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Marine Biologist is a Super Rare variant of Scientist in Plants vs. Zombies: Garden Warfare and Plants vs. Zombies: Garden Warfare 2. He is extremely powerful and devastating at a close range, with an ability to deal around 45 damage (when not upgraded) or 50 damage (when upgraded), downgrading to 8 damage at far distances, or 11 damage when upgraded from far range. His weapon fires more rapidly than other Scientist variants and deal more damage but has a heavily decreased range.

Descriptions

Stickerbook description

The Marine Biologist and his Dolphin Zombie Companion are a dangerous pair. They are able to effectively spray fish innards with an almost unmatched style and effectiveness.

In-game description

The Dolphin Blaster deals huge, fishy damage at close range!

AI Health

  • Easy: 60
  • Normal: 80
  • Hard: 100
  • CRAAAAZY: 120

Primary weapon

The primary weapon of the Marine Biologist is the Dolphin Blaster, which deals 15-30 impact damage and 20-52 critical damage based on distance.

Abilities

Left abilities
Sticky Explody BallGW1
Sticky Explody Ball
Sticky Explody Ball is an explosive ball which explodes when an enemy plant is in a meter radius. It deals 50 damage.
Mega Heal BombGW1
Mega Heal Bomb
An alternate ability of Sticky Explody Ball, Mega Heal Bomb is a huge ball like the Sticky Explody Ball with a bigger radius. Heals all zombies in its radius by 50 health.
Sticky Cheetah BallGW1
Sticky Cheetah Ball
An alternate ability of Sticky Explody Ball, Sticky Cheetah Ball is orange in color with black spots, deals 75 damage.
Center abilities
WarpGW1
Warp
With Warp, the player teleports a few meters forward in a straight line. The player deviates upward to go upstairs, small fences, etc.
Energy WarpGW1
Energy Warp
An alternate ability of Warp, Energy Warp allows the Scientist to transform into pure energy (he is invincible in this state). The Scientist is able to travel freely but cannot jump or attack. It also gains a small speed boost.
Cheesy WarpGW1
Cheesy Warp
An alternate ability of Warp, Cheesy Warp has the same use as Warp but deals 30 damage to all plants after reaching its destination.
Right abilities
Zombie Heal StationGW1
Zombie Heal Station
The Zombie Heal Station heals all zombies within its radius.
Armored Heal StationGW1
Armored Heal Station
An alternate ability of Zombie Heal Station, Armored Heal Station heals at a slower rate than the Zombie Health Station, and self-destructs the same time as the Zombie Heal Station. Its incredible size allows players to jump on it to get to most buildings.
Cheetah Heal StationGW1
Cheetah Heal Station
An alternate ability of Zombie Heal Station, Cheetah Heal Station heals at a faster rate, but also self-destructs faster.

Left abilities
Heal Beam of ScienceGW2
Heal Beam of Science
The Heal Beam of Science is the Scientist's first activatable ability. Similar to Heal Beam, it will heal any zombie targeted by it, healing faster the closer the Scientist is to the healed target.
Zombie Heal StationGW2
Zombie Heal Station
The Zombie Heal Station heals all zombies within its radius.
Armored Heal StationGW2
Armored Heal Station
An alternate ability of Zombie Heal Station, Armored Heal Station heals at a slower rate than the Zombie Health Station, and self-destructs the same time as the Zombie Heal Station. Its incredible size allows players to jump on it to get to most buildings.
Armored Bling StationGW2
Armored Bling Station
The Armored Bling Station is a reskin of the Armored Heal Station and therefore has no difference other than appearance.
Center abilities
WarpGW2
Warp
With Warp, the player teleports a few meters forward in a straight line. The player deviates upward to go upstairs, small fences, etc.
Energy WarpGW2
Energy Warp
An alternate ability of Warp, Energy Warp allows the Scientist to transform into pure energy (he is invincible in this state). The Scientist is able to travel freely but cannot jump or attack. It also gains a small speed boost.
Right abilities
Sticky Explody BallGW2
Sticky Explody Ball
Sticky Explody Ball is an explosive ball which explodes when an enemy plant is in a meter radius. It deals 50 damage.
Mega Heal BombGW2
Mega Heal Bomb
An alternate ability of Sticky Explody Ball, Mega Heal Bomb is a huge ball like the Sticky Explody Ball with a bigger radius. Heals all zombies in its radius by 50 health.

Weapon upgrades

MarineBiologistUpgrade

Description about the Marine Biologist's weapon upgrades

Less Slippery Fish

The fish snacks for Dolphin Zombie are less slippery, resulting in faster reload times.

Improved Dolphin Hunger

Dolphin Zombie is hungry and able to store more fish guts, resulting in an increase to ammo capacity.

Genetically Modified Fish

By using Genetically Modified Fish for food, the Dolphin Zombie spits out more damaging fish guts.

Strategies

For

Use the Marine Biologist in close quarter maps and areas to do maximum damage to your enemies. Save your warps to get close to an enemy, if it is too overwhelming, use your second warp to get away and heal yourself. The Marine Biologist is extremely powerful, but do not blindly run into the enemies, as they can take you out very quickly due to your low health. Instead, sneak up on them and prepare to attack the moment you get the chance. Marine Biologist is capable (when upgraded) to 2 shot most Sunflower and Rose variants, as well as taking out most Citron variants with 4 shots. The Dolphin Blaster's fast rate of fire and high damage output are sure to get you some quick vanquishes without losing much health or being vanquished by a surviving plant or the rest of their allies if you are agile enough, using your warp ability to its full potential in situations like these also tend to help a lot in escaping alive and well or vanquishing more enemy plants. Remember to be constantly moving so you are a harder target to hit. Using the Energy Warp is less effective on the Marine Biologist due to the nature of this variant. The Energy Warp is slower and more noticeable than the regular warp, and will give the plants more time to retaliate. However, it does provide good coverage for escaping. If you are good at sneaking in on enemies, then use the Energy Warp for quick exits. If not, the Warp will help immensely. Good strategies are to sneak up on rooted plants and quickly defeat them. Peashooter using the Gatling Pea however can be a dangerous move, so make sure it's damaged first to make sure you don't die if the Peashooter turns around.

Against

Stay far away from the Marine Biologist and go for critical hits to take him out quickly. If it warps towards you, the best strategy is to get critical hits, or use abilities to get away from him. However, most of the time, you will likely die without quick reactions, especially for Sunflowers and Roses. For the Peashooter, use either of the hyper abilities to run away or run around him so you are a harder target to hit and to get critical hits. For the Chomper, just chomp or spray the Marine Biologist, however getting away with your burrow ability is a much better idea. Place down some Spikeweeds so you can get away easier. For the Sunflower, make sure you plant either your healing or Dark Flower to heal or also attack the Marine Biologist, while aiming for critical hits on him. For the Cactus, place Potato Mines so he has to tread carefully to prevent being vanquished. Placing Tallnut Battlements also will help you stay alive longer as he has to aim higher on your body to hit you. Once again, aim for their heads for critical hits. As Citron, either use your roll to escape or activate your Peel Shield immediately. Your high health should give you enough time to try and turn around to kill the Marine Biologist. Kernel Corns should try Husk Hop to jump away and potentially kill the Marine Biologist in the process. Rose should use her Arcane Enigma to escape, or alternatively use any of her other abilities to stall or weaken the Marine Biologist.

Version History

Garden Warfare

Legends of the Lawn DLC

  • Decreased rate of fire

Gallery

Trivia

  • His Dolphin Blaster was in a trailer called Chum Rush with the phrase, "Put down the shotgun, pick up a dolphin!".
  • In the Trouble in Zombopolis: Part One DLC, the Marine Biologist had his splash damage reduced along with a warp nerf.
  • His weapon resembles the dolphin from Plants vs. Zombies.
    • It makes sounds when it shoots and reloads.
  • For some reason, the glasses he wears are also equipped with his tank helmet, which is peculiar, since the glasses are not connected with the tank helmet. This also happens with the dinosaur helmet that the Paleontologist wears.
  • When he reloads, one can see that he tosses a fish up in the air, and the dolphin eats it.
  • In Garden Warfare 2, he no longer wears glasses.
  • According to the Zoologist's Stickerbook description, the Marine Biologist was taught marine biology at "Zomboss' Marine Biology and Fish Sticks Academy."
    • It also says that the Marine Biologist and the Zoologist were fierce rivals.

Template:GardenWarfare Zombies Template:GardenWarfare2 Zombies

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