Wizard is a playable Zombie class in Plants vs. Zombies: Battle for Neighborville. He is a Support class and specializes in supporting his fellow zombie allies in many ways using his magical potions, from using potions to make them invincible to hitching rides on Zombies in a ball form and buffing their attacks.
Wizard could be unlocked in the Luck O' the Zombie festival Prize Map, as the final reward. If the player was unable to unlock Wizard from that prize map, he is available to purchase from Rux for 500,000 coins or 1,000 Rainbow Stars.
Wizards aid their allies with tricky magicness. They hover above a zombie to power them up and use potions to make them immortal.
Wizard's primary weapon is the Orbacadorbra, which is a charge up weapon.
Its uncharged shots fire semi-automatically at a slow rate of fire and deal 18 damage (22 critical). It consumes 1 round of ammo per shot and Wizard has 16 ammo capacity total.
When charged, it creates a big, damaging, AOE projectile (the AOE is attached to the projectile). It moves at a moderate speed and will bounce if it hits walls, the floor, etc. It can pass through plants and lasts a limited time. It deals 5 damage at a rapid pace to plants in the weapon's AOE. It only has one charge and consumes 4 rounds of ammo.
|Throw a potion that temporarily makes allies immortal and stops enemy jumping and sprinting.|
|Slam the ground with your staff to summon magical missiles that chase and damage nearby enemies.|
|Hover above an ally as a star in an orb to provide extra firepower and grant them armor.|
Use jump and abilities while reviving.
Allows jump and using abilities while reviving an ally without canceling the revive.
Faster refresh time for all abilities by reviving an ally.
Reduces ability cooldown by 100% (10 seconds) 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.
Gain health by reviving an ally.
Grants 75 HP upon reviving an ally, also gain 10% armor while reviving.
Move faster after spawning or being revived.
Increases movement speed by 55% for 7 seconds after respawning or being revived, being revived heals you to full health.
Earn XP faster.
Earn 10% more XP.
Increased ammo capacity for Orbracadorbra and Shooting Star.
Increases Orbracadorbra ammo capacity by 25% (to 20 rounds) and Shooting Star ammo capacity by 22.2222% (to 55 rounds).
Faster refresh time for all abilities by earning a critical vanquish.
Reduces ability cooldown by 5.5 seconds upon critically vanquishing an enemy.
Move faster, except when sprinting.
Increases walking speed by 12.9032%.
Move faster for a short time after receiving damage.
Increases movement speed by 15% for 1.65 seconds upon taking damage. Stacks up to 4 times for a maximum of 50% movement speed increase.
Slow Your Roll
Charged up shot for Orbracadorbra slows down when dealing damage.
Extend Co-Star duration when you or ally carrier earns a vanquish.
Extend Co-Star duration by 5 seconds upon vanquishing an enemy.
Gain increased damage aura for a short time after a vanquish streak of three.
Activates a damage aura with a 5m radius upon vanquishing 5 enemies without dying. Increases damage by 25% and lasts for 15 seconds.
Start ally health regen with Zee-lixir.
Drive-By Head Rub
Ally retains armor and vision buff after Wizard leaves.
Effect lasts for 7 seconds after leaving target.
Wider angle to achieve Starz Align when in Co-Star mode.
Increases Starz Align angle to 180°.
Dust and Echoes
Enemies vanquished by Spell Disaster are unrevivable.
Can make enemies unrevivable with vE-O-sa.
Make Zee-lixir bounce before exploding. Triggers effect on bounce and explosion.
Detonates another Zee-lixir at Wizard's feet when Zee-lixir is used.
Wizard Needs Help
Grant armor to ally who is reviving you.
Damage taken by the reviving ally is reduced by 50%.
Wizard is primarily suited towards a supportive playstyle, staying with his teammates and providing buffs with Co-Star and Zee-lixir.
His primary weapon, the Orbacadorba, can be fired in two states: uncharged and charged. Its uncharged state is effective at mid to long range and functions in a similar manner to Electric Slide's Boogie Bolt. The weapon's charged state fires a large orb that rapidly damages plants caught in it, and is effective for crowd control and suppressing a route to an objective.
His Zee-lixir provides an invulnerability effect when used in a supportive manner and heavily slows down the mobility of plants caught in its radius when used in a more offensive manner. The ability is very effective when in a choke point, as the invulnerability it provides can give a massive advantage to your teammates.
It's also effective against high damage abilities like Chili Bean Bomb and Fung Fu as you and your teammates can essentially tank the damage of those abilities whilst not compromising your firepower (as is the case with abilities like Outta Fight!). Keep in mind that the invulnerability effect only lasts for a very short amount of time, so do not be overconfident when using this ability.
Spell Disaster is Wizard's most effective way of dealing damage to enemies and can be especially effective at crowd control as it fires several homing orbs in a 360 degree angle. Keep in mind however that you are vulnerable during the abilities' initial animation so it can be useful to use Zee-lixir before initiating this ability.
Co-Star is Wizard's best support ability, as it provides buffs to both himself and his teammates. When hooked up to a teammate he gains a new weapon, the Shooting Star, which varies in damage output and rate of fire depending on whether Starz Align has been achieving (done by facing the same direction as your teammate).
It's recommended to always remain in Starz Align as the Shooting Star is very weak in its base form. The Wizard's other two abilities are also available even when in Co-Star mode. One should also eject from Co-Star mode when a teammate is about to be vanquished and Zee-lixir is available, as the stun effect from being ejected from a vanquished enemy leaves you very vulnerable.
- ▼ Vanquish 50->15 XP
- ▼ Starz Align Vanquish 50->15 XP
- ▼ Assist 10->5 XP
- ▼ Starz Align Assist 25->10 XP
- Fix the issue with Wizard being forced out of Co-Star and falling off the map not attributing a vanquish to the player who forced the Wizard out of Co-Star
- ▼ Reduce XP reward for vanquishes and assists
- Shooting Star
- ▼ Decrease blast radius 1.9->1.8 m
- ▲ Increase shockwave radius 2->2.05 m
- ▼ Decreased drag start distance 20->15 meters
- ▼ Decreased drag end distance 40->35 meters
- ▼ Decreased final velocity post drag 230->200 m/s
- ▲ Increased charged shot damage per tick 4->5
- ▼ Decreased invincibility time from 1.5->1.25 seconds
- Wizard can no longer activate his Co-Star ability while inside the gigantic goat area of Rose’s Goatify.
- Starz Align
- ▼ Decreased range that Wizard can reveal enemies 50->42 meters
- Upgrade vE-O-sa
- ▲ Increased damage of explosion from 40->50
- ▲ Increased explosion radius from 4.5->8 meters
- Upgrade Dust and Echoes
- ▲ Decreased equip cost from 4->2
- Upgrade Bottle Bouncer
- No longer bounces, but instead detonates on self before throwing
- ▼ Increased equip cost from 3->4
- Upgrade Drive By Head Rub
- ▲ Decreased equip cost from 4->3
- Upgrade Wizard Needs Help
- ▲ Decreased equip cost 2->1
Launching from jump pad
Using Spell Disaster
Spell Disaster hits