Plants vs Zombies: Brainglory

Plants vs Zombies: Brainglory is a project by N00bslayer2016, and will be a MOBA (multiplayer online battle arena). The game will feature plants and zombies from many previous games in the PvZ franchise, especially Garden Warfare 2 and Heroes. 
2021 Update: Hey everyone! I'm aware I haven't been heard from in a long time in general. While I've experienced massive creative burnout and also a general decline in my interest towards PvZ, rest assured that this project is NOT abandoned. I'm still keeping tabs on this page and intend on keeping things going, when I can. I'm also still present on the Discord server (Bruh Dot Jaypeg#1497) and remain contactable; kindly continue to comment here or drop me a discord DM if you need to reach out to me for whatever reason. 
== Overview ==
Similar to other MOBAs, such as League of Legends and Vainglory (from which this game draws much inspiration), the game can be played with other players around the world, and is mainly objective-based. The Plant team would win by destroying the Zomboss Citadel while the Zombie team would win by destroying the Tree of Being. The map has a variety of terrain, most commonly being the Lane, which is defended by various stationary defense turrets erected by both sides. The Lane(s) are separated by the Void, the equivalent of the Jungle in classic MOBAs (in some cases, part or all of the Void is an actual Jungle). It is an interesting no-man's land equally full of danger and opportunity, such as Jungle Monsters like Gnomes or Bots, which grant monetary or tactical boons when slain. Near the Tree of Being and the Zomboss Citadel are the spawn points of the Plant and Zombie players, as well as a shop from which players can purchase items to augment their fighting capabilities. Both the shop and the spawn points are inaccessible to members of the opposing team.
Players play as a Plant or Zombie Champion, choosing fighters from an ever-growing roster. Each Champion and minion has different strengths, weaknesses and quirks, sound mastery of each Champion is the key to supremacy in Brainglory. Champions start at Level 1 and are weak at first, forced to kill minions or each other to progress (At this stage, players are often too weak to even consider attacking Void monsters or turrets, though with sound coordination they could take down an enemy Champion). They also begin with a small amount of currency used to purchase items from the Shop. This currency is also earned by killing foes and generated naturally over time and does not carry over to subsequent matches. When leveling up, Champions gain a Skill point. This point can be used to learn abilities and to subsequently upgrade them. The current in-match level cap is 18, so characters will earn 18 skill points and a Mastery point on their way to level 18. This Mastery point can be used to Hyperboost a single ability, boosting its strength and usually unlocking additional effects. 
== Interface ==
Outside of matches, the player interface has several panels. They include:
* Play, which lets the player choose and enter matches,
* News, which displays announcements, competitions or shoutouts
* Learn, which contains instructional videos and the solo pratice game modes
* Social, which displays the player's friends and Alliance.
* Mart, which contains sticker packs and other in-game purchasable content. 
The Mart offers Champions for unlocking, as well as Skins, Boosts, Augmentations and Sticker Packs (which are bundles containing assorted stuff). The Sticker Packs are:
Name 	Contents 	Price 	Availability
Recruitment Call	One brand new Champion you don't already own! This pack also contains the cheapest available Skin for that character, three Augmentations to complement them, and a medium amount of Gems. Not to be missed out on!	80,000 Coins/300 Gems	Permanent (disappears if player owns all Champions)
STICKERSYAY 	A bumper pack of stickers! This contains 20 random stickers with at least three rare ones and an increased chance of rarer one! 	35,000 Coins/150 Gems	Permanent
 	 	 	
== Game Modes ==
There are several game modes in Brainglory. They include:
Name 	Description 	Map 	Notes 	Conditions for Game End
Classic 	The classic Multiplayer Online Battle Arena experience we all know. Battle across a sprawling map with many surprises and take down either the Tree of Being or the Zomboss Citadel!	Any MOBA map 	 	Destruction of either Tree of Being or Zomboss Citadel
Breakout 	Plants: You've been dumped in a maximum-security Zombie Prison! Crazy Dave has managed to smuggle in some help, but you'll have to escape before zombie reinforcements arrive.
Zombies: Several maximum-priority Plant prisoners are staging an escape. Knock em' down four times and they'll think twice about escaping again.	The Lock-Up 	Plants gain double gold and have three more players than Zombies, but can only respawn three times and do not have minions. There are always 8 Plants and 5 Zombies. 	At least four Plants reach the extraction point in time/Fewer than four Plants reach the extraction point when time expires
Onslaught 	Plants: The Labyrinth is under attack! Stop the Zombies from reaching the secret lab in the centre.
Zombies: Delve into the overgrown Secret Garden and attack the Plants within! Zomboss can call in air support once in a while, but you'll have to do the heavy lifting yourselves.	Garden Labyrinth	Plant minions are tougher and stronger. Zombie airstrikes happen every so often, striking down at 6 random turrets or Plant Champions. Multiple strikes can hit the same target.	Plants hold off the zombies until time expires/Zombies destroy the secret lab in time
Zombot Beatdown	Plants: Zombot production has been overclocked! Hold off the constant stream of mass-produced monsters until the Butterhawks shut down the factory.
Zombies: There's no better time than now to strike a blow on the Plants! Escort the Zombots into the enemy base before Plant backup arrives.	Brain Street 	Plants regenerate and respawn faster, their minion waves are larger and their items cheaper. 	Plants hold off Zombies until time expires/Zombies destroy Plant base in time
Cuke Crisis 	Plants: You're on a mission to destroy a sprawling experimental lab. Race against time to plant miniature cukes at strategic locations, the stealthier the better. 
Zombies: Why are you reading this? Zomboss is scrambling all Zombies to find and catch the Plants in his secret lab! Go now!	Compound Z 	Plants have a limited number of Cukes, which explode if they are vanquished while carrying one. 
Zombies only enter the game at 2 minutes, and respawn much faster. Minion waves also come much faster.	Plants destroy at least 65% of the lab in time/Plants run out of Cukes/Plants do not destroy enough of the base in time
Brawl 	A fast-paced intense battle on any MOBA map. Victory is now score-based and rewards those that strike the fastest! The game enters sudden death after five minutes. 	Any MOBA map 	First to 20 points wins, scoring vanquishes and conquering objectives award various numbers of points 	Plants reach target score first/Zombies reach target score first
Suburbination 	Like in Garden Warfare! Teams battle across MOBA maps to capture and recapture strategic locations. Captured locations generate points for your team, amass a hundred to win. 	Any MOBA map 	 	Plants reach target score first/Plants control all locations/Zombies reach target score first/Zombies control all locations
== Maps ==
Currently, there is one map in PvZ Grainglory, called the Suburban Showdown. It has two lanes, one to the north and one to the south of a sprawling Void (which in this case is an abandoned park, heavily overgrown with both living and (un)dead trees). There is a portal to Infinity to the north of the map, and a shop where both teams may purchase items at the south. Though it is intended and optimised for 3v3 combat, custom settings can be altered to allow for 5v5 or even 1v1 combat.
Features: 
x1 Tree of Being, Zomboss Citadel.
x3 Shops (one for each side, a third shop is in the south)
x2 Spawn Points (one for each side)
x1 Infinity Portal (to the north)
x8 Plant and Zombie Turrets (2 in base, 3 in each lane)
(Map layout diagram coming soon)
== NPCs ==
NPCs are Non-Player Characters - not playable but crucial elements of Grainglory. They include:
=== Shopkeepers ===
There are three Shops and Shopkeepers in a match: The Plant Shopkeeper Dave-Bot, the Zombie Shopkeeper Dr. Patient, and the Void Shopkeeper Rux. Each shopkeeper sells different items, and Rux's Bazaar is the only Shop both sides may shop at. Dave-Bot and Dr. Patient sell standard wares for Plants and Zombies respectively, while Rux sells some more specialised gear unavailable elsewhere, as well as faction-neutral items both teams may purchase. Please see the Shops article for extended details on what each Shop sells.
=== Minions ===
Much like other MOBAs, both sides periodically generate waves of minions to march along the lane and attack the enemy turrets while helping allied Champions. For more information, see here
== Champions ==
Now for the best part - the playable characters, the Champions! Green Shadow and Greg-gantaur are unlocked upon completing the tutorial, and after that players may unlock two Plant and two Zombie Champions of their choice for free. Upon winning their first PvP match, 4 random Champions (2 Plant & 2 Zombie) will be offered at a discounted price forever.
Notes: Though this would be explained later, Crazy Power boosts basic attacks and Infinity Power boosts abilities. In addition, D means the ability is a default ability, A means it is an alternate ability, and Ult means the ability is a powerful Ultimate ability. In addition, the numbers next to an ability indicate which slot it occupies; in most gamemodes a Champion has Ability (1), (2) and (3), as well as an Ultimate (Ult).
Some other technical terms: Stunned enemies can neither move nor act, silenced enemies cannot use abilities, disarmed enemies cannot basic attack, mortal wounds render their victims immune to healing and positive status effect, dazed enemies respond to commands (either player or computer-given) 0.5 seconds slower and rooted enemies cannot move. Units with Vampirism heal themselves for a proportion of the damage they do. Crowd Control (occasionally abbreviated to CC) is a general umbrella term referring to stuns, silences and slows. If you need any other clarification or feel I should expand this list, do let me know :).
=== Plant Champions ===
==== Green Shadow ====
Stealthy sniper with multiple invisibility and burst damage abilities
==== Chompkraken ====
Durable Chomper who locks down and devours foes
==== C-5000 ====
Defensive tank specialising in suppression
==== Shroomnobi ====
Stealthy mushroom ninja with poisonous pets 
==== Crazysaurus Rex ====
Mech rider who inspires allies and roasts foes
==== The Grainbringer ====
Frontline gunner with no subtlety
==== Grass Knuckles ====
Daring melee brawler who loves a beatdown
==== Solar Flare ====
Sunny healer with zone control
==== Grumpy Stumpy ====
Tanky berserker with a flaming temper
==== Jugger-Nut ====
Unstoppable defender with impenetrable shell
==== Hyper Bean ====
Mobile and versatile fighter with resilient barrier and vision tricks
==== Compadre Cactus ====
Defensive sniper who creates safe zones for allies
==== Yoshiro ====
Swift samurai that deals critical strikes and is excellent in chase downs.
==== Roselia ====
Floral sorceress with support and disruption abilities
Role: Disruptor, Support, Mage
Offense: 6/10
Defense: 1/10
Mobility: 5/10
Utility: 7/10
Difficulty: Hard
Roselia is a mysterious, ancient magician from ages past. She is fragile and cannot hold her own in 1v1 fights, though she excels in crowd control and turning the tables in her friends' favour. She can effortlessly disrupt the flow of enemy play and scupper Zombie tactics, and can gain powerful magic to become a serious threat. Roselia can be played in the lane or jungle. She should stick with her friends for protection and look for teamfights to deploy her crowd control and suppression spells.
Strengths: Expert in crowd control and suppression of multiple enemies as well as helping teammates gain the edge, unpredictable spells can surprise foes
Weaknesses: Fragile and weak offensively (at first), at a serious disadvantage whenever alone
Abilities:
Name 	Description 	Notes
Perk: Spell Sickness 	Roselia's basic attacks infect zombie Champions with Spell Sickness, which stacks up to 6 times and wears off after 5 seconds. Each stack increases the energy costs and cooldowns of the affected target's abilities by 7%. 	NA
Snare of Sorrows (D) 	Roselia sets up a magic field in a medium area, lightly damaging enemies within it. If an enemy crosses the field's boundaries, it is slowed and afflicted with full Spell Sickness stacks. In addition, when this ability expires, it silences all enemies still within the field. 	Slot 1
When Maxed:  This ability will also damage enemies within it when it expires.
Goatify (D) 	Roselia charges up for 2 seconds, then fires a pulse at a selected area. Enemy minions within this area are permanently transformed into Goats, which have the same health and movement speed as the minions they once were but do reduced damage. Enemy Champions are transformed temporarily. While Goatified, their basic attacks are significantly weaker, their Perks are disabled and they are silenced. 	Slot 2 or 3
When Maxed: Goatified Champions take longer to revert.
Thistle Throwback (D) 	Roselia fires off five Magic Thistles in quick succession. These Thistles inflict Spell Sickness and slow enemies. If a target is hit by at least three Thistles, it is silenced and if it is hit by all five Thistles, it is rooted. If a thistle hits an enemy within a Snare of Sorrows, that thistle explodes, dealing Infinity damage in a small area. 	Slot 2
When Maxed: The silence will last longer. In addition, the rooting effect is upgraded to a stun.
Spiritual Steed (D) (Ult) 	Roselia channels for 3 seconds, consuming all her energy (the more energy consumed, the longer the Steed can last). If able to channel completely, she summons a powerful magical Steed from a rift in time, causing a powerful blast that knocks back allies and enemies alike. While riding the Steed, her basic attack becomes a continuous cone of arcane energy and all abilities are replaced with Teleport Stomp (see below). If the Steed receives fatal damage, it runs 8 meters backwards before flinging Roselia off and warping away. Roselia can reactivate her ult while riding the Steed to let it go. Doing this refunds energy based on how long the Steed had left on the clock before it must warp away. This ability starts on cooldown when first learned.	Ultimate Slot
When Maxed: Can't be maxed, this thing is powerful enough.
This Steed is not actually a horse, and varies based on Roselia's skin.
Teleport Stomp (D) (Ultimate only)	Roselia's Steed charges to a location, trampling enemies in its path, before emitting a shockwave, doing Infinity damage and stunning nearby enemies. For 2 seconds afterward, Roselia can reactivate this ability to spin in a circle, knocking back and damaging enemies. The Steed's basic attack also becomes empowered for 4 seconds, immediately applying full Spell Sickness stacks and silencing enemies who stand in it for 1.8 seconds or more. As all Roselia's abilities are replaced with this while her ult is active, when this is used, only that ability goes on cooldown and the other Teleport Stomps are unaffected. 	All Slots (only when Ultimate is active)
When Maxed:
NA
Arcane Assault (A) 	Roselia imbues her body with arcane magic for 3 seconds. She gains a powerful magic aura around her that speeds up allies and heals their energy, and every second she emits a damaging pulse that slows enemies. After the ability expires, she gains a speed boost for 1.4 seconds. 	Slot 1 or 3
When Maxed: Radius of magic aura and pulse increased.
=== Zombie Champions ===
==== Greg-gantuar ====
Suppressive tank with disruptive abilities
Role: Tank, Disruptor, Warrior
Offense: 5/10
Defense: 8/10
Mobility: 1/10
Utility: 6/10
Difficulty: Easy
Greg-gantuar and the Anti-Bully Squad are back with a vengeance! Upon breaking free from Zomboss's torture, he is filled with anger and ready to take it out on the Plants. With incredibly high health, he uses immense strength to overwhelm and scatter Plant opposition, protecting his teammates while (ironically) bullying and pushing Plant defenders around. It's clear why Zomboss, after failing to recapture him, decided to hire him instead.
Strengths: High health, able to kick defenders around and support allies, many disruptive and suppressive abilities
Weaknesses: Very slow movement speed, poor offensive potential on his own, performs poorly in 1v1s against fast or hard-hitting opponents
==== Robo Ranger ====
Robotic front-line big gun with area denial
Role: Pusher, Artillery
Offense: 7/10
Defense: 2/10
Mobility: 5/10
Utility: 5/10
Difficulty: Medium
Robo Ranger is a powerful robotic Foot Soldier with useful area denial and explosive abilities. With his in-built rocket launchers and high-rate Zomboss AI, he's a tricky target who can bite back at Plant assaults and lay waste to bunched up foes. His special Turbolift Thrusters give his playstyle a unique edge, enabling him to easily dodge attacks and reposition himself while raining down damage from above. Robo Ranger works well in the lane where he can push for his team on the front lines and decimate minions and turrets alike.
Strengths: Powerful offense, AoE attacks from long range, able to operate effectively at the front line 
Weaknesses: Poor defensive capabilities; energy-intensive abilities make him vulnerable after prolonged fighting 
Abilities:
Name 	Description 	Notes
Perk: Rocket Rally 	After killing anything, Robo Ranger's next basic attack takes a second to arm, but is replaced by a powerful rocket that deals AoE damage. After firing, he needs another second to switch back to his blasters or reload (if the rocket strike also killed something). This rocket attack costs 25 Fuel and cannot be used if Robo Ranger has less Fuel than that.
Additionally, Robo Ranger uses Fuel for his abilities instead of energy, similar to certain turrets. Fuel does not regenerate on its own; it is recovered slowly along with health when Robo Ranger receives healing from any source (inculding health regeneration). Fuel is twice is vulnerable to energy-draining abilities.	NA
Turbolift Thrusters (D) (1)	Robo Ranger charges his thrusters and jumps into the air, consuming more fuel the longer he stays in the air. He'll stay airborne for 6 seconds or when this ability is reactivated. While airborne, Robo Ranger can be targeted and damaged normally by most attacks, except for some which only go for targets on the ground. Robo Ranger cannot use abilities in the air, but all his basic attacks are rocket strikes, which reload at the same rate as a regular basic attack. The first three attacks are free, but subsequent rockets will consume Fuel when fired. Infinity power reduces the rate at which the thrusters consume fuel.	When Maxed: Range of basic attacks increased.
Flare Deploy (D) (2) 	Robo Ranger fires off a volley of flares, following a line the player draws. These flares reveal enemies in a medium area around them. These flares can also distract AI minions or monsters. 	When Maxed: The flares can distract 'seeking' projectiles.
Sinister Salvo (D) (3) 	Robo Ranger fires a volley of rockets in a line, damaging and slowing enemies hit. Upgrading this ability increases the range of the rocket salvo and rocket count as well as the range of Robo Ranger's Rocket Rally empowered basic attack. The salvo does 60% damage to non-Champions. 	
I.Z.B.M. (D) (Ult) 	Robo Ranger selects a target then pauses for a second. Afterward, he fires a powerful missile that travels quickly, seeks down its target over any distance and explodes on contact. This missile does extra damage to structures and bosses. 	When Maxed: The warhead's damage against non-Champions is improved.
 	 	
Flashbang (A) (2) 	Robo Ranger charges up, then fires a disorienting flashbang that reveals and stuns all enemies in a wide area. 	
Whoosh Boom! (A) (3) 	Robo Ranger leaps into the air, locking on to a location and firing a rocket-propelled grenade at it. The explosion does damage and knocks enemies away. 	
==== Super Brainz ====
Swashbuckler with powerful ability combos
Role: Pusher, Bulk, Warrior
Offense: 7/10
Defense: 7/10
Mobility: 1/10
Utility: 4/10
Difficulty: Medium
Super Brainz is a powerful pusher and defender who can tear down enemy formations with his crushing attacks. Thanks to his useful abilities, he can chain together powerful combos that can scatter groups of Plants or knock down single targets efficiently. Super Brainz loves chilling in the jungle where he can pound any Plant threats in his way but he can be played in lane to dominate teamfights and disrupt enemy combos.
Strengths: Powerful offense & defense, devastating abilities if used properly
Weaknesses: Slow move speed impairs ability to chase targets or flee. Needs backup to be able to infiltrate defenses without getting incapacitated or vanquished.
Abilities: 
Name 	Description 	Notes
Perk: Wonder Fists 	Super Brainz's basic attack is a 3-hit punch combo. The next punch in the combo can only be executed if Super Brainz has not moved after throwing the previous punch and the punch is within 0.8 seconds of the previous one. The second and third punches consume 20 energy when used, but Super Brainz can still use them normally when out of energy. 
First punch: A forward lunge that deals normal damage. Super Brainz can use this from slightly further away than other basic attacks.
Second punch: A right hook that does reduced damage, but hits all nearby enemies in a 100º cone in front of Super Brainz. 
Last punch: A powerful uppercut that knocks back its target and deals elevated damage.	NA
Heroic Leap (D) (1) 	Super Brainz leaps into the air, dodging most incoming attacks (except homing ones) and falling slowly to the ground. While airborne, tap a nearby location to speed his descent while moving toward that area. Super Brainz can be targeted and damaged normally by ranged attacks and most abilities while airborne, and can use all his abilities (including his ult), most of which gain slightly different powers. Upgrading this ability increases the time taken for Super Brainz to reach the ground.	When Maxed: Can't be maxed
Plasma Sphere (D) (2) 	Super Brainz charges up, then hurls a large ball of plasma in a selected direction. This plasma ball can travel an unlimited distance and explodes on contact, causes all enemies in the blast to lose both health and energy. If Super Brainz uses this while in the air, he stops in place (pausing his fall) and gets a better view of the battleground, limiting the target range of the ball, but allowing him to throw the ball at a target location. 	When Maxed: The blast radius of the explosion is increased.
Heroic Kick (D) (3) 	Super Brainz charges in a target direction, feet first. He will damage and knock aside any enemies he hits, while briefly gaining an attack speed boost. If used while airborne, this is aimed at a target location instead, stunning any targets he lands on while knocking away and lightly damaging targets further away. 	When Maxed: This ability gets 2 charges.
Turbo Twister (Ult) 	Super Brainz turns into a fist-twirling whirlwind, rapidly damaging and slowing nearby enemies while pulling them towards him. While doing so, he gains fortified health and can move freely but at a reduced speed. The longer an enemy is exposed to Turbo Twister, the more damage it takes. 	When Maxed: Speed penalty removed.
Hooligan's Hellfire (A) (2)	Toggle: Super Brainz charges his fists with purple plasma. He can use ranged attacks, which fire plasma that splashes over multiple enemies. When near foes, he uses melee attacks normally, but his 3-punch combo is replaced with an endless flurry of punches that deals very small AoE damage and applies a decaying slow. 	When Maxed: When Hooligan's Hellfire is active, Super Brainz gains movement speed.
Carried Away (A) (3) 	Super Brainz grabs a nearby ally and dashes toward a target location with that ally, creating a shockwave that damages nearby foes. The ally gains fortified health and move speed, while Super Brainz gains attack speed. If they collide with an enemy Champion, both that Champion and Super Brainz are stunned and take damage, but the ally is unaffected. 	When Maxed: While being carried by Super Brainz, the ally is invulnerable.
==== Admiral Gangplank ====
Pirate marksman with fetish for explosives
==== Zombossinator 4000 ====
Unstable and unpredictable Zombot support and nuker with numerous weaknesses 
==== Sheriff Jim ====
Suppressive gunslinger who quickly earns gold
==== Z-Destroyer ====
Imp mech who can absorb damage, counter pushes and dish out area damage
Role: Artillery, Tank
Offense: 7/10
Defense: 7/10
Mobility: 1/10
Utility: 3/10
Difficulty: Medium
Abilities
Name 	Description 	Notes
Perk: Ejector Button 	When Z-Destroyer runs out of Health, the imp inside ejects, remaining alive while the mech explodes. The explosion does not damage anything but stuns and knocks back nearby enemies. The imp cannot attack, recall, use abilities or activate items but has increased speed and a small health pool that increases with level. If the imp can stay alive for 10 seconds, he takes 2 seconds to call in another mech and continues fighting normally. 	This perk has a cooldown after being used (cooldown time decreases if granted Cooldown Speed and with Level) and if Z-Destroyer runs out of Health when Ejector Button is on cooldown, the mech still explodes, stunning and knocking back enemies, but the imp pilot goes down with the mech.
Missile Madness (D) (1) 	The Z-Destroyer gains two rocket launchers and sprays several rockets in the direction it's facing, doing AoE damage that knocks back both plants and zombies. This does extra damage to minions and stuns them. Z-Destroyer cannot cancel this ability when activated, and can move freely but at a slower speed. He also cannot turn away from the direction he's firing. 	When Maxed:
Rocket max distance increases
Robo Ray Revenger (D) (2)	The Z-Destroyer fires a long-ranged death ray that damages and slows enemies in the beam. If the target is a minion or elite minion, it takes bonus damage and is stunned throughout the ability. If the target is an enemy Champion below 40% maximum health, it takes double damage. 	When Maxed: Robo Ray Revenger has increased range.
Sonic Slice (D) (3) 	The Z- Destroyer gains a laser sword and slices through a 120º cone, dealing huge area damage. Whenever Z-Destroyer vanquishes anything, this ability's cooldown is reduced by 4 seconds (2 for small jungle creatures and 1 for minions). 	When Maxed: The blade emits a piercing shockwave, draining enemy energy reserves and silencing them.
Trigger Happy (D) (Ult) 	Z-Destroyer begins an elimination sequence, singling out and locking on to a target. This target is slowed, revealed and cannot recall while Trigger Happy is active. Z-Destroyer amps up his attack speed and move speed, turning his basic attack into a constant stream of bullets aimed at that target. This ability lasts until the target is killed, he runs out of energy (consumes energy while active) or 5 seconds (where this ability can be cancelled). However, Z-Destroyer cannot cancel the ability before at least one of the conditions if met. He also cannot switch targets or use abilities.	When Maxed: Energy consumption rate decreased.
Bouncy Bomb (A) (1) 	Z-Destroyer launches a bomb encased in Silly Putty. This bomb bounces in the target direction up to 3 times, amplifying its damage with every bounce. The bomb will also bounce over terrain, and can be detonated manually by reactivating the ability. 	When Maxed: Blast radius increased.
==== Sir Vivor ====
Versatile tanky warrior 
==== Electric Boogaloo ====
Aggressive dancer who can defy death and summon zombies
==== Hell's Scream ====
Grenade-spamming demolitionist who can explode entire teams
==== Brain Freeze ====
Resilient mage with frosty spells
==== Dr. Graves ====
Tactical healer and warden capable in sustaining ally longevity
==== Neptuna ====
Elusive water mage who manipulates the fight with heavy spells
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