Revenant (PvZ: GW2)

Revenant is a playable zombie class in Plants vs. Zombies: Garden Warfare 2. His role is to play as an assassin-like character to take out enemies quickly at close range before escaping. While he isn't the fastest character, his speed is only behind Imp, though this changes when he rides on his horse, which allows him to quickly blaze through an area.
== Descriptions ==
A quick assassin who uses haunting powers to ensure victory.
=== Stickerbook description ===
Still wondering where his head is. He might be able to find it if he can still see properly.
=== In-game description ===
A zombie who loses his head but refuse to die, wields a close-range shotgun and can speed through the map with his trusty horse.
== AI health ==
* Easy: 60
* Normal: 80
* Hard: 100
* CRAAAAZY: 120
== Variants ==
 	 	 	
Spirit	Hellspawn	Drenched	Necromancer
== Primary Weapon ==
Pumpkin Action is the primary weapon of Revenant.
* Around 60 damage at close range, 80 damage with critical.
* Around 18 damage at long range, 24 damage with critical.
* The ammo in a clip is 6.
* The reload time is 0.5 seconds, however it reloads one at a time rather than a full clip, so the total reload time would be 3.5 seconds.
* If he attacks during reload, it will stop reloading until the button is pressed again. However only one button is needed to be pressed in order to start reloading them all.
* The projectile speed is fast.
* The weapon is semi-auto.
== Variants differences ==
=== Spirit ===
* Primary weapon is called "Spirit Shotty"
* Spirit only has 75 health.
* Spirit takes 25% less damage from all types of attacks.
* Lingering effect such as burning last 25% shorter.
* Spirit's shotgun spread is closer, meaning it is better at longer range.
* Spirit's shotgun damage is lower, only around 48 at close range.
=== Hellspawn ===
* Fire variant.
* Primary weapon is called "Nether Sender".
* Attack ignites plants, burning them overtime.
* Hellspawn's shotgun damage is lower, only around 40 at close range.
=== Drenched ===
* Primary weapon is called "Drowning Double".
* Shotgun is now a double-barreled shotgun.
* Drenched's shotgun damage is higher, dealing around 70 damage at close range.
* Drenched's ammo in a clip is 2.
* Drenched can reload all clips at once, but the relaod time is 2 seconds.
* Drenched has a faster firing speed, able to shoot both shot quickly.
* Drenched's shotgun spread is further, meaning it is really good at close range, but really bad at longer range.
=== Necromancer ===
* Legendary variant.
* Primary weapon is called "Necro Barrel".
* Vanquishing players fill the Skeleton Summon bar.
* Every 5th vanquished player in a single life spawns a Skeleton Zombie
* Skeleton Zombie act like a regular spawned minion but with 200 health and deal 20 damage per hit.
* Dying as Necromancer reset the Skeleton Summon bar.
* Reload time is increased to 0.8 seconds per bullet reload, so the total reload time would be 4.8 seconds.
* Necromancer's shotgun damage is lower, only around 52 at close range.
== Abilities ==
Left abilities 	Left abilities
Haunting Hunter 	Revenant fires a slow-moving Ghost that can't be destroyed but will explode near a plant, causing them to have the hypnotized effect similar to Hypno-shroom.
Seek and Leech 	An alternate ability of Haunting Hunter, Revenant fires a fast-moving swarm of bats that seek towards a plant, before dealing 50 damage while healing Revenant for the same amount. The bats can be destroyed.
Center abilities 	Center abilities
Headless Horseman	Revenant summons a horse and ride on it, giving him fast speed and still able to fire or use his left ability, disappear after 10 seconds or when this ability is used again.
Armored Knight 	An alternate ability of Headless Horseman, the horse is now armored, giving Revenant extra health when riding on top. However it is slower than Revenant's normal speed, though this can be useful when you're aiming. Disappear after 10 seconds as well.
Ghostly Jockey 	An alternate ability of Headless Horseman, the horse and Revenant are both transparent and invincible during the ride, however he can't fire or use any abilities except getting off the horse, however has a much higher speed. Disappear after 7.5 seconds.
Right abilities 	Right abilities
Flaming Remains 	Revenant places down a destructible flame on the floor, when using the ability again, he will teleport back to the flame.
Lobbing Lurkers 	An alternate ability of Flaming Remains, Revenant throws the flame out instead of placing them, and will immediately teleport to that location rather than able to teleport back.
== Strategies ==
Revenant is an assassin, meaning he can't exactly deal with the front, however in the backline of the enemy line is when he shines the most. His shotgun is the perfect weapon for a quick close range vanquish and it is stronger than Scientist's Goo Blaster, and Scientist is already no joke in terms of close range damage. His quick speed and abilities allows him to quickly go into the enemy's backline and start disrupting their team. This is the most relevant in Gardens & Graveyards both when attacking or defending. For attacking, Revenant can go near the capture points behind the enemies and either quickly gun down multiple of them or distract them, allowing your team to secure the point. For defending, Revenant can disrupt the field by taking out their most important back line players like Cactus and Sunflower, causing them to be unable to organize a push, therefore losing a game.
His abilities are very strong too. For his left abilities, Haunting Hunter can confuse the opponent, giving you a chance to either close up and finish them off or escape while they're distracted. You can also manipulate the opponent into running away from the ghost as it is unkillable, while faster characters can dodge the explosion, some can only take the hit or run away, such as Torchwood. Seek and Leech is also very strong, it serves as Revenant's only long range option to attack. However it is not recommended to fire them from too far as the bats can be killed, wasting your ability. It is most useful during a 1v1, while the opponent is running away or have low health, you can use it to catch them off guard in order to not just vanquish them, but also healing your health, allowing you to fight another opponent as quickly as possible.
For his center abilities, all of them serve as Revenant's main focus, Headless Horseman allows Revenant to move around the opponents at an extremely quick speed, pair that with Haunting Hunter and you will basically guarantee a win against the opponent, of course this still requires you to have good aim since at quick speed, aiming would be harder. It also allows Revenant to quickly goes from one point to another, while it increases your hitbox and might risk you revealing your location, it can be useful for traveling after a captured points or if a big team fight is on the other side. Overall a high risk high reward ability. Armored Knight is the direct opposite of Headless Horseman, it doesn't give Revenant any mobility, in fact it is even slower than walking, however it allows Revenant to reveal himself onto the main stage and give him more health, basically turning him into a tank of some sort. During this, it is very easy to walk up onto an enemy while they're attacking you and shoot them at close range, ensuring you can at least take down a couple of them. Though of course this is risky if you get caught out in the open. Ghostly Jockey is functionally different from the other two as its main use is mobility and escape rather than vanquishing. It allows Revenant to go into the enemy line more easily and get out just as quick. It relies on Revenant player's own ability to aim rather than using the ability for 1v1. While it seems like it migh not be that useful, it has multiple minor features that allows him to focus more on assassination, for one, it has a silent footsteps unlike other two horses, and it being transparent means it is harder to detect by another player.
For his right abilities, Flaming Remains is an excellent tool for escape or surprise. You can either place it down on a safe place so that when you're at low health, you can teleport in. Or place it behind where the enemies would look, so you can teleport behind them as they tried attacking you to surprise them with attacks. While these seems really good, it is worth noting that the opponents can destroy the flame, and it might leaves you vulnerable when you can't escape with your horse. Lobbing Lurker gives Revenant player more mobillity option. It seems similar to Scientist's Warp, but while it can't be spammed easily and is harder to use in a fight, its longer range and vertical projectile arc allows Revenant to move quickly through the teleport. You can also use it similar to Flaming Remains but with a time limit, firing at one side towards an enemy, before the fire lands and you teleport to another side, confusing the opponent before vanquishing them.
== Trivia ==
* Revenant's entire idea was came up before DMdarkmatter was about to sleep.
* This is DMdarkmatter's first GW2 page.
** They have never played GW2 for more than 3 hours.
Category:Zombies
Category:DarkMatter Creations