Karate Champ (PvZ: BfN)

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Karate Champ is a playable zombie class in Plants vs. Zombies: Battle for Neighborville. He is an Attack class that specializes in powerful melee attacks, charging up his devastating Flying Power Kicks by attacking plants with Chop Block or his powerful abilities.
==Description==
===In-game description===
Karate Champs are powerful masters of zen that can unleash combo attacks and charge up sweeping kicks for ultimate close-range prevalence.
==Weapons==
===Primary Weapon===
Karate Champ's primary weapon is the Chop Block, a quick karate chop attack that deals 25 damage in a 90° area in front of Karate Champ with 3.25-meter range. It fires at a rate of 113 RPM (rounds per minute), or RPS (rounds per second), with DPS. Successfully hitting an enemy with Chop Block charges Flying Power Kick's meter by 1 segment.
===Secondary Weapon===
Karate Champ's secondary weapon is the Flying Power Kick, which is a powerful sweeping kick that activates when you press [Zoom], replacing the normal zoom feature. Karate Champ has a meter next to his crosshairs, similar to Thorn Apart, that represents Flying Power Kick's charge with a maximum of 5 segments. Charged with Chop Block, 5 full segments are used for this attack, and are consumed when its used.
It deals 125 damage in a 270° area around Karate Champ with 4-meter range. When used, it has a 0.5-second windup delay (RPM shown includes this). It fires at a rate of 45 RPM (rounds per minute), or RPS (rounds per second), with DPS. While winding up a Flying Power Kick, Karate Champ moves 50% slower.
==Abilities==
===Fist of Fury===
When activated, Karate Champ instantly performs an uppercut, lifting him 6 meters into the air and disabling all other attacks or abilities for 0.5 seconds while he floats briefly in mid-air. Fist of Fury deals 40 damage to enemies up to 3 meters away, knocking them back 3 meters and up 5, and stunning them for 1.65 seconds. Hitting at least one enemy with Fist of Fury charges Flying Power Kick by 1 segment. It takes 16 seconds to recharge.
===Dojo Dash===
When activated, Karate Champ dashes a total of 18 meters in the direction he's facing, then dashes 18 meters back to his starting position, with the entire ability lasting around 1.2 seconds. Plants he comes in contact with during Dojo Dash take 25 damage, twice. If Karate Champ deals at least 50 damage total with Dojo Dash, his Flying Power Kick is charged by 2 segments. It takes 18 seconds to recharge.
===Power Pull===
When activated, Karate Champ launches a Power Pull projectile after 1.5 seconds, which dissipates after traveling 25 meters. If Zen Grab hits an enemy, that enemy will take 18 damage and be pulled 20 meters towards Karate Champ. Once an enemy is finished being pulled, that enemy is slowed by 35% for 2 seconds. Pulling at least one enemy with Power Pull charges Flying Power Kick by 1 segment. It takes 17 seconds to recharge.
==Upgrades==
==Strategies==
===With===
Karate Champ is a very powerful melee brawler. Chop Block might not seem very strong at first glance, but it's very useful both for dealing direct damage and taking out enemies, but also for charging up Flying Power Kicks to unleash devasting attacks. Fist of Fury is very effective for both getting to slightly high places, and also for dealing quick damage. Dojo Dash isn't very useful as mobility or a getaway, but it does great damage and can help enable Flying Power Kick if used well enough. Power Pull synergizes well with any other attack or ability, as pulling enemies towards your melee range is very effective. Flying Power Kick does a ton of damage, but shouldn't be wasted as it can be somewhat difficult to charge it up again.
===Against===
Keeping your distance against a Karate Champ is very important. Karate Champ's damage sources rely on him getting up close and personal, and he has very limited ranged options. Power Pull isn't effective at extremely long ranges, so sniping Karate Champ with a character such as Cactus or Bamboo Shoots is a good strategy and is a nice way to pick him off. Both Dojo Dash and Fist of Fury can be lethal if utilized to their fullest potentials, so playing Chomper or Snapdragon and getting up close into their ranges is not going to end very well for you.
==Balancing changes==
September 16, 2020
*Flying Power Kick
**Windup speed modifier decreased: 0.85x -> 0.75x
*Fist of Fury
**Damage increased: 60 -> 80
*Dojo Dash
**Recharge decreased: 23s -> 21s
September 20, 2020Karate Champ was having trouble finding his purpose as a combo attacker be his most effective playstyle and his kit design was scattered. His primary method of dealing damage has been shifted to an easier-to-use, more effective Chop Block karate chop, while his original Flying Power Kick has taken a backseat as a charged special attack. Hit enemies with Chop Block or his new and improved abilities to charge up Flying Power Kick, and dominate your fights!
*Chop Block
**Added as new primary weapon
**Successful hits charge Flying Power Kick
*Flying Power Kick
**Attack shifted to special charged attack
**Windup speed modifier decreased: 0.75x -> 0.5x
**Windup duration increased: 0.25s -> 0.75s
**Area of effect decreased: 360° -> 270°
**Damage increased: 65 -> 75
*Zen Grab
**Secondary weapon removed
*Fist of Fury
**Float duration decreased: 0.85s -> 0.5s
**Height increased: 4m -> 6m
**Damage decreased: 80 -> 40
**Stun duration decreased: 2.15s -> 1.65s
**Recharge decreased: 19s -> 16s
*Dojo Dash
**Duration decreased: 3s -> 2.4s
**Damage decreased: 40x2 -> 25x2
**Now charges Flying Power Kick
**Recharge decreased: 21s -> 18s
*Zomb-jitsu
**Replaced with Power Pull ability
September 28, 2020
*Flying Power Kick
**Windup duration decreased: 0.75s -> 0.5s
September 29, 2020
*Upgrade One Furious Foot
**Range with buff increased: 5.25m -> 6m
**Also decreases Flying Power Kick windup: 35%
*Upgrade Get The Hook
**Pull strength boost increased: 100% -> 150%
*Upgrade Sucker Punch
**Ability speed-up increased: 9s -> 10s
*Upgrade Peace Out
**Duration increased: 6s -> 7s
**Speed boost decreased: 55% -> 45%
**Point cost decreased: 2 -> 1
*Upgrade Master Double Cross
**Max armor increased: 60% -> 75%
**Armor per hit increased: 10% -> 15%
**Armor linger increased: 1.75s -> 2.5s
**Point cost increased: 2 -> 3
December 31, 2020
*Karate Champ
**Increased max health from 150 -> 175
*Dojo Dash
**Decreased duration from 2.4 -> 1.8 seconds
January 3, 2021
*Dojo Dash
**Decreased duration from 1.8 -> 1.4 seconds
February 22, 2021 (1)
*Dojo Dash
**Decreased duration from 1.4 -> 1.2 seconds
February 22, 2021 (2)
*Chop Block
**Increased damage from 23 -> 25
*Flying Power Kick
**Increased damage from 75 -> 125
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