Count Batbrain (PvZ: BfN)

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Count Batbrain is a playable zombie class in Plants vs. Zombies: Battle for Neighborville. He specializes in hunting down plants with his passive 25% speed boost and the immense mobility that his Going Batty provides, preventing his prey from escaping or putting up too much of a fight with Heart Attack and Full Moon, and can chip away at tougher plants or clean out weaker ones with his Leech Life primary weapon. Count Batbrain has no passive health regeneration and takes 1 damage every second, so he has to live off of attacking his enemies. If Count Batbrain is vanquished by a Garlic Drone, he is rendered unrevivable.
==Description==
===In-game description===
Count Batbrain is a vile vampire who drains health from his enemies with his curses and tricks. His Going Batty lets him get a quick bite while Heart Attack and Full Moon make sure there are no survivors.
==Primary Weapon==
Count Batbrain's primary weapon is the Leech Life, a melee attack that deals 20 damage with a range of 4 meters. It fires at a rate of 200 RPM (rounds per minute), or RPS (rounds per second), with DPS. Each successful hit on an enemy heals Count Batbrain for 10 health over 0.5 seconds, for a total of HPS if Count Batbrain keeps hitting enemies. When Count Batbrain vanquishes an enemy hero with Leech Life, he heals for an additional 10 health over 0.5 seconds. Damage buff also uniquely increase Leech Life's healing effects, making a powerful combo with Full Moon or other teammates. Leech Life has unlimited ammo and can be used an infinite number of times.
==Abilities==
===Heart Attack===
When activated, Count Batbrain launches a purpley ball after a 0.3-second delay which moves at a decent speed and grabs enemies directly hit by it. The purpley ball has no splash and is only ever able to grab a single enemy at a time, and also has a maximum range of 60 meters. When an enemy is grabbed, they are pulled 75% of the distance towards Count Batbrain (if they are 60 meters away they get pulled 45 meters, etc) at a rate of 60 m/s. Once the enemy is finished being pulled, they are stunned for 1 second. It takes 10 seconds to recharge.
===Going Batty===
When activated, Count Batbrain transforms into a small bat instantly, allowing him to move much faster and have significantly increased mobility at the cost of not being able to attack or use other abilities. While in bat form, Count Batbrain moves 150% faster and can fall 50% slower by holding down [jump]. Going Batty has a maximum duration of 2 seconds, but can be canceled early and has no exiting animation when returning to Count Batbrain's normal form. It takes 10 seconds to recharge.
===Full Moon===
When activated, Count Batbrain launches a shadowy ball after a 0.3-second delay which moves very fast and curses enemies directly hit by it with subtle homing. The shadowy ball has no splash and is only ever able to curse a single enemy at a time. The curse prevents enemies from naturally regenerating health and weakens them, making them receive 35% more damage from Count Batbrain and be unable to sprint. The curse effect lasts for 5 seconds and is not removed when the cursed enemy is healed, unlike most debuffs. It takes 9 seconds to recharge once the curse has worn off.
==Upgrades==
==Balancing changes==
January 14, 2020Count Batbrain has had a few meaningful changes intent on shifting some of his power into his health gain effect on his Leech Life weapon and his health gain on vanquishing an enemy, while tuning Heart Attack and Full Moon to serve as more powerful tools to help him get the job done. Bat Attack and Hunger Pangs are seeing equip cost reductions to ensure they are viable choices and other upgrades are being changed to make them more useful.
*Leech Life
**Decreased damage from 21 -> 18
**Increased health gain from 7 -> 9
**Increased vanquish health gain from 7 -> 18
*Heart Attack
**Decreased max range from 80 -> 60 meters
**Decreased refresh time from 15 -> 12 seconds
*Full Moon
**Increased damage increase from 25% -> 35%
*Upgrade Relentless
**Vanquished enemies are unrevivable
**Increased equip cost from 1 -> 2
*Upgrade Band-Aid
**Inherits Leech Life changes
**Decreased bonus health from 100% -> 50%
**Increased equip cost from 2 -> 3
*Upgrade Bat Attack
**Decreased equip cost from 3 -> 2
*Upgrade Hunger Pangs
**Decreased equip cost from 3 -> 2
February 22, 2021 (1)
*Heart Attack
**Decreased refresh time from 12 -> 10 seconds
*Going Batty
**Decreased windup delay from 1 -> 0.5 seconds
**Decreased refresh time from 12 -> 11 seconds
February 22, 2021 (2)
*Leech Life
**Health is gained over 1 second instead of instant
**Applies to both damage and vanquish healing
*Heart Attack
**Increased damage per tick from 2 -> 5
**Increased healing per tick from 2 -> 5
**Decreased rate of damage from 0.1 -> 0.25 seconds
**Increased pulling speed from 20 -> 30 m/s
**Decreased stun after pull from 1 -> 0.5 seconds
*Going Batty
**Decreased windup delay from 0.5 -> 0 seconds
**Decreased exit delay from 0.5 -> 0 seconds
**Increased damage increase from 15% -> 25%
*Full Moon
**Decreased ball radius from 3.25m -> 2.5m
*Upgrade Heartstopper
**Decreased refresh reduction from 6 -> 5 seconds
*Upgrade Bat Attack
**Increased aura radius from 4.5m -> 5.5m
**Increased damage per tick from 10 -> 40
**Triggers upon entering or exiting Going Batty
*Upgrade Hunger Pangs
**Increased equip cost from 2 -> 3
*Upgrade Broken Heart
**Projectile bounces instead of exploding
**Total max targets is limited to 4 enemies
**Increases Heart Attack projectile speed by 25%
*Upgrade Band-Aid
**Damage and vanquish healing is gained faster
**Removed additional healing for a vanquish
**Decreased equip cost from 3 -> 2
*Upgrade Endless Night
**Decreased equip cost from 4 -> 2
March 1, 2021
*Count Batbrain
**Increased max health from 75 -> 100
June 24, 2021
*Count Batbrain
**No longer has natural health regeneration
**Now passively takes 1 damage every second
**Increased movement speed from 1x -> 1.1x
*Leech Life
**Increased damage from 18 -> 20
**Increased health gain from 9 -> 10
**Decreased vanquish health gain from 18 -> 10
**Decreased time to heal from 1 -> 0.5 seconds
**Increased attack range from 3.25m -> 4m
**Damage buffs now affect vampiric healing
*Heart Attack
**Decreased windup delay from 0.6 -> 0.3 seconds
**Removed damage and healing over time
**Increased pull speed from 30m/s -> 60m/s
**Increased stun after pull from 0.5 -> 1 seconds
*Going Batty
**Removed 25% increase to all incoming damage
**Passive health loss is paused during Going Batty
**Increased speed boost from 100% -> 150%
**Decreased duration from 3 -> 2 seconds
**Decreased refresh time from 11 -> 10 seconds
*Full Moon
**Locks on to enemies with slight homing
**Decreased duration from 6 -> 5 seconds
*Upgrade Echolocation
**Now reveals enemy health bars
**Decreased range from 60m -> 50m
**Lingers for 3 seconds afterward
*Upgrade Band-Aid
**All healing caused by weapon is made instant
**Synergizes with upgrades Low Life and Vampiric
*Upgrade Bat Attack
**Increased damage area from 5.5m -> 7.5m
**Decreased blast damage from 50 -> 40
*Upgrade Endless Night
**Now completely recharges Full Moon
**Effect is now instantly applied
*Upgrade Hunger Pangs
**Increased speed boost from 20% -> 1-100%
**Speed boost now lasts for 0.2-2 seconds
**Triggers off strength of incoming attack
*Upgrade Lunar Eclipse
**Damage is now affected by damage buffs
**Increased raw damage from 25 -> 30
October 3, 2022
*Count Batbrain
**Increased max health from 100 -> 125
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