Plants vs Zombies: High Noon

Plants vs Zombies: High Noon is a real-time, head-to-head trading card game made by N00bslayer2016. Its gameplay broadly resembles Clash Royale, and there would inevitably be some baseline of similarity between the two. Some unique features of this game are more card categories, a changeable Hero, and a wider variety of battlegrounds and game modes.
The game is designed to fill a niche in the existing roster of PvZ games. Its real-time, high-action gameplay is reminiscent of the shooter games like Garden Warfare, but it also features elements of card-collecting and strategy first seen in Plants vs Zombies Heroes. It's optimised for mobile devices, with intuitive touch controls and speedy, intense matches typically lasting just two to five minutes. 
== Overview ==
In most High Noon gamemodes, the field is similar to Clash Royale: a large arena divided into equal halves for Plants and Zombies, but may not have a dividing river. There are two defensive Turrets and a Hero Lair for each side, which serve as game objectives: the winner is the side that has destroyed more towers than the opponent. In order to destroy the enemy, players must strategically use a combination of fighters, tricks and structures to launch successful attacks while defending their own towers.
Players each bring in an eight-card deck to fight. This deck is automatically replenished upon playing cards; players will never run out of cards. However, to prevent players from playing cards in quick succession, there is a 1.5 second cooldown after drawing a card before a new card is drawn. Players have a three-card hand and an extra 'button' they can press every 12 seconds to spend 2 sun/brains and replace a card with another drawn card. Cards cost Sun and Brains respectively to play. Sun and Brains are generated at a constant rate - thus players have to strategise to spend Sun or Brains economically, wisely allocating resources to attack and defend. 
In High Noon, the environment has a more significant role too: there are special zones on the map like Water and Heights, like PvZH, and includes other elements that can help or harm either side. Certain locales also have unique effects, and they may be asymmetrical as well. For example, unique to the Pyrazom Plains map are the tombs which periodically add special, discounted cards to the Zombie player's deck, and the Papyrus plantations that will provide unique magical scrolls for the Plant player if allowed to grow.
== Lore ==
This game generally does not make many deviations from the broad lore laid down in Garden Warfare 2 and Heroes. The main premise however, is that one of the effects of the aftermath of the Hero-Tron Explosion was the seeding of the planet with clusters of powerful energy - similar to the Crazy Orbs appearing in Garden Warfare's Vanquish Confirmed gamemode, but even more pure and powerful. Many of these orb clusters appeared within no-man's land in the Plant-Zombie war. In response, the respective armies went out to secure the orbs closest to their territories - building powerful Turrets atop them to protect them. Of course, this brought the armies quite close to each other - somewhat of a bizarre situation, where each army was frantically erecting their own towers rather than engaging the other side. Soon after, both sides deployed their generals and Heroes to break the stalemate - in an endless series of high-stakes confrontations over the orbs. Plant and Zombie stared each other down atop their turrets - barely half a mile from one another. Each side wanting to requisition the others' orbs (and of course to attack the enemy), there was no outcome other than conflict. It was High Noon, here in Suburbia. 
The game generally makes use of lore to explain in-game mechanics or limitations (for example, the explanation for the post-victory reward detailed below). However, it does not attempt to explain why players are able to play for both Plants and Zombies - it avoids fourth-wall breaks, and all characters will simply speak to the player as though they are simply an loyal officer on their side. 
The tutorial begins with the player being introduced to the layout of the arena via a series of tooltips. Uniquely, the Peaskeeper arrives immediately upon game start, while the Zombie hero will be absent. Dave-Bot 3000 explains that the Zombies have unleashed a fresh attack in the aftermath of the Hero-Tron explosion - they must not be allowed to take Neighbourville. This kicks off the first of a series of five matches against the AI to introduce the player to combat mechanics. In the last two battles, the Zombie hero General Supremo will be present. The final match largely leaves the player to win without significant guidance from the tutorial - in all tutorial matches except for the first two it is mechanically possible to lose (but quite difficult to do so accidentally), but instead of a defeat screen the match will simply immediately restart. 
Upon tutorial completion, the player receives a Mission to either win three battles in Neighbourville Garden (These battles are PvP - upon clearing the tutorial battles the player receives the starter set of nine zombie cards and a zombie hero, and the ability to play as Zombies). Thereafter, although they will still have access to the Garden, they will leave the beginner zone and immediately receive Crazy Dave's briefing for Zone 1: the Hazard Room. Crazy Dave commends the player for their quick thinking which lead to the Plants pushing the Zombies out of Neighbourville, and explains that the player is still quite low-ranking, so they would be taken to LEAF HQ for "on-the-job" training. This entails leading combat in the Hazard Room, an intricate computer simulation that is one of the hottest battlegrounds between Plant and Zombie hackers. While no Plant or Zombie lives are at stake on the battlefield itself since the combat is a simulation, destruction of enemy towers will cause a destruction of a firewall on Plant/Zombie computers - leaving them vulnerable to attack. 
Usually, Crazy Dave and Dr. Zomboss will take turns to give the player the introductory briefing upon unlocking a new zone. Crazy Dave briefs the player for Zone 1, Zomboss for Zone 2, Crazy Dave for Zone 3, and so on. 
== Progression Mechanics ==
Players start in Neighbourhood Garden, unlocking access to more zones as they advance. The tutorial is as a Plant but after its completion, both Plant and Zombie gameplay is unlocked. Upon starting, they are given a Welcome Pack, containing both Plant and Zombie cards. It contains three random Common cards from each side, then five cards for any one of those three Commons (just enough to bring it to level 3). It also contains two of the same Rare card, enough to unlock it and bring it to level 2, as well as one random Legendary card. Shortly after they complete the tutorial players will also get two opportunities to "draft" a Hero from a set of three choices, one draft per side.
Victory as a Plant will reward a Zombie chest, and vice versa. In-game this is explained as your army looting abandoned enemy supplies from the captured enemy base. Chests will contain mostly cards from that side but sometimes also a small number of cards from the opposing side. For example, a Zombie chest will have mostly Zombie cards, but also a small selection of Plant cards (explained as captured hostages/supplies the Zombie were intending to move back to their own base). This is intended to strengthen the opposite side of the player’s collection to incentivise them to play both sides, should they find themselves favouring one faction over the other. 
As players win ranked battles they will accumulate Medals, this game's equivalent of CR's Trophies. Increasing this score high enough will progressively grant access to higher-ranked Arenas. In-game, this is explained as the player racking up a number of successes and advancing in rank, thus receiving larger funding (monetary rewards) from high command and the security clearance to lead the army in more complex and diverse battlegrounds. Medals are earned from victories on either side - thus it's possible to, for instance, reach Zone 3 and receive Crazy Dave's commendations of being a "top-of-the-line waboo-er" in his introductory briefing, without ever winning a single ranked match as Plants. 
Strictly speaking, it is Zones they gain access to - in some cases like the Neighbourville Garden the terms are synonymous, but in Suburban Warfare a distinction arises. Suburban Warfare is the Zone and it comprises two Arenas - the Frontline Flats and the Backyard Battleground. Players can play in any zone they have unlocked, but the higher the rank of the Zone they play in, the larger the rewards. 
== Arenas ==
=== 0: Neighbourville Garden===
This is technically the tutorial area, but you can still fight PvP here! It's nice, quite and peaceful (for a war-torn town), and is filled with friendly neighbourhood Plants and Zombies you may know from other games. There's nothing special about this place (if you don't count the fact that the garden is somehow still pristine and untouched), so this combat-modifier-free zone is great for friendly or casual matches with no pressure.
=== 1: Hazard Room ===
This Arena is a computer simulation that takes place inside LEAF HQ. However, the stakes are deadly high - though the combat is simulated, it is actually a representation of Plant and Zombie computers clashing in cyberspace - victories will open the door for a successful cyberattack on the enemy. All cards function normally but the game describes them as "attack programs" which are simply represented as Plant and Zombie soldiers so that their leaders can give commands despite having no cybersecurity training. The name is a reference to the Danger Room from the X-Men comics, a high-tech training room that could simulate extremely realistic scenarios with the use of holographic imagery. This zone's modifier is called the Power Surge. At random points during the match, circuits will deliver a boost of energy to both players, repairing turrets by 10% of their maximum health. This restoration does not rebuild already-destroyed turrets. 
=== 2: Suburban Warfare ===
The Plants have managed to push the zombies out of the human enclaves of Neighbourville. Now it's time to take the fight back to the Zombies. This is the first 'zone' unlocked that consists of more than one arena - both arenas are unlocked at the same time. Here will be where combat really heats up as players meet their first Champions and are exposed to the full world of High Noon. This zone has a total of eight unlockables: one Common, Rare, Epic, and Champion per side.
==== 2a: Frontline Flats ====
Inspired by its namesake map in Garden Warfare 2, this arena takes players to a hotly contested neighbourhood bisected by the Suburbia-Zomburbia divide. It's slightly more tactically complex than Backyard Battleground due to a larger number of Heights, Water, Greenhouse and Graveyard areas.
==== 2b: Backyard Battleground ====
The iconic 'hub world' in GW2 makes a return. Here, Plant and Zombie outposts overlook a sprawling park. This arena could be said to be more unpredictable and exciting than the Frontline Flats, due to toxic plants and zombies occasionally making ambushes from the exposed sewer opening, and due to the everlasting struggle for the Flag of Power in the middle of the map. If the Flag of Power is not already held by a side, troops with the 'Free' or 'Brawler' tactics will move into the middle of the map to secure the Flag, which can be captured by having a larger number of units in the zone than the enemy. Once empowered by the hoisted flag, troops will march on the enemy turrets!
=== Downtown Drama ===
The fight has spread downtown! New Plants and Zombies join the battle for the big city as they struggle to gain the high ground. A big, sprawling metropolis to fight over will ensure your matches are filled with excitement! 
=== Pyrazom Plains ===
== Cards ==
=== Categories ===
A card is an element of gameplay. Playing cards is the primary way in which a player can influence the fight to their advantage. Cards fall into five categories, which are:
*Fighters. These are troops that march forward towards enemy objectives, stopping to engage enemy troops or structures along the way. Almost all fighters must be played in your own half of the arena and cannot be played in enemy territory. Most cards in the game fall into this category. By default, a Fighter card will create a single unit of the fighter it describes. However, many cards summon multiple copies of a fighter, such as the Browncoats card which summons four zombies (as seen, such cards' names will typically be in the plural form to make clear it involves multiple troops).
*Tricks. A Trick is a spell that has a one-time effect on the battlefield, be it casting a Squash to crush foes or unleashing a Lawn Mower to mow down enemies. They have a much more immediate impact than deploying Fighters, but typically lack the long-term presence on the field that fighters boast. Most Tricks can be cast anywhere in the arena.
*Structures. Structures are constructs placed down on the Arena. They don't move and have various functions, usually defensive or utility. Some structures decay in health over time and thus have a limited lifespan, even if they are never attacked by enemies. Objectives also count as structures, though they do not exist in card form. They can only be built in your half of the arena.
*Environments. Environments occupy a small section of the field, affecting gameplay on them. Most environments are largely indestructible by damage, and must be either allowed to decay over time or destroyed with special means. Environments cannot overlap each other - attempting to play an Environment such that it partially or fully overlaps with an existing friendly environment will override and instantly destroy the older one. Player are completely unable to destroy enemy Environments in the same manner - if an area is covered by an enemy environment, it will be out of bounds for environment placement.
*Traps. Traps are like single-use structures - build them in your own half, and they will trigger when certain conditions are met, usually prompted by enemy activity. Most traps are invisible to the enemy, but they can be revealed or prematurely destroyed or triggered. The simplest example of a trap would be the Potato Mine that explodes and damages a zombie that steps on it, but there are many others, for example the Spring-Loaded Casket where upon a Plant tripping a tripwire, four Browncoats are instantly summoned and perform an ambush. Most Traps, similarly to Structures, by nature play a defensive role, but some of them may still have offensive applications.
=== Rarities ===
Cards are divided according to Rarity. Rarity primarily dictates how frequently the card can be found in sticker packs and other rewards and thus how easy it is to unlock and upgrade the card. 
Rarity generally has no bearing on how strong the card is. A deck built from mainly rarer cards does not say anything about its rarity. In fact, because many Common cards are "bread-and-butter", playing simple but crucial roles in many playstyles, typically a deck that omits them entirely will suffer. Even Legendary cards, while boasting unique abilities, may be kept in check by drawbacks such as high cost or low health - they may be game-changers, but only from their special features and not by raw power. Additionally, a deck made of mostly common cards may be maginally more powerful since common cards are easier to upgrade. 
Rarity generally just indicates how "flashy" or otherwise complex the card is. It also denotes other kinds of cards that are special - for example, the arena-tied Champion cards and seasonal Special Edition cards.
*Common, Rare and Epic cards are the most 'normal' cards, in ascending order of rarity. They have blue, yellow, and fuchsia borders respectively.
* The special rarity Champion is given to one card per faction per arena. This card is the 'local champion' and may be the regional leader of the Plant/Zombie war effort in the game lore. They may have powerful abilities akin to Legendary cards, and as such are sometimes informally referred to as 'pseudo-legendaries'. This card will have an ability that fits in thematically with the arena, though for balance reasons it may not have the best synergy with the local features. The Neighbourville Garden has no Champions. Some large regions, especially those that are split into multiple maps, may have multiple Champions per side. The first three Zones will have no Champions so as not to inundate new players with an excessive number of cards that are powerful and potentially difficult to counter. Those arenas instead have two extra commons (i.e. a total of 4 commons, 2 rares, 2 epics) to maintain the 8-card total to help players build up their collections. Champion cards have thick bronze borders with small green/purple squares at the corners depending on their faction.
*Legendary cards are special cards. While their identities range from fan favorites to obscure characters in the PvZ universe, they all boast powerful, unique abilities that set them apart from the crowd. They are significantly harder to obtain and upgrade than other cards. After players claim their two free random Legendary cards, it will become impossible to unlock more until they reach Arena 4. This is, again, to not inundate the game with high-power cards at lower skill rankings, allowing players to get to know the card collection and game power balance at a moderated, organic pace. Legendary cards have a unique card shape, a colour-shifting, rainbow inner border and a white, lightning-bolt shaped outer border.
In each arena, there are four Common cards, two Rare cards and one Epic card to be unlocked, for each side. The Neighbourville Garden instead has 4 common, 3 rare and 2 epic per side for a total of 18 unlocks. Legendary cards are not attached to an Arena.
=== Unlocked in Neighbourville Garden ===
NOTE: In time, separate subpages will come up to discuss in detail things like Arena layout or game lore, as well as detailed descriptions of the specifics of each card's behaviour and statistics. A critical mass of content has not yet been finalised and published to merit a separate subpage, so these lists will be here in the interim.
Cards will be discussed in detail on the same page discussing the Arena they originate from. 
Plants
Name 	Type 	Rarity	Cost	Description
Weeds 	Fighter 	Common	2 	Foot soldiers of the plant army, Weeds are frail, but wiry and vicious! They are deployed in groups of four.
Peashooter 	Fighter 	Common	2 	Peashooter is brave and has been on the front lines since 2009! He shoots far and does reasonable damage, but is quite fragile.
Nut Barricade	Structure	Common	1 	A cheap, simple defensive fix, two Wall-nuts lashed together with some twine should hold back the enemy for a while.
Cabbage-pult 	Fighter 	Common	3 	The Cabbage-pult has a straightforward attack method - lobbing large cabbages at its targets. The cabbages burst on impact, splattering all nearby ground targets.
Lawn Veteran 	Fighter 	Common	3 	This grizzled fighter is here to give Red Fielddevil a bad day. Capable of taking a beating and also dishing it out, this veteran Weed fights with looted Zombie gear: a pole-vaulter's pole for a weapon and a football helmet to grant excellent defense.
Cherry Bomb 	Trick 	Rare 	4 	The oldest classic returns! This time the Cherry Bomb is launched from a powerful slingshot offscreen. Crashlanding on a selected spot anywhere on the field, it will explode violently in a medium radius, incinerating its victims and knocking back survivors.
Big Stump 	Fighter 	Rare 	5 	This tree is really tough thanks to a thick layer of damage-reducing bark. Slowly trudging toward enemy towers, he can single-handedly reduce them to rubble with his mighty club hand. Excellent for sieging turrets and drawing enemy fire away from your more fragile troops.
Kernel-pult 	Fighter 	Epic 	2 	This courageous corn is the master of stalling! He lobs several kernels from long range, but he can sometimes throw a big lump of butter that stuns its target for a while. Take cover!
Snapdragon 	Fighter 	Epic 	4 	None escape his scorching breath. Though fragile, he breathes fire in a wide cone, roasting enemies! He starts out airborne but gets tired after a while and continues the fight on foot.
Zombies
Name 	Type 	Rarity	Cost	Flavour Text
Buckethead 	Fighter	Common	3 	A cone on his head. What could go wrong? Possessing a small amount of damage negation and armour, Coneheads can survive much longer than most other cheap troops.
Browncoats 	Fighter	Common	2 	A mini-horde of five run-of-the-mill standard undead. Individually slower and less hard-hitting than a weed, Browncoats rise in larger numbers and can take slightly more punishment.
Jack-in-the-Box Zombie	Fighter	Common	3 	Is he more insane for bringing in MULTIPLE children's toys laden with explosives to the battlefield? Or less insane for figuring out he should throw the boxes instead of blow himself up with them? Hard to say. This crazed combatant lobs jacks-in-the-box at enemies, causing powerful explosions.
Zappy Imps 	Fighter	Common	4 	Summons a pair of wily, nimble ranged attackers. Demoted almost as low in the Zombie hierarchy as Exploding Imps, these two at least still have the right to wield a weaker model of the Future Imp's blasters. They make up for their fragility with their speed and a potent spray of laser bullets.
Basketball Bombardment	Trick 	Rare 	4 	The Catapult Zombies were too busy raiding sports shops to join the fight for Neighbourville in time. However with a replenished stock of basketballs and a secure vantage point atop a nearby rooftop, they could influence the fight just yet. A four-brain bribe will persuade them to pelt a selected area with basketballs, clobbering Plants into submission and sending survivors sprawling.
Flag Zombie 	Fighter	Rare 	5 	Start the invasion! Flag Zombie summons three Browncoats and two Coneheads around him when deployed and improves all his neighbours' movement and attack speed. The epitome of zombie wave attacks, he also gives the group 20% resistance against any attack or Trick that does area damage.
Suburban Gargantuar 	Fighter	Rare 	6 	Slow but durable, he usually only unleashes his wrath on buildings but will occasionally take it out a Plant. When reduced to half health, he hurls a nimble Imp at the nearest objective.
Balloon Zombie 	Fighter	Epic 	1 	A cheap, versatile flying option that the Plants somehow never see coming. Balloon Zombies drift airily towards the enemy, dropping onto the ground to fight on foot once their balloons are popped.
Mall Ninja 	Fighter	Epic 	4 	Decked out in mall-bought medieval armour of dubious quality, this zombie has a powerful arsenal of display weapons. He throws a bouncing shuriken at enemies from range, but defends himself with a replica mace up close.
=== Unlocked in Hazard Room ===
Plants
Name 	Type 	Rarity	Cost	Flavour Text
 	 	 	 	
Cabbage Patch	Structure	Common	4 	A Cabbage-Pult shelters behind leafy barricades in this defensive structure. Thanks to the rich soil, he can throw heftier cabbages than his mobile counterpart, but he still cannot hit flying enemies.
Guacodile 	Fighter 	Rare 	4 	This toothy menace makes a beeline for zombie Turrets, dealing heavy damage with his jaws. He won't waste time fighting any troops along the way but isn't above giving anything in his path a nasty bite and a stone shot.
 	 	 	 	
Zombies
Name 	Type 	Rarity	Cost	Flavour Text
 	 	 	 	
Stuff-Throw-O-Matic	Structure	Common	4 	The ingenuity of Zombie Engineers is showcased in this contraption - with nothing but a pile of junk, they are able to build... more junk. This defensive machine hurls small piles of scrap metal at attacking plants, dealing area damage.
All-Star 	Fighter 	Rare 	4 	This armoured attacker is dead-set on landing a touchdown on Plant towers. Once he gathers enough momentum he can shove Plants out of the way with ease and connect with the turret with an almighty smash! Good thing he wears that helmet.
 	 	 	 	
=== Unlocked in Suburban Warfare ===
Plants
Name 	Type 	Rarity	Cost	Flavour Text
Spikeweed 	Environment	Common	2 	A Spikeweed will help de-feet zombies by damaging any enemies that step on it, also bypassing shields! Exploiting the undead's rotting footwear is a novel, if slightly cruel tactic.
Scaredy-Shroom	Structure 	Common	3 	Scaredy-Shrooms hide in their cosy little logs, emerging only to fire long-range shots at distant targets.
Hardcase Weeds	Fighter 	Rare 	4 	A handy quartet of armoured Weeds to provide reinforcements on demand. These Weeds liked the idea of terracotta armour, but they lacked the conviction to put on a vase.
Chomper 	Fighter 	Epic 	5 	Chomper is the meanest melee fighter around here. Spraying enemies with delibitating Goop, he bites first and asks questions later. Chompers swallow edible zombies whole instead of fighting them, pausing to chew for a duration proportional to their meal's hitpoints upon being devoured.
Zombies
Name 	Type 	Rarity	Cost	Flavour Text
Tack Attack 	Environment	Common	2 	It is a simple and effective trick. Littering an area with thumbtacks will cause extensive pain to Plants on a shoestring.
Hide-N-Shoot Bot	Structure 	Common	3 	Hide-N-Shoot Bots conceal themselves inside garbage cans when Plants are nearby but snipe down plants with laser shots from afar. Their greatest fear is being turned into a compost bin.
Conjure Obelisk 	Trick 	Rare 	3 	An untargetable gravestone (does not count as a Structure) rises from the ground at the chosen location. For the duration it's around, whenever you spend Brains on a Fighter, a number of bonus Browncoats equal to your brain expenditure minus one will rise.
Foot Soldier 	Fighter 	Epic 	5 	The cream of the crop at Zomboss Academy, Foot Soldiers dominate the Backyard Battleground with their upgraded weaponry and their wits, or so they claim. Mowing down Weeds with semi-automatic fire, they also pack a dangerous ZPG that they fire immediately after deploying.
=== Unlocked in Downtown Drama ===
Plant Cards unlocked:
Name 	Type 	Rarity	Cost	Flavour Text
Puff- Shrooms 	Fighter 	Common	2 	This trio of Puff-Shrooms may be small, but don't underestimate them. They're nimble, shoot short-ranged spores and don't cost much.
Potato Mine 	Trap 	Common	2 	Dr Zomboss's latest plan to subvert and invade the gardens of Neighbourville is to... exponentially increase the number of garbage cans in town. Honestly? Seems like it worked. These cheap bots take long-range potshots at approaching plants while enjoying pungent protection from their trash cans.
Banana Bomb 	Trick 	Common	2 	Boom! This devastating fruit is no ordinary piece of banana, it's an explosive banana! Put this anywhere on the map and an explosive banana will immediately fall from the sky, splattering a small area with impeccable precision.
Busted Hydrant	Environment	Common	3 	Looks like you 'accidentally' broke a fire hydrant. Never mind, usual rules pretty much go out the window in an apocalypse. The water covers a medium area and speeds up Plants in it, while slowing zombies. Aquatic zombies receive a smaller penalty and aquatic plants receive a larger boost. The torrent of water also slows zombies' attack speed.
 	 	 	 	
Umbrella Leaf 	Structure 	Rare 	3 	Umbrella Leaf opens up really big, letting Plants shelter in its shade! It absorbs a good amount of damage, and opens up to intercept incoming zombie attacks from above, taking damage instead of the protected unit while blocking debuffs.
Three-peater 	Fighter 	Rare 	5 	Essentially three Peashooters joined together with bonus health, each head shoots peas and can target enemies independently from the other two heads. Focus down one enemy with a triple volley of peas or strike up to three foes at once!
 	 	 	 	
 	 	 	 	
Zombie Cards unlocked:
=== Legendary Cards ===
Every player gets two random Legendary cards from the whole roster when starting the game. This is intended to expose players to the variety and diversity of cards available, because decks will be much more diverse and matches less formulaic, even at lower skill rankings, since both players are equipped with an unknown Legendary that could potentially be a game-changer . It's also a challenge for players to "get to know" their Legendary and learn to use it to maximum effect, even if what they pulled wasn't what they were hoping for or not what is conventionally accepted as a "good" Legendary. 
Nonetheless, a balance has to be struck to ensure the presence of Legendaries does not warp gameplay and confuse players. This is especially since Legendary cards, especially the first time encountering them, may cause a panic as to how exactly to counter them. For these reasons, Legendary cards, in terms of upgrade level, start a peg lower than more common cards when first unlocked. This gap can be made up for by levelling up the card; however since Legendary cards are exceptionally difficult to obtain and upgrade, this ensures that high-power Legendaries will not dominate matches between beginners. This has the added benefit of preventing players from overusing or developing a reliance on a Legendary card, and forcing them to strategically deckbuild in order to capitalise on it. 
For players who don't want to have to contend with random legendaries, there are game formats that ban them from play. However the rewards from victories are typically lower, to reflect the scaled-back experience and lower competitiveness of the format (and also to encourage players to experiment with their Legendaries and develop a flair for them). 
==== Legendary Plants ====
Name 	Type 	Cost	Description
Body-Gourd 	Fighter 	3 	Body-Gourd loves to protect. He stands tall and forces enemies to attack him instead of his friends! He's your go-to guy to extend the lifespan of a key troop or defend a critical objective. Don't forget his potent little sidearm, which packs a punch.
Blover Bastion 	Structure	4 	Powerful winds surge forth from this tower, buffeting enemies. Its gusts slow the advance of enemy troops to a crawl, but do not deal damage. Small or flying troops are affected especially hard, and only large ground units can advance unaffected.
Bananasaurus Rex 	Fighter 	5 	Is she a banana or a dinosaur? It won't really make a difference when she rips apart foes in her jaws! When threatened, she unleashes a mighty roar that pushes back and stuns enemies!
Rein-carnation 	Fighter 	5 	Death is not the end for this floral spirit. She fires arcane blasts at her foes and is reborn as a random plant that costs 3 sun on defeat. She smells great too!
Doom-Shroom 	Trap 	5 	The Doom-Shroom is cloaked in a barrier of pure doom, so it can't be detected, destroyed or prematurely triggered by enemies. It also chooses its moment wisely, only detonating when several zombies are within range. When it does explode, though, it'll obliterate foes and Environments in a wide area. Friendly troops won't take damage but are flung to the edge of the blast radius by the shockwave.
Cactsassin 	Fighter 	6 	Silent but deadly, the Cactsassin patiently stalks her quarry and strikes from long range. Her shots are so powerful they fly straight through their first target, possibly hitting somebody behind him too!
Spudow 	Fighter 	7 	He's got a heart like a sponge. And his body is a sponge that loves to soak up damage! Popping up from the ground to surprise enemies, Spudow floors his enemies with a haymaker punch and plants dangerous insta-armed Potato Mines everywhere, even in enemy territory.
Deejay Beet's Lair	Structure	6 	Phat Beet lords over the battle from his super-cool personal armoured DJ studio. He thumps out sound pulses and shockwaves to shake up Zombie positions and drops the sickest grooves and beats to improve nearby Plant morale.
Wall-nut Bowling 	Trick 	8 	An old classic, this memorable Trick summons five Wall-nuts that roll forward, crushing small enemies and ricocheting off larger ones for even more damage. Ugly shoes not required!
 	 	 	
==== Legendary Zombies ====
Name 	Type 	Cost	Description
Zombie Yeti 	Fighter 	2 	The mighty, elusive Yeti himself! Sneaking in from anywhere at the side of the arena, he will roar and frighten off nearby Plants before making a brief but brutal attack at the nearest enemy or structure. But if the plants defeat him before he manages to retreat, it'll be a manic race to secure the treasure-filled lunchbox that he drops!
Shatterpoint 	Fighter 	4 	Shatterpoint is a clinical, skilled assassin, slicing through Plants with twin blades of ice. Clad in icy armor, both it and the blades can shatter in a deadly shower of razor-sharp shards in combat, and then be reformed several seconds later.
Squadron Z Commandos 	Fighter 	5 	A pair of elite infantry who deploy some distance apart from each other. The cream of the crop of Zombie ground troops, Squadron Z troopers are each equipped with a single-use stun grenade and a recurve crossbow. The latter can be charged up when the Commando is out of combat, surprising their next target with a burst of additional shots.
Brainholder 	Fighter 	6 	Eldritch Breeding Project Z-9075 was a failure. Twenty times the original research budget went into repairing the damage caused by its escape and devising a way of controlling the beast. Honestly? A living monstrosity armed with five independently-targeting eye lasers and three prehensile tongues with which it cannibalises hapless zombies to feed its wrath? Dare we contemplate what the heck the successful result would've looked like?
Wreckreational Vehicle	Trick 	6 	A classic favourite. Hurl an RV at a targeted area, to deal massive damage. Afterward, the van bounces forward another two times, crushing anything it lands on. Better yet - turns out the RV is occupied! After the crash, a small crew of Browncoats and Coneheads slowly emerges from the burning wreckage.
The Smash 	Fighter 	8 	A hulking, massive, regenerating, ferocious wrestler. The Smash marches up from the very edge of the arena (because he wants a drawn-out dramatic entrance) and will run a freight train through the Plant lines. He swats enemies with titanic blows, crushes environments with a SMASH, and even picks up hapless plants and THROWS THEM at the enemy.
Ol' Splatterer 	Structure	9 	Ol' Splatterer is a mobile defense turret, able to be transported and assembled in any theatre of war. So massive it requires a service team of Imps to fire smoothly, it launches mammoth long-range mortar shells that deal incredible damage to buildings. But it's not a sitting duck against invading Plants - it has a defensive machine gun and close-quarters buzzsaw.
== Heroes ==
Each player brings in one Hero to fight the enemy, and if they are defeated, the game is lost. The Hero sits in the Hero Lair, a long rectangular building roughly analogous to Clash Royale's King Tower. The Hero's most common and basic role is to assist the player in defense by firing upon nearby enemies. This is because their basic attacks typically do not have the range to attack enemy towers, so they can only attack enemies encroaching into the player's side of the arena. However they also have a selection of abilities that can more dramatically affect the flow of combat. A page dedicated to detailed descriptions of each Hero's abilities, performance and strategy can be found here. 
Unlike PvZH, your choice of Hero does not affect what fighters you may bring into battle since classes do not exist, However certain Heroes do synergise better with certain fighters and as such may affect players' choice of troops.
Every hero has:
* a basic attack which will be their bread-and-butter way of dealing damage to attacking enemies. It may come with minor special effects. 
* a passive trait known as a Quirk
* a single-use Special Ability, a powerful, cost-effective move akin to a strengthened Trick
* a single-use Sidekick, a powerful, cost-effective minion akin to a strengthened Fighter
Peaskeeper and Red Fielddevil are instantly unlocked at game start. Thereafter, through game progression players will unlock two from four heroes for each side, for free (the heroes not chosen can be unlocked later through other means such as Sticker Packs). These heroes are Solar Flare, Wall-Knight, an unnamed Mushroom hero and Rose for Plants, and Impfinity, Greg-gantuar, Professor Brainstorm and Brain Freeze for Zombies. The unlocking of a midgame zone known as the Time Travel Zone will grant a free-to-play Hero for both sides - Queen Helianthus and Captain Smasher.
Other heroes are generally unlockable through Sticker packs.
Plant Heroes
Name 	Weapon 	Quirk 	Ability 	Sidekick 	Description
The Peaskeeper 	Pea Carbine 	Against All Odds 	Gatling Barrage 	Sandbags 	The best is always the original. The Peaskeeper doesn't need any surprises or fancy tricks; his standard peashooting tactics have been working since 2009. He won't shrink down against any opposition and will lead the Plants to victory.
Solar Flare 	Sunburn 	Sunny Day 	Scorched Earth 	TBA 	TBA
Wall-Knight 	 	 	 	 	
Mushroom Hero 	 	 	 	 	
Rose 	 	 	 	 	
Queen Helianthus	Horus's Judgement	Thoth's Insight 	Ra's Brilliance 	Isis's Priestess 	
The Grainbringer	Cob Blazers 	Bloomzooka 	Butter Barrage 	TBA 	The legendary commando corn returns to once again do battle. Armed with dual Cob Busters and a truly badass attitude, he's ready to explode the zombies like never before. He specialises in annihilating zombies one at a time by filling their faces with an endless barrage of armour-piercing kernels, but let him call in his artillery and he'll nuke whole groups at once.
 	 	 	 	 	
Spinachaos 	Flying Fist 	Bursting with Energy	Dield of Fizziness	Meow-Meow the Purr-petrator	
Sky Kid 	Aquamarine Beams 	Arc Discharge 	HydroStar Deluxe 	Droney 	
TBA 	TBA 	TBA 	TBA 	TBA 	TBA
 	 	 	 	 	
Zombie Heroes
Name 	Weapon 	Quirk 	Ability 	Sidekick 	Description
Red Fielddevil 	Touchdown Tommygun	Defensive Formation	Tackle Dummies	Imp Punt 	The Fielddevil is an elite All-Star, equipped with gleaming metallic armour. This commander of the common-or-garden zombie forces invading Neighbourville is a defensive fighter, protecting his minions to build up an unstoppable play for the touchdown.
Impfinity 	Energy Jolt 	Triple Threat 	Imp Overload! 	Trojan Trash 	Everyone's favourite multiplying menace returns. Impfinity regularly duplicates himself to provide reinforcements, and can overcharge his cloning belt to create a massive army of dupes on demand.
Greg-Gantuar 	Rotten Fruit 	TBA 	Campus Bus 	Polite Company	This neighbourhood enforcer has taken a break from roughhousing hapless Zombie U students to pitch in on the frontline. Able to call on a formidable militia of indebted undergraduates, Greg-gantuar is easy to handle and a skilled defender.
Prof. Brainstorm	 	 	 	 	
Brain Freeze 	 	 	 	 	
Captain Smasher 	 	 	 	 	
 	TBA 	TBA 	TBA 	TBA 	TBA
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