He is based on a ninja, a covert agent or mercenary in feudal Japan, whose functions included espionage, sabotage, infiltration, assassination and guerrilla warfare.
His name is a combination of "mini," referring to the fact he is an Imp, and "ninja," referring to what he is based on.
His description references the proverb, "Speak softly and carry a big stick."
Statistics[]
Class: Sneaky
Tribes: Professional Imp Zombie
Trait: Anti-Hero 2
Abilities: None
Set - Rarity: Basic - Common
Card description[]
His motto: Walk softly and carry a big nunchuck.
Update history[]
Update 1.16.10[]
▲ Tribe added: Professional
Update 1.60.79[]
▲ Strength change: 1 → 2
Trait change: Anti-Hero 3 → Anti-Hero 2
Strategies[]
With[]
Mini-Ninja is a very cheap and deadly zombie who is able to land heavy damage on your opponent if you use him well.
Early-game, Mini-Ninja can find a fair number of opportunities to attack your opponent as there are many empty lanes for him to be played on, and cards such as Smoke Bomb, Terrify, or Sumo Wrestler can also help clear the way to take advantage of his Anti-Hero trait more easily. If you are playing as Super Brainz, you can use Carried Away to help him do more damage in an empty lane, increasing his effectiveness. As both Super Brainz and Huge-Gigantacus, you can use him with Teleport or Teleportation Zombie to play him in an empty lane without your opponent being able to do anything that turn.
You can synergize Mini-Ninja with various cards to make him more potent. The aforementioned cards that can either move Mini-Ninja or the plant blocking him are some. Toxic Waste Imp allows Mini-Ninja to destroy any plant that blocks him. However, you may also need health-boosting tricks too, as Mini Ninja's low health makes him unsuitable in combat against plants. Neptuna can also make some use of Mini-Ninja's professional tribe with Zombie Middle Manager and Jurassic Fossilhead. However, Mini-Ninja's health is too low for him to be viable with the former.
Mini-Ninja can also be used as a potent distraction. On the first turn, Mini-Ninja can be played to force your opponent to play plants that can quickly deal with it such as Potato Mine, instead of ones that are more useful long-term like Pea Pod or Sunflower. Late-game, Mini-Ninja can be played alongside more powerful zombies to force your opponent to either scatter their defenses and reduce their overall chances of survival, or focus on the more powerful zombies and leave Mini-Ninja alone.
However, in the late game, Mini-Ninja usually doesn't as anything other than a distraction due to his poor stats and the existence of more powerful zombies that outperform him, even with his Anti-Hero trait active, so you are better off with more powerful replacements such as Stealthy Imp and Walrus Rider if you have the choice; though Mini-Ninja's low cost can be helpful if needing to swarm the field.
Against[]
While Mini-Ninja is very dangerous, his low health is his biggest weakness. He can be destroyed by almost every damaging plant or trick. However, you should have an extra plan in case your opponent moves either Mini-Ninja to an empty lane or the plants in front of him to another lane. The best way is to use tricks to destroy him, such as Banana Bomb, or plants with a "When played" ability like Kernel-Pult.