to make much better and bring them up to par, and that I find just interesting in general:

Robo-Zombie

Hypno-Shroom (GW2)

Future Imp

Blitzer

Most Zombie boss pages.

The voting threads that I have created:
http://plantsvszombies.wikia.com/wiki/Thread:909336 (Removing Unofficial and Conjectural Ability Names for Nonplayable Characters for GW2)

http://plantsvszombies.wikia.com/wiki/Thread:964078 (Creating a Page for Z-Tech, and/or Making a Not Game-Specific Page for Z-Mech)

http://plantsvszombies.wikia.com/wiki/Thread:994481 (Is "Garden Warfare 1" Acceptable?)

http://plantsvszombies.wikia.com/wiki/Thread:996366 (Renaming the Hover Goat-3000 Page)

http://plantsvszombies.wikia.com/wiki/Thread:1057206 (Making a Disambiguation Page for Stars)

Other non-voting threads that I have created:
http://plantsvszombies.wikia.com/wiki/Thread:388777 (A Chomperpasta)

http://plantsvszombies.wikia.com/wiki/Thread:473208 (Random PVZ Fun Facts)

http://plantsvszombies.wikia.com/wiki/Thread:1047309 (My Hill! #33)

Forum Games:
http://plantsvszombies.wikia.com/wiki/Thread:669710 (My hill #1, and all others in that line)

Vending Machine Game

Random Forum Fight (dead)

More coming soon.

Others:

http://plantsvszombies.wikia.com/wiki/Thread:780367 (Pinkgirl234's Reporting Thread # 1, so that I can be a snitch/report bad things on this wiki)

More coming soon.

Favorite Blogs:
All of my blogs:

Source Code that I have captured in a &lt;nowiki&gt; cage:
 

I acquired this from my thread http://plantsvszombies.wikia.com/wiki/Thread:994481, or "Is "Garden Warfare 1" Acceptable?", so it has been changed a bit by that, but now I have the template!

__COMINGSOON (Highlight code, Staff Icon code(s(s)), others, get AS SOON AS POSSIBLE)__

Pages I should create soon:
Pages that have been allowed in a vote, but I was too lazy to make (yet):

Z-Tech

Z-Mech (disambiguation)

All-games Z-Mech (page name=?)

Created:

None yet.

My Plants vs. Zombies games:
I have Plants vs. Zombies, Plants vs. Zombies 2, Plants vs. Zombies: Garden Warfare, and'' Plants vs. Zombies: Garden Warfare 2. I am too lazy to go through the hassle to get the Chinese PVZ2, and I have the Canadian Plants vs. Zombies Heroes'' (got Canadian one to get PVZH early).

My Favorite Games:
Favorite Platformer: Donkey Kong Country Returns

Favorite Horror: Five Nights at Freddy's?

Favorite RPG/Story: Fallout 4

Second Favorite RPG: Undertale!

Favorite Tower Defense: Plants vs. Zombies

Favorite Shooter: Overwatch

Second Favorite Shooter: Plants vs. Zombies: Garden Warfare 2

Favorite Strategy: Plants vs. Zombies Heroes

Favorite Sidescroller: Jetpack Joyride

Favorite Sandbox/World Builder: Minecraft! Who doesn't love Minecraft!

Favorite Simulation: Fallout Shelter

Favorite Bird-Related Slingshot Frustration Game: Angry Birds

All Deemed Hospitable Places For A Zombie Crab of Choice:
Big Wave Beach: Lots of Zombies, full neighborhood, good atmosphere, good place to relax. The plants can't get me here, not with these zombies.

Pirate Seas: Scenic View, nice suicidal drop to prevent unwelcome visitors, kinda like it here.

Port Scallywag: Good for people who like pirates, and ships, and castles, and being 3D. Also, plants can't touch my home, with fear of death.

Sweaty Palms: Not only a nice place, but since it is in a closed game, I am safe from plants. A bit too hot, but the water helps there.

Sharkbite Shores: Nice to have neighboring crabs, even though they are alive. I would take advantage and feast, but they appear to be invincible and immovable. Also, the Water kills anything that gets too close to my place of residence.

East Sea Dragon Palace: My current location. Very nice hotel, you get 99% off if you are a crab, and 1% off if you are a Zombie. So I get to stay for free. The hotel is as good as a palace, although it is a bit run down in some areas. Also, has a strong Chinese culture, good for someone part Chinese, and for a cultured crab.

Frosbite Caves: Brrrrrrr! Not a very good place, only good to visit as a dare or an exploration. It's so cold there, you would think that you are in a market, being sold for cheap. Some of the above water scenery is nice though, although most is just ice.

The Sewers: Yuck! This water even instakills me, its so dirty! The only think good about here is the Star Fish, and the fact that this area connects to nearly everywhere else on the map. Also, one of the grates that only I can fit under leads to one of my favorite places. The only way that a plant could get through is with a bomb, and that's a ridiculous idea...

The Chamber of the Gnomes: Beautiful, secluded, and best of all, secret! No one can disturb me here, no other sea life, no other zombies, and best of all, no other plants. Great if you want to get away from it all, or for hiding out.

The Docks: Nice, but a bit crowded. Plants and Zombies are always visiting, and the seagulls just love it here. Also, the ocean is full of other life. Good for a feast, bad for privacy.

Zompark Aquarium: Nice little area, if you get to know the fish, they'll be great friends. Although, you are always being watched, either by visiting Zombies, the other fish, or Zomboss, who Shhhhh! Is always watching.

My Ranks in the Zombie Army
All-Star (coming soon)

Super Hero (coming soon)

Pirate (coming soon)

Z-Mech Pilot (coming soon)

Templates that I think could be cool on some parts of this wiki
These are templates that I have created that I think could benefit some articles on this wiki:

Source Name:

Image: Bungeed.png

This would be nice for articles that are a bit opinionated, instead of being neutral when referring to things from a PvZ game.

Source Name:

Image: Dino_gargantuar.png

This would be useful for articles that have information, facts, or data that is suspected to be inaccurate, such as an incorrect number of Normal Damage Shots, or seconds that an ability lasts, or amount healed.

Source Name:

Image: HDplus_zamboni.png

This would be useful for sections of articles that have information, facts, or data that is suspected to be inaccurate, such as an incorrect number of Normal Damage Shots, or seconds that an ability lasts, or amount healed.

Source Name:

Image: HD_Improved_Zombot_Sphinx-Inatot.png

This would be useful for articles on official things in PvZ games that might contradict facts or things in other PvZ games.

Source Name:

Image: HDZombotWarWagon.png

This would be useful for a section in an article about an official thing in a PvZ game that might contradict facts or things in other PvZ games.

Source Name:

Image: PvZ2-Penny(Full Body).png

This would be useful for articles that have important facts or information missing, such as an attack name in GW2, or how much damage a plant does.

Source Name:

Image: Z PvZGW Z Scientist@3x.png

This would be useful for sections in articles that have important facts or information missing, such as an attack name in GW2, or how much damage a plant does.

More coming soon, like AccuracyDispute/Better, PG13Article, MyOwnOpinionNonarticle, PG13Article/Section, Opinionated/Section, and ArchivedBetter.

Na-palm Tree
Looks like a Palm Tree, except, all of the leaves on top are on fire, glowing orange. Under the leaves, on it's trunk, it has two angry, glowing orange eyes and a grimacing mouth.

Doubles damage of all lobbed projectiles from catapult plants in it's lanes. Health of a Peashooter.

When fed Plant Food, the flaming leaves turn blue (as well as his eyes), and he looks really angry. Triples damage of all lobbed plant projectiles in it's lane. Stays like this until destroyed by Zombies or Shovel.

Rasp-Berry
Looks like a red raspberry turned onto the flat side (the one with the stem), with a face.

After being placed, he begins hacking, coughing, and wheezing for 30 seconds. This blocks out any Jam in Neon Mixtape Tour, stopping it's effect until after 30 seconds have passed. Then it stops coughing, and disappears. This does nothing in any other world.

Cannot be fed Plant Food.

Crabapple
Coming soon.

Spearmint
Coming Soon.

Camo-mile
Coming Soon.

Tonato
Coming Soon.

Ultra-Violet
Coming Soon.

Plum-met
Coming Soon.

Violentil
Coming Soon.

More coming soon (when I remember them or feel like typing them up here).

Unseen
Plants or Zombies in it's lane do not attack it, but attacks directed towards other cards on the field can damage it (if there is a plant card behind it, Zombie o Plant cards will try to attack that card, but hit the Unseen one in front of it, or something attacks in it's lane and the next land over, if the card with Unseen is in the next lane, it will be damaged). However, if it is alone in it's lane, the Plant or Zombie will not try to attack the Hero behind it, and skip their attack. The enemy player (or AI Hero) cannot see the health or strength of it. Tricks cannot be played on it, but tricks directed at other cards can hurt it.

Radioactive
Plants and Zombies with this trait have a strength icon that glows light green and has the nuclear symbol on it. When a card with this trait hurts a plant or zombie (not a hero), the damaged plant or zombie's health icon turns green with the nuclear symbol on it. They lose one, two, or three health (depending on Radioactive 1, 2. or 3) at the start of each turn, and they cannot regain any health. The term for making a card be put in this state is "irradiate", used on trick descriptions (for example, "when this plant hurts a zombie, irradiate them) and a plant or zombie under this effect is "irradiated". Any card with this trait is immune to being irradiated by an enemy card.

Toxic
Plants and Zombies with this trait have a strength icon that is a sickly pale green, with a biohazard symbol in the background. When a card with this trait hurts a plant or zombie (also not a hero), the damaged plant or zombie's health icon turns the same color with the biohazard symbol in the background. They lose one health (no Toxic 2 or 3) and one strength at the start of each turn, and if they are destroyed by the Toxic effect, all plant/zombies next door gain the same effect. The term for making a card be put in this state is "toxify" and a plant or zombie under this effect is "toxified". Any card with this trait is immune to being toxified by an enemy card.

Poisonous
Plants or Zombies with this trait have a dark purple strength icon. When a card with this trait hurts a plant or zombie (still not a hero), the damaged plant or zombie's health icon turn the same purple shade. They lose one, two, or three health (depending on Toxic 1, 2, or 3) at the start of each turn. The term for making a card be put in this state is "poison" and a plant or zombie under this effect is "poisoned". Any card with this trait is immune to being poisoned by an enemy card.

Somnolentil
Premium - Rare

Costs 3 Sun to play

3 Health, 2 Strength

Bean Plant

Special: When this attacks a zombie card, that zombie loses 1 Strength.

He prides himself on his Latin class that can put anyone to sleep. Maybe that is why almost no one gets his name.

Appearance: Looks like a lentil (pretty much like a small bean), with a drowsy expression. He is yawning constantly and closing his eyes for a few seconds on end in his idle animation.'''   '''

Violentil
Premium - Rare

Costs 4 Sun to play

4 Health, 5 Strength

Bean Plant

Special: When this plant is hurt, this gains 1 strength, and gains Frenzy until the Zombie card that hurt it is destroyed. If it is hurt by a Zombie trick, it gains two strength, but no Frenzy. If it is hurt by any Plant card, it gains nothing.

Soul Patch and his brother Somnolentil are always telling him to be more mellow, but when those Zombies hurt him, it justs makes him so… so… so ANGRY!!!!

Appearance: Looks like a lentil (pretty much like a small bean) that looks really angry, and is colored red. He is clenching his teeth and sweating, with his glaring eyes darting around quickly, in his idle animation.

Camo-mile
Premium-Rare

Costs 2 Sun to play

2 Health, 1 Strength

Herb Flower Plant

Traits: Unseen, Team-up

Special: Any Zombie that hurts it will lose 2 Strength.

Camo-mile excels at blending in with his environment, and going unseen through hordes of Zombies. Although this is in part due to his excellence in camouflage, he is great at putting Zombies to sleep.

Appearance: Looks like a pile of crushed up Camomile flowers (like what they look like when they are being made into tea). Eyes appear in the center of the pile, under some of the dried-up leaves, looks around, and then disappear in his idle animation.

Ultra-Violet
Premium-Legendary

Costs 5 Sun to play

4 Health, 0 Strength

Flower Plant

Traits: Unseen, Team-up (although, when placed, this goes behind all Plant cards in that lane instead of ahead)

Special: All Plants in this lane and in the two (or one) lane next to it will gain the Unseen trait until this is destroyed

Using Advanced Flower Technology, Ultra-Violet can make itself and all Plants next to it reflect only Ultraviolet light, out of the ordinary colors that zombies can see. Then again, most zombies are colorblind, anyway.

Appearance: Looks like a Violet with a face on the side of the flower, facing the zombie side, wearing a large visor (think like Virtual Reality headwear) with a yellow lense covering the eyes and light purple (different shade than Ultra-Violet) sides. No idle animation other than bobbing up and down.

Olive Branch
Premium-Rare

Tree Plant

Costs 3 Sun to play

3 Health, 0 Strength

Flower Plant

Traits: Team-up

Special: All Plants and Zombies in it's lane cannot attack until this is destroyed.

Wishes that Plants and Zombies would give peace a chance.

Appearance: Looks like an Olive Branch with eyes roughly in the middle of it. No idle animation other than blinking.

Tonato
Premium-Rare

Costs 4 Sun to play

4 Health, 2 Strength

Tomato Plant

Traits: Team-up

Special: This gains 1 Strength for any Squash Plant, Smashing Pumpkin, or other Tonato on the board.

Originally from a small garden where not much happened, the heroic stories of all of the Squashes and Smashing Pumpkins inspired Tonato to let himself go, and start squashing zombies to protect Plants himself.

Appearance: A fat tomato with a grin and two beady black eyes. Shuffles his weight, rocking back and forth, for his idle animation.

Plum-met
Rare

Costs 3 Sun to play

Plum Plant Trick

Ability: Can only be used on a Tonato, Smashing Pumpkin, or any Squash Plant. When used on one of these, this Plant gains 2 Strength and Frenzy, and does a Bonus Attack (of course, because of Frenzy, if it destroys a zombie, it does another attack). After they finish the Bonus attack they lose two Strength and Frenzy.

Who knew that Plums could be so good at helping inspire Plants to squash things harder?

Animation: A large purple plum lands on the Squash Plant, Smashing Pumpkin, or Tonato, and then explodes, giving the Plant the 2 Strength and Frenzy. Then, after the explosion is done, the Plant does the Bonus Attack.

Sasquash
Legendary

Costs 6 Sun to play

6 Health, 5 Strength

Animal Squash Plant

Traits: Team-up

Special: When this loses Health to a Zombie card, it gains twice as much Strength as the Health that it lost, and gains Frenzy. It also does twice as much damage than the Strength that it has when it attacks the Zombie that originally hurt it. After that Zombie is destroyed, it loses one Strength, and loses Frenzy until it is attacked again. It continues to lose one Strength per turn unless it is attacked again, but the minimum Strength it can go (not counting Zombie tricks) is 1. This switches lanes every turn unless it is damaged by a Zombie. It will not react in a special way to Zombie Tricks.

The elusive, legendary Sasquash. Many a Zombie wished to capture this elusive Plant, and many Zombies question it's existence. "If it exists, why have I not seen solid evidence or news of this Plant?" many Zombies wonder. Well, the reason for that is that no Zombies who try to capture it ever come back.

Appearance: A large squash covered in brown hair except for his face, wearing a hat like the Sasquatch in Garden Warfare 2 over it's stem. When this is hurt by a zombie card and gains Strength and Frenzy, it roars and shows two large fangs in it's mouth protruding from the bottom of it's mouth. It bobs up and down continuously, which serves as it's only idle animation.

Nukkhini
Legendary

Costs 4 Sun to play.

5 Health, 0 Strength

Nuclear Cucumber Plant

Traits: Team-up (always goes to the back of any Plants in lane, instead of front)

Special: If this survives and is not destroyed for two turns, it destroys itself and shuffles the Nukkhini Drop card into your hand.

Appearance: Looks very similar to the Tactical Cuke, except slightly different, as zucchinis are slightly different in appearance to cucumbers. Looks around for idle animation (not moving body). When this destroys itself, it plays an animation where it appears to blast off and fly up off the screen, then shuffling the Nukkini Drop card into your hand.

Nukkhini Drop
Token

Costs 1 Sun to play.

Nuclear Cucumber Trick

Ability: Can be used on any zombie on the board. This does 7 damage to that zombie, and 5 damage to any zombies in the two (or one) lane next to it. Any zombies hurt by this receive 1 damage every turn for the next 5 turns.

Animation: A Nukkhini (looks identical to the one from the card) drops from the sky onto the zombie that it is used on and explodes into a transparent green mushroom cloud.

Im-pulp-able
Premium-Rare

Costs 2 Sun to Play

Orange Trick

Ability: When used on a Plant, that Plant gains the Unseen trait for the next three turns.

A little known benefit of Vitamin C is that it can make you invisible.

Animation: A floating orange appears over the Plant that you use this trick on, and it then blows up into juice that rains down on the Plant, making the Plant's stats disappear to the zombie Hero (the Unseen trait).

Disa-pear
Premium-Legendary

Costs 3 Sun to Play

Pear Trick

Ability: This gives the Plant that it is used on the Unseen trait permanently, and literally turns it invisible to the enemy player. If this is used on an another Plant in the Pear tribe, that Pear gains 3 Strength and 3 Health, as well.

This great power that lies in Pears has lain unseen to all Zombies.

Animation: A Pear appears over the Plant, looks in both directions, and then fades out of sight. After it disappears, the Plant that it was used on also fades out of sight to the enemy Player.

Vine-yl
Premium Super-rare

Costs 2 sun to play

Vine Trick

Ability: All Dancing Zombies lose all of their strength.

Nothing like some old good music to stop those Dancing Zombies in their tracks. Still better than their music, for the record.

Animation: A green vinyl record with darker green vines all over it appears in the middle of the screen, floating, then play a generic disco song, and then disappears.

Cold-Slaw
Premium-Uncommon

Costs 3 Sun to play

3 Health, 1 Strength

Leafy Plant

Traits: Team-up

Special: When this damages a zombie or is damaged by a zombie, Freeze that zombie. When this is defeated: Freeze all Zombies with Health or Strength more than 3.

Nothing like some too-cold salad to chill a zombie to his bones (and teeth).

Appearance: Bluish-green coleslaw salad in a blue bowl with depressed eyes peeping out of the salad on the top of it.

Coal-Slaw
Premium-Rare

Costs 4 Sun to play

4 Health, 3 Strength

Leafy Plant

Traits: Team-up

Special: Plants cannot be Frozen as long as this survives. When this is defeated, create a Burning Coal-Slaw here.

Coal-Slaw disagrees with his brother's cold ways of dealing with zombies. But when things start to get heated, he enjoys lighting them up.

Appearance: Coleslaw in an orange bowl, very similar in appearance to Cold-Slaw, but the salad in the bowl is a bit on fire, and the eyes on the top of the salad look excited, instead of tired.

Burning Coal-Slaw
Token

Costs 1 Sun to play (only if bounced)

2 Health, 8 Strength

Leafy Plant

Traits: Team-up

Special: This cannot lose Health or Strength in any way, if this survives for two turns, destroy itself. This cannot be Frozen.

"HAHAHAHAHA! BURN, ZOMBIES!"

Appearance: Coal-Slaw, except completely on fire (instead of only slightly on fire), with an insane look in it's eyes.

Cole-Slaughter
Premium-Rare

Costs 4 Sun to play

Leafy Trick

Ability: All Plants in the Leafy Tribe gain 5 Strength and do a Bonus Attack as soon as this trick is played.

Animation: A floating pile of salad with eyes appears, and then narrows it's eyes. It disappears after that.

Boss Moss
Premium-Rare

Costs 3 Sun to play

4 Health, 5 Strength

Moss Plant

Traits: Bullseye

Special: All Zombies on the board cannot gain more Strength than this has. If a Zombie has more Strength than this, it loses however much Strength until it is one Strength below this plant's Strength.

He makes sure to assert his dominance over the Zombies.

Appearance: A round chunk of moss in a businessman suit with a tie and eyes that look arrogant.

Wall-Flower
Premium-Legendary

Costs 6 Sun to play

3 Health, 3 Strength

Flower Plant

Traits: Armored 1

Special: When played: create a 0/6 Wall-nut with Team-up in this lane. Zombies in this lane lose Frenzy and cannot do bonus attacks. However, this loses one Strength whenever this is hurt. All plants that lose all Strength (including itself) while this is on the board gain the Unseen trait.

She may be shy, but her shyness makes her great at not being noticed.

Appearance: A flower that is curling up in a similar way to Shrinking Violet.

Radiation Carnation
Premium-Rare

Costs 5 Sun to play

3 Health, 3 Strength

Flower plant

Traits: Radioactive 2

Special: None.

Proof that flowers still grow in a nuclear wasteland.

Appearance: A carnation with light green glowing petals.

Z-Bomb
Premium-Legendary

Costs 6 Brains to play

Science Trick

Ability: In the lane that it was played in: Hurt all plants by 3 and all Zombies by 2, and create a Nuclear Wasteland environment in the same lane.

More powerful than the A-bomb and the H-bomb combined.

Animation: A large bomb that looks like a nuclear bomb with a purple Z painted on it takes off from behind the zombie Hero, flies up out of sight for a few seconds, and then falls right in the middle of it's lane and explodes in a huge purple mushroom cloud.

Nuclear Wasteland
Token

Costs no Brains to play (cannot be bounced)

Science Environment

Ability: All plants here get Irradiated 3, and all zombies here get Irradiated 1.

Imagine... a zombie apocalypse at the same time as a nuclear apocalypse... that has just become a reality.

Appearance: The lane appears to be dry, dusty, and desert-like, with a rusty sign sticking up that has a nuclear symbol on it.

Imp-palpable
Coming soon.

Tasil
Coming soon.

Tormado
Coming soon.

Crabapple Tree
Coming soon.

Crabapple
Coming soon.

Spearmint
Coming soon.

Rasp-Berry
Coming soon.

Tonion
Coming soon.

Butter-Nut-Squash
Coming soon.

Coal-slaw
Coming soon.

Carrocket Strike
Coming soon.

Catnip
Coming soon.

Drop the Beet
Coming soon.

Z-Tree
Costs 2 Brains to play

4 Health, 0 Strength

Science Robot

Special: All tree cards lose all strength, and cannot gain strength until this is destroyed.

The latest and greatest in artificial tree technology from Z-Tech, this does everything that a tree can, and more.

Appearance: Like a tree, except gray and metal, with screws, and two signature Zombot eyes on the trunk. It has purple fibrous material instead of leaves. Blinks and it’s artificial purple leaves rustle for it’s idle animation.

Poison Pollution
Premium-Rare

Costs 6 Brains to play

Garbage trick

Ability: When played, damage all plants in the lane it was played in by 2 and all zombies in the lane by 1, and create a Polluted Place environment in the same lane. Can be played in amphibious lanes.

Also called Zmog.

Animation: A factory chute bursts out of the ground in the middle of the lane that it was played in and spews our green gas, with settles after damaging the cards in it's lane and then creates the Polluted Place environment.

Polluted Place
Token

Costs no Brains to play (can't be bounced)

Garbage Environment

Ability: All plants here get Toxified 3, and all zombies here get Toxified 1.

So much zmog can't be good for anything alive. Good thing that zombies are undead.

Appearance: The green gas is in the entire lane, with toxic waste barrels lying in three places in the lane, and if it is in an amphibious lane, the liquid has a pattern of glowing green spots on it's surface.

Repair Bot
Coming soon.

Crash Land
Coming soon.

Astronaut Zombie
Coming soon.

Bag o' Imps!
Coming soon.

Imperor
Premium-Legendary

Costs 10 Brains to play

5 Strength, 5 Health

Imp Zombie

Special: When played: create a Thousand-Year Impire here. Summon an Imperial Guard in both lanes next door. When destroyed: Draw an Imperial Heir.

His Impire will last a thousand years!

Appearance: Coming soon.

Thousand-Year Impire
Token

Costs 1 Brain to play (if summoned by Superpower)

Proffessional Imp Environment

Ability: All Imps here get Frenzy and Armored 1. If an Imp here survives combat here, create a Thousand-Year Impire in both lanes next door.

Soon, the Imperor's reach will cover all the land.

Appearance: Coming soon.

Imperial Guard
Token

Costs 1 Brains to play (if bounced/summoned)

3 Strength, 6 Health

Proffessional Imp Zombie

Traits: Double Strike

Special: If an Imperor is going to take damage, the Imperial Guard with the most health on the board takes the damage instead.

He would gladly give his un-life for the Imperor and his great Impire.

Appearance: Coming soon.

Imperial Heir
Token

Costs 2 Brains to play

2 Strength, 3 Health

Imp Zombie

Special: If this survives combat here, this becomes an Imperor.

Even if the great Imperor may fall, this heir will inherit his Impire.

Appearance: Coming soon.

Umpire Zombie
Coming soon.

Full Harvest
Coming soon.

Tranquilizer Dart
Coming soon.

Dieting Zombie
Coming soon.

Vegetarian Zombie
Coming soon.

Blast from the Past
Coming soon.

Pain Train
Coming soon.

Neurologist Zombie
Coming soon.

Blacksmith Zombie
Premium-Rare

Costs 5 Brains to play

3 Strength, 4 Health

Professional History Zombie

Traits: Armored 1

Special: Start of Turn: This gives you either an Armor Pack or a Super Armor Pack. When played: this is Shielded for this turn.

"I always make the best Armor for my customers, except for when I make the even better armor."

Appearance: A zombie that looks like a blacksmith.

Armor Pack
Token

Costs 1 Brain to play

History Science Trick

Ability: Give a selected zombie +1 Health and Armored 1.

"Armor, armor come get your armor."

Animation: A little intricate pack of metal will appear above the selected zombie, glow white, and then expand into a full suit of armor (similar to Knight Armor) and fall onto the selected zombie, causing a dust cloud that obscures the zombie from vision for a few seconds. After the cloud is gone, the zombie will have the increased Health and the Armored trait.

Super Armor Pack
Token

Costs 2 Brains to play

History Science Trick

Ability: Give a selected zombie +2 Health, Armored 2, and it is Shielded this turn.

If there was a deluxe version of armor, this would be it.

Animation: A bigger, bulkier version of the other Armor Pack will appear above the selected zombie, gleam white, and then fall onto the zombie, creating the vision-obscuring dust cloud, and then when the cloud clears the zombie will have all the effects given by this trick.

Lumberjack Zombie
Premium-Rare

Costs 2 Brains to play

2 Health, 3 Strength

Professional Mustache Zombie

Special: If this damages a tree, destroy it.

Having over 200 years of experience chopping trees, he can now cut them down with just one swing of his axe. He doesn’t cut down trees for lumber, though. He just really hates trees with a passion.

Appearance: A zombie with an orange beard and a red and black plaid jacket, holding a rusty gray axe. No idle animation other than blinking.

E.M.Peach
Premium - Rare

Costs 3 Sun to play

Fruit Trick

Ability: When used, all Science zombies cannot attack this turn, and lose 2 Strength.

Zombies think that their technology is so great? He'll show them. He'll show them all.

Animation: An E.M.Peach appears, floating, in the center of the screen, then glows blue for half a second and explodes into crackling blue electricity that arcs across the screen, then the Science Zombies lose their Strength.

Robo-Zombie
Premium-Rare

Costs 3 Brains to play

3 Health, 4 Strength

Science Robot Zombie

Traits: Armored 1, Bullseye

Special: When destroyed: damage the first plant in it's row by 2

The most effective humanoid combat robot from Z-Tech, surprisingly it is most valued for it's explode-upon-death feature.

Appearance: looks like this made in a PvZ Heroes art style.

Vampire Zombie
Token

Costs 1 Brains to play

3 Health, 2 Strength

Vampire  Monster   Zombie

Special: When this hurts a plant: Heal this zombie for that amount

Believe it or not, zombies can also be vampires.

Appearance: Looks like this.

Baron Von Bats
Premium-Legendary

Costs 9 Brains to play

4 Health, 5 Strength

History Mustache Vampire Monster Zombie

Traits: Gravestone, Strikethrough, Frenzy, Afterlife

Special: When played: Draw two Vampire Zombies. When this hurts a plant: Heal this zombie for that amount. End of turn: If there is a plant with more than 4 Health in this lane, switch to the lane with the plant with the lowest Strength.

The terror of the land 1000 years ago, the Baron has risen from his grave only to find pesky plants and incompetent zombies battling for control. The Baron fights for the zombies, but only because it is convenient for him.

Appearance: Looks like this.

Risen Baron Von Bats
Token

Costs 1 Brains to play (only if bounced)

4 Health, 5 Strength

History Mustache Vampire Monster Zombie

Traits: Strikethrough, Frenzy

Special: When played: Draw two Vampire Zombies. When this hurts a plant: Heal this zombie for that amount. End of turn: If there is a plant with more than 4 Health in this lane, switch to the lane with the plant with the lowest Strength.

He's returned from the grave once again, and now he has an even greater thirst for both blood and brains.

Appearance: Looks like this.

Sanitation Expert
Premium-Rare

Costs 5 Brains to play

3 Health, 3 Strength

Science Garbage Zombie

Traits: Toxic 2

Special: None.

Whatever you do, don't call him the garbage man.

Appearance: Looks like the Sanitation Expert from the Garden Warfare franchise.

Shadow-Shroom
Premium-Rare

Costs 3 Sun to play

2 Health, 2 Strength

Mushroom Plant

Traits: Poisonous 1

Special: None.

For some reason, zombies never seem to appreciate how cute he is while they are slowly and painfully dying of poison.

Appearance: Looks like the Shadow-shroom from Plants vs. Zombies 2.

Many more coming soon (when I remember and type up).

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 future, the present, and the past.''

Primary Weapon: Thyme Time Disruptor. 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 shield 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 splash damage will still do splash damage upon hitting the shield (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 shield 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 or 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 pieces 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 will 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, Shield 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 teammate, 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 an 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.

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 with 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.

Thyme Warp: Coming Soon.

Variants:

Warthyme: Coming Soon.

Party Thyme: Party Variant.

Thyme Police: Coming Soon.

Dinner Thyme: Coming Soon.

More variants coming soon.

Night Cap
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.

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.

Abilities:

Left Ability:

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), affected by Roadie Z, dirtied by Moto-X Star, or affected 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. This effect lasts for 15 seconds. 35 second recharge after ability ends.

Middle Ability:

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 a direct hit, and exactly 50 if a 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.

Right Ability:

Psychedelic Circle: Activates an 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-Shroom's 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, and the screen goes from being tinted dark purple to flashing different colors and playing weird sounds repeatedly. 23 second recharge.

Alternate Abilities:

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.

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. A 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 their speed to 0.5, and the goop does three damage per second. This effect lasts for 13 seconds to the zombies affected. 20 second recharge.

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 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.

Description coming soon.

Items of Night Cap's body able to be replaced with cosmetics: Wide cap, scarf, mushroom-shaft gun, thin torso can be tattooed.

Variants: Fire Shroom, Ice-Shroom, Doom Shroom (heavy explosive, low ammo variant), Shadow-Shroom, Poison Mushroom.

Additional Notes: When vanquished, explodes into purple smoke and leaves a small toadstool.

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).

Rustbolt
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 a tube connected to his back, the shaft looks kind of like the Mechanic's gun.

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 begins to fire the lids if you continuously fire it, and after three seconds of continuously firing it, it is at double the regular speed of firing, shooting 4 lids per second (2 lids per half second). This resets if you stop firing in any way, including being stunned, frozen, or having to reload.

Abilities:

Left Ability:

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 the 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 canceled early.

Middle Ability:

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 canceled by an EMPeach. 40 second recharge. Can be canceled early.

Right Ability:

Shrink Ray: Rustbolt's speed halves 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 shrunken for 37 seconds. Downsides: They move twice as fast, and their hitbox is one-half the size that it usually is. 20 second recharge.

Alternate Abilities coming soon.

Description coming soon.

Cosmetics coming soon.

Variants coming soon.

Notes coming soon.

Unfinished Classes:
Wall-Knight

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.

Trucker

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).

Unnamed Glitter Zombie

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).

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 ways by a Chomper, and 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 shoots 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 and Eject, 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 hits 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.

Imitater
Imitater Class Idea:

100, health, looks like that image. Moves as fast as the Sunflower.

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.

Abilities:

Right Ability:

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.)

Middle Ability

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.

Left Ability:

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.

Alternate Abilities:

Potato Bug: Coming soon.

Starch Stun: Coming soon.

Other Imitater Class Idea (different primary weapon and middle ability):

Imitater (V2)
Imitater Class Idea:

100, health, looks like that image. Moves as fast as the Sunflower.

Primary weapon: Spud Shooter. Has 5 ammo, can fire once per second, and has no splash. 20 damage for a body shot, 40 damage for a critical hit. 3 second reload.

Abilities:

Right Ability:

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.)

Middle Ability

Escape Root: Imitater freezes for a second, and the roots on his bottom side shoot into the ground and create a hole. Then, out of the hole comes the pile of roots that looks like this Escape Root. Imitater can move again, but the Escape Root will remain in its spot, looking around and occasionally wiggling or moving from side to side. The Escape Root will remain in the same spot while the Imitater goes elsewhere and does other things until it is either destroyed or until Imitater uses his middle ability again. If Imitater presses the middle button again, he will freeze in place for two seconds while his bottom roots shoot back into the ground and larger, reddish-brown roots (like the Escape Root’s) burst upwards out of the ground and cover him completely, then pulling Imitater into the ground and vanishing back into it with him. The player’s perspective will switch back to where the Escape Root was left originally, and they will start to unravel, with Imitater being in the spot in the center that has been exposed after the one second that the roots take to unravel. Then he will chuckle, or laugh once, and be able to move again. Escape Root’s roots will disappear into the ground. However, the Escape Root that you leave behind can also be destroyed by zombies. It will absorb 50 damage and then it will explode into pieces of roots, awarding 10 XP to the Zombie for having “Destroyed Escape Root”. The Imitator will have an icon of his Escape Root and what direction it is in if he has laid one down, and if it is damaged it will gain a red flashing outline for two seconds, and if it is destroyed it will turn solid red for a second, and the word ‘DESTROYED’ will appear underneath it, and then the icon will vanish. After the Imitater lays an Escape Root down, it will take 30 seconds to recharge, but if an Imitator uses the Escape Root button after Escape Root has recharged (if it has not been destroyed yet), instead of laying down another, he will play the same animation as before, and teleport to where the Escape Root was, and then he will have to wait 5 seconds before he can lay down another. If Imitater is vanquished, when he respawns, he will be able to use the Escape Root and travel instantly to where it has been the entire time, but he will still have to wait five seconds to lay down another, and if the Imitater player changes classes or switches team (or leaves the game) the Escape Root will be destroyed (it will vanish), and will not reappear if they start playing as Imitater again. Just like with Potato Mine, Imitater can only create an Escape Root on spaces where it fits (not against a wall), not on destroyable objects, or in water, or in midair, and unlike Potato Mines, they cannot be set down if they will hang off the edge of a ledge. When an Imitater is using the Escape Root to teleport, both the Imitater and the Escape Root are invincible until the animation ends (although the Escape Root will be destroyed after teleportation), unless something in the Environment of a Map (Zombot steps on you, Gnome Bomb explodes, anything to do with the Trials of Gnomus, including time running out) would knock you out, in which case, if the Imitater has already traveled, both he and the Escape Root will be destroyed, and if he hasn’t traveled yet, you will just stop traveling and playing the animation, be able to move and shoot again, and you will see ‘DESTROYED’ under your all-red Escape Root icon.

Left Ability:

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.

I also have half-baked ideas (missing or unsure of an ability, might need some changing) A Gunslinger Class (unsure of middle ability, have some concept ideas, original middle ability was too similar to the Trucker class's hook, it was a lasso) a Carrot Commander Class (I have four abilities that would go well with him, but I can only do three), and some concept ideas for a few others classes, an Archer (zombie class), a Photographer/Papparazzi zombie, and even a Wheat Reaper (for plants).

I also have nearly completed ideas for a Ninja Starfruit with Throwing Starfruit as it's main weapon (I know the specifics of too out of three abilities, and for the unknown one, I have some concept ideas that have to do with Dragonfuit) and a fully completed idea for a Pharaoh zombie class, that I will maybe type up in a few weeks.

Body Gourd
(idea came from an upcoming PVZH legendary card)

Body Gourd is kind of like, well, a body guard. He is a support class, meaning he mostly revolves around helping his teamates. He is also sort of tanky, as he is a very large target that has 225 health and he has a Jump ability, a Sheild, and a shot that lets him link with another Plant, and from a protectionary bond with it. The last one is kind of complicated, so read more to find out.

Main weapon is Mini-Gourd Missiles. Fires five small squash missiles per second (fires one, then one, then two at the same time, and then one every second, with no sure point of origin on your gun), and each has a each one moves at 1.5 times speed of a Pea, and then each do 9 damage for a critical hit, 7 damage for a body hit, and each missile has some small splash, which does 4 damage. This has 25 ammo, and takes four seconds to reload. It looks sort of like a Minigun crossed with a squash.

First ability is Plant Link and Supervise Shot. It fires a small glowing yellow ball at a plant you aim it at (don't worry, it locks on and if you miss, it has no recharge) that then links them to you. They will be informed that they have been linked, and what player linked them. You can see them through walls, and they glow yellow when they are below half health, orange when below a quarter (critical health), and they flash red when they are being hurt. You do 20% more damage to a zombie that has hurt your linked Plant in the last 10 seconds. Also, if that plant is vanquished, then you 35% more damage to the zombie that vanquished them. After this shot hits a Plant, it takes 7 seconds to recharge. Special thing about this ability is that if you hold down the button for the ability (after you have linked a Plant), and use one of your other abilities while still holding down the button, they will be different, as they will be focused on the linked Plant. For example, while you are holding down this button, your Jump ability (called Super Squash Smash) will make you automatically turn and jump towards them (in their direction), and your Shield ability (called Holo-Gourd Shield) will be projected onto and shield your linked Plant, instead of yourself. These abilities have different recharge times (what I mean by this is that the Jump, if not used while this ability is being held down, will take 20 seconds to recharge, and if it is used while this ability is being held down, it will take 10 seconds to recharge, but these abilities are separate, if you want to use the Jump without jumping towards your linked Plant, you will still have to wait 20 seconds, and if you want to Jump towards the Plant with automatic turn and aim, you will still have to wait 10 seconds after you last used the ability, same with the Shield). A Plant will be notified if they are no longer linked.

Second ability is Super Squash Smash. You leap forward, about 1.5 times as far as a Rocket Leap would take you, and about 1.75 times as high as the Foot Soldier's Rocket Leap would take you. This means you go further and higher. You can change the direction that you are leaping in midair by moving your cursor, but you can only go so high and so far, and if you turn around, you will lose all of your momentum gained by this ability. Where you land, there will be a small splash, that does 20 damage to any zombies caught in the splash, and if you land on a zombie, you will deal 40 damage to them. This takes 20 seconds to recharge, and 10 if you are using it to jump towards your linked Plant. I described the situation how abilities are different if you old down the Plant Link and Supervise Shot button and then use an ability in the last paragraph, so I will skip it.

Third ability is Holo-Gourd Shield. When used, it will create a translucent green glowing Pumpkin-shaped gourd over Body Gourd's body. It will block all damage that comes in except for some small spots at the top and bottom of his body (so most of his body) until it disappears 4 seconds later. It will then take 13 seconds to recharge (after it has disappeared). If you hold down the Plant Link and Supervise Shot ability button, it will be projected onto them instead, with the same statistics as the one you can put on yourself, except it will take only 10 seconds to recharge then.

Alternate Abilities (coming soon):

Super Squash Squash

Hollow Gourd Shield

Pumpkin Protector

Variants (also coming soon):

Winter Squash Supervisor

Summer Squash Scrutinizer

Iron Gourd Guardian

Golden Gourd Guardian

Phat Beet
Primary Weapon: ''Beetboxer. ''

Abilities:

Left Ability:

Sonic Bloom:

Middle Ability:

Soundwave Stream and Shield:

Right Ability:

Beet Drop:

Variants:

Cool Beet

DJ Beet

Heat Beet

Party Beet

Carrot Commander
Primary Weapon: Carrocket Launcher

Abilities:

Left Ability:

Carrotillery Mode

Middle Ability:

Intensive Carrot

Right Ability:

Carrot Shredder

Variants:

Frozen Carrot

Carrot Captain

Toxicarrot Commander

24 Karat Commander

Body Gourd (full statistics above)
Primary Weapon: Mini-Gourd Missiles

Abilities:

Left Ability:

Plant Link and Supervise Shot

Middle Ability:

Super Squash Smash

Right Ability:

Holo-Gourd Shield

Alternate Abilities:

Super Squash Squash

Hollow Gourd Shield

Pumpkin Protector

Variants:

Winter Squash Supervisor

Summer Squash Scrutinizer

Iron Gourd Guardian

Pharaoh
Primary Weapon: Sandswirler

Zoomed Primary Weapon: Swirling Sand Shot

Switched Primary Weapon: Sun Staff

Abilities:

Left Ability:

Staff Switch

Middle Ability:

Sandstormer

Right Ability:

Cursed Amulet Lob

Switched Abilities:

Switched Left Ability:

Sandswirler Switch

Switched Middle Ability:

Sun Steal Beam

Switched Right Ability:

Sun Ray Restorer

Variants:

Freezing Pharaoh

Flaming Pharaoh

Shadow Pharaoh

Pharaoh of Undeath

Electro Pharaoh

Glitter-Pop Zombie
Primary Weapon: Super Sparkle Shot

Abilities:

Left Ability:

Speed Skate

Middle Ability:

Sound Barrier

Right Ability:

Rainbow-Pop Invincibeam

Variants:

Electro-Pop Zombie

Ice-Pop Zombie

Metal-Pop Zombie

Punk-Pop Zombie

Ninja Starfruit
Primary Weapon: Throwing Starfruit

Abilities:

Left Ability:

Twirl and Toss

Middle Ability:

Dragonfruit Strike

Right Ability:

Star Spin and Slice

Passive Ability: Double Jump

Alternate Abilities:

Twirl and Throw

Star Dash and Dice

Variants:

Sensei Starfruit

Cosmic Starfruit

Superheated Starfruit

Samurai Starfruit

Wall-Knight
Primary Weapon: Nut Crackshot

Wall-Knight Armor Primary Weapon: Nut Groundcracker

Holo-Nut Primary Weapon: Infi-Nut Energy Rapid Pulser

Abilities:

Left Ability:

Go Nuts

Middle Ability:

Special Shell Selector

Right Ability:

Rolling Nut Bowling

Special Shell Selector Abilities:

Special Shell Selector Left Ability:

Holo-Nut Form

Special Shell Selector Middle Ability:

Harden Up

Special Shell Selector Right Ability:

Knight Armor Summon

Holo-Nut Abilities:

Holo-Nut Left Ability:

Wall-Nut Energy Wall

Holo-Nut Middle Ability:

Energy Overload

Holo-Nut Right Ability:

Holo Out

Wall-Knight Armor Abilities:

Wall-Knight Armor Left Ability:

Jugger-Nut Fury

Wall-Knight Armor Middle Ability:

Explode-O-Nut and Eject

Wall-Knight Armor Right Ability:

Nut Knight Charge

Passive Ability: Limited Hover

Variants:

Robo-Nut Knight

Roasted-Nut Knight

Night-Nut Knight

Chest-Nut Knight

GraviTree
Primary Weapon: GraviTree Gun

Abilities: 

Left Ability:

Leaf Shield Generator

Middle Ability

GraviTree Enhancer

Right Ability:

PineClone Backup

Passive Ability: Low Gravity Jump

Passive Ability: Run on Walls

Variants:

Pine GraviTree

Frosty GraviTree

Flaming GraviTree

ManGroviTree

Haunted GraviTree

Jetpack Zombie
Primary Weapon: Air Attacker

Abilities:

Left Ability:

Evasive Skyrocket

Middle Ability:

Rocket Shot

Right Ability:

Tactical Target Trap Turret

Passive Ability: Limited Hover

Passive Ability: Regenerating Body Damage Shield

Passive Ability: Aim Assister

Variants:

Rocketpack Zombie

Flamerocket Zombie

Electrocket Zombie

Steampack Zombie

Firecracker Zombie

Dandelion
Primary Weapon: Seed Bomber

Abilities:

Left Ability:

Blover Boost

Middle Ability:

Seed Shower

Right Ability:

Blover Blast

Passive Ability: High Jump

Passive Ability: Slow Descend

Variants:

Flaming Dandelion

Goldelion

Dandylion

Dandelion King

Rainbow Dandelion

General Grapes
Primary Weapon: Grape Grenades

Abilities:

Left Ability:

Vine Entwine

Middle Ability:

Grapes of Wrath

Right Ability:

Grapshot Toss

Variants:

Chilled Grapes

Fermented Grapes

Golden Grapes

Angrapes

Electro Grapes

Beach Banana
Primary Weapon: Banana Buster

Abilities:

Left Ability:

Bowling Bulbs

Middle Ability:

Umbrella Leaf

Right Ability:

Banana Peel Slip Trap

Variants:

Frozen Banana

Robobanana

Sewer Banana

Top Banana

Bling Banana (or Platinum Platano)

Jungle Explorer
Primary Weapon: Powder Pellet Rifle

Abilities:

Left Ability:

Tranquilizer Dart

Middle Ability:

Machete

Right Ability:

Jungle Grapnel

Variants:

Desert Explorer

Tundra Explorer

Swamp Explorer

Future Explorer

Camo Explorer

Character Variants:
Foot Soldier 's variants:

Future Soldier: Electrical variant. Primary Weapon (Z-87 Assault Blaster) has 30 ammo (instead of 35), shoot energy bolts rapidly instead of bullets that do the same damage as regular Foot Soldier's Z-1 Assault Blaster and have the electrical arching effect. Same projectile speed, same reload time, but this has a smaller reticle bloom (aimer growers larger at a slower rate). Appearance (should I do appearance?): Wearing a green jumpsuit with military symbols on it (like the regular Foot Soldier, has a metallic visor over his eyes with a single blue stripe running lengthwise across it and a solid blue helmet covering his entire head (except for his face) He has a white rubber boot on his right foot, the other boot is attached to the back of his glowing blue and gray metal gun. The tube on his back is similar to Jetpack Zombie's jetpack, and the top flips off when he bend over to fire his rocket.

Swamp Soldier: A true Toxic variant, unlike Park Ranger. Primary Weapon (Toxic Zhotgun) had three ammo, and is like the Scientist's gun, because each shot fires a burst at very close range that does 27 damage and a small projectile (moves at speed of regular Foot Soldier's bullets) that does 7 damage, as well as giving enemies the Toxic effect. Gun can fire once a second, and it takes three seconds to reload (vs the Foot Soldier's two), as well as having no reticle bloom. Appearance: wearing an outfit similar to the regular Foot Soldier's, except the outfit is a darker shade of green, the helmet has a camo pattern, and it is covered with leaves, slime, mud, vines and stuff like that. He has both of his large, holeless dark brown boots on his feet, instead of having one on the back of his brown and gray foil age-adorned Toxic Zhotgun. The tube on his back looks like an actual Rocket Launcher covered with leaves and dirt, with the tip of his ZPG sticking out of the front (top) of it.

Notes: Future Soldier could be a legendary, and after he vanquishes 7 plants, he glows blue, gets his damage multiplied by 1.5, and his bullets lock on and home in on any Plant that is close to his aimer at the center of the screen, as well as moving at 1.5 his regular speed and (maybe) firing slightly faster than usual.

Imp 's variants:

Super-Fan Imp: I got the idea from Exploding Imp Fan, who, yes, is a zombie already. But this guy would look more like the actual Super-Fan Imp (with half-red and half-white face paint, and he would have two small guns with lit sticks of dynamite in them that it would fire. Also, these guns would have 6 ammo, and would be called the Dual Dynamite Duelers, and take 3 seconds to reload, as well as firing two sticks of dynamite (one from each gun) per second. They would be sort of like the Pylon Punishers (Pylon Imp's weapon), except affected by gravity, heading in a downwards arc at about the same rate as the Yeti Chomper's Artic Belch snowballs. They would do 40 damage for a critical hit, 35 damage for a direct hit, and 20 for a splash hit. They would have the splash of a pea from Peashooter's Pea Cannon. Unlike his fellow Bomb variants, instead of being slower, he about 1.35 times as fast as the regular Imp, but he would have only 50 health. This would be very useful for dashing around without being hit while firing off a constant stream of high splash high-damage projectiles, and when you got low on your already-lower health, you could use your speed to get in close to a plant or a group of plants so that way you could explode when you are vanquished in a short while and take several of them out.

Mech: Super-Fan Mech.

Looks like the Mecha-Football Zombie, except having large sticks of dynamite glued on the top round area, and the skull is much larger and angrier looking. Also, has a large red-and-white cannon on the side with a string of dynamite hanging out of the side. This is the Bomb-Ball Blitzer, which has 20 ammo and a five second reload. It can fire two of it's ammo per second, and each projectile (which is a hollowed-out football with a stick of dynamite stuck lengthwise through the ball, by the way) does 56 damage for a critical, 48 for a direct, and 30 for a splash damage hit. Each shot has the splash of a Shuck Shot. This Mech has 400 health, and moves at the speed of the Drake mech. All three of it's abilities are relatively unique also.

Abilities:

Left Ability:

Turbo Tackle: Rockets and the bottom of it's feet activate, it's leg tilt back, and it flies forwards at double the speed that it regularly moves, but you can barely control at what angle it goes, and you cannot stop it or slow it. Any plant that you come in contact with when you are moving forwards takes 12 damage, is stunned, and is pinned on the front of your Mech. You will continue to fly forwards either until you hit a wall (or a plant barricade) or for twelve seconds. If you hit a wall, you will come to a sudden stop, and all plants pinned to the front of your mech take 75 damage, and are stunned for 3 seconds after you hit the wall, making them easy targets for your Bomb-Ball Blitzer. If you stop your charge after 12 seconds, you will just stop, and the plants will take no damage or be stunned, and instead will just fly backwards in the direction that you were just charging (knockback effect). This takes 25 seconds to recharge.

Right Ability:

Defensive Line: If you press once and let go of the button immediately, the metal thing on the front of your mech (the thing that it uses to push stuff forwards in PVZ2) pushes forwards, and shoots out a transparent gray 2D wall (about the size of the metal thing, if you want to use that as reference) that reflects all plant projectiles and knocks back very close plants, as well as dealing 15 damage to them. All reflected projectiles will move in the opposite direction (away from the Mech) and CAN vanquish plants. They have all of the same properties as they normally would have, including same speed, splash, and damage. If a plant is vanquished by one of the projectiles, it will give the Mech 20 XP for "Reflected Projectile Vanquish", and to the vanquished plant it will say that they were vanquished by the "Reflected _____ (whatever plant projectile that they were killed by)". This wall dissipates after moving on full Mech's length forward. If the player using the Mech quickly presses this button, it will shoot the wall after you let go of the button, and it takes 7 seconds to recharge. However, if they hold the button, a larger gray wall appears in front of you, big enough to shield the entire Mech. This wall will last for as long as you hold the button down for, and after 12 seconds of holding the wall in front of you, it will vanish, and take 20 seconds to recharge. If you let go of the button to hold the shield up before twelve seconds, the cooldown will be however long you had the shield up, plus 8 seconds. Also, this shield will absorb any plant projectile, and take the due damage for it. If it absorbs enough damage to completely drain it's 450 Health, it will disappear, and take 20 seconds to recharge.

Middle Ability:

Super Self-Destruct: You eject from your Super-Fan Mech, and it plays a longer animation, for 7 seconds, but then it explodes with the radius of a Sombrero Bean Bomb, dealing 100 damage to all plants caught in the explosion. A special thing about this ability is that if you are vanquished in the Super-Fan Mech before you can eject, you will be vanquished, but the Mech will still explode in the radius of a Chili Bean Bomb (not a Sombrero Bean Bomb, like if you manually eject), dealing 100 damage to all plants close enough. Same thing happens (smaller radius) if you run out of fuel (called Pumped-Up Power), except, the mech will take 7 seconds to explode if you run out of Pumper-Up Power, but instantly if you are vanquished.

Possible Nerfs (if you find Super-Fan Imp and/or Super-Fan Mech overpowered): Mech Bomb-Ball Cannon does the same damage and has the same splash, but only has 6 ammo (down from 20). Dual Dynamite Duelers now have only two ammo (so you can only fire one stick from each gun), down from six. Same reload for both guns, same splash, same damage. No other changes to either character.

Possible Buffs for Nerfed Super-Fan Imp and Mech (if you find them to be underpowered now):

Super-Fan Imp Buffs: 4 Ammo (up from 2)

Mech Buffs: Super Self-Destruct now does 250 damage. Enough to severely hurt Torchwood and vanquish the others.

Notes: Low ammo, high damage. Neither can be revived, although they explode and may do damage when vanquished. Imp is fast and explosive, but has lower health, and is not a threat at a distance (projectiles are heavily affected by gravity, and you have no risk of having them blow up and deal damage to you if you drain their lower health at a distance, and then they will be unrevivable). Mech is very slow and has a huge hitbox, has a charge ability (damage, stun, and movement), and a defensive ability, which can be used for both reflecting and a high-health holdable shield, and both abilities take forever to recharge. Also, explosive ability is very powerful, but it ejects you from your strong mech, and a team of plants can reduce your danger by actually vanquishing you before you can eject (then your explosion is smaller).