Siege (PvZH)

Siege is a zombie type in Plants versus zombie heroes. It primarily relies on directing harming the opposing hero and protecting your own.
== Description ==
These Zombies go straight for the kill with Amphibious, Bullseye, and Anti-hero.
== Special effects ==
* Bullseye: Doesn’t charge the opponent’s block meter.
* Anti-Hero: Has additional strength against Heroes.
* Amphibious: Play on Water or Land.
* Double-play: When you play this trick, conjure a copy without this trait. Added with the Exotic Encounter update.
* Blitz X: When your hero's health is 11 or more, increase this unit’s attack by the stated amount. Added with the Exotic Encounter update.
== Seige heroes ==
* Outback packer (Siege and Beastly) by Aaxelae
* The great Impilot (Siege and Brainy) by Aaxelae
* Royal fool (Siege and Crazy) by Aaxelae
* Shield-o-matic (Siege and Hearty) by Aaxelae
* Dump Chump (Siege and Sneaky) by Aaxelae
* Farshot (Siege and Ruthless) by Aaxelae
* Any hero you have by your username.
== Siege Zombies ==
=== Basic Common ===
* Battering Ram: Costs 1. Has 1/1. Has no special Traits or abilities.
* Unlifeguard: Costs 1. Has 1/2. It has the amphibious traits.
* Emergency Operator: Costs 2. Has 1/3. It draws a card whenever it is damaged.
* Plant hugger zombie: Costs 2. Has 1/2. It has anti-hero 1, and gains +1 at the end of each turn.
* Catapult zombie: Costs 3. Has 3/3. It has Bullseye.
=== Premium Uncommon ===
* Stalker Zombie: Costs 2. Has 2/2. Upon being played, it gives you Go for the kill.
* Zomboat: Costs 2. Has 1/3. It has anti-hero 2, and bullseye.
* Lifeboat zombie: Costs 3. Has 3/4. It has amphibious.
* Jetski zombie: Costs 3. Has 4/2. Has the amphibious trait. When destroyed, destroy the attacking plant.
* Security Guard Zombie: Costs 3. Has 2/4. It deals 2 damage to a random plant every time your hero takes damage.
* Harpooner zombie: Costs 3. Has 2/4. It has the bullseye and amphibious traits.
* Paramedic Zombie: Costs 4. Has 3/5. It heals the zombie hero by 1 each time it takes damage.
* Acid cleaner zombie: Costs 4. Has 4/3. It has anti-hero 2, and bullseye.
=== Galactic Uncommon ===
* Brain surgeon: Costs 4. Has 4/4. At the end of the turn, if 5 or more brains remain, heal the zombie hero by that amount.
* Wrecking ball zombie: Costs 5. Has 4/5. It has antihero 2. When played, do a bonus attack.
* Zubmarine: Costs 5. Has 4/4. Amphibious. When played in water, it gains +2/+2.
=== Colossal Uncommon ===
* Herb gatherer: Costs 5. Has 3/3. When the plant hero plays a trick, the zombie hero gets +2.
=== Exotic Uncommon ===
* Moped zombie: Costs 3. Has 1/3. When a plant hurts the zombie hero, move there and do a bonus attack.
* Toxicologist: Costs 4. Has 3/4. Has Blitz 2. When played, deal 2 here.
=== Premium Rare ===
* Blood Donor: Costs 2. Has 6. Has team up. When hurt, a random zombie on the field is healed by the same amount of damage that it took. This excludes other Blood Donor zombies.
* Detective zombie: Costs 3. Has 3/3. When played, view the rarest card in your opponent’s hand.
* Emergency dispatcher: Costs 4. Has 3/5. When played, move a zombie to the lane of your choice.
* Searchlight zombie: Costs 4. Has 3/3. When played, destroy all plants that have the anti-hero trait.
* Plant collector zombie: Costs 5. Has 3/3. Whenever a plant is played, do a bonus attack.
=== Galactic Rare ===
* Oddsmaker zombie: Costs 5. Has 5/5. It has the amphibious trait. Every time the opponent’s block meter fills by 3, draw a card.
* Protester zombie: Costs 8. Has 4/8. When your hero is damaged with this unit on the field, this gains strength equal to the amount of damage your hero has taken.
=== Colossal Rare ===
* Great forager: Costs 4. Has 1/5. When this hurts the plant hero, a card in your hand get +1/+1. Zombie evolution: Cards in your hand get +1/+1.
=== Exotic Rare ===
* Skewer zombie: Costs 4. Has 3/4. When the zombie hero’s block meter is triggered, deal 2 here.
* Hero debunker: Costs 5. Has 4/5. Has Blitz 2. When played, reduce the plant hero’s block meter by 3 points.
=== Premium Super-rare ===
* Fisherman zombie: Costs 5. Has 3/4. It has the amphibious trait. At the start of the trick phase, pull a random plant into its lane.
* Sharpshot zombie: Costs 5. Has 3/4. Has the bullseye trait. When played, gives zombies here and next door the bullseye trait.
* Contingency Planner: Costs 5. Has 4/5. Whenever your super block meter charges by 3 units, draw a card.
=== Galactic Super-rare ===
* Diplomat zombie: Costs 5. Has 5/5. On the turn it is played, all plants and zombies have their attack reduced to zero for that turn.
* Gargantuar guard: Costs 6. Has 6/6. When hit, it triggers your super block meter to a maximum of 7/8ths.
* Zomblocker: Costs 6. Has 4/6. As long as it is on the field, fill your charge meter by an additional point when your hero is damaged. Does not stack.
=== Colossal Super-rare ===
* Fire starter: Costs 3. Has 1/5. Has the bullseye trait. At the start of the turn, it’s equals that of the blocks remaining in the plant hero’s black meter.
=== Exotic Super-Rare ===
* Raid zombie: Costs 4. Has 3/3. Has anti-hero 2. When this hurts a plant, deal 2 to the plant hero.
=== Premium Legendary ===
* Hacker Zombie: Costs 6. Has 7/6. It reduces the maximum number of cards your opponent can hold in their hand to 8. This ability persists until this card is destroyed.
=== Galactic Legendary ===
* Barricader zombie: Costs 8. Has 4/12. So long is it is on the field, it will take damage in the place of any other zombie.
=== Colossal Legendary ===
* Pterodactyl rider: Costs 5. Has 2/5. Has the bullseye and anti-hero 3 traits. Dino-roar: a zombie gets bullseye and anti-hero 1.
=== Exotic Legendary ===
* Deep sea diver: Costs 4. Has 3/3. While in the water lane, this gains a random new trait except for armored or strikethrough at the end of each turn.
* Diving Instructor gargantuar: Costs 6. Has 5/6. When you draw an extra card, that card has the amphibious trait. When played, draw an extra card.
=== Token ===
* N/A
* Any zombie teammate by your user name
== Tricks ==
=== Basic Common ===
* Road Clearing: Costs 2. Move a selected plant to a random lane.
=== Premium Uncommon ===
* Go for the kill: Costs 2. It gives all zombies that don’t have anti-hero anti-hero 1.
* Laser focus: Costs 3. Move a zombie. That zombie now has the bullseye trait.
=== Galactic Uncommon ===
*Excavator site: Costs 3. Environment. If a zombie here does not have Anti-hero, it gains +2.
=== Colossal Uncommon ===
* N/A
=== Exotic Uncommon ===
* Stalling for time: Costs 2. The plant hero cannot draw a card at the beginning of the next turn but draws two cards at the beginning of the following turn.
=== Premium Rare ===
* Pillow shield: Costs 3. Reduces the damage you take this turn from each strike by 1.
=== Galactic Rare ===
* Force shield: Costs 5. Fills the block meter up to 7 points.
=== Colossal Rare ===
* N/A
=== Exotic Rare ===
* Super powerful: Costs 2. Has the Double-play trait. Conjure a zombie superpower.
=== Premium Super-rare ===
*N/A
=== Galactic Super-rare ===
*Slick Road: Costs 4. Environment. At the end of the turn, plants here are moved to a random adjacent lane if one is available.
=== Colossal Super-Rare ===
* Bone cover: Costs 3. Plants in environments cannot attack this turn.
=== Exotic Super-Rare ===
* Complete recall: Costs 6. Both heroes discard all cards in their hand and draw five cards.
=== Premium Legendary ===
* N/A
=== Galactic Legendary ===
*N/A
=== Colossal Legendary ===
* N/A
=== Exotic Legendary ===
* N/A
== Superpower tricks ==
* Brain food: Costs 1. Heals the hero and a selected zombie for 3.
* Excavation: Costs 1. Deals 2 damage to all plants in a chosen lane.
* Trim: Costs 1. Removes bullseye, strikethrough, or anti-hero from all plants on the field that have those traits.
== Signature Superpowers ==
* Calling in friends: Costs 1. A Premium legendary superpower trick. Draw a duplicate card of a selected zombie. (Outback packer)
* Drop off: Costs 1. A Premium legendary superpower trick. Place a random zombie from the game that costs 3 brains or less onto a selected lane. (The great Impilot)
* Laughing matter: Costs 1. A Premium legendary superpower trick. All plants that damage your hero receives 2 damage until the end of the turn. (Royal Fool)
* Deflection field: Costs 1. A Premium legendary superpower trick. Recover one charge from your super block meter. This charge will appear red and when used, draw a card from your deck. (Shield-o-matic)
* Waste disposal: Costs 1. A Premium legendary superpower trick. Gives a zombie the strikethrough and deadly traits. (Dump Chump)
* Pinning shot: Costs 1. A Premium legendary superpower trick. Prevents the plant hero’s block meter from increasing this turn. (Farshot)
* Any signature superpower your hero have by your username
== Trivia ==
* Again, being honest, I’ve never really exploited the super-block meter much so I don’t know how balanced this class is.
* I made this before I knew about the Galactic Gardens update so that’s why I don’t have any Galactic rarity cards. Future classes will be organized better.
* This class was made by Aaxelae
Category:PvZH Types
Category:Aaxelae's Creations
Category:Uncleared page