It is based on the animal in real life with the same name and appearance.
The beanie it wears could be a reference to the map Great White North from Plants vs. Zombies: Garden Warfare 2 (which features killer whales), as beanies are usually worn in Canada, and the "Great White North" is another name for Canada.
Statistics[]
Class: Beastly
Tribe: Pet Zombie
Trait: Amphibious
Ability: Fusion: A Zombie played on this gets +2/+1 and Amphibious.
Set - Rarity: Triassic - Rare
Card description[]
Flooding Hollow Earth with water from above, Neptuna attacked with flying whale cavalry. Or really, falling whale cavalry.
Update history[]
Update 1.24.6[]
Added to the game.
Strategies[]
With[]
Killer Whale is a rather frail Amphibious fighter, but its Fusion ability is the main purpose. While the +2/+1 boost to a zombie is alright, allowing any zombie to be played on the aquatic lane is the main thing about it. Pretty much anything with at least one outstanding aspect is good, whether it be a high-health zombie with a persistent ability like Team Mascot or Stompadon, a glass cannon like Cuckoo Zombie or Raiding Raptor, or a zombie with both such as Zom-Blob or Valkyrie. This makes Killer Whale an option outside of amphibious decks.
The +2/+1 bonus should not be the main goal of this card, as Lost Colosseum adds +2/+3 and Frenzy, a usually better trait than Amphibious outside of specific circumstances. However, it is a bonus that makes the card more useful on ground lanes and more significant outside of decks specifically designed for amphibous threats. It will also be more useful on the fighters that will be played on it.
Killer Whale's greatest weakness, however, is its low health. While you can boost its health, you can't on turn 2 unless you block and get either Galvanize or Rock Wall, which requires insane luck (meaning that it is near impossible) and is not even an amazing strategy. While it has the Amphibious trait that grants it safety from most plants, your opponent can play Amphibious cards like Sting Bean themselves, or tricks like Banana Bomb or Weed Whack to destroy Killer Whale. Therefore, you might want to play Killer Whale on turn 3 so that you can play tricks to keep it alive if you don't want to take some risks.
Against[]
Killer Whale's Fusion ability can make a zombie more threatening and more of a pain to remove. But since you play your cards after your opponent plays Killer Whale, it is easy to destroy if you have Amphibious plants like Admiral Navy Bean, or tricks like Berry Blast. But if you don't, or if Killer Whale is played later in the game, you will have to deal with the boosted zombie instead. Since Killer Whale is mostly going to be in the aquatic lane, so will the boosted zombie.
Fortunately, each class has cards to deal with the boosted zombie. Smarty and Guardian have Amphibious cards, but Guardian is better as their plants pack a bigger initial punch (unless a strong plant is played on Lily Pad). Solar heroes have access to instant-kills, but Squash is rather pricey, Lawnmower is useless, and Whack-a-Zombie has limits. Kabloom has access to damaging tricks, although they will have to play many cards to destroy zombies with high health. And finally, Mega-Grow heroes have various moving cards, allowing them to fight the boosted zombie where their stronger plants are.