80s Action Heroes are all about explosions. Explosions from afar, from above, from behind cover, and even where they are standing.
|Evade in any direction while a dropped explosive covers your tracks.|
|Fly into the air and launch a large volley of explosive missiles.|
|Deploy homing rockets that track the nearest target if no lock-on targets are provided.|
Earn a tag on an enemy by dealing damage with Can't-Miss-ile.
Faster refresh time for all abilities by earning multiple vanquishes rapidly.
Reduces ability cooldown by 50% for earning multiple vanquishes.
Faster refresh time for all abilities by reviving an ally.
Reduces ability cooldown by 30% when a teammate is revived.
Spawn with more health after suffering multiple vanquishes in a row.
After dying three times in a row, spawn with the maximum amount of overhealth for the currently used class after respawning or being revived.
Action Hero Zombie jumps farther and higher when activating Dynamite Dodge.
Gain health by earning a vanquish when at low health.
Grants 30 health upon vanquishing an enemy at low HP.
Earn a tag on an enemy when dealing damage with Dynamite Dodge.
Tags on enemies remain after suffering a vanquish.
Fire additional rockets by earning a vanquish with Rocket Ride.
Vanquishing enemies with Rocket Ride extends its duration by 1 second.
Earn XP faster.
Earn 10% more XP.
Charge Bow Blaster faster for short time by earning a vanquish.
Bow Blaster charges 100% faster upon earning a vanquish. Lasts for 5 seconds.
Regenerate health when near multiple enemies.
When near two enemies within a 10m radius, regenerate 4 HP every 0.5 seconds.
Faster refresh time for all abilities by earning a critical vanquish.
Reduces ability cooldown by 3 seconds upon critically vanquishing an enemy.
Earn three tags on an enemy when dealing critical damage with Bow Blaster.
Earn a tag on an enemy by dealing damage with Rocket Ride.
Move faster, except when sprinting.
Increases walking speed by 12.9032%
Gain health by earning a vanquish.
Grants 10 health upon vanquishing an enemy.
Use weapons and abilities faster just after sprinting.
Reduces sprint exit delay by 25%
Fire two additional missiles with Can't-Miss-ile.
Earn three tags on an enemy when dealing damage with fully charged Bow Blaster shot.
The 80s Action Hero is an offensive sniper; meaning that while he does need to hang back at range, he is used best to push up to vantages points and rain destruction down on defending plants. To play the 80s Action Hero, you need to be accurate enough to hit your shots, and smart enough to know when to retreat, when to push and when to wait for team support. All his abilities support his offensive playstyle - his Can't-Miss-ile to effectively eliminate single targets, his Dynamite Dodge can save him in a sticky situation and force the attacking plant or plants to evacuate and his Rocket Ride is great at dealing with large groups of plants, or single, large targets like Oak.
The 80s Action Hero shines at range, with his charge-up Bow Blaster able to deal large amounts of damage at full charge. He is able to quickly vanquish targets on the opposing team, and, due to his above-average health, is able to escape a sticky situation by dropping his Dynamite Dodge and running away, relatively unscathed. At range, the 80s Action Hero experiences some trouble, as an un-charged Bow Blast deals little damage, barely enough to finish off an enemy on low health. Unless the close-up attacking plant is on extremely low health, try to charge up your shots as much as possible, because this will greatly increase your damage output. In a situation where an enemy plant in being aggressive towards you, panic can sometimes take over and un-charged shots are fired at it. Try to take your time and charge up your weapon to deal with the threat. If your health is decreasing too quickly, drop a Dynamite in their face and run.
Due to the new ability to sprint that all plants and zombies now have access to, enemy plants that are being shot at often sprint away before you can finish them off. Keep your Can't-Miss-ile ability ready for these situations, as if it is fired in time, it can vanquish the fleeing plant before it has a chance to reach cover. While the Can't-Miss-ile works best at finishing off plants hit by a charge of your bow blaster, don't be afraid to fire it at a plant with low health that you have not yet hit. It is much quicker to fire your missiles than to try and charge up a shot. In any situation, try to save the Can't-Miss-ile ability for when a plant is trying to retreat and regenerate their health, as you do not have much capability to finish them off without it.
Try using your Rocket Ride against numerous targets. While it may be tempting to fire all the rockets at one target, this is usually ineffective unless the target is a dangerous player, like an Oak with numerous Acorn passengers. Firing your rockets into a crowd of defending plants is a great way to support your team, forcing them to abandon the objective to regenerate health or risk being gunned down by zombies with little health they have remaining. Be aware that this ability forces your to remain stationary and suspended in the air, so try use it in a position that the enemy will not expect you to, to reduce the risk of counterattack by Cacti or other classes. Cacti are the most dangerous when using this ability, as you are an easy target for a fully charged headshot. Eliminate any threats to your rocket ride before firing rockets into an enemy crowd to make the best use of this ability, and to force plants to scatter off the objective, leaving it open for your team to capture.
In short, the 80s Action Hero is very good at clearing out objectives, either from the concentrated fire of his Bow Blaster or the crowd-effecting Rocket Ride. With a good enough aim, an 80s Action Hero can become one of the best at taking objectives in the game.
Even though 80s Action Hero is good at clearing out enemies, one thing he's not good at is close-range combat. Like mentioned above, he is an offensive sniper, so his weaknesses are closely resembling a sniper's weaknesses. Plants like Chomper or Citron are one of the best to use, since the 80s Action Hero lacks in short-range combat. His Bow Blaster does barely any damage uncharged, and charging it up will leave you in a vulnerable position. However, you must watch out if you get close, as many 80's Action Heroes have a tendancy to Rocket Ride the moment a plant comes too close. Always proceed carefully when going to attack him in close quarters.
If he does manage to land a hit on you and get tags, the best option is to hide behind cover. Hiding behind cover negates the tracking of the missiles from Can't-Miss-ile. If he goes in Rocket Ride, try to get headshots on him, since he will be in a stationary position, easy for you to get shots on. If you hide directly below his Rocket Ride , he cannot damage you with it. Be careful, though other zombies can still hurt you, and he might use Dynamite Dodge on you once the Rocket Ride is over.
Shock and Awe — by SlapaslimeYou can land 1 headshot and then use Can't-Miss-ile to take down plants instantly.
Aggressive Bows — by Drek'TharSuperSwordThis is a build that allows you to use your Bow Blaster more effectively. Bow Master helps charging your bow faster after killing an enemy, and Ready Up lets you charge your bow immediately after sprinting, improving mobility.
Versatility — by IronCitron21As the name suggests, this build is for players who prefer a more versatile setup rather than a specialized one. Bow Master improves the Bow Blaster by doubling its charge speed for a short time, Critical Tag allows you to gain three tags on an enemy with one critical hit (even from an uncharged shot), and Leg Day and Low Life are good cheap upgrade that are still beneficial.
Tips & Tricks
- You can use Rocket Ride or Dynamite Dodge to evade a burrowing Chomper.
- If you begin charging up your Bow Blaster behind cover, you can pop out from your cover and launch the fully charged shot before your enemies can react.
October 2019 patch
- ▲ Rocket Ride Blast radius 1.6->1.8m
- ▼ Rocket Ride Direct damage 10->8
- ▲ Rocket Ride Blast damage 10->12
- ▲ Fix camera that was not hooked up properly with the Leg Day upgrade
Early December 2019 TTK Changelist
- ▲ Increase center bolt damage on Bow Blaster 1st charge 7->17
- ▲ Increase small bolt damage on Bow Blaster 1st charge 1.1->1.5
- ▲ Increase center bolt damage on Bow Blaster 2nd charge 22.8->32
- ▲ Increase small bolt damage on Bow Blaster 2nd charge 3.8->4.1
- ▲ Increase direct damage on Bow Blaster Full charge 45->50
- ▲ Increase splash damage on Bow Blaster Full charge 12->15
- Rocket Ride
- ▼ Decreased maximum lock-on range from 50m (146.04 ft) to 10m (32.81 ft)
- ▼ Decreased maximum lock-on angle from 0.1 to 0.01
- ▲ Increase full charge blast radius 2.5->2.75 m
- ▼ Decrease full charge blast radius 3.5->3 m
- Dynamite Dodge
- ▲ Increase blast radius 3->4 m
- ▼ Decrease shockwave radius 5->4.25 m
- Rocket Ride
- ▲ Increase blast radius 1.8->2 m
- ▼ Decrease shockwave radius 4.75->2.25
- ▲ Increase blast radius 1.5->1.75 m
- ▼ Decrease shockwave radius 2.25->2 m
- Upgrade Leg Day
- Fix incorrect refresh time
- When he sprints, a tune can be heard playing from his bow.
- The same tune is played by the Busbulance when the player enters Town Center in Pressure Pier.
- Whenever he jumps whilst not sprinting, his jump animations resemble some 80s action movie covers and common scenes: characters kicking the bad guys and jumping out of explosions.
- If one listens closely while they keep holding the bow charged all the way without firing yet, they could hear the speakers getting louder as 80s Action Hero struggles to maintain handling the bow while it is charged up, hence could be why he fires the shot automatically if the bow is kept charged for too long without firing.