Board Thread:Plants vs. Zombies Heroes/@comment-5891510-20160322223424/@comment-24471175-20160913001123

Zombotanist wrote: Thinklogic wrote: New Plant/Zombie Trait: FedCertain troops have an icon above them during their heroes turn, which can be pressed to feed that troop some of their currency for some special function. This function does not consume any cards, but is a lot weaker than tricks for the same cost. I really like this idea! It's a very clever way to make fighters with interesting and practical abilities that are not possible right now. I specially like the Laser Operator and the Gold Bloom. I am a bit worried Gold Bloom could be dangerously OP if used properly

If a player plays it early on and buffs/shields it to prevent it being destroyed, then on say, turn 5 stores 5 Sun on it then it survives until turn 6, the plant hero will get 11 Sun on turn 6, enough to use a Corncopia very early

Or maybe just leave it the way it is, its a punishment for the Zombie hero for not destroying it. If the plant hero put all their sun in it that turn, they cant place any other plants/tricks, making the Gold Bloom vulnerable

The Feed trait is primarily a way of spending excess brains/sun before you end your turn.

Other Feed Teammate suggestions:

Coconut Cannon: Smarty Tree Plant

Costs 5 Sun, Stats: 4/4

When fed 3 Sun: This gets Splash 3 this turn

Shield Zombie (from PvZ2 Far Future). Hearty Science Zombie

Costs 2 Brains, Stats: 1/4

When fed 1 Brains: Lanes here and next door take 1 less damage this turn

Note: The Shield Zombie will appear to put up an energy barrier covering adjecent lanes. It behaves similar to Armoured 1, reducing the damage dealt in this lanes by 1 and stacks if zombies there already have armor. This also applies if the lane is empty, in which it reduces the damage dealt to the Zombie hero by 1. It can also reduce damage to 0

Pianist Zombie: Sneaky Dancing Zombie

Costs 4 Brains, Stats: 3/5, Deadly

When fed 1 Brain: Shuffle all Zombies (all zombies move to another lane or swap places with another. Completely random)

Scaredy Shroom: Mushroom Kabloom Plant

Costs 2 Sun, Stats 0/2, Anti-Hero 3

When fed 1 Sun: Move this plant

Usage: If a zombie enters it's lane, move it to another lane. Due to having 0 base attack it won't attack unless the lane is empty. It will appear to hide in the ground much like PvZ1

Spikeweed: Guardian Weed Plant

Costs 2 Sun. Stats: 1/4, Truestrike

When fed 1 Sun: Do 1 damage to a zombie here

Mic-Zom-B: Crazy Dancing Zombie

Costs 4 Brains. Stats: 2/4

When fed 3 Brains: Do 1 damage to all plants here and next door

Zombie Rabbit: Beastly Pet Zombie

Costs 2 Brains. Stats: 2/2

When fed 2 Brains: Destroy a Leafy, Pea, Berry, or Fruit plant

Note: This is ment to behave similarly to the Squirrel Herder, except the special effect can be used multiple times and but costs 2 Brains each time

Possible legendaries that implement this trait:

Zombot Tommorow-Tron: Science Brainy Zombie

Costs 7 Brains, Stats: 5/7

Start of tricks: Destroy a random plant with the highest attack. When fed 1 Brain: All zombies have Truestrike this turn

Zombot Sphyixinator: Sneaky Imp Zombie

Costs 6 Brains, Stats: 4/6

Deadly, When fed 2 Brains: Make a random gravestone in a random lane

Barkiplier: Kabloom Tree Plant

Costs: 3 Sun. Stats: 0/5, teamup

When fed 1 Sun: Plants in this lane do double damage this turn. This includes plant special effects (example: Placing a Sour Grapes behind a fed Barkiplier makes it do 2 damage to all zombies). Also damage from Barkiplier itself if it's damage is boosted

"Press G to grow"

Wallmond: Guardian Nut Plant

Costs 4 Sun. Stats: 2/6, Teamup

When fed 2 Sun: Move this plant, it becomes shielded this turn

Usage: Move this infront of plants you want to protect