Super Brainz vs. Super Monkey (Plants vs. Zombies vs. Bloons Tower Defense)
Super Brainz vs. Super Monkey
(Plants vs. Zombies vs. Bloons Tower Defense)
Super Monkey, the supreme Bloon annhilator.
Two heroes from two different tower defense games symbols who represent the very best their kind can achieve at their peak very much like the original Big Blue. One defends lands from conquest and the other conquers them.
When these two heroes with clashing view take flight, will man or monkey be the only one in the sky.
Before We Begin...
We'll be using all games and media from both of these respective franchises. This will include all PVZ tower defense games, shooters, Heroes, and comics. For Super Monkey, I will include all the tower defense games and spinoffs such as Super Monkey's own series of games.
Background
Super Brainz the very first Zombie SuperHero. He has many backstories, the first is that he was created in a lab by Zomboss. Another was that he was created by the Hero-Tron 5,000. Whichever it is, doesn't undermine his power one bit, he was gifted with super-strength, flight, energy manipulation, and so much more. His main attacks are by punching his foes and sometimes strategizing against them, he is considered a Sneaky and Brainy Hero in PVZ Heroes. He's so powerful, that Zomboss almost took over the past and future by his very presence alone. This was stopped because of one factor... his stupidity by simply looking at a mirror he became entranced by his own reflection and was stopped.... temporarily. Despite these shortcomings, he is one of Zomboss's best assets and one that should not be underestimated.Super Brainz
Super Monkey
Super Monkey is a Magic Class tower debuting in the very first BTD serving as protector of Monkey town. He's super expensive around $2700 but is very powerful. He throws darts at hypersonic speeds, fly great distances, and has immense strength. With his upgrades, he becomes even more powerful, by utilizing technology, he can shoot plasma and lasers from his eyes, see greater distances and even teleport. He can alternatively be a worshipper of god as he can transform into a Sun Temple and shoot many different projectiles if given proper sacrifice. He's a late-game tower that requires a lot of investment but if you need bloons to pop, he will deliver.
Intelligence, Skill, & Experience
Super Brainz
Super Brainz like many zombies is less intelligent than the average human but he makes it up with experience, since Zomboss was using him to conquer Neighborville of the Ppast, present, and future, he has a lot of experience fighting different plants from various times.
He can also be considered a great strategist since he uses various cards and strategies to outplay Plant Heroes and uses cards that can synergize well and counter plant strategies. He can also pilot the mecha cat, place bombs, defuse bombs, and conquer plant threats larger than him.
He's also got great charisma, he's more than willing to take breaks between battles to sign autographs for adoring zombies that want to be just like him. He's also a leader of the League of Awesomeness, a team of different Super Brainz variants across the multiverse who team up to defeat the mighty Super Bean.
Super Monkey
Super Monkey has been around since the very start of the BTD Franchise, since he's one of the OGs he has some of the most experience fighting the bloons above most towers. He can also face great bosses such Bloonarius, Phayze, The Lych and Vortex who have many resistances and hax to defend against the monkeys.
Super Monkey is capable of mastering many types of attacks in his mobile game, including bombs, magic, ice, and storms giving him great versatility.
Super Monkey (at least the one in Bloons: Adventure Time), was depicted as a bit of a slacker and narcissist as he was asleep for a great portion of the game and wasn't happy to be woken up. Despite this, he was shown to more than willing to help defeat the bloons with the help of Finn and Jake.
Equipment
Super Brainz
Brains
He uses these in PVZ Heroes. They can summon allies to block for damage, tricks to interact with allies and environments change a lane's effect. I'll go into detail more about these later.Cards
A book
Super Brainz can throw these at plants and use them to sign autographs for adoring fans.
If there's anything else that Super Brainz loves, it's himself. He carries this mirror to look at himself and apparently it can redirect magic spells back at people, quite interesting indeed.A Mirror
If he's ever defeated he turns into a mild-mannered reporter and makes his getaway from those who wish to harm him.Mild-Mannered Disguise
Dandruff
It was used to created super powerful paint to block all of Neighborville's solar panels to block power and lure the humans out of their homes. It was so potent, only Scooter the Peashooter's special cleaning liquid could clean it off.
Build-A-Bot
When using these electronic devices, you can build stationary bots to help defend you graveyard.
With these, Super Brainz can summon zombie minions to walk towards and attack enemies in Gardens and GraveyardsDirt Mounds
Graveyard Mounds
In solo ops, Super Brainz can summon up to 3 A.I. zombie heroes to his aid.
Boss Chests
When opened, it can summon a random zombie boss.
A giant mech which Super Brainz can pilot these in order to enter Infinity Time. It has 2000 health and it doesn't regen passively but instead heals through collecting time shards.Mecha Cat
Its primary attack is Super Tail Laser and is a continuous beam that can overheat after overuse. It has four abilities.
- Kitty Pounce: A forward charge that deals damage to all enemies in its way and knocks them back, similar the to Sprint Tackle or Heroic Kick. Effective when targets are in a straight line, or to escape from enemies.
- Furball Frenzy: A long-ranged, high rate of fire attack capable of dealing massive damage. Functions similarly to the Pea Gatling, but with minor splash damage. Effective against single, heavy HP targets like Gnome Floaties or Giga Gnomes.
- Kitty Fury: A close-ranged attack that deals damage to all enemies in close proximity and knocks them back. Effective when being swarmed by small enemies. Only available in Infinity Time.
- Tail Powershot: The Mecha Cat will shoot a very powerful laser blast out of its tail. Only available in Cats vs. Dinos.
Super Monkey
Darts
The primary weapon of all Super Monkeys when they initially start. They can damage most bloons that aren't mead of lead. In Bloons Pop he can throw 15 darts in quick succession with low bounce and only 1 damage per shot but with much more pierce. He can use different darts in Bloons Adventure Time
- Barbed Darts: +3 pierce with +1 per 2 stars.
- Razor Bats: +4 Range +0.5 per Star Level
- Driller Darts: 10% speed + 1 per 2 stars
- Cybernetic Arrow: 15% speed and + 1% per 2 stars
- Frozen Throwing Knives: + 5 pierce + 1 per 3 stars and splits into 3 more shards on contacts with the first balloon or projectile lifespan range is reached.
- Sticky Shots: +15% range +1% per star, along with 20% chance to glue bloons on contact.
- Military Darts: Gives 6 range + 0.5 per star and 5 pierce + 1 per 3 stars.
- Snake Darts: Increases the attack speed of the character by 25%, plus +1% per 2 stars.
- Bananarangs: Pierce: +6 +1 per 2 stars, Special Properties: Adds an additional boomerang attack
- Lightning Bolts: Range +8 +0.25 per star, Damage +1, plus +1 per 4 stars
- Dragon Fangs: Damage+2 +1 per 5 stars, Pierce +4 +1 per 3 stars
- Blessed Dart: Range +8 +0.5 per star, Pierce+8 +1 per 2 stars
- Dr Monkey's Secret Weapon: adds +12 range plus +0.5 per star, +4 pierce plus +1 per 3 stars, and +2 damage plus +1 per 3 stars. Super Fans required to transform into the Sun God cost 50% less to place.
- Silver Tipped Stakes: Damage: +2 +1 per 4 stars Pierce: +6 +1 per 2 stars, Regen and zombie bloons hit by attacks lose those properties
Rangs
Bombs
Magic
Tech / Energy
Ice
Storm
Very large attacks of wind and lightning. Storm weapons are generally characterized by mid range group popping power and blowback but terrible single target damage. Deals Plasma and Shatter Damage.
Visors
Super Monkeys wear these to "contain the awesome power" from getting more powerful with each successive appearance in the series.
Worn Hero Cape
Trinkets
These things act as extra attacks, damage, or effects. He can use up to ten trinkets at a time but only one of the same type.
- Be a Ninja: Speed +1%,
- Special properties: Additional 2% attack speed if equipped to Sai.
- Candycorn Spear: Pierce +1,
- Special properties: Additional +1 Pierce if equipped to Princess Bubblegum.
- Cheesy Dog: Special properties, Hot Dog Knights pop 5 more bloons before exploding
- Condiments: Special properties, Pink to Ceramic have a 7% chance of transforming into yellows on hit and a 3% chance to turn them into reds.
- Davey 'Stache: Special properties, Equipped character's allies are 5% cheaper
- Flower Crown: Special Properties, Allies in range get +2 range
- Ice Cream Sundae: Speed +1%,
- Special properties, Gives a 3% attack speed boost instead if equipped to Jake.
- Lumpin Delicious Sandwiches: Speed +1%
- Monkey King's Robe: Special properties, Upgrades are 1% cheaper
- Ninja Dagger: Special properties +1 damage to camo bloons
- Ninja Headband: Special properties, Activated ability cooldowns reduced by 5%
- Paper Plate Mask: Special properties, All attacks do +1 damage to MOAB class bloons
- Pocket Watch: Special properties, Increases effect duration (bubblegum, ice, etc) by 5% plus an additional 1% per star level.
- Princess Plant: Range +2
- Sniper Beret: Range +1,
- Special properties: Additional +2 Range if equipped to a monkey
- Super Porp: Speed:+1%, Range +1, Pierce: +1
- Whistling Book: Pierce +1
- Windmill Dagger: Special properties: +1 damage to ceramic bloons
- Apprentice Cap: +1.5 range or +3 range if the character is equipped with a wand
- Bag of Lollies: Special properties, Reduces the cost of upgrades that require another character in range by 5%
- Captain Tree Trunk's Eyepatch: Range: +1.5, Additional +3 pierce if equipped to Captain Cassie or a character using Captain Tree Trunks' Cutlass.
- Death's Drums: Range: +1, Pierce: +1
- Finn's Crossbow: +3 pierce to range attacks
- Gentle Lasers: adds an additional gentle laser attack that causes affected bloons to be dealt +1 damage for 3 seconds while affected. Affects a new random bloon every 10 seconds.
- Grave Ring: Heal 1 lost life each round.
- Horsey Soap: Adds additional cleansing foam attack. Foam removes camo and regrow effects.
- Issue of BLE: gives the character +1 extra range,
- with an extra +2 extra range when equipped to Finn or Ice King.
- James' Lucky Coin: grants the character with 5% chance of dealing double damage.
- Magic Powder: 25% chance bloons hit will be stunned for 1 second.
- Mortar Helmet: Increases blast radius by 5%,
- plus an additional 5% if equipped to C4 Charlie.
- Penny's Dagger: +1 Damage to Shield Bloons.
- Pirate Hat: Pierce: +2,
- Additional +2 pierce if eqiupped to Cassie (Captain Cassie, Commander Cassie)
- Power Ring of Chill: Bloons hit by attacks move 20% slower for 10 seconds.
- Power Ring of Pierce: Pierce: +2
- Power Ring of Poison: Bloons hit by attacks take an additional 1 poison damage per second for 3 seconds.
- Power Ring of Range: Range: +2
- Power Ring of Speed: Speed: +5%
- Power Ring of Strength: Bloons hit by attacks are knocked back a short distance.
- Silver Dagger: Special properties, +1 Damage to regrow and zombie bloons.
- Soft Pretzels: +1 range boost and a +2% attack speed boost
- Spoon of Prosperity: Gives a 3% discount to upgrades
- Strawberry: Range: +3.5
- Striker Jones' Cap: provides a boost of +1.5 range and +1 damage to every 3rd explosive attack.
- Treetrunk's Dagger: +1 damage to ceramics and MOAB class bloons.
- Warpaint Mud: Special properties: Reduces ability cooldowns by 6%. Additional 1% cooldown reduction for each other character with Warpaint Mud.
- Abracadaniel's Headband: 20% chance that non-moab class hit will be instantly transformed to a red bloon.
- Arrow of Ice: gives Black-Popping, Power, Purple-Popping Power, Frozen-Popping Power, along with +1 damage to frozen bloons, and +4 range
- Big Red Button: Increases blast radius by 10%.
- Black Bow Tie: +6 range and +15% attack speed while near a female character (excluding allies).
- Bottle Rocket: gives the character +4 extra range, with an extra +4 extra range when equipped to a character with a Bomb equipped
- Brain Food: Gives a 5% discount to upgrades
- Branches of Palm: Heal 1 life for every 500 damage dealt by equipped character.
- Candy Seeds: Heal 3 lost lives per round.
- Cla Blade: Pierce: +3,
- Special Properties, Additional +2 pierce if Rence Hilt trinket is also equipped.
- Dagger of Chilled Glass: Speed +10%
- Special properties: Give frozen popping and +1 damage to frozen bloons. Unlock Fridjitsu upgrade for Sai.
- Fire Crown: Equipped character's allies get +2 pierce and +4 attack range. Unlocks Royal Fury upgrade for Flame Princess.
- Freezing Potion A: 20% chance to freeze bloons for 2 seconds.
- Ice Crook: Range: +6,
- Additional +2 range if equipped to Ice King.
- Iceberg Blade: Pierce: +3
- Special Properties: Gives frozen popping and 20% chance to freeze for 1 second.
- King of Ooo's Scepter: Special Properties: Every attack has a 15% chance to paint bloons gold, which grants more cash when they are popped.
- Mace Stake: Special properties, +2 damage to zombie and regrow bloons if a dart weapon is equipped. Unlocks Hungry Stakes upgrade for Hunter Marceline.
- Medallion of Brogends: It grants 10% bonus attack speed as well as unlocking a special upgrade for Finn.
- Mind Games: Character's upgrades and allies are 5% cheaper when in range of a female character (excluding allies).
- Monkey Academy Degree: Special properties, Equipped character's weapon will recieve bonuses as if the character was 1 star level higher than they really are.
- Numb-Chuks: Give frozen popping and 30% chance to freeze for 1 second.
- Peacock Hat: Special properties, Reduces the cost of upgrades that require another character in range by 10%
- Power Ring of Damage: Damage: +1
- Protection Gem: Protect from all negative effects.
- Rence Hilt: Range: +4
- Special properties, +1 damage if Cla Blade trinket is also equipped.
- Royal Medal for Heroic Bravery: Special properties +1 Damage if in range of PB
- Sacred Spring Scarf: Range: +4, Pierce: +2
- Special Properties, Adds additional water splash attack
- Siren Hat: Special Properties, Nearby allies attack 30% faster., Effect are not stackable.
- Taser: Special Properties, Adds electrical arc attack stuns and damages bloons. 2 energy damage, 1 pierce, 2.5s cooldown, 3s stun to bloons damaged, Can damage MOAB-Class, but not stun
- Thief Crossbow: Pierce: +1
- All ranged attacks give an additional $1 cash per 10 pops.
- Tiki Shield: Prevents up to 5 lost lives per round.
- Wizard Nunchuks: 10% chance to stun any bloon for 2 seconds. Larger MOABs are stunned for less time.
- Anti-Camo Dust: Adds an ability that removes camo from all bloons on screen as well as bloons that spawn in the next 19 seconds. 180 second cooldown.
- Anti-Gravity Tote Chamber: Any life giving effect from equipped character gives 50% more lives.
- Baby Tooth: Reduces activated ability cooldowns by 20%
- Basketball: Special properties: If equipped character is near Ice King or Marceline they both gain +5 pierce. If they both have the basketball equipped they'll also get +4 range and +10% Attack Speed
- Beauteous Wings: Special properties: Blows back bloons that come near, plus grants an extra 5% range if all 3 Wizard Powers are equipped.
- Blazing Feet: Speed: +8%
- Special Properties, Allows placement on lava! Gain an extra +1 pierce if all 3 Wizard Powers are equipped. Wizard Powers: Beauteous Wings, Blazing Feet and Tiger Claw.
- Bloon Trap: Special properties: Adds bloon trap attack. Bloon traps are thrown onto the track and capture all bloons that hit them. Once full, they can be collected for cash.
- BMO's Skateboard: Special properties: Activated Ability: Move the equipped character to anywhere on map. 120 second cooldown.
- Booboo Sousa: Special properties: Ghost and zombie bloons hit by attacks lose those properties.
- Dive Suit: Equipped character can be placed on water. They get 20% attack speed boost while there.
- Elemental Staff: Bloons hit by the equipped character have an equal chance to be frozen, set on fire, or covered in glue. Fire damaged bloons are not affected by bonus from Banana Replicator.
- Enchanted Boomerang: Pierce: +3
- Dart users get an additional +3 pierce
- Eye Flail: Range: +6, Pierce: +3
- Grappling Crossbow: Activated Ability: A powerful grappling hook drags in and holds the strongest bloon in place to give your characters more time to destroy it.
- Heart Gauntlets: Speed:+15%, Damage +1
- Holly Jolly Scarf: Generates $30 cash each round, plus an additional $1 per star level.
- Holly-Jolly Sweater: Generate $40 cash each round, plus an additional $1 per star level.
- Knife Storm Cloud: Activated ability: knifes fall randomly from the sky across the entire track, as 2 pierce; rains for 8 seconds, 180 second cooldown
- Lemonsweets: Heals 5 lost lives per round.
- Lute Suit: range+2, speed+3%
- gives characters in range +3% attack speed and +2 range
- Magic Carpet: Range: +4, Allow placement on water.
- Magic Door Portal: Adds an ability that adds a portal on the track that sends back 50 bloons that reach it. Unlike Sam's Magic Portal upgrade, the amount of bloons sent back is independent of the RBE of those bloons, so it can be useful for ceramics from MOAB-children. 120 second cooldown. Its portal pierce cannot be boosted by items. It can also affect 3 MOABs, 2 DDTs. It can also affect 1 BFB.
- Margaret's Music Box: Bloons below BFB move 25% slower while in range of the equipped character. BFBs are slowed by only 15%, and ZOMGs are slowed by 10% instead.
- Missile: Adds additional missile attack.,
- Speed: 1
- Range: Unlimited range
- Damage: 1, 30 to MOAB-Class Bloons
- Pierce: 8
- Target priority is inherited from its equipped character
- Slow Projectile Speed - targets center of bloons and can miss
- Night Vision X-Ray Goggles: Equipped character can see camo bloons
- Plasma Goggles: Adds an active ability that allows equipped character's ranged attacks to pop all bloon types, increases their attack speed by 20%, and +3 damage for 10 seconds. 120 second cooldown.
- Powerometer: Melee attacks get +2 damage, Ranged attacks get +8 range.
- Red Cowboy Boots: Pierce+2
- Allow lava placement and protects from negative effects.
- Robo-Monkey Visor: Ranged attacks can pop lead, ghost, and frozen
- Shard of Everfrost: Special properties, Freeze effects from the equipped character last 10% longer.
- Special Sentient Sandwich: Speed: +5%, Range: +2, Pierce: +2
- Increases blast radius and effect duration (bubblegum, ice, etc) by 5%.
- Stone Skin Potion: Grants 20 extra lives when you first place equipped character, plus 1 extra life per star level.
- Tiger Claw: Gives +2 damage to all melee attacks, plus an additional +1 damage if all Wizard Powers are equipped. Wizard Powers: Beauteous Wings, Blazing Feet and Tiger Claw.
- Treasure Chest Keys: MOABs popped by the equipped character have a small chance of dropping a chest with all kinds of loot in it.
- Treetrunk's Apple Knife: Pierce: +2
- +5% speed to all characters nearby. Effect can't be stacked
- Trident: Pierce: +4
- Universal Coin: Generates $20 at the start of each round plus an extra $1 per star level of the equipped character.
- Warning Horn: Adds an active ability slows down bloons by 20% and speeds up towers by 20% while in the equipped character's range. Lasts 15 seconds, 60 second cooldown
- Banana Replicator: doubles cash from possessors pops.
- Candy Dive Suit: placement on water and lava, protection from negative effects
- Carl the Gem: Equipped character gains an additional laser attack. Grants an extra 20% attack speed if equipped to Marceline and an extra 3 damage if PB is nearby with Gemma the Gemstone equipped.
- Speed: 0.2s
- Range: copies this value from character it's equipped to
- Damage: 1
- Pierce: 3
- Cosmic Gauntlets: Speed: +15%
- Reduce activated ability cooldowns by 10%.
- CryoJet: Bloons below BFB move 40% slower while in range of the equipped character. BFBs are slowed by only 30%, and ZOMGs are slowed by 20% instead. BADs are not affected.
- Crystal Gem Apple: 30% chance to encase MOABs in crystal on hit. Crystallized MOABs can't move for 10 seconds or until they've taken 400 damage.
- Crystal Mergence of Destruction: Instantly destroy MOAB class bloons with less than 10% health remaining.
- Dark Temple Idol: Supermonkey: Sun God gets +100% range and +5 damage. Fires 2 lasers instead of 1.
- Demon Heart: Damage: +2
- +4 if equipped by Marceline or character with Demon Blood Sword.
- Demonic Wishing Eye: 12 second cooldown that transform any non-MOAB class bloon into a penguin that follows through the path damaging bloons with 1 damage and 10 pierce. Penguins have a lifespan of 10 seconds before disappearing.
- Doom Gauntlets: Speed: +15% , Pierce: +1,
- +3 damage to shield bloons.
- Dragon Eyes: Eqiupped character gains camo detect and does +2 damage to camo bloons
- Elder Plop's Scepter: Summons slime people onto the track who cover passing bloons in slime, doing damage over time.
- Slime people have 3 pierce, can hit camo, spawn on track within character's range, bloons that touch it take 1 damage every 0.5 seconds for 4 seconds. Lasts for 48 seconds before despawning. Cannot be boosted by items.
- Elemental Staff: Bloons hit by the equipped character have an equal chance to be frozen, set on fire, or covered in glue. Fire damaged bloons are not affected by bonus from Banana Replicator.
- Future Crystal: All MOAB class bloons spawn with 80% of their health, except the BAD which spawns with 95% of its health.
- Gauntlet of the Hero: Activated Ability: Character stops attacking and fires a continuous laser instead (80 range, 0.05 cooldown, 20 damage, 1 pierce). Duration 10 seconds, cooldown 180 seconds.
- Gemma the Gemstone: Increases amount of characters spawned by upgrades and abilities. Grants an extra 20% speed if equipped to Princess Bubblegum and an extra 3 damage if Marceline is nearby with Carl the Gem equipped.
- Glaive of the Ancients: Glaives orbit the character and pop all bloons that come near.
- Glasses of Nerdicon: Range: +9
- Equipped character can see camo bloons
- Googoomamameter: Causes bloons in range to take 3 additional damage.
- Jetpack: Equipped character can be placed on land, water, or lava
- Lamb Relic: Activated Ability: Summon 5 spirits to attack bloons.
- Adds 5 Lamb Relics that attack bloons. Can spawn in three different colors which have no impact on the attack - 1.5s cooldown, 5 pierce, 1 energy damage, 50 range, lasts for 30 seconds. 60 second cooldown
- Magic Coin Purse: Grants an extra $300 starting cash at the start of the game if the equipped character is in your party. (only 1 Magic coin purse can be active per game)
- R/C Plane: A small plane flies around equipped character shooting darts at bloons.
- Rainicornicopia: A small plane flies around equipped character shooting darts at bloons.
- Ceramics and its subsequent children will only spawn one child, while MOAB-Class Bloons will spawn 3 instead of 4 children, with BADs being an exclusion, causing one less DDT to spawn, so it would spawn 2 ZOMGs and 2 DDTs.
- Soul Stone: Equipped character's upgrades are 10% cheaper and they start with their cheapest upgrade already purchased
- Time Travel Machine: Activates automatically when losing your last life. Restarts the round and replenishes all lives. Only works once per game.
- Abraham Lincoln's Penny: On game over, the equipped character is destroyed along with all the bloons on the screen and you are restored to full lives. Can only be used once per game.
- Box of Dirt: Speed +5%, Pierce +3
- Equipped character creates spiky, bloon popping plants on nearby areas of track.
- Glob's Helmet: Range +6
- Equipped character is immune to negative effects and their attacks can pop lead, frozen, and ghosts.
- Magic Man's Hat: Equipped character gains an additional magical attack with unpredictable results
- Adds random magical attack with a cooldown of 1s. These effects are the same as Betty Grof’s attacks.
- Martian Tracking Device: Range +8
- Eqiupped character can detect camo bloons
https://bloons.fandom.com/wiki/Trinkets
https://www.reddit.com/r/battd/comments/1d5bfxo/an_over_analysis_of_super_monkey/
Dark Temple Idol
Grants the Temple of the Monkey God an Activated Ability that transforms it into the Temple of the Vengeful Monkey for 10 seconds. While transformed, the Temple gains 50% more range, double attack speed and pierce, and fires two sun beams at a time instead of one. Has a cooldown of 60 seconds.
Powers and Abilities
Super Brainz
Super Brainz is not only a zombie but a genetically modified one. Zombies already offer a variety of abilities, such as not requiring air, surviving having their limbs blown off, resistance to extreme temperatures, and more.Zombie Physiology
Respawning
Armor Chomper's description confirms their existence and several abilities work to affect respawns as well. For example, Cosmic Brainz's whole gimmick is to destroy the target's body with a black hole to force them to respawn naturally, and the plant hero comes back as brand new with abilities refreshed. Wildflower and TV Head have the ability to place Pots and TV Buckets down to control exactly where they respawn as well. Wizard's "Dust-be-gone" upgrade.
For zombies, they can respawn after having their entire body eaten and digested by a Chomper and can respawn brand new. If they are killed as a goat, respawning will turn them back to normal.
Super Strength
Super Brainz was modified to have immense strength to both slug it out and tank it. He is shown to be able to throw large cars, be unfazed by lightning, pull out concrete like rugs, and create shockwaves with his hands.
Flight
Energy Manipulation
Super Ultra Ball
Super Brainz's first ability, he charges up a shot and throws it at his opponents.
- Super Ultra Ball: Deals 120 damage, recharge: 17 seconds
- Super Multi Ball: Shoots three balls, deals 40 damage each, recharge: 16 seconds
- Super Guided Ultra Ball: Shoots a guided ball that moves slowly, deals 150 damage, recharge: 17 seconds.
Turbo Twister
Heroic Kick
Super Brainz will leap or glide forward while kicking for a few seconds. He will do 12 damage to the enemy and can do it 2 times before needing to recharge.
Hyper Jump Thump
Super Brainz jumps up into the air and charges down into the ground, which pulls enemies in for more punishment. It deals 40 damage with an 11-second cooldown.
When zoomed in, he can fire a laser from his hands that needs to be cooled down if used for too long. Deals 1-7 damage depending on range.Heroic Beam
In BFN, Super Brainz can charge up his punches and unleash a ranged attack. It has 3 charges; the damage increases with each charge. The first charge will deal 22.9 damage, the second charge deals 50 damage, and a fully charged Ultra Flying Fist will deal 71.4 damage.Ultra Flying Fist
Alpha Better Shield
At every attack, it charges 1, 2, or 3 meters. When full, it initiates a block allowing Super Brainz to gain a new superpower card to play for free or keep later. He can do it three times before it breaks. It can't be filled if a card with bullseye attacks the hero.Super-Block Meter
Upgrades
Upgrades are equipable buffs that you receive when leveling up. There are many different types of upgrades in both GW2 and BFN
Garden Warfare 2 (Can equip 3 at a time):
- Health Regeneration Delay Upgrade: This upgrade decreases the time period before your health starts regenerating!
- Health Regeneration Upgrade: This upgrade makes your health regenerate faster!
- Speed Upgrade: This upgrade increases your movement speed!
- Damage Upgrade: This upgrade increases your primary weapon damage!
- Health Upgrade: This upgrade increases your overall health!
- Overheat Penalty Upgrade: This upgrade decreases the time of how long your weapon needs to cool down for!
- Overheat Upgrade: This upgrade increases the amount of shots you can fire before you overheat!
- Super Meter Upgrade: This upgrade decreases the amount of enemies that need to be vanquished to fill up your meter!
- Toxic Upgrade: This upgrade increases the range of your toxic aura!
BFN (Equip upgrades that add up to seven)- Combo (2): Faster refresh time for all abilities by earning multiple vanquishes rapidly.
- Refreshing Revive (1): Faster refresh time for all abilities by reviving an ally.
- Rough Patch (1): Spawn with more health after suffering multiple vanquishes in a row.
- Low Life (2): Gain health by earning a vanquish when at low health.
- Typhoon (2): Knock enemies away with Turbo Twister.
- Stick and Move (3): Move faster for a short time by landing a three hit combo with Heroic Fists.
- Fallback Plan (2): Hyper Jump Thump refreshes faster if it doesn't deal any damage.
- Reach (4): Faster charge rate of Ultra Flying Fist for a short time by dealing damage with it.
- Speed Bag (4): Heroic Fists punch faster by earning a vanquish. Upgrade can stack up to three times.
- Fearless (2): Regenerate health when near multiple enemies.
- Critical Blow (3): Faster refresh time for all abilities by earning a critical vanquish.
- Recuperate (3): Gain health by dealing damage with Turbo Twister.
- Speedy (3): Move faster, except when sprinting
- Vampiric (3): Gain health by earning a vanquish.
- Scorched (3): Deal additional damage for a short time in the area that Super Ultra Ball hits.
- Ultra Combo (3): Gain additional punch in Heroic Fists combo.
- Leveling Up (2): Earn XP faster.
- Ready Up (2): Use weapons and abilities faster just after sprinting.
- Extra Special (1): Raise shield when firing Super Ultra Ball.
- Hero's Moment (4): Gain health for knocking an enemy into the air with Hyper Jump Thump.
- Branium Basher 9001 (5): Swap primary and secondary weapon for a charge-up dash attack and an upwards strike.
- Combo (2): Faster refresh time for all abilities by earning multiple vanquishes rapidly.
- Refreshing Revive (1): Faster refresh time for all abilities by reviving an ally.
- Rough Patch (1): Spawn with more health after suffering multiple vanquishes in a row.
- Low Life (2): Gain health by earning a vanquish when at low health.
- Typhoon (2): Knock enemies away with Turbo Twister.
- Stick and Move (3): Move faster for a short time by landing a three hit combo with Heroic Fists.
- Fallback Plan (2): Hyper Jump Thump refreshes faster if it doesn't deal any damage.
- Reach (4): Faster charge rate of Ultra Flying Fist for a short time by dealing damage with it.
- Speed Bag (4): Heroic Fists punch faster by earning a vanquish. Upgrade can stack up to three times.
- Fearless (2): Regenerate health when near multiple enemies.
- Critical Blow (3): Faster refresh time for all abilities by earning a critical vanquish.
- Recuperate (3): Gain health by dealing damage with Turbo Twister.
- Speedy (3): Move faster, except when sprinting
- Vampiric (3): Gain health by earning a vanquish.
- Scorched (3): Deal additional damage for a short time in the area that Super Ultra Ball hits.
- Ultra Combo (3): Gain additional punch in Heroic Fists combo.
- Leveling Up (2): Earn XP faster.
- Ready Up (2): Use weapons and abilities faster just after sprinting.
- Extra Special (1): Raise shield when firing Super Ultra Ball.
- Hero's Moment (4): Gain health for knocking an enemy into the air with Hyper Jump Thump.
- Branium Basher 9001 (5): Swap primary and secondary weapon for a charge-up dash attack and an upwards strike.
Super Brainz can naturally heal himself after not taking damage for a time. He can also gain health based on certain upgrades like Vampiric or Hero's Moment.Regeneration/Healing
Self-Sustenance
Super Brainz can survive in space without any air. Zombies in general don't need to breathe so they can stay submerged in water.
Super Brainz can shoot electricity from his hands and shock multiple enemies with his fists and his beams.Electricity Manipulation
Super Brainz can expel toxic chemicals from his fists and his beams. It is stated that a constant chemical bath makes his skin look the greenest.Toxic Manipulation
Through Cosmic Brainz, SB can punch plants so hard he creates black holes. These black holes destroy the plant's body, leaving it unrevivable, forcing it to respawn naturally. He shoots a multi-projectile attack in this form.Black Hole Generation
Party Time/ Toxic Overload
When vanquishing enough plants, he fills up a meter and increases his speed and damage for a time. Toxic Overload is Toxic Brainz's unique Legendary ability. It can only be triggered when Toxic Brainz manages to successfully punch a Plant 15 or 10 times. Once the bar is filled, Toxic Overload will activate, which will give Toxic Brainz a damage boost (3x), a 50% speed boost, and a 50% damage resistance for 15 seconds.
Breakfast Manipulation
Super Brainz can shoot waffles and other breakfast-related objects from his fists. He can attack at 200 RPM, and every hit increases it to 650 RPM. He also gets a 30% Speed Boost for 3.5s after he vanquishes an enemy.
Technomorphic Existence
Super Brainz can spin so hard, he teleports. Alternatively, when he naturally respawns, he ends up in a new location from when he was vanquished.Teleportation
Super Brainz can interact and warp reality in dreamlike states. He can transform himself into a goat, destroy his own knowledge, and vanquish plants in his mind. He can also be transported to other locations in the real world at the end of the "Becoming One With the Dumb" quest in BFN, as he was in the campgrounds when he started the sequence in the Z tech Factory.Dream-based reality manipulation
Contagious Toxicity
If an enemy with Toxic comes near another uninfected, they will also get the toxic effect and can spread it to others.
Aura
Brainium Basher 9001
Replaces his punches with super hard and super fast tackles and jumps that are chargeable, making their damage go up. The most overpowered zombie upgrade in the game besidesthe pre-patch steam blaster.
Summoning
Super Brainz can summon helpful allies at the cost of Brainz or the dirt piles on the ground.
Environment Manipulation
Super Brainz can change the ground environments with his very own. He can destroy plant environments and even his own with just the cards in his hands.
Insta-Kill
Super Brainz has powers that can instantly kill plants regardless of their strength and durability. His Super Power: Cut Down to Size instantly kills plants with strength 5 or higher. He can also give the deadly effect to zombies, which enables them to instantly kill a plant if they can hurt it, regardless of health or strength.
Durability Negation
Super Brainz can give his troops a deadly effect. If a plant gets hurt by a zombie with this effect, it dies immediately.
Telepathy
With this power, he can draw two cards from his deck.
Gravestone/ Graveyard Summoning
In Graveyard Ops, Super Brainz can raise a tombstone, which marks itself as a sort of base that needs to be defended; it summons the build-a-bot stations. In PVZ Heroes, some zombies will start as tombstones before revealing themselves in the tricks segment of the game. The tombstones cannot be damaged by plant towers but can be removed via Grave Buster or Tomb Tangler.
Implied Transmutation
This skin of Super Brainz states: "Everything he touches turns into goldfish". Coincidentally, there is a fish peashooter albeit it's a Clownfish. This is mostly flavor text, as when equipping this skin, vanquished plants don't even visually turn into fish.
Conjuring
With this ability, Super Brainz can receive random types of cards. He can even receive and play ones that aren't from the Brainy and Sneaky class. He can conjure zombies, environments, tricks, and even Superpowers.
BFR
Through tricks such as Backyard Bounce, Zombot Stomp, and Zombies like Pogo and Fireman, Super Brainz can remove enemies and allies from the field, forcing the victims to use up resources to put them out on the field again.
Ice Manipulation
Through Frosty Mustache and Cryo Yeti, he can freeze enemies for 1 turn preventing them from attacking.
Nonphysical Interaction
Zombies have been shown to be able to hurt or shorten Ghost Pepper's duration despite being intangible. This is achieved through energy attacks or moving a plant or object on her placement in the lawn. Mech Gargantuar's lasers are a prime example of this. Super Brainz should be able to preform similar feats as he's stronger and more than the bosses and army.
Super Monkey
Monkey Physiology
The Monkeys in BTD are shown to be very capable of things real monkeys can only aspire to be. They are capable of using both magic and tech to overcome their rubber rivals. Each tower is said to contain a little monkey inside of them even the ones that don't look like monkeys. That is the reasonable explanation as why the Ice Tower turned into a monkey . Monkeys don't typically move from the areas they are placed without the Support Chinook as each those towers are content with their own spots. When they come of age, all of them can choose to specialize as a specific tower type. Super Monkey is a Magic Monkey meaning he has supernatural powers of some kind.
Super Monkey can fly great distances with this power. He and a group of other Super Monkeys can fly so fast, they can destroy most bloons.Flight
Super Monkey can throw dart at hypersonic speeds. He is known for being the fastest tower in base form.Super Speed
Laser/Plasma/Solar Vision
Super Monkeys can shoot lasers out of their eyes as individual blasts. Lasers are much more powerful than darts but are unable to pop lead bloons. Plasma beams are the ones that can burn through lead. Solar beams channel power from the core of the sun and shoot in three waves. However, all are unable to harm purple bloons without certain upgrades or knowledge.
Statistics Amplification
Through upgrades, Super Monkey can increase his range, damage, and pierce of his projectiles. Examples include, Super Range and Epic Range.
Robo Monkey is a form in which SM gains two guns, critical hits, and extra hits. He can independently target two different types of targeting. Can work with both darts and lasers, the latter is much preferred.Technological Amplification
Tech Terror/Anti-Bloon
This upgrade transforms the ammo into green plasma blasts regardless if he was shooting darts or plasma beams. He also gains an ability that surrounds him with green lightning that deals damage to all foes within his range. Cooldown is 45 seconds for Tech Terror and 30 seconds for Anti Bloon.
He can throw projectiles that can knockback bloons. Non-Lead and non-Ceramic bloons by 25%, and slow down Leads and Ceramics (including their fortified variants) by 60%. MOABs are slowed by 30%. BADS are unaffected by this.Knockback
This allows Super Monkey to see Camo Bloons and see through walls with the X-Ray Ultra MK.Ultravision
Teleportation
Dark shift can be used to teleport short distances. Dark Champion's Dark Shift allows Super Monkey to teleport to anywhere on the map. Takes around ~0.25s to teleport. Cooldown of 20 seconds for all versions.
Black Hole Generation
If Bloons ever reach the exit, Dark Champion summons a blackhole which can destroy any bloons that cross its path lasting for up to 7.5s with a 3 minute cooldown, and a max of 2 times per round per tower.
To become even stronger than before, the Sun Temple and the Sun God utilize towers around them to gain new attacks, buffs, and stats. It changes based on the class of Monkeys sacrificed. Below are fully maxed projectiles of True Sun God.Sacrificing
Primary:
+20 pierce to main attack.
+~177.77% attack speed to main attack (0.36x attack cooldown)
+10 damage to main attack.
Adds 16 golden blades every 1.5 seconds, deals 250 damage each with 200 pierce. They are spaced 22.5° from each other.
Two glaives every 0.5s that deals 150 damage with 50 pierce, one clockwise and one anticlockwise.
Military:
+90% larger projectile size (caps at 100% but impossible).
+90% projectile speed (caps at 100% but impossible).
+20 pierce to all attacks.
Shoots two golden missiles every 1.0 seconds. Travels at infinite range and deals 1 damage with 74 bonus MOAB-class damage to up to 50 bloons. Second missile has increased projectile speed.
Four golden Spectres that shoots darts and bombs every 0.15s. Darts deal 15 damage and have 10 pierce, while bombs deal 10 damage and have 30 pierce. Two of these Spectres are set on Figure-Infinite.
Magic:
Adds 12 homing magic shots every 2.0s, dealing 70 damage and have 15 pierce each. The 6 new shots have a wider spread.
Gains 40% chance to distract bloons with its main attack.
Gains a forcefield attack every 5.0s that can knockback bloons up to Ceramic and MOAB. Affects up to 500 bloons. Adding additional sacrifices does not improve the forcefield attack; rather, the highest Magic sacrifice tier is used to determine the functionality of the forcefield attacks.
Two separate spawnings of mini Sun Avatars every 30 seconds that deal 4 damage per shot and without any footprint. A maximum of 6 mini Sun Avatars can appear on the map at one time, as the mini Sun Avatars have a lifespan of 64 seconds.
Support:
+10 range to base Temple.
40% discount to all base cost and upgrades of all towers in range.
+4 damage, 52.4% attack speed (0.6561x attack cooldown), +6 pierce, +40% range total for all towers in range.
+$10000 end of round cash.
+100% more cash from bloons popped within range of the Temple.
While powerful, I doubt this can be applicable since this requires outside help and Super Monkey can't spawn in those types of towers. I'll elaborate that on the verdict section.
Vengeful True Sun God
The alternate form of the true Sun God. The Vengeful True Sun God can only be created by (1) enabling the There Can Be Only One MK, and (2) summoning a maximal True Sun God while the The Anti-Bloon and Legend of the Night are present outside its range. He gains a great attack boost and sports dark themes.
Though since Super Monkey can't summon other Super Monkeys, I don't think he'll have access to this form in this Death Battle scenario. I'll elaborate more in the verdict.
Upgrades
In Supermonkey 2 Mobile, he gains access to a bunch of new weapons with many new upgrades and weapons that he can't use in the tower defense games. Below are significant upgrades he can use:
Darts:
Arm
- Dart Shooter: Standard issue to all Super Monkeys (Weakness: Lead Bloons)
- Faster Firing: Gas vented dart shooters fire significantly faster
- Double Shot: Second dart stream for the win!
- Flechette Darts: Darts splinter into bloon-popping flechettes on impact
- Triple Shot: Three full dart streams of popping madness!
- Spikey Shots: All shots become spiked balls - bigger, more popping power and double damage to Ceramics
- Dart Ace: Activated ability - Dart-blasting B12 flies escort, recharges over a short duration
- Dart Burst: Close proximity burst of 8 darts (Weakness: Lead Bloons)
- Faster Firing: Nanomonkeys load darts more quickly for faster bursts
- Double Burst: Doubled firing ports now shoot 16 darts
- Flechette Darts: Burst darts break into sharp slivers for extra poppage
- Triple Burst: Upgraded to 24 dart burst for massive close quarter popping
- Spikey Burst: Transdimensional shrinkifiers squeeze spiked balls into your burst shooters, which hit more and do more damage
- Spikey Chaos: Activated Ability - Massive burst of spiked balls that bounce of the screen borders
- Boomerang Thrower: Super boomerangs fly in an arc to take out multiple bloons (Weakness: Lead Bloons)
- Rapid Rangs: It's all in the wrist - throw speed increases dramatically
- Multi-Target: Serrated rangas now carve through many more bloons
- Ricochet Rangs: Boomerangs now bounce to nearby bloons if they still have popping power
- Shuriken: Switching to shuriken means faster firing and more bloons hit per shot
- Radar Glaives: Big, smart, slicetastic glaives seek out bloons to destroy.
- Crouching Monkey: Activated Ability - Ninja sidekicks superjump from bloon to bloon and deliver killing blows, recharges over a short duration
- Radial Rangs: Super boomerangs fly in an arc to take out multiple bloons (Weakness: Lead Bloons)
- Multi-Target: Razor-edged rangas pop more bloons per orbit
- Double Rangs: Twin firing ports double the orbital popping power
- Seeker Rangs: Integrated elastometers detect and seek bloons within a short range
- Sai: Ninja training replaces rangas with sai, damaging more bloons per orbit
- Katana: Long-bladed katanas hit bloons more easily and shred even more bloons per orbit
- Mass Distraction: Activated Ability - Flash bomb shockwave that stuns all bloons within a large radius
- Bomb Launcher: Fires a single bomb that does radius damage on detonation (Weakness: Black Bloons)
- Bigger Blast: Secondary explosives extend the blast radius and hit more bloons.
- Thermite Munitions: Secondary explosives extend the blast radius and hit more bloons.
- Missile Launcher: Bombs switched out for faster firing missiles.
- Twin Missiles: Twice the missiles for twice the explosions
- Bloon Busters: Overpressure explosives smash through multiple bloon layers with each pop, and every 5th volley does extra MOAB and boss damage
- Sidewinder Ace: Activated Ability - Missile-firing monkey-piloted Super Hornet becomes your wingman for a short duration, complete with Bloon Busters
- Flying Pineapples: Not sure what the monkeys put in these pineapples but they blow up after a few seconds (Weakness: Black Bloons)
- Juicier Pineapples: Bigger explosions take out more bloons per blast
- Thermite Chunks: Thermite-infused pineapple rings burst out for extra pops
- Sliced Pineapples: Pineapples split when they hit the sides of the screen, doubling the explosive power.
- Plentiful Pineapples: Improved dehydration technology significantly increases pineapple release rate.
- Mega Fruit: Mega Fruit explosives blast through multiple bloon layers and do big damage to shields
- MOAP: Activated Ability - The legendary MOAP does massive damage to shields and shreds through most bloons on screen.
- Intense Magic: Mystical monkey magic pops several bloons with each shot (Weakness: Ceramic Bloons)
- Fireball: Invoking the power of fire damages more bloons each shot
- Fire Wave: Channeling more fire widens the strike area and triples popping power
- Fire Arc: Expansive arc of flame increases damage and widens strike area further
- Elemental Strike: This intense blast of elemental flame melts bloons in an instant.
- Elemental Arc: Pure elemental power bursts forth in a wide arc of bloon destruction
- Phoenix: Activated Ability - Summon the mystical Phoenix to your side where it unleashes its devastating flame attack over short durations
- Magic Ring: Pushing ring of pure popping magic (Weakness: Ceramic Bloons)
- Fast Magic: Deeper meditation yields faster magic pulses and more pops.
- Intense Ring: Improved material components intensify and widen the damaging ring
- Lightning Rod: Supermonkey's body channels highly charged magic that instantly leaps from bloon to bloon.
- Lightning Storm: Supercharged lightning branches to many bloons
- Lightning Ring: A ring of pure lightning surrounds Supermonkey, doing massive bloon damage and periodically firing the Lightning Storm.
- Lightning Trail: Activated Ability - Elemental lightning energizes the space near Supermonkey for short durations, leaving an incredibly damaging electrified trail as he flies.
- Pulse Whip: Monkey tech energy whips rip through bloons at close range (Weakness: Glass Bloons)
- Laser Whip: Focused energy significantly increases damage output
- Plasma Whip: Whips of pure plasma increase effective range and tear through bloons
- Dual Whips: Two whips per hand double the damage and increase the spread of destructive power
- Doom Whip: Monkey science harnesses doom energy into a single huge whip that does more damage in a wider area
- Double Doom: Hypercooled nanofusers can generate two doom whips from the same source, doubling bloonicide.
- Doom Gauntlets: Doom energy surrounds Supermonkey's hand for short durations, disintegrating nearby bloons and doing big damage to MOAB-Class Bloons.
- Pulse Laser: Monkey Tech visor unleashes forward-firing bursts of powerful energy (Weakness: Glass Bloons)
- Laser Vision: Improved power couplings allow for sustained fire and far more poppage
- Plasma Vision: Tight beam lasing generates larger plasma orbs that hit more bloons and do more damage
- Dual Blast: Strong-force defraction creates two plasma orbs for double the bloon carnage.
- Doom Burst: Neural fusion enhances computer control of devastating bursts of extra wide doom energy
- Solid Doom: Dr. Monkey unlocks the power of self-cycling doom energy - a devastating beam of bloon-vaporizing awesomeness
- Sidekick: Activated Ability - SM Junior joins you in his first field operations, adding his plasma vision and plasma whip to your arsenal for short durations
- Icicle Shooter: Sharp Icicles that can pop frozen bloons (Weakness: White Bloons and Zebra Bloons)
- Super Coolant: Improved Refrigeration for faster firing
- Dual Freeze Chambers: Splitting the water feed fires 2 icicles
- Ice Shards: Heavy water makes icicles shatter on hit
- Snowflakes: Snowflakes that tear through bloons
- Triple Snowflakes: Triple the Chilling Carnage!
- Yeti Sidekick: The Yeti fires long range icy breath
- Freezing Flurry: The Yeti fires long range icy breath
- Snow Storm: The freezing aura is larger
- Intense Chill: Able to freeze even more bloons
- Piercing Cold: The Aura is even larger
- Blizzard Conditions: Affected bloons are Superchilled!
- Avalanche: A continuous spray of snow
- Shard Storm: A volley of ice shards bounce off edges
- Chain Lightning: Lightning travels from Bloon to Bloon (Weakness: Glass Bloon)
- Increased Ionization: Stronger lightning can hit more Bloons.
- Forked Lightning: Lightning branches to multiple chains.
- Long Range Strike Point: Lightning Chains to Bloons further away
- Ball Lightning: Balls create more Lightning on impact.
- High Voltage Discharge: Balls create more Lightning on impact
- Thunder Wings: Grow huge wings made of lightning!
- Whirlwind: Does damage and blows bloons off track. (Doesn't affect Lead.)
- Gale Force: Whirlwinds are faster and fire quicker
- Super Cyclones: Larger winds that can hit more bloons
- Tiny Tornados: Small tornados shoot off the whirlwind
- Multiple Vortexes: Twice as many tornados!
- Hurricane Monkey: You are surrounded by intense winds
- Tempest Tornado: Tornado damages and blows all bloons
Powerups
He can access different types of powerups when popping certain bloons in-game. They have four ranks achieved by uses. There are three crates per level and each contains a random powerup.At the beginning of every level, a maximum of two powerups may be equipped to use during that level. Most are constantly active, but some are activated abilities that can be used only once. (Rank 1-4 upgrades is left to right.)
Rank 1: 0 uses (Starting rank)
Rank 2: 10 uses
Rank 3: 15 more uses; 25 total
Rank 4: 25 more uses; 50 total
1 Star:
- Blop Magnet (Constant): Blops are drawn to you from twice as far away., Range increased by 25%, Range increased by 50%, Range is infinite
- Blow Back (Activated): A mighty wind blows all bloons backwards and leaves them stunned, Pops 1 layer off all bloons affected, Stun duration increased by 5 seconds, Pops 2 layers off all bloons affected
- Hotter Cooldowns (Constant): Epic powers recharge 50% faster and can be used more often., Epics recharge 55% faster, Epics recharge 65% faster, Epics recharge 80% faster
- Invisibility Cloak (Constant): Powerful stealth magic lets you fly straight through shielded bloons., 10% chance to destroy shields, 20% chance to destroy shields, 40% chance to destroy shields.
- Phase Scanner (Constant): Advanced scanners prevent bloons from phasing when they are near you., 10% chance to remove phasing, 20% chance to remove phasing, 40% chance to remove phasing
- Red Rush (Constant) : Transforms all blue blops in a level into red blops., Red blops are worth 10% more, Red blops are worth 20% more, Red blops are worth 50% more
- Sideswipe (Activated): Fires waves of energy horizontally that damage any bloon they touch., Waves are 50% larger, Waves are 100% larger, Waves are 200% larger.
- Storm Shots (Constant): All projectiles have a 10% chance to shock bloons and leave them stunned., Stun chance increased to 25%, 10% chance to virally stun bloons, 20% chance to virally stun bloons
- Super Shots (Constant): Projectiles fired from your weapons are 100% larger., Projectiles are 120% larger, Projectiles are 150% larger, Projectiles are 200% larger
- Thin Layers (Constant): Weakens 10% of bloons so they can be completely destroyed in one hit., Weakens 15% of bloons, Weakens 20% of bloons, Weakens 40% of bloons
- Turbo Boost (Constant):Your weapons become super charged and fire twice as fast., Weapons fire 125% faster, Weapons fire 150% faster, Weapons fire 200% faster
- Wired Funds (Constant): Automatically collect extra blops regularly throughout a level., Blop amount increased by 100%, Blop amount increased by 200%, Blop amount increased by 300%
2 star
- Absolute Zero (Activated): A freezing blizzard makes all bloons much slower for 20 seconds, Effect lasts for 30 seconds, Effect lasts for 40 seconds, Effect lasts for 60 seconds
- Blizzard Boots (Constant): Your boots leave a trail of cold that freezes any bloon it touches., Trail size increased by 50%, Freeze duration increased by 1 second. Freezes shields., Trail duration increased by 1 second
- Bouncy Shots (Constant): Your weapon's projectiles will bounce back when they fly out of view., Projectiles bounce 1 more time, Projectiles bounce 2 more times, Projectiles bounce 3 more times
- Burny Boots (Constant): Your boots emit a jet of flames that set fire to any bloon they touch., Increases flame size by 60%, Burning bloons take 2 damage/second, +1 second duration. +1 damage/second
- Neva Miss Targeting (Constant):
- Red Hot Aura (Constant): You radiate a fiery aura that damages all bloons it touches.,Damage rate increased by 20%, Damage range increased by 30%,Damage rate increased by 40%
- Singeing Shots (Constant): Bloons hit by your weapons are set on fire and take 1 damage/second, Burning bloons take 2 damage/second, Burning bloons take 3 damage/second, Burning bloons take 5 damage/second
- Snap Freeze (Activated): A blast of cold snaps one layer off all bloons and leaves them frozen., Snaps 2 layers, Freeze duration increased by 4 seconds, Snaps 3 layers
- Sticky Boots (Constant): Your boots leave a trail of glue that sticks to any bloon it touches., Splatter size increased by 50%,Trail duration increased by 1 second, Glue is corrosive
- Sticky Shots (Constant): Any bloon hit by your weapons is covered in glue and moves slower., Adds splatter radius, Increases splatter radius by 60%, Glue is corrosive
- Sub Zero Shots (Constant): Any bloon hit by your weapons is instantly frozen solid., Freeze duration increased by 3 seconds, Freezes shield bloons, 10% chance of viral frost
- Sun Blast (Activated): A wave of red hot energy slowly damages all bloons over time., Damage rate increased by 50%, Damage rate increased by 100%, Duration increased by 3 seconds
- Tag Team (Constant): Your partner will fly beside you for 5 seconds when switching.,Partners fly beside you for 6 seconds,Partners fly beside you for 7.5 seconds, Partners fly beside you for 10 seconds
3 star
- Explosive Shots (Constant): All projectiles fired from your weapons explode when destroyed., Benefits from Bomb research, Damage increased by 20%, Blast radius increased by 50%
- Gold Rush (Constant): Transforms all blops in a level into gold blops!, Gold blops are worth 10% more, Gold blops are worth 20% more, Gold blops are worth 50% more
- Hidden Treasure (Constant): All bloons are invisible but drop 300% more blops than usual., Bloons drop 320% more blops, Bloons drop 350% more blops, Bloons drop 400% more blops
- Lucky Charm (Constant): Increases the chance of finding rare powerups in crates., Increases chance by 20%, Increases chance by 30%, Guaranteed 3-star powerups
- Parallel Universe (Constant): A clone from a parallel dimension joins you and mirrors your movement., Clone uses equipped powerups, Clone can collect blops, Clone equips additional powerup
- Supermonkey Fan Club (Activated): The Supermonkey Fan Club soars past, popping all bloons they touch., Monkeys fly 100% faster, 1 additional monkey flies by, 1 more additional monkey flies by
- Vortex Trap (Activated): Summons swirling vortexes that drag in nearby bloons and damage them., Damage rate increased by 100%, Duration increased by 5 seconds, Damage rate increased by 400%
Monkey Knowledge
These are enhancements that you can use to buff your monkeys. They can get more stats, cost down, and sometimes even new abilities that completely change the way you play. Here are the knowledge points that apply to Super Monkey:
- SUPER Range: Increased range for the Super Range upgrade.
- Gives +12 range instead of +10.
- Lingering Magic: Projectiles fired from all Super Monkey have longer lifespan.
- Projectiles last 20% longer, from x seconds → x seconds.
- Heavy Knockback: Bloons hit by Knockback from Super Monkey are knocked back slightly harder.
- Increases knockback potency by 5%. (normal bloons move backward at 30% speed instead of 25%, leads and ceramics move backward at 5% speed for Dark Knight or slowed to 35% speed, and MOAB-class are slowed to 65% speed)
- Hot Magic: All Magic type towers can pop Frozen Bloons.
- Strike Down The False: Sun Avatar can pop Purple Bloons.
- X-Ray Ultra: Super Monkeys with Ultravision can see and shoot projectiles through any blocking objects.
- There Can Be Only One: Unlocks Vengeful True Sun God.
- Monkey Education: All Monkeys XP earn rate increased by 8%.
- Better Sell Deals: All Monkeys sell for 5% more.
- Increases sell potency from 70% to 75%.
- Veteran Monkey Training: All Monkeys reload time reduced by 3%.
- Global Ability Cooldowns: All Ability cooldowns for all Monkeys reduced by 3%.
Transforming
With the upgrade "Call in Friends", he can transformed Super Fan allies attack 10 times per second for 12 seconds. 75 second cooldown.
Heroic Aura
Gains negative effect immunity and grants 10% discount to other towers' upgrades in his range.
Disarming Charisma
Gains an additional attack that has 70% of Supermonkey's range and deals 1 Normal damage to all bloons every 0.2s, including camo bloons.
Merging
Super Monkeys can fuse together to create Mega Super Monkey which can throw 6 laser tipped darts. He can damage by a radial wave of energy that continually pops bloons at a rapid rate and deal 1 damage per ~0.2s. Mega Super Monkey can pop any bloon type except invisible Camos and Lead Bloons, and does poorly versus Ceramics.
Card Form
He can be a card that is summoned by a BTD hero.
Super Monkey has 3 ammo and deals 90 damage per shot. It takes 3 turns for it to reload. This card has no special abilities. Dark Champion has a cost of 12, is Ultra Rare rarity, and does have the Unique property. It has a damage of 90 and an ammo of 3, and a reload of 3 turns. All Defenders on the player's side gain 10 Attack Power while the opponent's turn.
Non-Physical Interaction
With his plasma beams, he can hurt ghost bloons who are immune to his darts.
Support
Super Brainz
Super Brainz can summon a variety of zombies from dirt piles. He can summon them as long as he has the packets for it.Spawnable Zombies
- Browncoat Zombie - The most commonly acquired zombie. It has very low health, and can be easily vanquished by any attack.
- Conehead Zombie - A slightly more armored version of the Browncoat that can take more hits.
- Buckethead Zombie - Fairly resistant to damage and the most heavy headwear zombie of all.
- Flag Zombie - Grants a speed boost to nearby zombies and has a slightly higher health than Browncoat Zombie. As of Plants vs. Zombies: Garden Warfare 2, he has slightly more health than a Buckethead Zombie thanks to the bucket that he also now wears.
- Newspaper Zombie - Carries a Newspaper as a weak frontal shield. Becomes faster after losing the newspaper.
- Screen Door Zombie - Carry a screen door as a strong frontal shield to block attacks. Certain attacks can deal damage through or around said shield and enough damage dealt will eventually destroy it.
- Coffin Zombie - Encased in a Coffin, making it very resistant to damage. Some parts of the zombie however, are exposed and attacking those parts will damage it directly, ignoring the shield. He also has a laser gun.
- Outhouse Zombie - "Encased" in an Outhouse, making it extremely resistant to most attacks. Functions identically to the Coffin Zombie, but the Outhouse is much tougher than the Coffin, and there are fewer exposed parts. He also has a laser gun.
- Exploding Imp - Runs up to a plant and explodes (hence the name). Deals high explosive damage, but is fragile health-wise.
- Map Pirate - Essentially a reskin of the Newspaper Zombie. Same strategies apply as to the default version.
- Barrel Pirate - Functions more or less identically to the Coffin Zombie. Same strategies apply to both zombies.
- Backup Dancer - Has the same level of toughness as a Conehead Zombie but deals slightly more damage. Otherwise identical in function.
- Vampire Zombie - Has the same level of toughness as a Conehead Zombie but heals itself upon biting the player. Never let it come close to reach you with its bite attack.
- Heal Zombie - Acts as a mobile Zombie Heal Station. Seeks out injured zombies and heals them. It does not attack plants unless there are no valid healing targets nearby, in which case it behaves like Flag Zombie.
- Yeti Imp - Runs up to the plant and explodes. The explosion deals significantly less damage but freezes all plants caught in it, making them vulnerable to other zombies. Fragile health-wise.
- Pumpkin Browncoat - Halloween themed variant of Browncoat Zombie. Despite having a "Jack-o'-lantern" covering its head, it shares the same attributes with Browncoat Zombie, with slightly higher health.
- Turkey Browncoat - Thanksgiving themed variant of Browncoat Zombie. Despite having a "Turkey" covering its head, it shares the same attributes with Browncoat Zombie, again, having slightly higher health.
- Holiday Browncoat - Holiday Season themed variant of Browncoat Zombie. Despite having a "Christmas Tree" covering its entire body and head, it shares the same attributes with Browncoat Zombie, again, with slightly more health.
- Karate Zombie - A Spawnable Zombie introduced in Plants vs. Zombies: Garden Warfare 2. It attacks by punching (the force of said punch makes it move forward slightly), and spin-kicking.
- TV Head: He is the ranged counterpart to the Browncoat Zombie, preferring to attack at a distance rather then up close, dealing damage to plants by firing projectiles at them. He has an attack called Overheated Dinner which is an explosive.
- TV Bucket Head: Same as TV Head but stronger
Build-A-Bot
- Gatling Bot - Has a rapid-fire weapon similar to the Gatling Pea.
- Rocket Bot - Fires missiles at plants that deal heavy damage and fire at a fast rate, similar to the Pea Cannon.
- Hide-n-Shoot Bot - Shoots plants from a long range, however hides when plants get near it, similar to the Scaredy-shroom.
- Mr. Freezy - Fires snow balls at plants to slow them down, similar to the Ice Peashooter or Ice-shroom.
- Boxer Bot - Punches plants with his fists, similar to the Bonk Choy. His Feastivus variant is Gifted Boxer Bot.
- Mr. Toasty - Fires a stream of fire a short distance, similar to the Snap Dragon.
- Mr. Electro - Fires electricity that damages multiple plants at the same time, similar to the Lightning Reed. His Lawn of Doom variant is Mrs. Frankenstorm.
- Explody Bot - Explodes when plants are close to him, similar to the Doom-shroom.
- Loudmouth Bot - Stuns plants in a medium range, similar to the Goop-shroom.
- Breaker Bot - Attacks using large hammers to destroy heavy armor on plants, similar to the Fume-shroom. His Feastivus variant is Bell Breaker Bot.
- Uplink Bot - Shoots a beam upwards, which calls a devastating airstrike on plants near it, similar to the Bamboo Shoot. Its Lawn of Doom variant is Haunted Uplink Bot.
- Mr. Toxic - Emits a toxic gas at plants, similar to the Toxic Gloom-shroom.
- Dr. Heals - Spins around and dispenses healing goo, similar to the Heal Flower.
- DJ Uplink - Legendary variant of Uplink Bot.
Garden Warfare Heroes
When entering ops, Super Brainz can summon up to three A.I. Zombie heroes to accompany him. They can also respawn and summon bots and zombies just like him.
- Foot Soldier: A jack of all traits type character, avg damage, range, and health.
- Abilities:
- Zombie Stink Cloud: creates a purple cloud that makes the area impossible to see through, also dealing 2 damage per second to any plants in the area of the cloud. Duration: 16 sec. Cooldown: 30 sec.
- Super Stink Cloud: It lasts for a shorter period of time and has smaller range than the Zombie Stink Cloud, but deals 5 damage as opposed to 2 per second. Duration: 10 seconds. Cooldown: 45 seconds.
- Rocket Jump: It can be used to get to higher ground and have an advantage on enemies, as well as to flee from burrowing Chompers. It takes 20 seconds to recharge.
- Rocket Leap: It launches it at a slightly lower height but at a very long forward distance. The Rocket Leap can be used two times without needing to recharge. It takes 30 seconds to recharge one Rocket Leap, 10 more seconds than its vanilla counterpart.
- ZPG: When used, the Foot Soldier leans forwards while aiming the rocket launcher on his back which will shoot a single high damage rocket. This ability fires a super powerful rocket straight down the crosshair that detonates on impact. A direct hit deals 300 damage . The splash damage deals 50 damage, has a blast radius of 7 and an inner blast radius of 0.5. It takes 24 seconds to recharge, and has a projectile speed of 30.
- Multi-Rocket: Launches four small rockets to the target. It takes 1.25 seconds to deploy, has a 24 second cooldown time, a projectile speed of 60, and fires a rocket every 0.8 seconds. Each rocket deals 50 damage for a direct hit, and 15 splash damage with a blast radius of 7, and an inner blast radius of 0.5.
- Variants: Camo Ranger (Sniper), Super Commando (fires in bursts instead of fully automatic), General Supremo (Infinite Ammo but overheats), Tank Commander (1 big explosive shot), Arctic Trooper (full auto ice), Sky Trooper (Ultra fast firing), Centurion (semi-automatic weapon that deals fire damage over time), Park Ranger (full auto spores), Scuba Soldier (2 explosive shots, can also reveal locations of plants hit)
- All-Star: He is a powerful tank in the zombie faction. He can tank on multiple hits making himself resistant to most plants attacks. However, he is the slowest zombie character.
- Abilities:
- Imp Punt: the All-Star punts an Imp that rolls forward and explodes after a short time, dealing 150 damage to plants within its blast radius
- Long Bomb: allows the All-Star kicks an Imp up very high, which explodes when he lands and deals 150 damage.
- Sprint Tackle: All-Star rushes forward, dealing 75 damage and knocks plants into the sky. This can serve as a short-ranged attack.
- Ultra Tackle: does 90 damage but has a longer recharge time.
- Dummy Shield: 200 health shield all-star can place up to two at a time. It takes 30 sec. to recharge 1.
- Shield Decoy: The player can have more of them out at a time and starts off with 4, but each of them has roughly 62.5% less health. The Shield Decoy also has a wider area of protection than the Dummy Shield. It takes 30 seconds to recharge one Shield Decoy.
- Future Dummy: 200 health, explodes when destroyed and deals up to 75 damage. You initally have only one and can place up to two.
- BFN Dummy: creates a dome that blocks a much larger area then in. In addition, zombies can shoot and walk through the dome while plants can only do the latter.
- Variants: Baseball Star (more fast and accurate), Rugby Star (Splash Damage), Hockey Star (fast firing), Cricket Star (fire), Goalie Star (ice), Wrestling Star ( high close range dmg), Golf Star (most precison), Tennis Star (fastest), Moto-X Star (disables plant abilities with attack)
- Scientist: The healer of the bunch, he uses tech to benefit himself and the others.
- Abilities:
- Sticky Explody Ball: Spawns with two Sticky Explody Balls ready to use. It deals 50 damage to every nearby plant when it explodes. It takes 30 seconds to recharge one Sticky Explody Ball.
- Mega Heal Bomb: It will explode after 3.5 seconds when deployed. When it explodes, it will heal all zombies in its radius by 50 health. It takes 15 seconds for it to recharge.
- Sticky Cheetah Ball: It deals 75 damage to a plant. However, it can not be thrown as far as Sticky Explody Ball. It takes 30 seconds to recharge one Sticky Cheetah Ball.
- Warp: Warps the Scientist forward a set distance wherever it is facing. Takes 20 seconds to recharge one Warp, and the Scientist can hold two at a time.
- Energy Warp: The player is invulnerable in the state. The reduction rate of the meter will also drop if the player does not move while the ability is activated. It takes 20 seconds to recharge.
- Cheesy Warp: When the Scientist reaches the destination, there will be a cheese explosion which deals 30 damage. However, the player can only have one of them at a time. It takes 15 seconds to recharge.
- Heal Beam of Science: attaches a beam of healing to nearby zombies
- Zombie Heal Station: It serves as a placeable source of healing for all zombies nearby its location, and heals at a certain rate. It self-destructs 20 seconds after being deployed. 30 second cooldown. Has 150 health.
- Armored Heal Station: Has around 3 times as much health, double the range and it recharges a little faster, but heals roughly 40% slower. It takes 25 seconds to recharge
- Cheetah Heal Station: The fastest of all the heal stations, with it healing roughly three or four health a second, but it self-destructs after 15 seconds being deployed
- Armored Bling Station: Same as the original armored station but golden
- Variants: Chemist (short ranged), Physicist (electric), Dr. Toxic (toxic aura), Astronaut (mid-range specialist), Marine Biologist (fast rate of fire), Archaeologist (larger clip and rate of fire), Paleontologist (fire), Zoologist (close range), Computer Scientist (Crunch Mode), Dr. Chester (full auto)
- Engineer: the undead technician, he creates useful technology to assist his allies
- Abilities:
- Sonic Grenade: Throws a megaphone to temporarily stun plants and raise burrowing Chomper. It takes 30 seconds to recharge.
- Proximity Sonic Mine: Starts with three mines, can place them down and they stun nearby plants. 30 seconds for 1 to recharge.
- Bullhorn Swarm: Deploy a group of megaphones that block an area and unburrows nearby Chompers that are underground. The megaphones will give chase to any plant that get close to the area. Duration:15 sec. Cooldown: 20 sec.
- Zombot Drone: It is an aerial drone that can be controlled by Engineer. Its primary weapon is Zombot Laser, which deals seven to 8 impact damage and the critical damage is 10, which is maximum damage. Cone strike can deal up to 70 damage per cone.
- Rocket Drone: Its primary weapon is the Mean Beam, which deals less damage (6-8 depending on your distance between your opponent) and is less accurate but fires a continuous beam instead of fully automatic laser shots, resulting in more damage per second. The crucial difference is that the Rocket Drone has 20 health instead of 5. Ability is Lone Cone deals 10 damage if it lands directly on a plant and 25 damage for the explosion.
- Big Bolt Blaster: Summon a large ride-able sentry turret with 100 ammo which can turn at all angles and shoot plants around him with big bolts. It takes 40% less damage from enemies and has a smaller hitbox. Recharge 30 seconds.
- Bedazzled Bolt Blaster: Golden Reskin
- Heavy Helper: creates a sentry turret that also increases the rate of fire of nearby allies' weapons by 25% as well as replenishes ammo. 12 second cooldown, 16 if destroyed.
- Jackhammer: provides a significant increase in speed and agility for the user. Prevents him from being burrowed. 30 second recharge.
- Turbo Jackhammer: it moves faster, but will stop after eight and a half seconds after activation. 30 second ccooldown.
- Double Time: When activated, Engineer deploys a pad that boosts allies' speed when they walk through it. Only one Double Time per Engineer can exist at a time.
- Variants: Welder (fire), Painter (sniper), Mechanic (full auto, no splash), Electrician (electricity), Plumber (greater splash damage), Landscaper (full auto, slow projectile speed), Sanitation Expert (toxic aura, toxic damage), Roadie Z (close range soundwaves), AC Perry (ice)
- Superbrainz: You already know him
- Imp: He's small, fast, but also very dangerous, he can double jump and hover. He has various mechs he can pilot.
- Abilities:
- Gravity Grenade: Throws a grenade that forces plants into suspension leaving them vulnerable for 2.5 seconds. Cool down is 50 sec.
- Robo Call: Calls upon a giant mech with their own unique abilities. Cooldown: 120 sec.
- Z-Mech: 350 health, Robo Laser, Duration: 1 min. 30 sec.
- Missile Madness: When used, Z-Mech will fire up to 20 missiles at the plants, each dealing 20 damage along with splash damage (400 total), Cooldown: 20 second.
- Explosive Escape: The Z-Mech will explode and deal 150 damage to any nearby plants
- Robo Stomp: When used, the Z-Mech will stomp on the ground, releasing a shockwave that will toss away all nearby plants and deal 75 damage in an area of effect. It recharges relatively quickly.
- Drake Mech: 400 health, Drake Flame, Duration: 1 min.
- Dragon Swoop: The Drake Mech charges forward a short distance and dealing up to 75 damage to any plant that is in front of it
- Explosive Escape
- Wing Flap: When used, the Drake Mech will fly a small aerial loop, creating a shield of smoke that blocks all damage taken in front of Drake Mech until it is destroyed. Duration: 17 sec. Cooldown: 3 sec.
- Pylon Mech: 300 health, Pylon Propellor, Duration: 1 min. 30 sec.
- Pylon Mine: It will drop a small Pylon Mine that explodes upon contact with a plant. The Pylon Mech can store up to 4 Pylon Mines at once. Cooldown: 30 sec.
- Explosive Escape
- Drag Race: The Pylon Mech propels itself forward, leaving behind a fiery trail. It knocks back any plant it runs into (similarly to the All-Star's Sprint Tackle), dealing 75 damage to them. Although it has a fire trail, the fire does not damage any plants and is just an effect.
- Bling Pylon Mech: Does everything the original does but the weapon damage is +5 more. It's a direct upgrade in a way.
- S.H.R.I.M.P: Health: 350, Shrimpy Beam, Duration: 1 min.
- Water Cyclone: Creates a water cyclone that flies forward, damaging and pulling nearby plants into it.
- Explosive Escape
- Shrimp Jump: Jumps high into the air, and then charges downwards, dealing up to 50 damage to plants hit. Any plants that are hit are also knocked back.
- Z7 Mech: 350 health, Z-8 Avenger, Duration: 1 min. 30 sec.
- Biotic Pull: The Z7 Mech shoots an energy ball that forces plants being hit by it to get pulled towards the Z7-Mech.
- Explosive Escape
- Zomni-Blade: The Z7 Mech swings the Zomni-Blade in front of it, dealing 80 damage to plants struck by it.
- Party Mech: Same as Z-Mech but has Party Meter that when filled increases damage and speed.
- Scally Wag Mech: 400 health, Cluster Cannons (Primary), Hooligan Howitzer (Secondary)
- Crusty Gigabomb: Similar to the Peashooter's Chili Bean Bomb, the Scallywag Mech shoots out a Crusty Gigabomb, which will roll around for a few seconds before exploding, dealing massive damage to plants around it.
- Explosive Escape:
- Peg Leg Kata: Similar to the Impkata, the Scallywag Mech will spin around in circles for a few seconds, shooting constantly, dealing damage to all plants around it.
- Impkata: The effect uses 100 ammunition. While Impkata is being used, he takes around 20% less damage, however he has reduced speed while using it. It takes 35 seconds to cooldown.
- Variants: Lil' Drake (fire), Pylon Imp (faster and explosive shots), S.H.R.IMP (slower but more damagin), Z7 Imp (Semi-Auto), Party Imp (Party Time: move quicker and deal extra damage), Scallywag Imp (Close range damage, Yohoho Mode with fewer vanquishes than other legendary characters. But it doesn't last as long)
- Captain Deadbeard: The sniper and shotgunner of the team, he deals great damage up close and from afar.
- Abilities:
- Barrel Blast: When Captain Deadbeard is in the barrel, he will move slower than usual, but after he triggers the fuse, he moves faster. The explosion does up to 150 splash damage to the plants. The player also takes 75% less damage while in the barrel. Cooldown: 20 sec.
- Looty Booty Barrel Blast: Same but has a golden flari.
- Parrot Pal: It has 5 health, and is armed with the Parrot Pulse as its primary weapon. It can also deploy an airstrike named Eggsplosion, which deploys all explosives at once. Cooldown:1 min.
- Future Parrot Pal: Future Parrot Pal moves slower and has 20 health compared to the regular Parrot Pal's 5. Its weapon (also called the Parrot Pulse) also has a slightly slower rate of fire but deals more damage (dealing 10 damage (12 critical)) and overheats slower as well. Eggsplosion: it drops multiple explosive eggs, each deals up to 25 damage upon impact along with 15 splash damage (however the impact damage and the splash damage are added together). Cooldown: 1 min.
- Cannon Rodeo: Captain Deadbeard will spawn a cannon and then sit on it. It is able to shoot 6 cannonballs before cooldown, and each direct hit from the cannonballs does 50 damage. It also deals about 20 splash damage. Cooldown: 30 sec.
- Anchor's Away: When activated, Captain Deadbeard can launch himself upward and forward in a chosen direction. The anchor also deals 50 damage to plants it hits. Cooldown: 10 sec.
- Variants: Captain Cannon (explosive self detonating shots), Captain Flameface (fire), Captain Sharkbite (more splash and zoom in), Captain Partyman (Party Time), Captain Squawk (Poison)
- Hovergoat 3000: A goat with futuristic technology that buffs allies speed and shots. He's immune to Goatify because he's already a goat.
- Abilities:
- Damage Buff Booster Beam: The Hover Goat-3000 will attach an orange beam to a nearby zombie, like the Heal Beam, except instead of healing nearby targets, the beam increases the attack damage of the attached zombie by 30%. It has no recharge.
- Mega Awesome Laser: The Mega Awesome Laser allows the Hover Goat-3000 to shoot a powerful beam, similar to the Sunbeam, but heavily decreases his speed while doing so. It takes 15 seconds to recharge.
- Tubular Turbo: The Hover Goat-3000 will temporarily increase the speed of all zombies around him, including himself. It takes 20 seconds to recharge
- Electric Slide: An electric disco Zombie who focuses on separating enemies from one another
- Funky Bouncer: Push enemies away with a bouncy magnet.
- Outta Fight!: Transform into pure energy to gain invulnerability but disable weapons.
- Disco Tornado: Summon a small electrical whirlwind and press [right button] to expand it into a damaging tornado.
- 80s Action Hero: An explosive archer from the 80s
- Dynamite Dodge: Evade in any direction while a dropped explosive covers your tracks.
- Rocket Ride: Fly into the air and launch a large volley of explosive missiles.
- Can't-Miss-ile: Deploy homing rockets that track the nearest target if no lock-on targets are provided.
- Space Cadet: Small astronauts who can team up to create an even bigger threat, she can also double jump
- Gravity Smash: Fly up, then crash down to cause damage on impact.
- Station Inflation: Transform into a Space Station. Joinable by other Space Cadets
- Space Force: Increases rate of fire and ability refreshes to entire Space Station crew.
- Escape Pod: Transform back into singular Space Cadet.
- Crater Maker: Fly up and destroy enemies below with a massive laser.
- Big Bang Beam: Fire a damaging precision laser after a short charge up.
- Passenger Abilities:
- Asteroid Shield: Control an energy shield for protection.
- Escape Pod: Transform into a singular Space Cadet.
- Hands-On Torpedo: Pilot a remote-control torpedo
- Wizard: a magician who can aid his allies with magic
- Zee-lixir: Throw a potion that temporarily makes allies immortal and stops enemy jumping and sprinting.
- Spell Disaster: Slam the ground with your staff to summon magical missiles that chase and damage nearby enemies.
- Co-Star: Hover above an ally as a star in an orb to provide extra firepower and grant them armor.
- TV Head: A zombie with a TV on his head, he works well in swarms, he has both range and melee attacks
- Commercial Break: Place your next respawn location with a bucket.
- Yeti, Set, GO!: Control a fast frozen friend who explodes on command.
- Overheated Dinner: Toss an explosively overheated dinner that hurts enemies and knocks them into the air.
Bosses
When opening a Boss Chest, a random zombie boss can appear and fight for him.
- Baron Von Bats: A zombie vampire king who lived 1000 years ago and has reawakened. He has 3000 health.
- Abilities:
- Warp Dodge: Teleports away a short distance to avoid attacks from the Plants.
- Bat Warp: He spins and suddenly disappears in a cloud of bats. He will reappear at another spot after a while.
- Vampire Summoning (Conjectural): Baron Von Bats summons three Vampire Zombies.
- Bat Beam: Baron Von Bats holds still and fires a laser which damages plants caught in it.
- Vampirism: A short-range bite attack which deals 20 damage, and this will restore 55 of his health points. (150 in Garden Warfare 2.)
- Elite Wave: Bat Banish: Warps plants away with a bat curse that slowly cripples their health after 1 minute if the bats aren't dispelled by the bat zapper then the bats will instantly kill you.
- Disco Zombie: A zombie who loves disco so much, he arisen from the dead. He has 3000 health.
- Abilities:
- Disco Stick: Shoots rapidly from his recorder-like machine gun. It has 15 bullets, with each bullet dealing 4 damage.
- Disco Whirlwind: Uses a disco ball to spin around rapidly to hit plants nearby, dealing 35 damage. It activates when he approaches an enemy and this also deals knockback. After that, he will be stunned for 5 seconds.
- Disco Jump: uses his disco ball as a helicopter to reach higher places.
- Disco Crunch: bites a Plant when approaching, but only if Disco Whirlwind is reloading.
- Elite Wave: Every time a quarter of his health is gone, he will use Disco Whirlwind for an unlimited amount of time, making him invincible. In order to damage him again, you will have to lure him to a gramophone. Upon getting near the gramophone, he will stop spinning, making him vulnerable again.
- Gargantaur: A giant zombie wielding a telephone pole, Health: 3500
- Abilities:
- Gargantuar Slam: Smashes a plant with his pole dealing 40 damage.
- Pole Charge: Raed tehms at the player and then smashes dealing 40 damage.
- Gargantuar Imp: Launches the Exploding Imp from a medium distance dealing 25 damage.
- Power Pole: Shoots lightning out of the pole
- Elite Wave: You battle two elite bosses. The Gargantuar Brothers are still quite easy, the fact that there are two of them is the only thing that makes it harder than Disco Zombie's elite wave. During the wave, Browncoats, TV heads, Soldiers, and Engineers will spawn. When a Gargantuar is vanquished, a tombstone will appear. You have to destroy the tombstone within the time limit that is added with it. If the timer runs out, another elite Gargantuar will spawn. Even if both are vanquished, the fight will still continue if there is a tombstone. Players have 10 minutes to defeat the brothers and the tombstones, and if the time runs out, it's game over.
- Mech Gargantuar: A robotic version of the gargantuar piloted by an imp. Health: 3400
- Abilities:
- Robo-Smash: Slams his dual telephone poles on the ground, doing electrical damage.
- Robo Charge Smash: Similar to Gargantuar's Charge Slam, the Mech Gargantuar zooms towards the player with its rocket feet, and does an extremely damaging smash.
- Pulse Shots: fires a burst of 3 electric shots at the player.
- Time Bomb: Fires a bomb at the player that takes 4 seconds to explode, and deals around 30 damage.
- Elite Wave: Signal Bots will spawn at quadrants of depleted health. Until defeated, they make the mech invincible.
- Yeti Zombie: A giant robotic zombie with a yeti like appearance, he's fast and freezes his opponents. His health is 2800.
- Yeti Icicle: Throws a chunk of ice at his target, which deals 25 damage along with slowed movement. This attack will never freeze the target.
- Ice Storm: Startists doing a dance that causes many icicles to fall from the sky, which deals 20 damage and slows down players caught in the drop zone. This attack will never freeze the target
- Ice Blast: Jumps, and sends out a shockwave of ice in a short radius around it, instantly freezing and dealing 40 damage to all plants caught in the radius. It shares this ability with the Treasure Yeti.
- Yeti Claw: Claws at close players directly in front of him with his hand, dealing 30 damage.
- Elite wave: the Yeti can only take 1 damage. Soon, Yeti imps will appear and the plant players are tasked with vanquishing a set number of Yeti Imps. After the Yeti Imps have been vanquished, an elite Imp, named Ragnorimp, will appear. Upon being vanquished, he will drop Pjölnir, allowing the Yeti to be harmed for 360 damage by the player who wilds it, along with anyone near them, for 30 seconds. After 30 seconds, the cycle resets
- Zen Sensei: An undead martial artist, he has 3000 health
- Abilities:
- Dash Punch: Punches the player 3 times knocking them back.
- Sprint-Punch: Runs quickly towards the player and does a big uppercut that does about 20 damage. Similar to the the Gargantuar's charge slam.
- Energy Ball: Charges up a ball of energy, and shoots it. It does a large amount of damage. Similar to the Super Ultra Ball (in Battle for Neighborville, the Energy Ball is shot in bursts instead).
- Decoy Copy: The Sensei will perform a pose, then summons 3-4 copies. They all have the same strength and attacks, but have a small amount of health.
- High Jump: Jumps really high to reach higher places
- Elite Wave: Every time they lose a quarter of their health, they will start meditating, leaving them invincible and requiring the group to destroy the decoys. There is four the first time, five the second time, and six the third time.
Super Brainz can summon these with Brains, they sport a bunch of different abilities that even he doesn't have. They are used to block damage and retaliate other plant cards. His main cards include Sneaky and Brainy.Heroes Zombies
Keywords:
Deadly: Any plant that gets hurt by this dies regardless of health
Strikethrough: Hits both the plant and the plant hero
Bullseye: When hurting the hero, charge no shield block meter.
Gravestone: Reveals itself when its time for tricks
Conjure: Gain a random type of this card
Anti-Hero: Gains extra damage when damaging heroes
Armor: Reduces damage by a certain amount
Amphibious: Can be played in water.
Frenzy: If the zombie defeats a plant, attack again.
Overshoot: Before combat here, do damage directly to plant hero
Untrickable: Cannot be affected by plant tricks
Evolution: Play this card on top of a zombie to activate an effect.
Fusion: When a zombie is played on top of this card, activate an effect.
Dino-Roar: When a card is drawn or conjured activate this effect
Hunt: When a new character of the opposite side is played move to its lane if there's space
Sneaky:
- Swabbie: 0 brain (1/1), Amphibious
- Imp: 1 brain (1/1)
- Ducky Tube Zombie: 1 brain (1/2), When this hurts the plant hero, gain +1/+1
- Headstone Carver: 1 brain (1/3) When a gravestone is revealed: that zombie gets +1/+1
- Zombie Chicken: 1 brain (2/2) If a plant is played in its lane randomly move to another
- Mini Ninja: 1 brain (2/1) Anti-Hero 2
- Imposter: 1 brain, (2/1), When destroyed, Conjure a 1-cost Imp. It gains a Mustache.
- Buried Treasure: 1 brain (2/2) Zombie Evolution: Conjure a legendary card it costs 1 brain less
- Fishy Imp: 2 brains (3/1), Amphibious
- Hot Dog Imp: 2 brains (2/2), Strikethrough
- Swashbuckler: 2 brains (2/2), Gravestone, When a Pirate hurts the Plant Hero, that Pirate gets +1/+1
- Ice Pirate: 2 brains (3/1), Gravestone, When revealed in an environment, freeze a plant
- Monkey Smuggler: 2 brains (2/3), Gravestone, When revealed: Steal a section from the Plant Hero's Super-Block Meter
- Toxic Waste Imp: 2 brains (2/2), Amphibious, All imps get deadly.
- Dr. Spacetime: 2 brains (1/5), Cards you conjure cost 1 brain less, When this hurts the plant hero, conjure a Galactic Gardens card
- Fire Rooster: 2 brains (3/1), When this enters a lane deal 1 damage to all the plants in this lane, When a plant enters this lane, this moves to a random lane.
- Imp-Throwing Imp: 2 brains (1/3), When hurt: Make a random Imp that costs 2 or less in a random lane.
- Smelly Zombie: 3 brains (2/4), Gravestone, Deadly
- Stealthy Imp: 3 brains (2/2), Gravestone, Anti-Hero 4
- Imp Commander: 3 brains (2/4), Gravestone, When an imp hurts the plant hero, draw a card.
- Cosmic Imp: 3 brains (1/1), Deadly, When played: Conjure an imp, it gets deadly.
- Space Pirate: 3 brains (3/2), Anti-Hero 2, When a plant is played in this lane, it moves to a random one.
- Line Dancing Zombie: 3 brains (3/1), Gravestone, Strikethrough,
- Excavator Zombie: 4 brains (4/1), Gravestone, When revealed: Bounce an environment and all the plants with it.
- Raiding Raptor: 4 brains (2/4), Dino-Roar: This gets +2, When this hurts the Plant Hero, Conjure a card that costs 2 or less
- Captain Flameface: 4 brains (2/4), Gravestone, All pirates get strikethrough
- Zombie High Diver: 4 brains (3/2), Gravestone, When revealed on heights: This moves to the Water and gets +1/+1
- Fire Fighter: 4 brains (5/5), Gravestone, When revealed: Bounce a zombie
- Barrel Roller Zombie: 4 brains (3/3), Deadly, When destroyed: Make 1/1 Swabbie Imps with Amphibious next door
- Pogo Bouncer: 4 brains (2/1), Gravestone, When revealed: bounce a plant
- Tomb Raiser Zombie: 4 brains (5/3), Gravestone, When this hurts the Plant Hero, summon a random gravestone in a random lane
- Unthawed Viking Zombie: 4 brains (4/3), Amphibious, When played: Freeze all Plants here. Pirate Evolution: Instead, this gets +1/+1 and Freeze all Plants in all lanes
- Space Cowboy: 4 brains (3/5), Amphibious, Strikethrough, When this hurts the plant hero: Move to the lane to the right.
- Trapper Zombie: 4 brains (3/3), Gravestone: When revealed: Make a Trapper Territory
- Trapper Territory: 1 brain, Before combat here: plants here take 1 damage
- Blowgun Imp: 5 brains (3/4), Deadly, Strikethrough, Zombie Evolution: Bounce a plant.
- Surprise Gargantuar: 5 brains, Gravestone, When revealed: Move this Zombie.
- Walrus Rider: 5 brains (3/4), Amphibious, Anti-Hero 3
- Mixed up Gravedigger: 5 brains (5/5), When played: Each Zombie hides in a Gravestone. Mix them up randomly.
- Cryo Yeti: 5 brains (3/4), Gravestone, This gets +2/+2 when a Plant or Zombie is frozen. When played: Freeze a Plant.
- Cursed Gargolith: 6 brains, Gravestone, When revealed: Steal 2 sections from the Plant Hero's Super-Block Meter. End of turn: All Gargantuars hide in Gravestones.
- Zombot Sharktonic Sub: 6 brains (5/5), Amphibious, When a Plant gets hurt, destroy it. When any Plant is destroyed, this gets +1.
- Zombot Aerostatic Gondola: 6 brains (5/6), Amphibious, When this hurts the Plant Hero, it moves to a random lane and leaves behind a random zombie
- Zombot Plankwalker: 8 brains (6/6), Amphibious, Strikethrough, When played: Make two other random Pirates in random lanes.
- Cardboard Robot Zombie: 1 brain (1/1)
- Paparazzi Zombie: 1 brain (1/1), Gets +1/+1 every time you play a trick.
- Chimney Sweep: 1 brain (2/1), When played on heights this gets +1/+1
- Mustache Waxer: 1 brain (2/2), When you play a mustache get 1 brain and this gets 1 health
- Neutron Imp: 1 brain (2/2), When an environment is played, this does a bonus attack.
- Interdimensional Zombie: 1 brain (2/2), When you play a science card, this turns into a zombie that costs 3 brains
- Leprechaun Imp: 1 brains (2/2), Shuffles a Pot of Gold in your deck
- Pot of Gold: 1 brains, Draw three cards
- Cell Phone Zombie: 2 brains, When played: Draw a card.
- Cosmic Scientist: 2 brains (1/2), Bullseye, When played: Conjure a random science card, it gets Bullseye.
- Zombot Drone Engineer: 2 brains (1/4), Gravestone, When a science zombie does damage, it gets +1 Strength
- Teleportation Zombie: 2 brains (1/5), Gravestone, You can play zombies when its time for tricks.
- Pool Shark: 2 brains (3/1), Bullseye
- Brain Vendor: 3 brains (2/1), When played: get +3 brains
- Moon Walker: 3 brains (2/2), When played on heights: gets +2/+2
- Gentlemen Zombie: 3 brains (1/4), Gravestone, When its time for tricks get +2 brains.
- Kite Flyer: 3 brains (1/3), Gravestone, When this does damage, draw a card
- Zom-Blob: 3 brains (2/5), Zombie Evolution: This gets +1 Strength for every brain made this turn
- Mustache Monument: 3 brains (1/5), Fusion: A Zombie played on this does a bonus attack.
- Electrician: 3 brains (2/3), Gravestone, When revealed: a zombie does a bonus attack
- Wormhole Gatekeeper: 3 brains (2/5), Cards either player Conjures cost 1 less. Start of turn: Each player Conjures a card.
- Regifting Zombie: 3 brains (3/2), When played: Conjure a Zombie, and it gets +1/+1. The Plant player Conjures a Plant and, that Plant gets -1/-1.
- Trick-or-Treater: 3 brains (2/4), When you play your first Trick each turn, Conjure a Treat.
- Drum Major: 4 brains (4/4)
- Mountain Climber: 4 brains (2/2), Bullseye, When played on heights: This gets +2/+2.
- Mad Chemist: 4 brains (3/5), Gravestone, When you play your first Trick each turn, Conjure a Trick, and it costs 1 brain less.
- Parasol Zombie: 4 brains (3/6), Untrickable, Zombies here and next door get Untrickable
- Copter Commando: 5 brains (6/5)
- Gadget Scientist: 5 brains (3/3), Gravestone, When revealed all science zombies do bonus attacks.
- Portal Technician: 5 brains (5/4), When destroyed: Make a random Zombie here.
- Shield Crusher Viking: 5 brains (7/5), Bullseye, When played and When this hurts the Plant Hero, empty their Block Meter.
- Gargantuar Mime: 5 brains (5/6), When a non-Mime Plant or Zombie does a Bonus Attack, this does a Bonus Attack.
- Wizard Gargantuar: 6 brains (5/6), Bullseye, All Gargantuars get bullseye, transform a random zombie into a zombie that costs +1 brain more
- Kitchen Sink Zombie: 6 brains (3/6), Bullseye, Frenzy, Armored 1, Overshoot 2, Anti-Hero 3
- Zombot Dinotronic Mechasaur: 7 brains (8/8), Dino-Roar: Make a random History zombie in a random lane.
- Trickster: 10 brains (6/6), Whenever you play a trick, this gets 1 brain less,When Played: this does a bonus attack
Tricks
Sneaky:
- Smoke Bomb: 1 brain, Move a zombie it gets +1 strength
- Frosty Mustache: 2 brains, Freeze a plant, Conjure a mustache
- Barrel of Barrels 2 brains, A zombie gets deadly, Conjure a barrel
- Backyard Bounce: 3 brains, Bounce a plant
Brainy:
- Teleport: 1 brain, You may play a zombie when it's time for tricks, Draw a Card
- Beam Me Up: 2 brains Create a 2/3 Space Cadet here.
- Lurch for Lunch: 2 brains, A zombie does a bonus attack
- Cryo-Brain: 2 brains, For the rest of the turn gain +1 Brain per turn
- Evolutionary Leap: 2 brains, transforms a random zombie into a zombie that costs 1 brain more
- Fun Dead Raiser: 3 brains, Draw two cards
- Rocket Science: 3 brains, destroy a plant that has 4 strength or more.
- Quarterly Bonus: 4 brains, a zombie's strength turns into 4, then it does a bonus attack
- Triplication: 4 brains, Conjure an Imp, Zombie, and Gargantuar.
- Thinking Cap: 4 brains, Conjure two superpowers.
- Hail-a-Copter: 6 brains, Create a 6/5 Copter Commando.
- Bad Moon Rising: 7 brains, Transform all zombies into random zombies that cost 5 brains or more
Environments
Sneaky:
- Graveyard: 1 brain, When a zombie is played here, it becomes a Gravestone, when it is revealed here it gets +1 strength.
- Laser Base Alpha: 3 brains, Zombies here get Deadly and Strikethrough
Brainy:
- Transformation Station: 2 brains, A zombie here gets transformed into a random zombie that costs 1 brain more
- Medulla Nebula: 3 brain, When you play a zombie here get +2 brains
Super Powers
Strong tricks that are unique to the hero, each Zombie has a different combination of them.
Carried Away
It costs 1 brain to play, and its ability moves a selected zombie onto a selected lane, then gives it +1/+1 and makes it do a bonus attack.
Telepathy
Draws two cards from your deck.
Cut Down to Size
It costs 1 brain to play, and its ability instantly destroys a selected plant with 5 strength or more.
Super Stench
Conjures/ Random Summons
Triplication
Super Brainz has various different cards to gain and summon almost any zombie, trick, and environment in the game. I'll elaborate on the most important ones mentioning as listing off all of them could take a while. I won't include repeats of zombies that already appeared in the blog.
Imposter:
Crazy:
- Loose Cannon: 1 brain (1/1), Overshoot 2
- Interstellar Bounty Hunter: 4 brains (4/4), Frenzy, When this destroys a Plant, draw a card.
- Mondo Bronto: 5 brains (5/5), Amphibious, Dino-Roar: This gets +1/+1 den destroy all Plants here.
- Supernova Gargatuar: 5 brains (5/7), Frenzy, When a Gargantuar destroys a Plant, destroy all copies of that Plant.
- Nurse Gargatuar: 7 brains (6/6), When a Gargantuar does damage, heal your Hero that much.
- Gargatuar-Throwing Gargantuar: 7 brains (6/6), When hurt: Make another random Gargantuar in a random lane.
- Octo Zombie: 8 brains (8/8), Amphibious, Frenzy, When Played: Make a 3/2 Octo-Pet with Amphibious and Frenzy. When destroyed: Gain an Octo Zombie.
- Zombot 1000: 9 brains (9/9), Gravestone, When revealed: Destroy all Plants here and next door.
- Barrel of Deadbeards: 2 brains (0/1), When destroyed: Do 1 damage to all Plants and Zombies, then make a 4/3 Captain Deadbeard here.
- Quasar Wizard: 2 brains (2/2), When played: Conjure a superpower
- Valkyrie: 4 brains (0/6), While in your hand: This gets +2 when a Zombie is destroyed.
- Bobblehead: 4 brains (2/4), When you play a Dancing card, do 2 damage to the Plant Hero. Dancing Evolution: This gets +2/+2 and Bullseye.
- Tankylosaurus: 4 brains (2/6), Dino-Roar: Do 2 damage to a random Plant or Plant Hero
- Binary Stars: 5 brains (3/3), Gravestone, All your cards do double damage.
- Zombie King: 4 brains (3/6), End of Turn: Transform another random Zombie into a 5/5 Knight of the Living Dead with Armored 2.
- Stompadon: 4 brains (2/4), Dino-Roar: All zombies in your hand get +1/+1
- Chum Champion: 5 brains (4/4), When played: All Plants get -1. Sports Evolution: Destroy all plants with 2 strength or less.
- Intergalatic Warlord: 5 brains (2/2), When played: For the rest of the game, all zombies get +1/+1
- Zombot Battlecruiser 5000: 6 brains (6/6), Gravestone, When revealed: Zombies can't be hurt this turn.
- Undying Pharaoh: 6 brains (4/6) Armored 1, Your Hero's Health can't go below 1.
- Wannabe Hero: 7 brains (6/1), Frenzy, When played: Heal 3 then this gets +1 for each health your Hero has.
- Cheese Cutter: 1 brain (2/2), When this hurts the Plant Hero: Conjure a Gourmet card, and it costs 1 less
- Biodome Botanist: 2 brain (2/3), When played: Make a 1/1 Plant with no abilities.
- Overstuffed Zombie: 4 brains (4/4), Hunt, When this destroys a Plant and survives, it heals to full and heal your Hero for 2.
- Backup Dancer: 1 brain (1/1)
- Grave Robber: 1 brain (2/1), Bullseye, This gets +1 when a Zombie is revealed from a Gravestone
- Bungee Plumber: 1 brain, Do 2 damage
- Abracadaver: 3 brains, Gravestone, When this hurts the Plant Hero, do 3 damage to a random Plant.
- Landscaper: 3 brains (2/3), Gravestone, When revealed: A Plant gets -2.
- Celestial Custodian: 4 brains (3/4), When played in an Environment: Destroy a Plant with 3 strength or less.
- Zombie Coach: 4 brains (3/3), When played: All Sports Zombies can't be hurt this turn.
- Turquoise Skull Zombie: 4 brains (2/6), Gravestone, Start of turn: The Plant player loses 1 sun. This gets +1/+1.
- Coffee Zombie: 6 brains (5/4), When played: All Zombies get +1/+1 and Frenzy
Super Monkey
Allies
Super Monkey is a hero who can equip up to four allies, unfortunately the player has to summon them and he himself cannot.
Ultimate Monkeys (a.k.a. Allies)
Transformation and allies spawn from Gold Bloons in Bloons Super Monkey 2. They are temporary transformations that add to Super Monkey's firepower. They all last about 10 seconds.
Gunner
It fires 3 streams of Spiked Balls very frequently. Spiked Balls will be Flechette Darts, making this similar to an upgraded version of Spikey Shots. It is weak against Lead Bloons without research, but it is strong against Ceramic Bloons.
Ninja
Transforms the Super Monkey into a Ninja Monkey, shooting an X-shaped wave periodically that is slow, but powerful. Additionally, there will be 2 other Ninja Monkeys beside the monkey that rapidly throw shurikens. However, both attacks are weak against Lead Bloons unless research is conducted.
Bomber
It rapidly shoots Bloon Busters, bombs, and M.O.A.B. Maulers (if a M.O.A.B. Class Bloon is present on the screen). Just like the Bloons TD series, M.O.A.B. Maulers deal massive damage to M.O.A.B. Class Bloons, while its weaknesses are not being able to pop Black Bloons or Zebra Bloons without Research.
Wizard
It creates bolts (similar to the projectiles from the Tier III upgrade of the Mage Spire) that riccochet in-between bloons and periodically shoot lightning. These shots also roam across the screen and home in on bloons. It is weak against Ceramic Bloons unless research is conducted.
Robot
It is reminiscent of the Technological Terror from the Bloons TD series, firing bolts of Energy that emit shockwaves on impact, dealing massive damage to surrounding Bloons. Shoots projectiles through its arms that alternate between left and right every shot. Unaffected by all powerups, shoots Robot Ultimate
- Robot Ultimate
- Projectile, Normal type, Energy Class, 1 projectiles (j), 20r size, 20 projectile speed, 1s lifespan, 0.2s attack cooldown, 1d, 1p.
- Creates Robot Stronger upon impact
- Robot Stronger
- Projectile, Normal type, Energy Class, Spray, 100j/360°, 10r size, 20 projectile speed, 0.2s lifespan, 0.2s attack cooldown, 1d, 10p.
- Robot Weak Gun
- Left & Right Arm Weapon
- Attached at each side of the Robot
- Unaffected by all powerups, shoots Robot Weak
- Robot Weak
- Projectile, Normal type, Energy Class, 1 projectiles (j), 10r size, 20 projectile speed, 1s lifespan, 0.2s attack cooldown, 1d, 1p.
Sun God
It it shoots sun beams with high pierce that quickly damage Bloons. It deals Normal Type (pops Black, White, Purple, Lead, Frozen)Normal Damage, allowing it to damage all types of bloons.
- God
- 1 second deployment animation
- Lasts 10 seconds
- Offset 70 units above the Super Monkey
- Uses God Gun
- God Gun
- Core Weapon
- Shoots projectiles from its head
- Unaffected by all powerups, shoots 8 God Projectiles each separated by 15 degrees
- God Projectile
- Projectile, Normal type, Magic Class, Pierces Shields, 1 projectiles (j), 40r size, 15 projectile speed, 0.4s lifespan, 0.04s attack cooldown, 1d, 100p.
- Dispersion of projectiles rotates in a 120 degree sine wave every 4 seconds (100 shots) outward from the point of origin of the leftmost projectile.
Resistances:
Super Brainz
- Extreme Temperatures: He can survive and fly in space, similarly other zombies can survive being greatly submerged in cold water.
- Transmutation: His comic form is immune to Rose's goatify and in the games he can break out of goat form.
- Electronics: He can survive having his body and soul put into a machine
- Magic: His mirror can reflect Rose's magic spells.
- Existence Erasure: His body can get devoured by a Chomper, fall into the abyss, or killed as a goat but can respawn as if nothing happen.
- BFR: He can use his teleport to escape these situations.
- Statistics Reduction: Has many cards that can restore or add strength and health to his allies.
- Toxicity: He can survive being in Toxic Chomper's stomach for an extended period of time.
- Electricity: He can be pumped full of lightning by rose and not even be slightly annoyed.
- Black Holes: He can create his own black holes and not get sucked in.
- Space-Time Manipulation: He and zombie heroes can temporarily survive in areas where the Space Time Continuum is collapsing. (I'll elaborate further down)
- Hypnosis/ Illusions: Super Brainz cannot be hypnotized by hypno shrooms and can break out of their illusion
- Mental Attacks: He can survive destroying his own knowledge.
- Death Manipulation: If he ever dies he can simply respawn.
- Freezing: Can't be frozen by PVZ Heroes Snowpea or Winter Melon
Super Monkey
- Disabled (Stunned/Burnt): prevents the tower from attacking and their passive boosts, he can prevent this through Heroic Aura and special equipment.
- Range reduced (Blinded): Reduces range of a tower by -66%, Super Monkey can evade with his aura
- Slowed (Frozen/Chilled): Affected towers have a bright white circle under them. The frozen status slows down the attack speed and/or income generation speed of an affected tower until it wears off. He avoid this with his aura.
Weaknesses
Super Brainz
- Intelligence: Super Brainz is really dumb causing him to get outsmarted and outplayed by other PVZ Heroes.
- Short range: Super Brainz specializes in close range combat, he has ranged attacks but they falloff at certain distances
- Narcissism: He likes his looks so much, he will stop fighting and admire himself in mirror is convinced to.
- Untrickable: His regular tricks can't touch plants with the Untrickable Status.
- Luck: Some games of PVZ Heroes, he can draw super expensive cards before getting to the cheaper ones and conjure some undesirable cards.
- Crazy Dave's Chosen Bun Sauce: It cured his dandruff making him unable to produce his hard to crack paint.
- Bullseye: Plants with this can hurt him without charging up his shield
- Illusions: He was fooled by Rose's illusonary magic that makes zombies look like plants
Super Monkey
- Easily Overwhelmed: The base Super Monkey can't fend off all the giant hordes of bloons causing some to leak.
- Expensive Upgrades: Super Monkey needs a ton of cash for his full potential.
- Targets Too Far: Without certain speed upgrades, he can miss bloons if there's too much distance.
- Narcissism: His protrayal in BATTD adventure time depicts him as an arrogant ally.
- Can't Pop Camo: Without upgrades or help, he can't see camo bloons.
- Can't Pop Lead: Needs Plasma lasers to do so.
- Closed Crosspaths: He can't take all of the side grades after choosing a certain Tier 3 form.
- No Water or Lava: Can't be placed on either without certain equipment.
- Weaker without allies: Sungod is noticeably weaker without sacrifices.
- Stun: He can still get stunned by vortex
- Absorption: He can have his buffs absorbed by the Lych
- Power Disable: Can have his camo upgrades by stripped by Phazye and prevent selling and ability cooldowns, and reduce tower range and attack speed from Blastapopoulos
- Damage Negation: Dreadbloon can activate an immunity to Magic Monkey proectiles
Feats
Super Brainz
- Can regularly defeat most of the plant army single handily
- Conquered Zomburbia, The Seeds of Time, Great White North, Preserve Pastures, Peachy District, and Loggy Acres.
- Defended Zombopolis, Moon Base Z, Tourist Trap Island, Goopy Gully, and Turning Point.
- Became a symbol to help boost the Zombie army morale.
- Can complete the trials of Gnomus and fight gnomes in infinity time.
- Become Top Zombie, Honorary Member of Dummy Cult, and found a cure to the Unzombie Infection.
- Become Leader for the League of Awesomeness garnering Super Brainz throughout the multiverse.
- Defeated Torchwood, Sunflower Queen, Big Stump, Super Bean, Squash, Spooky Squash, Bitter Dill, Blight Cap, and Dreadwood.
- Had to be defeated through unconventional means rather than brute force.
Strength:
- Can throw heavy books with ease
- Can pull the road just like a carpet and create shockwaves by clapping
- Breaks Z-Mechs with his bare fists
- Punched Super Bean from the moon to the earth to create a country size explosion (35 Teratons)
- Cosmic Brainz lifts planets
- Can knock down statues and lift up ones in his own image
- Cosmic Brainz creates fist-sized Black holes that can grow the engulf plants (361.895578394 Zettatons (Planet level) and 9.04738957935 Yottatons (Large Planet level) respectively
Speed:
- Super Brainz punched a bean to Earth in about 2 seconds (0.64C).
- Can dodge lasers and lightning.
- Cosmic Brainz flies from a the view of a telescope to earth. (10.4 Quadrillion c, MFTL+)
- Can react to Plasma Pea’s attacks, which twirl universes, the fabric of time of space-time, and infinite possibilities (Immeasurable, see before Verdict)
- Can keep up with the gnomes who can count to infinity and have experienced at least three infinities.
Durability
- Face planted into this building
- Can tank hits from lightning and lasers
- Can survive his head being knocked off
- Survives hits from Sunflower's Beam that's powered by the sun and the Solar Flare Beam which is stated to be the Ultimate Power in the Universe
- Should scale to his own country level explosion
- Survived a blast from the epicenter of the Hero-Tron exploding it was visible from space (1.5 petatons of TNT).
- Can tank Plasma Pea shots which contain entire universes
- Can withstand the toxicity and digestion of Toxic Chomper
- Can survive the collapse of the space-time continuum, for a time (Universal+)
Super Monkey
Feats
- Has fought the Bloons ever since the first bloons game
- Can overcome most bloon types with upgrades
- Can defend against the bloons in various environments such as the Moon, a Temple, a patch of islands, and a Haunted Mansion to name a few.
- Became a symbol for all Monkeys to strive to be
- Can defeat The Lych, Vortex, Bloonarius, Dreadbloon, Phayze, and Blastapopoulos: Demon of the Core.
- Fought with Finn and Jake to repel thhe bloons in the land of OOO.
- Can achieve divinity
- Can master magic, storms, mechanics, and lasers to take down the bloons
- Has his own fan club
Strength:
- Plasma Beams melt lead bloons 0.0265 tons of TNT (small building level)
- Darts and Plasma can cut through ceramic above 1000°C (1832°F) (0.00012 tons of TNT)
- Can melt through Frozen Bloons 180 degrees Celsius (356 degrees Fahrenheit) (0.072 kg of TNT)
- Burns through glass bloons at least 1,400 to 1,600 degrees Celsius (2,552 to 2,912 degrees Fahrenheit)
- Pops gold bloons at 1,064 degrees Celsius (1,947 degrees Fahrenheit).
- Can throw darts at hypersonic speeds (26,471.025 joules-58,824.5 joules)
- Sun Avatar channels power from the core of the sun (933 megawatts)
- Sun Avatar can inflict 135 Gigatons of TNT (Large Island Level)
- Sun temple can inflict 239.76 Gigatons of TNT (Large Island Level)
- Tech Terror and Anti Bloon can spread up to 1623.07 KJ and 8.20J respectively
- Legend of the Night can create a black hole (3.95 Yottatons)
- If given every buff from the game permanently, he could end all of existence and create new one paths
Speed
- Super Monkey throws at hypersonic attack speeds.
- Super Monkey can fly up to 838 m/s Supersonic Speed
- Lasers can get him to 1.47*10^8 m/2 Relativistic Speed
Durability
- Should scale to his own AP (At least High Island Level to Large Planetary)
- Can survive burning rocks from Blastapopoulos: Demon of the Core
- Can survive electric stuns from Vortex.
- Can survive getting frozen
Scaling
Super Brainz
The Zombies
Super Brainz fights for the zombie army and is hailed as one of their strongest combatants. As a result, he should be able to perform or upscale most of the feats performed by the zombie horde, the heroes, and Zomboss himself.
- Gargantuars can carry andswing telephone poles with just one hand (which weigh about 800 pounds)
- Zombies can survive hits from meteor flower
- Two zombies tanked a Tactical Cuke explosion (153.8 Teratons, Large Country)
- Hurt Grass knuckles who was at the epicenter of explosion
- Moon Base Z could change the orbit of Earth to stay in a constant solar eclipse
- The Mecha cat can defeat Gnomus the Gnome King and his gnome army who can fart black holes and hold space and time in their pockets.
- All-Stars can move fast enough to catch on fire (Mach 12.17)
- Zombies can dodge Super Bean's lasers
- Most zombies can travel spacecraft interstellar in short time period
- Zombies can keep up with the gnomes who can count to infinity and experienced three infinities
- Zombies can survive without their heads and just needs them to be placed back on.
- Zombies need no sleep
- Zombies survive hits from Bonk Choy who can shatter boulders
- Tough zombies and Zombots tank meteors (825 tons of TNT)
- Gargantuars were mostly unaffected at the epicenter of a building-sized explosion.
- In a Zombot, Zomboss survived one of his own missiles exploding.
- Zomboss can break cement
- Dr. Zomboss can survive being at the epicenter of an explosion (29.754 Yottatons of TNT)
- Zombies can survive riding Meteor Z in space which destroyed a planet and they survived the impact
- The Mecha Cat can temporaily survive in the singularities created in infinity time
- Brainz Freeze can freeze a water park, 357.175860421 Tons (Multi-City Block level)
- The Smash creates a crater
- Huge-Gigantacus smashes Meteor Z into Earth's core
- Neptuna flooded all of Hollow Earth
The Plants:
The main rivals of Super Brainz, he regularly fights the plant heroes, the bosses, and as such should scale or upscale feats to what they've done. The plants can also summon their own allies, respawn as much as they want , and survive the collapse of the Space Time Continuum.
- Solar Flare melted an entire frozen Water Park
- Bonk Choy shatters boulders
- Doom Boom Mushroom can create a city-wide explosion
- Meteor Flowers implied to have caused the extinction of the dinosaurs , (153.82 Teratons, Large Country)
- Power Chomper can run almost as fast as lightning (Slightly lower than 270,000 mph)
- Hot Rod Chomper is said to be the fastest Chomper in Suburbia (Potentially Higher than 270,000 mph)
- Plants can survive in black holes
- Corn Dog can use her Hunt ability even in a black hole environment (At least FTL)
- Party Citron partied so hard he was tore open the fabric of time (Universal+, see before Verdict)
- A trio of Agents partied so hard they created a singularity and were sucked into Infinity/The Gnomiverse (Universal+), potentially higher, see before Verdict)
- Beta Carrotina and other Plants can travel through space (227.311c, MFTL)
- Plasma Pea can fire peas that create universes in an instant (Universal+, 11 Quintillion c, MFTL+, See Cosmology and Before The Verdict)
- Plasma Pea’s peas also contain their own spacetimes and infinite possibilities (Immeasurable, see Cosmology and Before The Verdict)
The Gnomes
The gods of time in the PVZ universe, the zombies and plants fight them to get Party Time characters and to unlock Torchwood and Hover Goat 3000
Gnomes can blend starlight for breakfast (FTL)
Gnomes can use the galaxy as a cushion protector (Galaxy, See Cosmology)
Gnomes can hold space and time in their pockets (Universal, See Cosmology)
Gnomish Floaties can destabilize time (Universal)
Gnomes can Flatulate black holes into existence (See Cosmology)
Gnomes can count to infinity (Infinite) (See Before The Verdict)
Gnomes can experience at least three infinities (Three Infinite??)
Gnomes weave their quilts from the finest string theory (10D+) (See Cosmology and Before The Verdict)
The monkeys are the army that Super Monkey fights for, he is one of the strongest members of the army, so he should be able to upscale most of their feats.Super Monkey
- Bomb Tower can produces 3 Megajoules of energy(Wall level or Wall level+)
- Tsar Bomb can create a building level explosion (0.59 tons)
- Gwendolin can survive being set on fire
- Boomerang Monkey can throw rangs to make a Sonic Boom (Transonic)
- Obyn can create a Wall of Trees (13.608 tons of tnt) or City Block level)
- Brambles pop ceramic
- Cyber Quincy survived getting hit by a DDT
- Explosive Arrows pop lead
- Max Level PSI can crush up to ZOMG and DDTs (At least Multi-City Block level)
- Level 20 Entienne (Soloing BAD, but cannot deal with DDT without help) (Multi-City Block level)
- Monkeys are working on planetary exploration
- Pat can stand on any body of water
- Monkeys are aware of Ninja Kiwi
The Bloons
The main antagonists of the BTD series, despite their appearances, they have been shown to hurt the monkeys one way or another. Super Monkey has defeated most of these bloons, so he should upscale most of their feats.
- White & Rainbow Bloons can dodge Boomerang Monkey's sonic boom
- Pink Bloons can dodge Super Monkey's darts at far ranges
- Leads and DDTs can block unaltered darts, lasers, magic, thorns, and rangs.
- Black and zebras are immune to explosives
- Whites are immune to being frozen
- Purples are immune to energy projectiles
- BADs cannot be crushed by PSI
- Zomg sand above instantly destroy Obyn's trees
- Vortex can move like lightning
- Phazye rips holes in reality
Before the Verdict
Crossover Scaling
Are the Monkeys...
One of the big arguments for BTD matchups is the fact that Monkeys are barely shown to get hurt or die, so they should be able to outlast their opponents. However, the opposite argued just as much.
For example, Quincy comes from a family of many other archers who shared the same name throughout history, and like all ancestors, they've died off and passed the torch to the next Quincy in line, showing that Monkeys can die. We also have a spirit cosmetic for the original Quincy that has one of his ancestors float around him and not only that, future Quincy's lore is that he was greatly injured by a DDT and would've died if not or cybernetics. Not only that, BTD heroes have health in Bloons Card Storm and will be defeated if enough bloons attack them.
While this is only showcased for the heroes, it's not much of a stretch to compare them to Super Monkey as they are of the same species and have fought alongside each other, so the Monkeys can definitely be killed and so far has shown no canonical revial system.
How valid are the VTSG statements?/BTD6 cosmology
BTD6 cosmology is hard to scale as what we're given is very ambiguous statements and there isn't much to reflect that in game. To me, I honestly can't really take most of these statements seriously as not only do they open a bunch of inconsistencies but also they don't affect this matchup at all.
Infinite/Immeasurable Speed PVZ
With the whole traveling through other dimensions and through time, there are many debates regarding the limit about how fast the PVZ universe can scale. There are many valid ones but also invalid ones as well, let's elaborate on them.
1. Moving in Stopped time/ Timeless voids
There are a few instances where Plants and zombies can moved in stopped time such as Assistant Manager Bitey and Zomburger Artist where they hit Gnome targets that freeze the timer and still move. However, this feat is null because it is based on the assumption that they are doing that with speed alone not not a resistant to time stops. There is no evidence to say this was by speed and can't be considered immeasurable. It is also important to note that Zombies have been frozen in time before by Rose's Time Snare, Thyme Wrap, and getting sprayed by time particles in Timepocalypse.Let's talk about the Timeless voids next, the Infinity Time Mechs moving within destabilized time, and both the Plants and Zombie Heroes being able to move in the Gnomeverse, which lacks time. Timeless voids can't be used to justify immeasurable or infinite speed. Speed is distance divided by time and since this is a realm where time doesn't exist, the speed is undefined, not immeasurable.
2)Gnomes Infinity Statements
The gnomes can count to infinity, experience at least three infinities, and also eat things called "infinity sticks". The problem with these statements is that the Gnomes exist in a realm without time, so they have all the duration they need in order to complete those feats.
Partying in PvZ is an act done physically, not through any kind of external Hax or special ability. Party Citron breaking the Fabric of Reality is the main reason why Infinity Time and The Gnomeverse are able to be visited in the game, thus making it an immeasurable feat.
Plasma Pea
Plasma Pea is considered the toughest plant in Crazy Dave's Army both in gameplay and in lore. He twirls galaxies, universes, and the fabric of time itself through his peas and fires them at the zombies. The zombies are capable or tanking and dodging Plasma Pea's shots. Lets address some common counter arguments
1) It's an exaggeration
There are no hints that are in game or lore that point to the description being hyped up and there's more evidence to support his attacks being universe than there ones that aren't. An example of an exaggerated description would be the Rainbow heal beam that Sunflower uses, which says it heals faster but it goes onto say that its purely cosmetic and was just saying stuff to make it sound appealing. Plasma Pea's description has no such jokes.
2)It’s just a Hax
Zombies are capable of reacting or taking damage from these shots in-game, so they should still scale given how they can preform similar feats.
3)It’s a Plant made and submitted by a fan, it doesn’t match up with Canon
It is true that Plasma Pea was created as a result of a contest, however, that doesn't make the character bunk. Many Megaman Robot masters were submitted by fans and are considered pivotal parts for Dr. Wiley's Army and affect the story that they're in.
Most importantly, the whole Universe busting wasn't part of the original entry. The original intention of the design according to the creator was: "It was supposed to be a blue fiery star-ish kind of thing." meaning the whole cosmic destruction was made by Pop Cap themselves and the creator likes the Plasma design better, so the Universal Feats basically have 2 approval from gods which means the Universe twirling was intentional.
Universal and above PVZ
Finally, we've got to talk about Party Citron and the agents who partied so hard, they broke the fabric of reality and entered the Gnomeverse which is the main reason why the Infinity Time game mode is possible in the first place.
Gnomes are the gods of space and time in the PVZ universe, they control and maintain the flow of time between the past present and future in line and punish those who dare change it greatly. The concept of maintain and destabilizing time is a concept foreign to humans but for the gnomes, it is simply the way of life. They can count and experience multiple infinities, use entire galaxies as cushions, and hold space and time in their pocketsThe Gnomes/String Theory
In BFN, there was a mission in Wierding Woods that involves Dummy invading your dreams in order to become one with the dumb and find the batteries needed for the remote to put Dreadwood to sleep, this is elaborated more in the comic: "Plants vs. Zombies: Dream a Little Scheme". Zomboss created a dream machine to visit dreamworlds in order to consume the brainz of the dreams he enters in, and to retaliate, Crazy Dave built his own to try and stop him. The true size of a dream world is unknown but it can be safely assumed that it is Solar System Size since they see a sun and moon in one of the worlds. However, they can be argued for being infinite based on this panel. Though its quite debatable.The Dream World
Space Time Relativity
The Multiverse
PVZ has a multiverse, Super Brainz and Cozmic Brainz mention the existence of one and are its protectors. The gnomes claim that there are at least 5 gazillion realities which is quite consistent with the dimension hopping present in order to visit Infinity Time, The Gnomeverse, and time travel involved. Not only that, every decision that is made creates parallel universes as stated by interdimensional zombie's description. Also, in the events of PVZ 2 time paradoxes occur throughout the journey which involves Crazy Dave traveling to different timelines including traveling to times where cones existed millions of years before being an idea. Not only that, the time paradox is said to loop and all of space and time was shown to be affected. If we use the Plasma Pea statement it can bump up the multiverse to infinite as he can reload as much as he wants.
Hyperspace
This is the area in PVZ 2 where you can select which world to adventure to. It is described as a place that exists outside of time. Meaning that this area is outside of all timelines, dimensions, and time periods. Despite his appearances, Crazy Dave has shown multiple signs of intelligence that showcase his expertise in time travel and dimension hopping. This should be able to boot up the cosmology to 5d at least.
Where does Cosmology Cap/ Are the Gnomes 10-D?
The Gnomes are truly powerful beings that pushed the plants and the zombies to exceed their limits more than ever before. Though are the gnomes truly 10-D? Let's explain why that might not be the case
1. Contextless Statements
Is King Gnomus a Liar?
Tributes
Verdict
Super Brainz vs Super Monkey
Stats
Arsenals and Abilities
It's redundant to say this, but Super Brainz really does start off with more abilities in his base form than Super Monkey.
Super Brainz can already shoot lasers, conjure up shields, naturally heal, and respawn. He also has some abilities that Super Monkey doesn't have such as being able to live inside of technology, controlling the landscape and reality of his dreams, summoning all different types of zombies, conjuring random random zombies, transforming zombies into different random types of zombies, and has a ton of insta-kills and durability negation powers such as deadly or cut down to size. His abilities also require a lot less cooldown than Super Monkey's for example Legend of The Night creates a black hole as his ultimate ability but Cozmic Brainz can create Blackholes by simply charging up his punches.
Super Monkey has many abilities as well though he needs upgrades to reach that point, he can shoot Laser/Plasma Beams, teleport, and knock back enemies with his attacks. He's also got some unique abilities as well, with Ultra Vision he can shoot through walls, sacrifice allies for power, and with some items like he can transmutate bloons and strip properties of bloons such as Zombie Bloons. Super Monkey can wield other weapons such as being able to wield magic, bombs, ranges, and even storms.
They have a few similar abilities such as interacting with ghosts, shooting lasers, having a toxic aura,and freezing their opponents. However, Super Brainz holds a distinct advantage to having a majority of his abilities at all times. Super Monkey can do very crazy things with his variety of weapons but he can only equip so many items and weapon combos at the time, meaning he'll have to constantly swap his items if he wants to get an edge on Super Brainz. Whenever you upgrade to a Tier 3, an upgrade path is locked, meaningSuper Monkey no longer has access to those powers.
Most importantly, if there's an ability that Super Brainz is lacking he can simply summon zombies that have that ability through transforming or conjuring his units. He can't inflict fire damage but he can summon Paleontologist to do so and he can't disable abilities but can summon Moto-X Star to do so. And while you can argue that, conjuring could give him some bad cards, this unpredictability gives Super Monkey a bigger incentive to pick up the pace. Super Brainz could have his troop get frenzied by Coffee Zombie through conjuring him by frosty mustache, get expensive cards have their cost down via conjuring by Dr. Spacetime, or transform his weaker zombies into big strong ones during Bad Moon Rising. Super Monkey just doesn't have great counters to this randomness.
And that's the most significant factor of the debate, while Super Brainz has many resistances and immunities, Super Monkey doesn't. Super Monkey does have an aura that can prohibit negative effects harming him, but it only was shown to protect him to getting frozen stunned and blinded and it would be a stretch to say that he could resist the many insta-kills and debuffs that Super Brainz can pull off since his aura was never shown to work like that. Meaning that Super Brainz can likely use Cut Down to Size to defeat the Sun God.
While Super Monkey does have a dart that can remove properties of Zombie Bloons, but that weapon is highly unlikely to remove all of Super Brainz powers as the properties of of Zombie Bloons are that they summon gravestones when they die and Super Brainz and Super Brainz can summon gravestones whenever he wants and even if it did affect him, gravestones aren't the core part of Super Brainz powers and he can simply respawn to to remove the effects.
Super Monkey does have a few transmutation items like the Demonic Wishing Eye, and while it does work on Super Brainz's spawnables, it wouldn't work on him because Super Brainz has exhibited immunity and resistance to transmutation. Rose in the comics was unable to turn him into a goat and even when he does get turned into a goat, he transforms back after a while even after being vanquished. Moreover, an underrated part of Super Brainz's arsenal is his mirror which he can use to reflect the darts right back at Super Monkey turning him into a Penguin much like he did with Rose and Green Shadow.
Super Brainz's cards do everything that Super Monkey wishes he could do, Super Monkey can summon some allies but they aren't permanent and can't be sacrificed while Super Brainz can use them continuously as long as they are on the field and have many copies as them. The Phoenix he can summon is quite dangerous but not permanent meanwhile Zombot Dinotronic Mechasaur can keep summoning zombies as long as he lingers on the field. Environments are also a great advantage as Super Monkey has no way to remove them from the field, meaning Super Brainz can continuously evolve his troops through transformation station or place them on Medulla Nebula for Bad Moon Rising.
And if there's anything to to put the final nail in the coffin is his respawns, Super Monkey can potentially kill Super Brainz but he can't down him permanently, all zombie heroes possess the ability to respawn after being vanquished even after being digested or falling off of cliffs and the abyss. Not only that, he possesses three self revives and one team revive so that he can pop back in action in the same spot where he was vanquished and scientist can straight up revive people almost instantly.
Super Brainz single handedly takes abilities and arsenal through the versatility and the potentency of his summons and powers.
Tertiary Factors
The final factors that I think are worthy of talking about is intelligence, strategy, adaptability, and experience. Super Brainz for once doesn't start off stronger in intelligence.
Super Brainz is quite dumb as he struggles to speak with coherent sentences, he is also extremely disctracted by mirrors as well, he even left the zombie army so that he could chase after one in PVZ Garden Warfare Volume 2. It is one of his main weaknesses and is how the Plants were able to defeat him since they couldn't do it by brute force. Though despite this he managed to become Top Zombie in the Zomboss army which requires many skills such as disarming gnome bombs, planting and defending gravestones, and piloting mechs into the Gnomeverse. Super Brainz himself is leader of a multiversal team of variants of himself. Zombies are dumb but they are able to show a wide variety of skills.
Super Monkey is arrogant but by no means dumb, he knows not to under estimate the threat of strong MOAB class bloons but does get flustered when a bloon leaks. He knows how to handle various types of weapons such as bombs, magic, and storms. he also is greatly influenced by Dr. Monkey who created all kinds of unique tech that the Monkeys can use and its quite likely that that inteligence transfered to Super Monkey especially with the creation of the Tech Terror. Intelligence goes to Super Monkey.
Experience is quite easy to pinpoint too, Super Monkey has fought the bloons longer since he was created around the first game debuted. Point goes to Super Monkey.
In terms of strategy however, Super Brainz surprisingly prospers. In Garden Warfare 2 and PVZ Heroes, in order to win, you have to adapt to different types of variants, spawnables, random conjures, and most importantly synergy. Almost every match in PVZ games is completely different and you need to find the right counterplay to the variant or summon with your own skills. Despite conjuring being random, almost any scenario can be won if you have the right cards and like many zombie heroes, Super Brainz can adapt and win in most scenarios.
In comparison to Super Monkey, he doesn't have that sort of adaption. While he does fight on a variety of maps, there are too many of them where he's considered a liability due to how expensive he is or how the map is formatted. With that in mind, he's a lot less flexible when fighting different opponents in new areas. Not only that, every round in BTD has the same composition as the last, the first MOAB always comes at round 40 and round 63 has the same lead and ceramic rush since the very start of the franchise. Meanwhile almost PVZ every level is unique not only in types of foes appearing but enemies always spawn in different rows in various different combinations meaning you have to prepared for whatever special plant or zombie spawns first. For example, Green Shadow's strongest decks involve using Beans or Freeze plants which are both known for removing powerful zombies from the field through bouncing or winter squash. However, both decks can be used with different variety of cards with those archetypes, Bean decks could use Black eye pea to punish tricks or bean counter to create a giant beatstick and draw extra cards for Lima-Pleurodon's Dino-Roar which shuffles Magic Bean Stalks in the deck. Thus Super Brainz has to change his strategy accordingly with card that can punch through giant beat sticks like Rocket Science or Barrel of Barrels. With this amount of flexibility, Super Monkey's own strategies can easily be figured out and countered.
This a a major disadvantage to Super Monkey, as not only can Super Brainz can easily fix himself to combat Super Monkey's tactics but he can also summon environments that Super Monkey might not be able to comprehend, mind you zombie heroes can literally open rifts through reality, summon blackholes, and create entire nebulas. Strategy and Adaptability go to Super Brainz.
Super Brainz vs Three Super Monkeys
In this scenario, Super Monkey gets two other Super Monkeys to accompany him to unlock the true VTSG without the Dark Temple idol. Let's discuss how much this changes the verdict.
With three Super Monkeys, they are definitely able to deal with Super Brainz army much better as they have all their upgrades unlocked and can unleash more variety of their weapons against Super Brainz. It is rare to see one tower solo an entire army, so having extra towers helps.
However, the problem still persists of Super Brainz being much stronger than the Anti-Bloon and Legend of the Knight paths. He out stats and out haxes the two quite easily which is a problem when trying to go VTSG because if even one Tier 5 dies, VTSG can't be activated. The only way to activate VTSG would have the Sung God path constantly play protector while also playing keep away so the other paths don't die. And that's a hard thing to do when Super Brainz can match in speed and potentially go through Immeasurable when Party Time is activated and gain significant strength to challenge the Sun God Path.
Let's say all the Super Monkeys managed to survive long enough to transform into VTSG, VTSG was described to delete all of reality and create new ones, could this be the thing that finally puts Super Brainz down for good? Well, no but let me explain.
The VTSG having this multiverse level of power was showcased in only in a blog post and was is answered in this manner as nothing more than a joke. This is because the VTSG in gameplay has shown to function much like the normal TSG by firing lasers in his base form and getting more attacks for the type of monkeys he sacrificed. And in all those extra upgrades, an existence erasure power has not been showcased. Even if this statement was being truthful, VTSG requires a lot of outside help to get the god-boosted buffs from engineers, villages, and more which isn't possible considering Super Monkey can't summon the necessary monkeys to do so. Not only that but these bufs have to be permanently applied to VTSG, which is only possible through hacking the game meaning its just not possible in lore or in gameplay.
VTSG will be harder to put down but with the right spawnables, tricks, and environments. Super Brainz can and will take VTSG down. While its power has increased, the durability hasn't and if Super Brainz was already capable of taking down the TSG, he can take down the VTSG,
Conclusion
Super Brainz
Advantages:
- Starts out stronger
- Way more Durable
- More Innate abilities
- Has many variants and can control more elements
- More Versatility
- Very Potent Summons
- Matches in Speed
- Has many ways to instantly kill Super Monkey
- More resistances to Super Monkey's weapons and abilities
- Can respawn as much as he needs to
- Can Manipulate the environment
Disadvantages:
- Less Intelligent
- Less range
- Less overall years of experience
- Cards cost resources
- Conjuring is random
- Hasn't been in a game since BFN :(
Super Monkey
Advantages:
- Can grow to be stronger
- Matches in Speed
- More Intelligent
- Has a mastery of most weapons and powers in BTD
- Can get new abilities and power with his equipment
- More years of experience
- Can beat most of Super Brainz Spawnables
- Has a company that actually cares about him
Disadvantages
- Less durable
- Starts off weaker
- Can't counter Super Brainz's environments
- Upgrades are way more expensive than the cards
- Abilities have longer cooldowns
- Can't Summon allies by himself
- TSG is weaker without sacrifices
- Can't kill Super Brainz permanently
- VTSG requires a buff that's impossible to achieve without hacking the game in order to gain existence erasure powers
Summary
Great blog, i love this mu
ReplyDeleteWhat is PvZ even about bro 🥀🥀
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