Wizard Zombie

* Dark
* Spring
* Brainball

*Transforms plants into passive sheep.*

All the zombies agree, Wizard Zombie's powers of transmutation are impressive. But what they don't get is ... why sheep? Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face.

**Wizard Zombie** is the third special zombie encountered in Dark Ages in *Alternate UniverZ*. He turns a plant closest to him on the field in into a sheep every 12.5 to 14 seconds. When he comes across a plant, he will transform it instead of eating it, and this transformation doesn't affect the cooldown so two continuous attacks is normal.

## Egg Enchanter Zombie

*A true master of his arts, this zombie transforms your plants into eggs.*

## In-game statistics

### First seen

TS-III

Don't let his good looks distract you from the fact he's been committing tax evasion for at least 2 years. He is in no way trustable, call the local authorities whenever you see him.

**Egg Enchanter Zombie** is the third special zombie encountered in Dark Ages in *Alternate UniverZ*. He immediately turns a plant closest to him on the field in into a egg in the first 3 seconds, and then every 12.5 to 14 seconds. When he comes across a plant, he will transform it instead of eating it, and this transformation doesn't affect the cooldown so two continuous attacks is normal.

## Coach of Magic

*Uses his magical pylon to transform plants into zombie trophies.*

## In-game statistics

### Health

420 damage

The last thing you want to see on your front lawn is a Coach of Magic moving the line to gain to your front door. It's also the last thing you will see before a bunch of playoff-desperate All-Star Zombies turn you into their dinner.

**Coach of Magic** is a zombie in *Alternate UniverZ*. He turns two plants closest to him on the field in into trophies after 6 to 9 seconds, and then every 15 to 16 seconds. When he comes across a plant, he will transform it and another plant instead of eating it, and this transformation doesn't affect the cooldown so two continuous attacks is normal.

## Almanac entry

* Dark
* Spring
* Brainball

**Wizard Zombie**

TOUGHNESS: Dense

SPEED: Creeper

Transforms plants into passive sheep.

Health: 490
Speed: 0.65
Special Ability: turns plants into sheep every 12.5-14 seconds, sheep will turn back to plants when Wizard Zombie is defeated

 All the zombies agree, Wizard Zombie's powers of transmutation are impressive. But what they don't get is ... why sheep? Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face.

**Egg Enchanter Zombie**

TOUGHNESS: Protected

SPEED: Creeper

A true master of his arts, this zombie transforms your plants into eggs.

Health: 490
Speed: 0.65
Special Ability: immediately starts turning plants into eggs every 15-16 seconds, eggs will turns back to plants when Egg Enchanter Zombie is defeated

Don't let his good looks distract you from the fact he's been committing tax evasion for at least 2 years. He is in no way trustable, call the local authorities whenever you see him.

**Coach of Magic**

TOUGHNESS: Protected

SPEED: Basic

Uses his magical pylon to transform plants into zombie trophies.

Health: 420
Speed: 1.0
Special Ability: turns two plants into trophies after 6-9 seconds, then does it consecutively every 15-16 seconds. Trophies turn back into plants when Coach is defeated

The last thing you want to see on your front lawn is a Coach of Magic moving the line to gain to your front door. It's also the last thing you will see before a bunch of playoff-desperate All-Star Zombies turn you into their dinner.

## Overview

Wizard Zombie and Egg Enchanter Zombie absorb 490 damage, and their appearance changes upon absorbing 245 damage, before dying. Meanwhile, Coach of Magic absorbs 420 damage, and his appearance changes upon absorbing 210 damage, before dying.

## Encounters

### Wizard Zombie

* Player's House: Piñata Party

* Dark Ages: DA-IV, DA-V, DA-VI, DA-VII, DA-IX, DA-X, DAX-I, DAX-IV, DAX-VI and DAX-X

* Lost City: LCX-I

* Frostbite Caves: FCX-IX

* Summer Splashdown: SS-VII

* Lawn of Doom: LOD-V

* Heroic Showdown: HS-VII, HS-VIII, HS-IX and HS-X

* Fright Theater: FT-II

* Plant Showcase: Mad Taunt and Spooky Loft

* Timeless Avenue: Roguelike Hunt, Solaire of the Stones and Mystical Winds

* Invaded Levels: Invaded FFX-VI and Invaded DA-VII

* Endless Zones: Arthur's Challenge

* Veteran Quests: Just Dropping By

### Egg Enchanter Zombie

* Player's House: Piñata Party

* The Springscapade: TS-III and TS-VII

* Heroic Showdown: HS-VII, HS-VIII, HS-IX and HS-X

* Timeless Avenue: No Fakers and Solstitial Egghunt

* Seasonal Eggbreaker: EB-I and EB-III

* Endless Zones: Celebratory Carousel Crash

### Coach of Magic

* Player's House: Piñata Party

* Endless Zones: Celebratory Carousel Crash

## Strategies

The Wizard Zombie is a very dangerous zombie, especially if he comes in large groups. He uses his low speed to his advantage in order to keep transforming for your plants into sheep, effectively supporting other zombies. If left unchecked, the Wizard Zombie can easily cause you to lose entire levels by himself. Therefore, the best way stop Wizard Zombies is to kill them quickly. Coconut Cannon or Citron, while expensive, is a particularly good choice since they can deal with large amounts of Wizard Zombies quite easily; just be sure to plant them at the back of the lawn.

You can also place "bait" plants with a fast recharge such as Puff-shrooms or even extra Sun-shrooms and Sunflowers in front of the Wizard Zombie when he is about to use his ability, causing him to transform them instead. Another good strategy for killing him is using multi-target plants such as Fume-shroom and Bloomerang, though projectiles from Bloomerang can be reflected by Jester Zombie. Two Laser Beans can assure that Wizard Zombies get only one or two long-range casts, with the second one being reversed quickly. Also, using Stallia and Puff-shroom to slow and absorb casts respectively can minimize, or even completely prevent, major damage due to plants being turned into sheep.

As the Ghost Pepper cannot be transformed by this zombie, use this plant to deal with large amounts of Wizard Zombies. Remember that as the Ghost Pepper's range is close, they will need to be planted near the Wizard Zombies to do damage. Her explosion can also be used to damage wizards. You can use Infi-nut's Plant Food shield, as it is the only wall the Wizard Zombie actually eats. If you place them near the front, they can stall the Wizard Zombies early and prevent them from turning more plants into sheep.

Zombies hypnotised by Hypno-shroom or Zomboids from Zoybean Pod cannot be transformed by Wizard Zombie, so you can also use those against him.

Wizard Zombies are surprisingly helpful in Save Our Seeds. Not only will transform endangered plants not count as losing it, but they will also protect the plant from harm from any other zombie. However, the player still needs to eliminate the other zombies close to the endangered plants before the Wizard Zombie dies or they'll easily destroy the plant.