Plants vs. Zombies Heroes: Arena

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Plants vs. Zombies Heroes: Arena is an MOBA(Multiplayer Online Battle Arena) that draws inspiration from the likes of League of Legends and Vainglory. Though mostly centered around the titular Plants vs. Zombies Heroes, it incorporates characters from all across the franchise.
==Overview==
The game, like all MOBAs, allows players to play together globally online(it's in the genre's name, after all) in 6v6 matches. It features multiple modes of gameplay, all of which have different objectives, whether it's to destroy a specific object or location, escort an entity or other units to safety, or simply be the first team to reach a target score. There are a multitude of maps to play on, each with different gimmicks and terrain. The Plant faction of the game is named L.E.A.F., while the Zombie faction is named R.I.S.E.
==The Maps==
Maps are categorized into three different size classes: Small, Medium, and Large. Regardless of their differences, they are all similar in some way. Every map has a few similar key points.
L.E.A.F. and R.I.S.E. have one Base each, on opposing sides of the map. The Bases both have 3,000 HP, and in most game modes these Bases can be destroyed. Each Base also has a specific "range" that in most maps is vaguely visible as a green or purple aura; Heroes(but not Minions) will heal at a rate of about 5% HP every second while within this range. When a Hero is defeated, they will respawn after 20 seconds in the Base. Heroes can also automatically return to the Base wherever they may be on the map, with a four second delay before warping back; doing any action before warping away cancels the return.
Throughout most maps are also Yards. Are they Frontyards or Graveyards? That's decided by the Heroes; when a Hero stands within a Yard they can try to claim it for their respective side. Claiming it is successful after three seconds, but moving or attacking while claiming the Yard will abort the process. Claimed Yards have 100 HP, and once claimed special Yard Minions can be summoned here, where they will stand guard and not stray from their spot. Yard Minions have to be destroyed before damage can be done to the Yard itself; Yards cannot heal, but cannot be afflicted by status effects.
Frontyards/Graveyards with 200 HP each will also be situated at the edge of each Base's range, generally near the end of a Lane. These Yards come with Pea Pods and Gatling Bots pre-summoned; once destroyed these Yards cannot be reclaimed. Their respective Bases are completely invulnerable, shielded by a forcefield, until these Yards are destroyed.
Every map has at least one Lane that is devoid of any gimmicks or hazards(save for enemy Yards). The rest of the map that isn't occupied by Bases, their immediate range, or Lanes is commonly referred to as the Jungle. Essentially this can be considered a no-man's land of hazards and opportunities, and sometimes NPC Minions will spawn, further raising the stakes; some are spawned already aligned with one faction, but most spawn hostile to both sides.
==Controls==
<tabber>
Nintendo Switch =
Name 	Function
Left Joystick 	Move
Right Joystick 	Aim Attack/Power
Directional Button Up 	Use Item
Directional Button Left/Right	Quick Chat
Directional Button Down 	Return to Base
A 	Attack 1
B 	Attack 2Close Window
Y 	Interact with nearby object(Shop, Base, Yard, etc.)
X 	Power
Shoulder Buttons 	Change current Power
ZL/ZR 	Zoom camera in/out
Show/Hide UI 	
Menu 	
|-| XBOX One =
Name 	Function
Left Joystick 	Move
Right Joystick 	Aim Attack/Power
D-Pad Up 	Use Item
D-Pad Left/Right 	Quick Chat
D-Pad Down 	Return to Base
A 	Attack 1
B 	Attack 2Close Window
Y 	Interact with nearby object(Shop, Base, Yard, etc.)
X 	Power
Shoulder Buttons 	Change current Power
Left/Right Trigger Buttons	Zoom camera in/out
Back 	Show/Hide UI
Start 	Menu
|-| Playstation 5 =
Name 	Function
Left Joystick 	Move
Right Joystick 	Aim Attack/Power
D-Pad Up 	Use Item
D-Pad Left/Right	Quick Chat
D-Pad Down 	Return to Base
X 	Attack 1
◯ 	Attack 2Close Window
△ 	Interact with nearby object(Shop, Base, Yard, etc.)
☐ 	Power
Shoulder Buttons	Change current Power
R1/R2 	Zoom camera in/out
⚟ 	Show/Hide UI
☰ 	Menu
|-| PC =
Name 	Function
Right Mouse Button	Move
Left Mouse Button 	Attack
Mouse Wheel 	Zoom camera in/out
1/2/3 	Power slot 1/2/3
4 	Ultimate
F 	Use Item
Enter 	Open Chat
/ 	Quick Chat
B 	Return to Base
T 	Interact with nearby object(Shop, Base, Yard, etc.)
Shift 	Change current Attack
Ctrl 	Show/Hide UI
Tab 	Menu
Esc 	Close Window
</tabber>
==Game Modes==
Name 	Description 	Map 	Notes 	Win Conditions
Classic 	A "classic" MOBA experience. Battle on a variety of maps to destroy the opposing Base. 	Any 	 	Plants: The R.I.S.E. Base is destroyedZombies: The L.E.A.F. Base is destroyed
Brawl 	This one's simple. Victory in this mode is weighed on a score, which goes up as Heroes are vanquished and key locations are conquered. The first team to reach 500 points wins. 	Any 	Defeating an enemy Hero with another Hero will add 15 to the score, while a Hero being defeated by a Minion gives 5. Heroes being killed by hazards and un-converted NPC Minions do not count.Destroying Frontyards and Graveyards adds 10 to the score. Destroying the opposing Base adds 200 points, then replenishes the Base's HP along with the surrounding Yards. 	Plants: L.E.A.F. reaches the target scoreZombies: R.I.S.E. reaches the target score
Time Crunch Throwdown	Over the course of 10 minutes, how many points can you and your team rack up? 	Any 	Scoring follows the same method as Brawl mode. 	Plants: L.E.A.F. has more points by the endZombies: R.I.S.E. has more points by the end
Survival 	Can you and your team outlast the opposition, especially when neutral parties interfere? 	Any 	Heroes have five lives and thus can only respawn three times. Neutral NPC Minions spawn at an increased rate. Map bosses, if applicable, spawn at exactly 1 minute into the match. 	Plants: A Plant Hero is the last survivorZombies: A Zombie Hero is the last survivor
Suburbination 	Remember Garden Warfare? Like in that game, you'll need to capture more locations and secure more territory to win and drive out the opposition! 	Any 	Each Frontyard and Graveyard claims a large radius as Plant/Zombie territory, and both sides start with one randomly-picked Frontyard/Graveyard(along with the Yards that generate the Base-guarding forcefield). Unlike other modes, unconverted NPC Minions can and will attack Frontyards/Graveyards nearby.Destroying the Base will immediately destroy all Yards of the respective side, then replenishes its HP along with its surrounding Yards. 	Plants: L.E.A.F. claims all territory or has more by the endZombies: R.I.S.E. claims all territory or has more by the end
Capture the Flag 	Well, not always a flag, but you get the point. In the center of a large map is a key object that teams must capture to gain a point. The first team to six points wins. 	Large Maps only 	A key object spawns at the center of the map. Teams must capture this object(by walking into it) and bring it to their respective Base. Upon doing so, they get a point and another object spawns in the original spawnpoint. If a player is killed while holding a key object, it gets dropped and somebody else can pick it up. If the object is somehow lost(i.e. falls of the map), it returns to the original spawnpoint. 	Plants: L.E.A.F. reaches six pointsZombies: R.I.S.E. reaches six points
Cuke Crisis 	L.E.A.F. has created a Tactical Cuke, and they plan to use it on R.I.S.E.! Depending on which side you stand on, you must ensure it either reaches its location or is destroyed. 	Small Maps only 	The Cuke has 500 HP and is carried very slowly by six Bonk Choys down a fixed path. The Bonk Choys cannot defend themselves and must be protected by L.E.A.F. The Graveyards at the R.I.S.E. Base's perimeter must be destroyed for the Cuke to reach its destination. 	Plants: The Cuke reaches the R.I.S.E. BaseZombies: The Cuke is destroyed
Last Stand 	This is it. L.E.A.F. has been backed into a corner, with R.I.S.E. slowly closing in on them. But can they still manage against these seemingly impossible odds and turn the tables?	Any Medium or Large Map	The mode consists of three identical rounds.The R.I.S.E. Base is invincible, but Zombies cannot heal at it. The objective for L.E.A.F. is to survive each round, while the objective for R.I.S.E. is to destroy the L.E.A.F. Base. When a Zombie Hero is killed, they are unrevivable until the next round starts. Zombie Minions can be spawned at any time during the round.Each round is at minimum three minutes. A 1-minute rest period begins after the last R.I.S.E.-aligned foe is defeated.	Plants: The L.E.A.F. Base is still standing after three roundsZombies: The L.E.A.F. Base is destroyed
==Maps==
W.I.P.
==Status Effects==
One of the major influencers of combat are status effects. These can either hinder or help the afflicted in some way(some even do both), so mastering how to inflict and deal with them is key to success. A list of status effects can be seen here.
==Minions==
In addition to the Heroes, each faction has a roster of Minions. These Minions are helpful in helping take down locations or opponents, but don't have their own Powers; some do, however, have Passives. With the exception of the last group below, Minions emerge from a garage in their respective Bases when summoned, then line up in a random Lane and start marching down it. Two consecutive waves of Minions can't head down the same Lane, unless of course there is only one Lane. Depending on how many Lanes are in the map waves of Minions are summoned faster. Generally there are 10 Minions in each wave.
*Common: Minions that are summoned automatically and cannot be manually summoned. As such they have no cost.
*Rare: Minions that are summoned automatically, but less frequently than Common Minions. Rare Minions can also be summoned manually within range of the Base for a typically smaller cost compared to their Premium counterparts.
*Premium: Minions that can only be manually summoned at the Base.
*Yard: See the thing about Yards above. Yard Minions are confined to Yards themselves. However, they must be purchased at the Base, then brought to a Yard and placed down.
*N.P.C.: N.P.C. Minions, as mentioned, automatically spawn on maps, with either predetermined or no allegiance, and cannot be summoned at Bases.
*Token: These Minions do not spawn on maps nor can they be summoned through conventional means. Only specific Heroes or Minions are capable of summoning them.
Throughout the match, the L.E.A.F. and R.I.S.E. Bases will generate their respective currency—Sun for L.E.A.F., Brains for R.I.S.E.—at a Base rate of 5 Sun/Brains per seconds. Automatically-summoned Minions will have Levels randomly picked from within the range of the lowest-levelled and highest-levelled Heroes on their respective faction, while manually-summoned Minions will have Levels equal to their summoner.
==Heroes==
Now here's the best part, the Heroes themselves. Heroes are playable characters with a full set of playstyles, Powers, and unique attributes that give them that much more of an edge in the fight. There are seven overall archetypes that Heroes fall into; each Hero gets two archetypes that dictate their overall playstyle. There are 42 Heroes in the game.
*Offensive: These characters, true to their name, are very aggressive. They can easily dish out high damage per second, and are invaluable in taking out Defensive Heroes and objectives.
*Defensive: Defending key locations and Heroes, Defensive Heroes keep the enemy from progressing. Many characters of this archetype have Powers or attributes that can slow or stop opponents.
*Technician: Fragile(usually) but useful, Technicians primarily build and/or summon units, whether mere objects or completely new Minions, to aid in the fight.
*Tank: They tend to be not that fast, but they are very strong and durable. It could be useful to send them in to meatshield for weaker Heroes or to take on many opponents.
*Support: Supports tend to have low health and/or lack great attacking options but their healing capabilities and buffs can easily turn the tide of the battle.
*Saboteur: Saboteurs heckle the opponents with debuffs, status effects, traps, you name it. They disrupt enemies and make them easier to pick off, but most tend to go down quickly themselves.
*All-Rounder: What is there to say that isn't already in the name? All-Rounders are well-rounded and versatile, able to fit a number of different roles if needed.
All Heroes have at least one "basic" attack, a Passive, and an Ultimate that charges when taking part in combat. They also have six Powers, called Hero Powers, that can be used throughout the match with cooldowns. Hero Powers are also interchangeable and can be swapped with each other; three out of six can be picked at the start of the match(or they can be left to be randomly chosen), and in exchange for some Gold one Power at a time can be swapped out for another.
When a player first starts the game, Green Shadow, Solar Flare, Wall-Knight, Grass Knuckles, and Nightcap are all available on the side of L.E.A.F., whereas Super Brainz, Impfinity, Electric Boogaloo, Brain Freeze, and Rustbolt are all available on R.I.S.E. The rest must be unlocked through points awarded after matches.
Speeding Spike 	 	 	 	 	Armageddroid
Plantasm 	Beta-Carrotina 	 	 	Huge-Gigantacus 	Blackout
Captain Antarctica	Captain Combustible	Wall-Knight 	Impfinity 	Neptuna 	Shinguard
??????????? 	Citron 	Solar Flare 	Electric Boogaloo	Z-Mech 	Mechachompzilla
Crazy Dave 	Rose 	Green Shadow 	Super Brainz 	Immorticia 	Dr. Zomboss
Nevermore 	Spudow 	Grass Knuckles	Brain Freeze 	The Smash 	Rivet
??????????? 	Chompzilla 	Nightcap 	Rustbolt 	Professor Brainstorm	Pyramaniac
??????????? 	Kernel Corn 	 	 	Captain Deadbeard 	The Card Shark
Lentiller-1732 	 	 	 	 	Angille
Category:Games
Category:MOBAs
Category:Uncleared page