Ability: Do 3 damage to a Plant and 1 damage to all other Plants.
Set - Rarity: Premium - Legendary
Card description[]
For Z-Mech, any target is a good target.
Update history[]
Update 1.16.10[]
Ability change: Attack for 2 damage in three random lanes. → Do 3 damage to a Plant and 1 damage to all other Plants.
Update 1.24.6[]
▲ Tribe added: Imp
Strategies[]
With[]
This superpower costs as much and does as much damage as Electrobolt, which is also one of Z-Mech's superpowers. So that's definitely something to keep in mind when using this as removal, but as it stands, it's really effective against smaller units with less health while removing a well-sized target (3 health is in range of a lot of early threats worth using this for).
However, it's not a bad idea to use this solely to remove something the same way you would use Electrobolt for, as Electrobolt is a great superpower, so being able to effectively use 2 is pretty advantageous. But you could definitely play out a combo against a Kabloom-like strategy that this might have greater effect against.
Missile Madness, as a Trick, can have its cost reduced by Zombology Teacher, making it a free play without losing tempo if she survives until Z-Mech gets to play it. It could theoretically work with Binary Stars also, but unless Flag Zombies are used to play them earlier, Missile Madness couldn't do enough damage to meaningfully impact the battle.
Just like Electrobolt, having many threats on the field or boosting the plants' health to at least 4 reduces the impact of this trick. Generally, just be careful of swarming lots of plants that have 1 health as Z-Mech may have this superpower ready.
You can also make Z-Mech think twice before using this trick by having Mirror-Nut or Hibernating Beary on the field. However, be on the lookout for Rolling Stone and Weed Spray if you are going to use this strategy.
Gallery[]
Missile Madness' statistics
Missile Madness' card
Missile Madness' card image
Missile Madness' HD card
Being played (animated)
In Play (animated)
Missile Madness being played (1)
Missile Madness being played (2)
Missile Madness being played (3)
Old[]
Missile Madness' statistics before update 1.24.6
Missile Madness' statistics before update 1.16.10
Missile Madness' statistics
Missile Madness being played (1)
Missile Madness being played (2)
Trivia[]
After the RED update, Missile Madness's sound effect when it is played sometimes uses that of Shrink Ray's or Eureka's.
Missile Madness is the only signature superpower whose icon does not depict its corresponding hero's face.
So far, this is the only signature superpower in the game whose ability has been changed.
Toxic Waste Imp's ability is glitched and only applies on the initial target while all others are unaffected (as seen in the boss battle of Big Mouth! Big Problem!, where the player starts with one Toxic Waste Imp). Zombot Sharktronic Sub is unaffected because it destroys any plant that is damaged in any way.
This card is in both the Science and Imp tribes, yet is part of neither the Brainy nor the Sneaky class, which mainly correspond with those tribes.
Its card description refers to how Z-Mech hits every plant (besides Untrickable and Shielded plants), no matter which plant the ability was used on.
If Missile Madness is used more than once in the game (whether through Thinking Cap or Quasar Wizard), then plants not targeted by the trick will take 1 damage equal to the number of times the card has been used already. (e.g. If the zombie hero managed to use Missile Madness 3 times, then every plant that the trick is not used on will take 1 damage 3 times).
If all plants on the field can't be hurt, then Missile Madness cannot be used and if obtained from a Super-Block Meter, will automatically go into the zombie player's hand.