Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-27053902-20161201225959/@comment-26488146-20170113033004

Have full and completed ideas for a close range Trucker Class with a heavy-damage shotgun (stronger than Pirate or Scientist's shotgun),a limited -range hook to bring Plants close, 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, 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, a currently unnamed Glitter Zombie support (more Hover-Goat 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 can fire one medium damage medium speed projectile every 0.75th of a second, a 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) a an ability that makes all nearby zombie become invincible and glow rainbow for 12 seconds, and make you take 50% damage, and an invincible transparent shield the size of three Dummy Shields standing side by side that you launch form 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. 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 runnign out of fuel, and is also the only Plant class (other than the Thyme Traveler) that I have desined 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 Bowler), 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 sheild 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 abilitys 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 tenticals lash out from the blast and deal 50 damage to any zombie in a Garden's distance to it. Wall-Kinght 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 (unnamed) where his hover-boosters shoot out a solid, continous jet of flame and Wall-Knight flies forward at twice his speed, and you can barely shift the direction that he is going i neach 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 (aftr 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 widly 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 invunerable 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 furture, along with these other classes.

I also have half-baked ideas (missing or unsure of an ability, might need some changing) for a Fisherman Class (one too-similar ability to the Trucker class I have completed, a hook), 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.