User:BF10/PvZH Missions 41-50

Some ideas. A few decks are based on a few user-made ones, so credit belongs to them.

=Plant missions=

41: The Z-Mechium
Z-Mech
 * Teammates: Neptuna, Professor Brainstorm
 * Height lanes: 5
 * Water lanes: 0
 * Special rule: Random Revenge: When a plant or zombie dies, the owner of that plant or zombie gain a random card from the entire game.
 * Mini-Boss Rule: Missile Madness deals an additional 4 damage but cannot target the Plant Hero. Z-Mech gains 2 additional Missile Madness in the deck.
 * Boss Rule: At the end of each turn, all plants lose 1 strength.

42: Super Brainz Super Bash!
Super Brainz
 * Teammates: Brain Freeze, Rustbolt
 * Height lanes: 2
 * Water lanes: 2
 * Mini-Boss Rule: Super Brainz starts with a Smelly Zombie on the first lane and a Swashbuckler Zombie on the second lane (they are hiding in gravestones).
 * Boss Rule: Super Brainz gains a Carried Away every 2 turns.

43: Tricky Tricksters
Immorticia
 * Teammates: Electric Boogaloo, Super Brainz
 * Height lanes: 0
 * Water lanes: 4
 * Mini-Boss Rule: Immorticia places a Zom-bat each turn.
 * Boss Rule: Immorticia gains +15 health, but loses two health each turn (no charge to block meter). The plant hero cannot perform blocks.

44: Smash-squatched
The Smash
 * Teammates: Z-Mech, Immorticia
 * Height lanes: 0 (5 on Z-Mech's level)
 * Water lanes: 1 (0 on Z-Mech's level)
 * Special rule: Smashed: All heroes starts with all of their superpowers, but they cannot perform blocks.
 * Mini-Boss Rule: All healing from The Smash are doubled.
 * Boss Rule: The Smash starts with a Zombie King on the rightmost non-water lane and 3 regular Zombies.

45: Frozen Brains
Brain Freeze
 * Teammates: Impfinity, The Smash
 * Height lanes: 0
 * Water lanes: 0 (4 on Brain Freeze's levels)
 * Special rule: Ice Shards: When a plant or zombie is frozen, there is a 50% chance it will destroy the frozen plant/zombie.
 * Mini-Boss Rule: Zombies has a 10% chance to freeze target plant.
 * Boss Rule: Each turn, a random plant and zombie gets frozen. Brain Freeze starts with a Zookeeper and -2 health.

46: Stayin' Dead
Electric Boogaloo
 * Teammates: Immorticia, Impfinity
 * Height lanes: 5
 * Water lanes: 0
 * Mini-Boss Rule: Electric Boogaloo gains a Stayin' Alive every 2 turns. Electric Boogaloo can use Stayin' Alive on the plant hero.
 * Boss Rule: Electric Boogaloo gains +1 health for each zombie and -10 health. The plant hero starts with -5 health.

47: A Fishy Fail
Neptuna
 * Teammates: Rustbolt, Brain Freeze
 * Height lanes: 0
 * Water lanes: 5 (0 on Rustbolt's level)
 * Mini-Boss Rule: Neptuna starts with Octo-Pets on each lane. The player starts with Navy Beans on every row (they do not boost each other).
 * Boss Rule: Neptuna starts with -15 health. The player starts with -19 health and +5 cards.

48: Professional Takedown
Professor Brainstorm
 * Teammates: Electric Boogaloo, The Smash
 * Height lanes: 4
 * Water lanes: 1
 * Special rule: Powerful Zap: When a legendary plant is placed, the plant hero loses half of their health.
 * Mini-Boss Rule: Professor Brainstorm gains a Eureka every 3 turns.
 * Boss Rule: Professor Brainstorm gains a Eureka every 2 turns. Professor Brainstorm cannot perform blocks and starts with -7 health. Professor Brainstorm starts with a Portal Technician.

49: Rusty Rickets
Rustbolt
 * Teammates: Neptuna, Z-Mech
 * Height lanes: 0
 * Water lanes: 0 (5 on Boss level)
 * Special rule: Grounded: All Height plants gets instantly destroyed when placed. The player cannot use Solar Flare, Chompzilla, or Captain Combustible on the boss level.
 * Mini-Boss Rule: The plant hero is damaged by 20 health on turn 11 (no charge to block meter). This means you must kill Rustbolt before turn 11 or you will instantly lose! Rustbolt starts with -5 health.
 * Boss Rule: Rustbolt gains a random Amphibious zombie each turn and has a 100% chance to dodge damage higher than 3 and a 65% chance to dodge 3 damage. Rustbolt's deck contains 20 cards.

50: IMProvements!
Impfinity
 * Teammates: Super Brainz, Professor Brainstorm
 * Height lanes: 1
 * Water lanes: 3
 * Special rule: Zombie Zower: When a zombie is placed, it gains +1/+1, but the zombie hero starts with -2 cards.
 * Mini-Boss Rule: The plant hero loses 1 health for every plant destroyed. Impfinity loses 1 health for every zombie destroyed.
 * Boss Rule: Your hero is damaged by 1 health at the end of each turn. Impfinity gains +1 health each turn. The plant hero gains a random card from the entire game each turn and +30 health. Impfinity starts with +15 health.

=Zombie missions=

41: Carrot Cave-in
Betacarrot
 * Teammates: Green Shadow, Citron
 * Height lanes: 0 (3 on teammate battles)
 * Water lanes: 1 (2 on teammate battles)
 * Special Rule: Vitamins and Minerals: If the plant hero is Betacarrot, it gains +2 health for every plant placed. Otherwise, it gains +1 health.
 * Mini-Boss Rule: Betacarrot starts with +2 cards.
 * Boss Rule: The zombie hero is damaged by 20 health on turn 16 (no charge to block meter). This means you must kill Betacarrot before turn 16 or you will instantly lose! Betacarrot starts with -4 cards and +10 health.

42: Spudow the Sickening
Spudow
 * Teammates: Solar Flare, Wall-Knight
 * Height lanes: 1
 * Water lanes: 1
 * Special Rule: Hot Potato!: The plant hero gains a Hothead every 3 turns.
 * Mini-Boss Rule: Spudow loses 1 health each start of turn but gains an additional card.
 * Boss Rule: Both heroes starts with +2 sun/brains. Both heroes has a 50% chance to dodge damage.

43: Rose-ilina
Rose
 * Teammates: Chompzilla, Nightcap
 * Height lanes: 2
 * Water lanes: 0
 * Mini-Boss Rule: Rose gains +5 health every 5 turns.
 * Boss Rule: A random zombie is transformed to a Goat every 3 turns.

44: Arcade Ace
Solar Flare
 * Teammates: Rose, Betacarrot
 * Height lanes: 5
 * Water lanes: 0
 * Mini-Boss Rule: Solar Flare gains +1 sun each turn and -8 health.
 * Boss Rule: Every 5 turns, all zombies and plants are destroyed. Solar Flare starts with a Lil' Buddy on every lane.

45: Nom Nom's Candy
Chompzilla
 * Teammates: Grass Knuckles, Captain Combustible
 * Height lanes: 0
 * Water lanes: 0
 * Special Rule: Nom Nom Nom: Effects from Healthy Candy and Sugary Candy is doubled
 * Mini-Boss Rule: Chompzilla's plants does 1 Splash Damage.
 * Boss Rule: Chompzilla starts with Chompers on all lanes.

46: Cloak Madness
Green Shadow
 * Teammates: Betacarrot, Nightcap
 * Height lanes: 4
 * Water lanes: 1
 * Mini-Boss Rule: Green Shadow starts with +15 and 3 in the 1st, 3rd, and 5th lane and +2 cards. The zombie hero starts with +2 brains.
 * Boss Rule: Green Shadow starts with a Fire Peashooter and Torchwood on third lane.

47: Stumpy, the Firin' Tiki
Captain Combustible
 * Teammates: Spudow, Grass Knuckles
 * Height lanes: 1
 * Water lanes: 0
 * Mini-Boss Rule: Captain Combustible gains a Blazing Bark every 3 turns.
 * Boss Rule: Captain Combustible has a 75% chance to dodge damage.

48: Night Knockout
Nightcap
 * Teammates: Solar Flare, Captain Combustible
 * Height lanes: 2
 * Water lanes: 2
 * Special Rule: Pop Goes the Shroom: Same as the one from No Vacation at the Volcano.
 * Mini-Boss Rule: Nightcap spawns a Mushroom Ringleader every 3 turns.
 * Boss Rule: Nightcap has a 100% chance to dodge damage lower than 3.

49: Amphibious Shipwreck
Citron
 * Teammates: Green Shadow, Chompzilla
 * Height lanes: 0
 * Water lanes: 5
 * Special rule: Machinewrecked: The player cannot use Rustbolt, Z-Mech, or Professor Brainstorm.
 * Mini-Boss Rule: Citron starts with a Navy Bean on the first lane and -2 cards. Citron spawns an Admiral Navy Bean every 2 turns.
 * Crisis Battle II Rule: Chompzilla gains a random Amphibious card every turn. Deck contains only 20 cards.
 * Boss Rule: Citron gains a random Amphibious card every turn. The player gains +1 brain each turn.

50: (Mission)PLANT Alert!
Grass Knuckles
 * Teammates: Wall-Knight
 * Height lanes: 1
 * Water lanes: 1
 * Special Rule: RED Alert: The plant hero gains either a Pepper M.D., a Red Stinger, or a Brair Rose every 3 turns. The zombie hero gains a Mini-Ninja every 2 turns.
 * Crisis Battle I Rule: The zombie hero starts with a Pool Shark on the second lane. Wall-Knight starts with a Red Stinger on the third lane.
 * Mini-Boss Rule: Grass Knuckles performs a Power Pummel every 2 turns if the ground lanes are unoccupied. If ground lanes are occupied, instantly destroy those zombies.
 * Crisis Battle II Rule: The zombie hero starts with a Imp Commander on the fourth lane, a Toxic Waste Imp on the fifth lane, and an Energy Drink Zombie on the first lane. Wall-Knight starts with a Pear Cub on the fifth lane, a Grizzly Pear on the first lane, and a Toadstool on the fourth lane (Toadstool does not eat the Imp Commander).
 * Boss Rule: Grass Knuckles starts with a two Seedlings on every lane except the water lane, which has 2 Water Chestnuts and four Petal-Morpheuses and random card from entire game with hand. The player starts with +1 brain. The player draws one more card at the start of turn, but the player will also take 2 damage. Super Brainz and The Smash takes only 1 damage from the aforementioned rule. The player gains a Portal Technician, Space Cadet, Copter Commando, Zombot 1000, and random card from entire game with hand.

BONUS: Boss Endurance
In this mode, you must face all heroes in a single run. The player can only use any hero in a battle but any health from the previous battle is passed on to the next session. The player has a chance to use up to 5 health refills in a run (the player has 8 in Very Easy, 6 in Easy, 4 in Hard, and 3 in Insane). Each battle comes with a special rule from the previous missions, which can also affect the player.

The Very Easy, Easy, and Medium mode is unlocked upon completing A Schooling at Zombie U and When Fungi Attack!. Hard is unlocked upon completing No Joke at the Junkyard and A Shadow Falls. Insane is unlocked upon completing Brains in Danger! and Peel that Orange!. Very Easy is based on mission 1-10 decks, Easy is based on mission 1-20 decks, Medium is based on 11-20 and 41-50 decks, Hard is based on Mission 21-30 and 41-50 decks, and Insane is based on mission 31-50 decks.

Completing the following modes will reward the following:
 * Very Easy - 200 coins and 150 gems for first time, 50 coins and 30 gems for replaying
 * Easy - 300 coins and 250 gems for first time, 100 coins and 60 gems for replaying
 * Medium - 500 coins and 400 gems for first time, 150 coins and 100 gems for replaying
 * Hard - 750 coins and 550 gems for first time, 200 coins and 120 gems for replaying
 * Insane - 1000 coins and 750 gems for first time, 250 coins and 150 gems for replaying
 * Rewards are doubled if the player wins with full health (healing is allowed). If the player completed without 20 health then replay with full health, they will take the first time reward first then the replaying reward.

If you complete mission 50 of a side, you can replay previous missions instead of repeating the last level of the last mission.