Magnet-shroom (GW2)

Magnet-Shroom is a playable character class in Plants vs. Zombies: Garden Warfare 2.
== Descriptions ==
=== Stickerbook Description ===
"Magnet-Shroom plays around with his magnetic powers and spores to gracefully damage zombies. No one knows exactly where he came from, or why is he participating in this, but what is known is that he likes to drink fruit juice, even though he has no mouth."
=== In game Description ===
"Magnet-Shroom's Spore Blaster is great at dealing with multiple zombies at once. He can also use his magnetic powers to pick up metallic objects and throw them to inflict damage!"
== AI Health ==
* Easy: 90
* Normal: 110
* Hard: 140
* CRAAAAZY: 170
== Primary weapon ==
Magnet-Shroom's primary weapon is the Spore Blaster. It fires continuous spores in three directions that attack all the zombies that are in its range. The spores disappear after a while of travelling, which renders Magnet-Shroom and most his variants to close or mid range. All facts below apply to a fully upgraded weapon:
* The base damage at all distances the weapon is able to reach is 30.
* The max DPS is 99.
* The ammo in each clip is 16.
* The reload time is 1.5 seconds.
* The weapon is fully automatic.
== Abilities ==
Left Abilities
 	Magnet-Shroom can throw an iron ball at the zombies to crush them and deal damage.
 	The Cobalt Ball is heavy, big and blue. It's easier to hit zombies with them because it's bigger, and zombies get much more damage from it, but the Magnet-Shroom is slowed down while he is carrying it.
 	Once Magnet-Shroom has thrown his ball, he can use Magnet to pick up the ball again, because the balls don't have a recharge time it means that you need to pick them up with Magnet if you want to use them again. Not only that, but you can also pick up other metal objects such as Iron Maidens or buckets and throw them. Magnet takes 10 seconds to recharge.
 	Instead of throwing a single ball and then having to pick it up, the Magnet-Shroom can throw several balls and then wait for them to recharge instead of having to pick them up! It takes 30 seconds to recharge the Cheeto Balls and you can have two in storage.
Center Abilities	Center Abilities
 	Magnet-Shroom creates an electromagnetic field that damages zombies inside the field overtime. The Electromagnetic Aura lasts for around 36 seconds and takes 50 seconds to recharge.
 	The Dark Aura doesn't damage zombies, but it cuts down by 50% the damage of the attacks! This Dark Aura lasts for 20 seconds and takes 46 seconds to recharge.
 	The Cheesy Aura is tasty and slows down zombies inside its radius instead of damaging them. It has higher reach and lasts 35 seconds.
Right Abilities 	Right Abilities
 	Magnet-Shroom uses his magnetic power to use a magnetic force of the polar opposite of his regular magnetic force. In short, not-so-nerdy words it just sends him flying. This is good to escape from threats, but due to the reduction of control you have while you are falling you could fall into a cliff. It takes 35 seconds to recharge.
 	The Explosive Magnetism doesn't send Magnet-Shroom nearly as far as the Polar Opposite Magnetism does, but it deals 100 damage in a blast radius! It takes 35 seconds to recharge.
== Weapon upgrades ==
===== Extra Spores =====
Magnet-Shroom gets more spores for his blaster from... Somewhere. Don't ask where he got them. What matters is that it increases the ammo capacity.
===== "Bubble" Spores =====
These spores more closely resemble bubbles and their strange composition makes them more damaging.
===== Magnetic Reloading =====
Magnet-Shroom reloads faster by using his magnetic powers.
== Strategies ==
=== With ===
Magnet-Shroom is best used as a close-range attacker. His infinite pierce and splash damage make him great at dealing with groups of enemies, this means that his role is similar to Peashooter's. A strategy you can use is to go attack strong opponents to inflict a good amount of damage on them, and when you are about to die, use Polar Opposite Magnetism to escape, though this comes with risk, so you can try using Dark Aura to minimize the damage you get and avoid being low-health or dying, or, if you have Explosive Magnetism, use that to try to vanquish the enemy.
=== Against ===
It's hard to vanquish Magnet-Shroom on a 1v1, as even if you get the upper hard he will probably end up retreating, But if you are a Foot Soldier, you can instantly vanquish him with a ZPG if you time it well enough. You can also vanquish him before he retreats if you are a really strong zombie like Marine Biologist or Cozmic Brainz. Another thing you can do is retreat from the fight with abilities such as Rocket Jump, as Magnet-Shroom's weapon lacks range and cannot hit you if you are too far.
== Melted Magnet ==
Melted Magnet is a Rare variant of Magnet-Shroom. He is one of the seven fire variants that fight for the plants' side, along with Fire Pea, Fire Flower, Fire Cactus, Fire Chomper, BBQ Corn and Fire Rose.
Melted Magnet's primary weapon is the Fiery Gas Dispenser. All facts below apply to a fully upgraded weapon:
* The base damage at all distances the weapon is able to reach is 25.
* The max DPS is 93.
* The ammo in each clip is 16.
* The reload time is 2 seconds.
* The weapon is fully automatic.
* Zombies hit by it will get inflicted continuous fire damage.
=== With ===
Melted Magnet's continuous fire damage is great for finishing off targets when you need to retreat, but it isn't too much different from regular Magnet-Shroom. It benefits more from using Electromagnetic Aura rather than Dark Aura so that the damage output can be increased.
=== Against ===
Since Melted Magnet isn't too much different from regular Magnet-Shroom, you can use the same strategies.
== Bronze Magnet-Shroom ==
Bronze Magnet-Shroom is a Super Rare variant of Magnet-Shroom. He is the armored variant of Magnet-Shroom.
His primary weapon is the Gasified Bronze Blaster. All facts below apply to a fully upgraded weapon:
* The base damage at all distances the weapon is able to reach is 42.
* The max DPS is 118.
* The ammo in each clip is 3.
* The reload time is 2.5 seconds.
* The weapon is fully automatic.
=== AI Health ===
* Easy: 130
* Normal: 160
* Hard: 190
* CRAAAAZY: 230
=== With ===
Despite being mostly aimed towards defensive capabilities, Bronze Magnet-Shroom is also good offensively since its primary weapon deals much more damage overall. While the decreased speed is a relatively big disadvantage, the extra weight also means that you will fall faster with Polar Opposite Magnetism, which makes you travel a little bit less, but you can control where you will fall better, making it more viable.
=== Against ===
Bronze Magnet-Shroom is a powerful character you do not want to fight alone in most cases, but its decrease of movement speed makes it so that most characters can outrun it without much trouble. This allows you to escape the fight if necessary, while still damaging it with long range weapons. Beware of its Dark Aura, as it can survive a ZPG if it has more than 150 health.
== Party Magnet-Shroom ==
Party Magnet-Shroom is the Legendary variant of Magnet-Shroom. it is one of the five "Party" plants in the game along with Party Citron, Party Rose, Party Corn and Disco Chomper. He has a meter which can be filled by vanquishing foes, when the meter is filled completely, "Party Time" is initiated, where Party-Magnet-Shroom moves thrice as fast and deals x1.5 more damage.
His primary weapon is the Party Spore Blaster. All facts below apply to a fully upgraded weapon:
* The base damage at all distances the weapon is able to reach is 19.
* The max DPS is 83.
* The ammo in each clip is 24.
* The reload time is 1.5 seconds.
* The weapon is fully automatic.
You don't need a strategy to use this, you know what to do.
== Aquatic Magnet-Shroom ==
Aquatic Magnet-Shroom is a Super Rare variant of Magnet-Shroom. His primary weapon, the Sea-Shroom Blaster, deals less damage, but has a much longer range. All facts below apply to a fully upgraded weapon:
* The base damage at all distances the weapon is able to reach is 16.
* The max DPS is 60.
* The ammo in each clip is 16.
* The reload time is 1.02 seconds.
* The weapon is fully automatic.
=== With ===
The Aquatic Magnet-Shroom's radically different stat distribution makes him more fit to be a sniper. He can try to get to an elevated position, and attack any foes from there. The Cobalt Ball helps greatly with this, as its great damage can make up for the Aquatic Magnet-Shroom's lackluster damage output, and if you don't throw it too far, you can pick it up without having to get off your place. Do not use Aquatic Magnet-Shroom on 1v1 fights because you will most likely lose.
=== Against ===
Aquatic Magnet-Shroom is not precisely the best Magnet-Shroom in defensive capabilities, as his main method of playing involves him staying in a single place. This allows you to take him down, or just get him off his spot to seek for healing, more easily. If you are a Foot Soldier, you can also use Rocket Jump or Rocket Leap to get on the same spot as him and easily vanquish him, or if you are an All-Star, you can use Imp Punt or Long Bomb.
== Bomb Magnet ==
Bomb Magnet is a Rare variant of Magnet-Shroom. It fires electromagnetic time bombs that are manually detonated by pressing space.
Its primary weapon is the Bomb Launcher. It launches electromagnetic time bombs that orbit around a target after hitting said target until they are manually detonated by pressing space. Each bomb deals 19 damage and multiple bombs can be stacked into a single objective for a maximum of 6. The explosion of the bombs lack range, so they will only hit a single zombie.
=== AI Health ===
* Easy: 80
* Normal: 100
* Hard: 130
* CRAAAAZY: 160
=== With ===
Due to the specifics of its primary weapon, Bomb Magnet is better suited for dealing with lone zombies instead of groups. You can also take advantage of the fact that the bombs are manually detonated. (Example, you are fighting a Scientist and it places a heal station to heal itself so you place the bombs on him and activate them after the heal station has self destructed, making the healing virtually useless).
=== Against ===
Try to avoid getting hit by Bomb Magnet because whenever it decides to detonate the bombs can really screw you over. Due to its range being slightly inferior to the regular Magnet-Shroom's range, you can use this to prevent getting hit by its bombs.
== Cheetah Magnet-Shroom ==
Cheetah Magnet-Shroom is the last variant of Magnet-Shroom. His primary weapon, Cheesy Blaster (Not to be confused with Cheese Blaster) functions differently from the other Magnet-Shrooms. It cannot deal any damage at all unless it is incredibly close to a target, in which case it will deal 50 damage for each shot with a great range of splash damage. All facts bellow apply to a fully upgraded weapon:
* The close range damage per hit base is 55.
* The splash damage at close range is 30.
* The max DPS at close range is 165.
* The middle range damage per hit base is 0
* The splash damage at middle range is 0.
* The max DPS at middle range is 0.
* The long range damage per hit base is 0.
* The splash damage at long range is 0.
* The max DPS at long range is 0.
* The ammo in each clip is 3.
* The reload time is 2.5 seconds.
=== With ===
Cheetah Magnet-Shroom is very hard to use but it can create devastating results if used well. Unlike other Magnet-Shrooms try not to depend almost fully on your primary weapon for damage, since it's so risky and hard to use. You can use the Cheesy Aura to slow down zombies so that you have better chances at getting close at them and hitting them. Though you can also use the regular electromagnetic aura to be able to deal more damage consistently.
=== Against ===
Cheetah Magnet-Shroom is not that hard to deal with. You just must make sure to do anything to prevent him from getting close to you, otherwise he'll shave off an instant 100 or 150 health from you, which is enough to kill most characters. You can use the same strategies that you use for other Magnet-Shrooms, excluding short range options.
== Trivia ==
* Despite the Cheetos DLC Pack or anything related to it does not exist in Garden Warfare 2, Magnet-Shroom has access to cheesy abilities not so different to those from the first game, on top of a variant also themed around cheetos.