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1[[center:[-[[Characters/PlantsVsZombies Main Character Index]] | ''Plants vs. Zombies 1'' - [[Characters/PlantsVsZombiesPlants Plants]] - [[Characters/PlantsVsZombiesZombies Zombies]] | ''Plants vs. Zombies 2'' - [[Characters/PlantsVsZombies2ItsAboutTimePlants Plants]] - [[Characters/PlantsVsZombies2ItsAboutTimeZombies Zombies]] | '''''Garden Warfare''''' (''[[Characters/PlantsVsZombiesBattleForNeighborville Battle for Neighborville]]'') | ''[[Characters/PlantsVsZombiesHeroes Heroes]]'' ([[Characters/PlantsVsZombiesHeroesTeammates Teammates]])-]]]
2
3Characters appearing in ''VideoGame/PlantsVsZombiesGardenWarfare'' and its sequel.
4----
5[[foldercontrol]]
6
7!Playable Characters
8
9[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gw_classes_9.jpg]]
10[[caption-width-right:350:Not pictured: Torchwood and Hover-Goat]]
11''Plants Vs Zombies: Garden Warfare'' introduces four playable Plants (Peashooter, Sunflower, Cactus, and Chomper) and four playable Zombies (Foot Soldier, All-Star, Scientist, and Engineer). Each class has multiple variants that switch up their gameplay in various ways.\
12[=GW2=] adds three new Plants (Kernel Corn, Rose and Citron) and three new Zombies (Super Brainz, Captain Deadbeard, and Imp) as well as adding new variants for the old classes. The ''Trials of Gnomus'' DLC adds Torchwood for the Plants and Hover-Goat for the Zombies, which lack variants.
13!!Plant Characters
14[[folder:Peashooter]]
15
16[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/peashutur.png]]
17
18-> '''Team''': ''Team Plant''
19--> '''Role''': ''Scout''
20
21The face and the ''de facto'' leader of the Plants, Peashooter is always the one to lead a charge and take initiative. Being the most balanced out of the four plants with decent damage, passable rate of fire and a variety of skills, Peashooter is never a bad class to use, specializing at flanking enemies, scouting ahead, laying down suppressive fire and crowd control. His abilities include ''Chili Bean Bomb'' (which has him chucking chili bean that draws zombies towards it before blowing up), ''Pea Gatling'' (Peashooter roots himself in one spot and becomes a turret and unleashing a rapid hail of peas) and ''Hyper'' (which greatly enhances Peashooter's mobility, allowing him to run much faster and jump higher).
22----
23* ActionBomb: The Chili Bean Bomb and later the Sombrero Bean Bomb, both great at blowing up massive hordes of zombies.
24* AnIcePerson: The Ice Pea variant, reminiscent of the Snow Peas from previous games.
25* BananaPeel: One of the Peashooter's hats and Commando Pea's bandana.
26* BoomHeadshot: The Agent Pea deals extra damage on headshots.
27* ChargedAttack: The Plasma Pea's Plasmic Disruptor attack can be charged for more damage.
28* CompositeCharacter: Is mostly similar to the Peashooters of previous games, but has eyebrows like a Repeater.
29* CriticalHitClass: The Agent Pea variant.
30* FantasticFruitsAndVegetables: While the Peashooter may obviously be named after the pea, the actual plant character itself is a new creation.
31* GatlingGood: The Peashooter possesses the Gatling Pea ability, wherein it roots itself to the ground and gains rapid-fire capabilities for a short time. This later can be swapped out for the Retro Gatling, which does more damage-per-shot with a lower rate of fire.
32* GratuitousSpanish: The Sombrero Bean Bomb's "''Arriba''" is curious, since "arriba" means "up".
33* TheGunslinger: The Law Pea variant, which can fire 6 shots as fast as the player can pull the trigger.
34* HeroicMime: Much like the other plants, the Peashooter never speaks.
35* JackOfAllStats: The Peashooter is the most balanced of the plants and is easy to use for beginners.
36* MoreDakka: The Commando Pea's weapon is fully-automatic.
37* PlayingWithFire: The Fire Pea variant.
38* PoisonousPerson: The Toxic Pea variant (though not a ''person'' per se)
39* QuickDraw: The Law Pea's Six Shooter can fire as fast as you can hit the fire button, and can therefore unload all it's shots within a second or two, usually killing whatever's on the receiving end.
40* SpaceMaster: The Plasma Pea's description implies this, but it is not so in-game. Although it's attacks do cause distortions.
41* SplashDamage: All of the Peashooter's primary weapons possess this capabilities, but a direct hit deals more damage than the splash damage.
42* SprintShoes: The Hyper ability allows the Peashooter to run at impressive speeds and jump exceptionally high.
43[[/folder]]
44
45[[folder:Chomper]]
46
47[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/pvzgw_pchomperrgb_01_large_7.png]]
48
49-> '''Team''': ''Team Plant''
50--> '''Role''': ''Melee Fighter/Assassin''
51
52Even though he often prefers to laze around and slumber until he's lying in a pool of his own drool, the smell of freshly-risen zombies will have Chomper wake up and raring for a meal. Chomper is exclusively melee-focused and likes to get right up close and personal, possessing a powerful bite and a ravenous hunger that will make short work of all but the hardiest of foes, although his slow speed often renders him vulnerable to ranged attacks; however, Chomper more than makes up for this weakness with his abilities allowing him to easily close the distance between him and his next snack.
53----
54
55* ArmorPiercingAttack: The Chomper's basic attacks bypass the armor of units like the Coffin Zombie and the Z-Mech.
56* BackStab: The Chomper can swallow zombies from behind, killing them instantly.
57* BearTrap: Can lay down Spikeweed traps that ensnare enemies and make them easy prey.
58* BigEater: There is no limit to how many zombies the Chomper can eat.
59* BreathWeapon: Several of the Chomper variants possess a breath attack instead of a bite that allows them to torch/zap/poison large groups of zombies at a time.
60* ChainLightning: The Power Chomper's Electric Spray arcs to multiple zombies.
61* CherryTapping: Yes, it is possible to vanquish an enemy with Goop, an ability mostly meant for immobilizing enemies, since it deals a ''small'' amount of damage. It's even required for a challenge in [=GW1=].
62* CloseRangeCombatant: The Chomper lacks any ranged weapon besides his Goop, but he's a monster at one-on-one melee combat. [=GW2=] added the Chomp Cannon, an offensive ranged ability for the Chomper. He's still the same melee class as before, but now he has reliable retaliation against enemies out of reach.
63* CoolShades: Present on the Chester Chomper variant.
64* DidYouJustPunchOutCthulhu: PlayedForLaughs. You can see him in the process of devouring ''[[Franchise/TheSlendermanMythos Slender Man]]'' as an EasterEgg in Zomboss Manor. Apparently zombies aren't the only supernatural entities he can eat.
65* EatenAlive: The Chomper's SignatureMove. Any zombie that falls to this is naturally Unrevivable.
66* EvilLaugh: Not really evil, but one of the Chomper's gestures ends in a maniacal laugh.
67* EyelessFace: Especially jarring when compared to the other three plants.
68* FastTunnelling: The upgraded version of the Burrow ability is the Sprint Burrow, which allows the player to burrow faster, but it doesn't last as long.
69* FragileSpeedster: Hot Rod Chomper, whose perk gives him extra speed after eating a zombie but has less health than the other Chompers.
70* FriendlyNeighborhoodVampire: The Count Chompula variant.
71* GradualRegeneration: While all Plants can regenerate health, the Chomp Thing variant enters its regeneration state much sooner after taking damage.
72* HeroicMime: Much like the other plants, the Chomper never speaks.
73* ManEatingPlant: Obviously.
74* MightyGlacier: The Chomper is the slowest and largest of the plants.
75** Unless it's the [[CoolCar Hot Rod Chomper]], in which case it can easily be a LightningBruiser.
76* OneHitKill: Eating a zombie not only kills them instantly, but also makes them unable to be revived.
77* PlayingWithFire: The Fire Chomper variant.
78* PoisonousPerson: The Toxic Chomper variant.
79* ShockAndAwe: The Power Chomper variant.
80* ShoutOut: The Chomp Thing variant, spoofing both DC's ComicBook/SwampThing and Marvel's ComicBook/ManThing.
81* SuperSpit: His Goop ability and all it's variants allow him to spit a glob of goo that greatly slows Zombies and deprives them of their abilities. His Chomp Cannon allows him to fire an explosive Goop shot that deals high damage instead of slowing.
82* TerrorHero: Most non-hero zombies will turn and run the other way the initial moment they see a Chomper coming at them.
83* TunnelKing: The Chomper is able to burrow underground to swallow unsuspecting zombies.
84** WormSign: A tip to any Zombie: if you see a mound of broken ground coming your way, get outta there, ''fast''!
85[[/folder]]
86
87[[folder:Sunflower]]
88
89[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/sunflower_gw_hq.png]]
90
91-> '''Team''': ''Team Plant''
92--> '''Role''': ''Healer''
93
94Ever kind-hearted and supportive, Sunflower is the medic of the Plants and embodies both the gentle and the vicious sides of the sun; healing her teammates with the light and burning zombies with the heat with her abilities focusing on either patching up her teammates' wounds or reducing undead foes to ashes. Although far from harmless, Sunflower is not built for direct confrontation and will quickly find herself overwhelmed if left without the aid of her more combat-oriented allies.
95----
96* AdaptationalBadass: Sunflowers in the main games were important for producing sun, but could never fight for themselves. Here, Sunflowers can harness that solar energy to blast zombies.
97* BadassAdorable: The Sunflower manages to maintain a graceful demeanor and a cheery smile on her face, regardless of whether she is surrounded by intense combat or is scorching some poor zombie with bolts of sunlight.
98* ChainLightning: The Power Flower's primary weapon causes this.
99* ChargedAttack: The Mystic Flower's primary attack can be charged.
100* CombatMedic:
101** The Sunflower can absolutely be played this way, boasting fairly decent attacks and abilities.
102** The Dark Flower ability is designed for this playstyle, trading her superior healing for more devastating ranged attacks.
103** The Stuffy Flower can heal herself and allies ''by'' taking out enemies, as vanquished opponents will explode into healing sundrops when killed by her attack.
104* DarkIsNotEvil: The Shadow Flower variant. Originally, a more evil-looking Sunflower variant was designed, but the developers felt it didn't fit the Sunflower.
105* DeathOfAThousandCuts: Her primary attacks deal rather low damage per shot, but their accuracy and rapid fire rate means that getting focused down by a Sunflower will still cause a lot of damage, especially if the player is one who can get consistent headshots with it.
106* DeathRay: The Sunbeam, and later the Solar Flare Beam, which allows the Sunflower to plant herself and unleash a giant laser capable of melting through the health bars of nearly any Zombie.
107* EverythingsBetterWithRainbows: According to its FlavorText, the only difference between the standard and Rainbow Heal Beams is that the latter is way more colorful. Pretty~!
108* FragileSpeedster: Sunflowers have the swiftest base running speed, but the lowest HP.
109* FriendlyNeighborhoodVampire: The Vampire Flower variant from ''Garden Warfare 2''.
110* GovernmentConspiracy: The ZIA wants you to forget the Alien Flower ever existed.
111* HealingHands: The Sunflower is the Plant team's designated healer.
112* HeroicMime: Much like the other plants, the Sunflower never speaks.
113* LiveItem: The Heal Flower that the Sunflower can set down.
114* PlantAliens: One of her variants is the Alien Sunflower, which heavily resembles TheGreys.
115* PlayingWithFire: The Fire Flower variant.
116* ThePowerOfTheSun: Sunflowers can plant themselves and fire Sun Beams at the Zombie hordes. And they ''hurt''.
117* ShockAndAwe: The Power Flower variant.
118* ShoutOut:
119** The name of the [[Franchise/SuperMarioBros Fire Flower]] variant.
120** The Solar Flare Beam [[Franchise/StarWars is now the ultimate power in the universe!]]
121* ShipTease: While it actually does highlight a romantic encounter, the Fire Flower's stickerbook description manages to tease one of the higher levels of shipping using AmbiguousSyntax (though, being a kids game, it could be unintentional):
122--> '''Stickerbook:''' ''Rumor has it that a Sunflower went out on a date with a Fire Pea...''[[note]]For those who don't understand the reference to AmbiguousSyntax above, taking a closer look at the sentence shows two possible outcomes to the scenario: ManOnFire or reproduction.[[/note]]
123* ShootTheMedicFirst: Is often subjected to this due to her powerful healing and relative weakness.
124* StoneWall: Normally not, but she becomes one as the Metal Petal variant.
125* SunnySunflowerDisposition: The Sunflowers are {{Perpetual Smiler}}s doing their best to support their allies.
126* YouthfulFreckles: Seen on the Sunflowers.
127[[/folder]]
128
129[[folder:Cactus]]
130
131[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/cactusgardenwarfare.png]]
132
133-> '''Team''': ''Team Plant''
134--> '''Role''': ''Sniper''
135
136The Cactus is the Plant team's resident sniper, and as such is best used at long-range. She excels at precision elimination, causing huge damage at long range with her attacks and flying Drone while deterring invaders using Potato Mines and Tallnut Battlements.
137----
138* ActionBomb: The Potato Mine (and later the Potato Nugget Mine).
139* AnIcePerson: The Ice Cactus variant
140* AttackDrone: The Garlic Drone (and later the Artichoke Drone)
141* BoomHeadshot: Her attacks deal increased damage on headshots compared to most other classes.
142* ButtMonkey: Several trailers trend to show her getting into misery among all plants and zombies a lot. Either her getting shot, vanquished, blown up, airstrike or get swarm.
143* ChainLightning: The Power Cactus' primary weapon causes this.
144* ChargedAttack: The Future Cactus can charge her attack. Depending on the charge level, it will either be a weak laser that can't even kill a Browncoat or a devastating energy bolt that can OneHitKO a Scientist.
145* CoolShades: The Cactus can be customized with several types. The Future Cactus also wears one by default.
146* DeathFromAbove: The Garlic Drone's Cornstrike attack
147* GlassCannon: The Cactus can be devastating at long-range, but is very vulnerable at close-range.
148* HeroicMime: Much like the other plants, the Cactus never speaks.
149* LiveItem: Both the Tallnut Battlement and the Potato Mine.
150* LongRangeFighter: The Cactus, full-stop. The Camo variant ''needs '' distance to be effective at all.
151* {{Outlaw}}: The Bandit Cactus variant
152* PlayingWithFire: The Fire Cactus variant
153* SamusIsAGirl: All official descriptions of the Cactus refer to it as a female, but you wouldn't know from looking.
154* ShockAndAwe: The Power Cactus variant
155* SniperRifle: Her attack is as close as it gets to one, firing lethal, deadly-accurate spikes at long range. It even does bonus damage if you can get a headshot with it.
156* SpeechImpediment: You find a Future Cactus called "The Germinator" in the Backyard Battleground in the second game. She asks you to help her out with her work (specifically, chasing down bosses in the present) because a virus (described as one stemming from a sentient toaster) has essentially put her out of commission by corrupting the Germinator's speech such that it randomly replaces her verbs and nouns to pertain to toast instead of the subject at hand, and sometimes attempts to derail her sentences altogether into ones about toasting bread.
157* VideoGameFlight: The Cactus can actually fly via a GameBreaker. Standing on the ''very'' edge of a rooftop or ledge (enough so that part of the Cactus is standing off the ledge, but stays on due to EdgeGravity), summoning a drone, and flying the drone below the Cactus (the part that is off the edge) will allow the Cactus or any other plants to ride the Garlic/Artichoke Drone. This is because the drone is a physical object that can act as a platform, meaning any character can ride it.
158[[/folder]]
159
160[[folder:Kernel Corn]]
161[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/hd_kernel_corn_render_1.png]]
162%%[[caption-width-right:249:some caption text]]
163-> '''Team''': ''Team Plant''
164--> '''Role''': ''Infantry/Gunman''
165
166Introduced in Garden Warfare 2, Corn is Team Plant's gunslinger, using a wide variety of destructive skills and weapons to punish any Zombies that dare enter his line of sight.
167----
168* ArmCannon: Has two Cob Busters in the place of hands, in contrast to Plants debuting in the first game, which attack with their mouths.
169* CoolPlane: Agent Corn owns one called the Butterhawk that you can pilot in Agent Corn's final mission.
170* DeathFromAbove: Can call in a Butter Barrage with a hot potato smoke-signal. He can also fly over enemies while spraying them with bullets using Husk Hop.
171* GoodCounterpart: Functions very similar to the Foot Soldier, more than the Peashooter.
172* GunFu: Fires his Cob Busters in the air with the Husk Hop, a surprisingly acrobatic move considering how slow he usually is.
173* TheGunslinger: A mix of the Woo and the Vaporizer, being able to make a massive forward flip, peppering the ground with corn, or fire both husks straight at a zombie for an explosion of popcorn. Or just spray and pray for when the above two don't work.
174* GunsAkimbo: He wields two ears of corn, which fire kernels of corn like machine guns.
175* MoreDakka: The amount of shots he can unload in a few seconds is staggering.
176* PunnyName: It's "Kernel", as in a colonel in the military.
177* ShoutingShooter: It's a bit hard to hear over his firing, but he does tend to yell every time he opens fires or fires his Shuck Shot.
178* ThereIsNoKillLikeOverkill: A direct hit from his Shuck Shot is a guaranteed kill on all but the sturdiest of Zombies.
179* ThrowawayGuns: When reloading, his cobs are discarded and replaced with new ones grown and stored on his back.
180[[/folder]]
181
182[[folder:Rose]]
183-> '''Team''': ''Team Plant''
184--> '''Role''': ''Support''
185
186First appearing in Garden Warfare 2, Rose is from the past and foresaw the zombie-filled future, coming to the future to help stop that future from coming to pass. In battle, she's a dangerous magic-user who provides support with her various debilitating spells and homing attacks.
187----
188* AnIcePerson: The Ice Rose variant.
189* ChargedAttack: The Fire, Ice, and Nec'rose can do this. In Fire Rose's case, the shot gains a lot more destructive power, in Ice Rose's case, it is a guaranteed freeze, and in Nec'rose's case, it curses zombies and makes them take more damage.
190* GoodCounterpart: Of the Wizard Zombie from ''VideoGame/PlantsVsZombies2ItsAboutTime''. Both of them cast spells that turn the opposing faction's members into [[ForcedTransformation weak domestic ruminants]]. And according to WordOfGod, she hails from the Dark Ages, the same time period where Wizard Zombie is from.
191* ForcedTransformation: Can turn zombies (with a few exceptions) into goats.
192* HeadTurningBeauty: The tie-in comic has her garner this react among the modern-day Plants, many panels showing them with [[WingdingEyes heart eyes]].
193* HomingProjectile: Her attacks home in on enemies close to her crosshair.
194* IntangibleMan: Her Arcane Enigma ability turns her into pure energy, which makes her untargetable for a short time. While she can't shoot or use spells during this time, she can consume some of her remaining time to fire a magic burst.
195* LadyOfBlackMagic
196* MagicMissileStorm: Can cause one with her basic attacks.
197* {{Nerf}}: Was subjected to a big one during the Graveyard Variety Pack DLC, due to the fact that before this, she could deal brutal damage with her homing explosives while stopping enemies from fighting back at all, and had enough health to keep up with offensive classes like Peashooter, which pretty much took everything about being a support from her.
198* PlayingWithFire: The Fire Rose.
199* PoisonousPerson: The Druid Rose.
200* PunnyName: Her basic attacks are called [[MagicMissileStorm Magic Thistles.]]
201* SomethingAboutARose: She's a rose who's also an enchantress, alluding to the flower's magical motifs in fairy tales.
202* StatusEffects: Can slow a group of zombies with Time Snare, or turn them into goats with Goatify. Nec'rose can also curse enemies to make them take extra damage for a short time.
203* SquishyWizard: Naturally, being a mage, she's a bit fragile.
204* SupportPartyMember: As her role suggests, her damage is lacking but her abilities are extremely handy at supporting the team via Time Snare, Goatify, and hard-to-avoid chip damage.
205* TimeStandsStill: Her Time Snare.
206* VoiceOfTheLegion: Her voice has a noticeable echo at all times, likely relating to her sorcery.
207* TheWorfBarrage: Her Goatify doesn't affect the Hover-Goat 3000... because it is ''already a goat to begin with''.
208[[/folder]]
209
210[[folder:Citron]]
211-> '''Team''': ''Team Plant''
212--> '''Role''': ''Tank''
213
214A bounty hunter orange from the distant future, Citron is here to stop the criminal Imp and his Z-Mech... and take out the rest of the zombie force while he's at it. He's a tanky yet mobile fighter who can rush to key areas with his Ball Form, and can take as well as dish out lots of damage.
215----
216* AnIcePerson: Frozen Citron.
217* BeTheBall: Can change into a ball, limiting his ability to attack, but making him very mobile.
218* BottomlessMagazines: His primary weapon lacks ammo, instead having an overheat bar that fills up and makes it temporarily unusable once filled.
219* CoolShades: His default appearance sports a pair.
220* ChargedAttack: Electro Citron can charge his attacks to unleash lethal electric blasts.
221* DeflectorShields: Can raise a protective barrier that will absorb a fair bit of damage from the front, which really helps Citron last in a fight.
222* DeathRay: The Orange Beam. Just focus it on a zombie and they'll be down in seconds.
223* [[{{EMP}} EMPeach]]: Can fire one that stuns all Zombies. Particularly effective on the Z-Mech.
224* GameplayAndStoryIntegration: Citron's lore is that he travelled from the future to capture or kill Imp and his Z-mech. Sure enough, Citron's special abilities make him particularly good at taking down Imp, with [=EMPeach=] in particular being devastating against the Z-Mech. The game's wiki specifically calls out this fact on both character's strategy guides.
225* GoodCounterpart: Very tough, packs a charging attack, and his primary weapon lacks ammo, overheating when fired for too long instead. Much like the All-Star.
226* MightyGlacier: Fairly slow without his ball form, but has a lot of defensive options to absorb or nullify damage.
227* RollingAttack: When rolled up, he can knock zombies flying by charging into them.
228* YouDontLookLikeYou: Is an orange from the future like the Citron from [[VideoGame/PlantsVsZombies2ItsAboutTime PVZ 2]], but that's where the similarities end, as he looks, acts and functions entirely different.
229[[/folder]]
230
231[[folder:Torchwood]]
232[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/torchwood_0.png]]
233-> '''Team''': ''Team Plant''
234--> '''Role''': ''Tank''
235
236Legend has it Torchwood was locked away in a magic chest because of his immeasurable rage. Waiting in that chest's purgatory his rage only continued to grow and multiply. Now he is released and searching for vengeance. He can take quite a beating with his Leaf Shield active, and his Blazin' Blast and Smoldering Madness are sure to force Zombies to take cover.
237
238----
239
240* BreathWeapon: Blazin' Blast gives him a close-range fire breath much like the Giga-Torchwoods', dealing very heavy area damage at close range.
241* MightyGlacier: He does very huge damage with his attacks and has a lot of health but is a huge target and moves slowly, even slower if Leaf Shield is on.
242* LightningBruiser: With Smoldering Madness on, his attack damage and his speed both increase, while he still keeps his tankiness.
243* ShoutOut: One of his abilities is the Leaf Shield that resembles the one from ''VideoGame/MegaMan2'', being an OrbitingParticleShield of leaves.
244* StatusBuff: Smoldering Madness increases his speed and damage for a short while.
245* WhenTreesAttack: A huge flaming tree Stump.
246[[/folder]]
247
248
249!!Zombie Characters
250
251[[folder:Foot Soldier]]
252
253[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/footzoldierzombie.png]]
254
255-> '''Team''': ''Team Zombie''
256--> '''Role''': ''Infantry''
257
258The Foot Soldier is the main infantry of the zombies, rank-and-file soldier of the Horde, but that doesn't mean they aren't dangerous. The Foot Soldier's highly accurate rifle, combined with their rocket launcher, smoke bombs, and rocket pack make them deadly enemies. His abilities include ''ZPG'' (which has him firing a devastating warhead from his rocket launcher), ''Zombie Stink Cloud'' (throws a canister that creates a purple smog that deals damage over time and obscures vision) and ''Rocket Jump'', (which he propels himself into the air with his ZPG).
259----
260* AnIcePerson: The Arctic Trooper variant.
261* BackpackCannon: The ZPG is strapped to his back, so he has to bend over to fire it.
262* {{BFG}}: The Tank Commander's primary weapon. It fires explosive rounds.
263* BottomlessMagazines: The General Supremo's gun simply overheats when fired for too long.
264* CriticalHitClass: The Camo Ranger variant.
265* DeadlyGas: His Zombie Stink Cloud creates a cloud of toxic smog that obscures enemy vision and deals damage over time.
266* FishEyes: Like all of the zombies.
267* GatlingGood: The General Supremo's primary weapon (the Golden Gatling).
268* JackOfAllStats: His balanced stats and ability pool make him a very popular class for all skill levels.
269* MacrossMissileMassacre: His Multi-Rocket ability, which swaps out the ZPG's one, devastating rocket for 4 weaker ones.
270* OneHitKill: A direct hit from his ZPG is nearly always a guaranteed kill.
271* PlayingWithFire: The Centurion variant does this utilizing ArrowsOnFire.
272* RocketJump: Foot Soldiers and their variants can use this to launch themselves to higher ground or evade groundbound enemies.
273* SeriesMascot: For the Garden Warfare spin-offs. Foot Soldier appears as the CharacterInTheLogo for both Garden Warfare games, and is featured near or in the front of both of the game's box art. He represents the zombies being playable as being a major part of the games.
274* ShoutOut: The Super Commando variant is inspired by ''Rambo''.
275[[/folder]]
276
277[[folder:All-Star]]
278
279[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/allstarzombie.png]]
280
281-> '''Team''': ''Team Zombie''
282--> '''Role''': ''Tank''
283
284The All-Star is far from the nearest football game, but he's looking to score a touchdown with the face of the nearest plant. His powerful Football Cannon and high health makes him a shock trooper and mobile meat shield for his teammates, tanking the bulk of enemy fire while dishing out just as much, making him useful for mowing down clusters of plants. His abilities include ''Imp Punt'' (which has him kicking a dynamite-strapped Imp fan towards the plants, similar to Peashooter's Chili Bean Bomb), ''Dummy Shield'' (spawn a row of dummies that can serve as deployable covers) and ''Sprint Tackle'' (In which he charges forward a short distance, pummeling any plants caught in the way).
285----
286* AbnormalAmmo: All variants fire some kind of sporting equipment or merchandise[[note]]Wrestling Star's action figures[[/note]], with the exception of Moto-X Star, [[DishingOutDirt who just blasts dirt]].
287* ActionBomb: The Imp Punt (and later the Long Bomb).
288* AnIcePerson: The Goalie Star variant.
289* BaritoneOfStrength: The biggest and toughest playable zombie, with a deep voice, as shown by his sole line of voice acting ("Oh yeah", said when revived or healed).
290* {{BFG}}: The All-Star and his variants all carry enormous guns.
291* BlownAcrossTheRoom: Happens to any plant hit by the All-Star's Sprint Tackle ability.
292* BottomlessMagazines: The All-Star's gun simply overheats when fired for too long.
293* ChainsawGripBFG: The All-Star's weapons are designed like this.
294* DashAttack: The Sprint Tackle ability and its alternative, Ultra Tackle.
295* {{Expy}}: The All-Star is an obvious one of the Football Zombie in the original game.
296* FishEyes: Like all of the zombies.
297* IKnowMaddenKombat: His default variant wears American Football gear, fires footballs from his cannon, and uses a football tackle in all his variants.
298* FoeTossingCharge: His Sprint Tackle will send any Plants flying through the scenery.
299* MaskedLuchador: The Wrestling Star variant.
300* MoreDakka: His weapons doesn't need to reload, so you can just hold down the fire key until it overheats.
301* MightyGlacier: The All-Star is both the largest, toughest and slowest of the zombies. He can also rip apart any offending Plants with his Football Cannon.
302* MusclesAreMeaningless: His arms and legs are rather disproportionately skinny in comparison to the rest of his body (Hell, even the tubby Engineer has bigger biceps than him), but he is still the toughest and most well-armored zombie.
303* PlayingWithFire: The Cricket Star variant, whatever the sport of cricket and fire have to do with each other.
304[[/folder]]
305
306[[folder:Scientist]]
307
308[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/scientistzombie.png]]
309
310-> '''Team''': ''Team Zombie''
311--> '''Role''': ''Healer''
312
313The medic and support of the Zombies, Scientist's technical wizardry makes him one of the deadliest zombies the plants can face. His abilities can save his allies from the brink of death and can teleport around to deliver devastating close-range blasts from his Goo Blaster to unsuspecting plants. His ability includes ''Zombie Healing Station'' (a stationary unit that heals all zombies around its radius), ''Warp'' (which allows him to teleport around the field by a couple of meters each) and ''Zombie Sticky Bomb'' (a highly-damaging explosive that attaches onto enemies).
314----
315* AbnormalAmmo: The Marine Biologist variant carries a zombie dolphin like a shotgun, which shoots targets by barfing up toxic fish guts from its meals.
316* AxCrazy: He constantly lets out [[LaughingMad maniacal laughter]] and appears to be the craziest of the zombies.
317* BallOfLightTransformation: His "Energy Warp", turning him into a purple NighInvulnerable ball of energy that can't attack.
318* ChainLightning: The Physicist's primary weapon causes this.
319* CombatMedic: The Scientist can drop Zombie Heal Stations (and later other forms of healing), but he is more combat-oriented than the Sunflower is, being able to devastate plants with his weapons.
320* CloseRangeCombatant: His [[ShortRangeShotgun shotgun-style weaponry]] make him possibly the most dangerous Zombie to fight in close quarters. While his weapon does fire a single centralized shot, it doesn't deal nearly as much damage as a full blast.
321* EinsteinHair: Has white hair that wildly spikes up, befitting a MadScientist.
322* FishEyes: Like all of the zombies.
323* GadgeteerGenius: The Scientist uses a variety of technological gizmos, such as heal stations, sticky bombs, heal bombs, and a remote that allows him to warp.
324* GlassCannon: Has some of the highest damage output of any Zombie at close range, but has the second lowest health of any Zombie.
325* LaughingMad: Tends to cackle like a hyena.
326* MadScientist: Emphasis on the "mad".
327* TheMedic: The Scientist isn't really a dedicated healer class like the Sunflower, but he is still the zombie team's healer.
328* PlayingWithFire: The Paleontologist variant.
329* PoisonousPerson: The Dr. Toxic variant.
330* ShockAndAwe: The Physicist variant.
331* ShortRangeShotgun: His weapon fires a spray that deals massive damage at close range.
332* StickyBomb: His [[BuffySpeak Sticky Explody Balls]].
333* {{Teleportation}}: His "Warp" ability.
334* TeleportSpam: Downplayed. The Scientist can only teleport twice in a row at most, but he can still use this as part of a hit-and-run strategy.
335[[/folder]]
336
337[[folder:Engineer]]
338
339[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/1661915510151991474978214_1853669800_n.jpg]]
340
341-> '''Team''': ''Team Zombie''
342--> '''Role''': ''Direct Fire Support''
343--> '''Health''': ''125 HP''
344
345The Engineer Zombie is the master of technology and the mechanical backbone of the Zombies, able to build Zombot Turrets to provide additional firepower and teleporters to help his teammates get to the frontline faster. Armed with a punch-packing Concrete Launcher, his trusty jackhammer, Sonic grenades and explosive attacks makes him a formidable support unit and his many gadgets can severely cripple Plant assaults. His abilities include: ''Sonic Grenade'' (a megaphone that stuns enemies caught in its blast and forces burrowing Chompers to uproot prematurely), ''Zombot Drone'' (allows him to take control of a airborne drone to provide air support, much like Cactus' Garlic Drone) and ''Jackhammer'' (which has him whipping out the jackhammer and zoom around with it, providing him a speed boost).
346----
347* AttackDrone: The Zombot Drone (and later the Rocket Drone).
348* {{Acrofatic}}: The somewhat-portly Engineer Zombie is able to zoom around on a jackhammer and is just as agile as other zombies.
349* ConcussionFrags: Type 2. His Sonic Grenades and Proximity Sonic Mines stun all enemies in a wide area, making them unable to attack and severely staggering their ability to move.
350* DeathFromAbove: The Zomboss Drone's Cone Strike.
351* FishEyes: Like all of the zombies.
352* NoSell: His Sonic Grenades force burrowed Chompers to surface. In addition, while riding the Jackhammer he cannot be eaten instantly. [[FridgeLogic Makes sense, since the Chomper would have to eat the Jackhammer first.]]
353* PlayingWithFire: The Welder variant.
354* PoisonousPerson: The Sanitations Expert variant.
355* SentryGun: Can deploy one in [=GW2=] called the Big Bolt Blaster, which is a powerful chain gun that can be set up and controlled to mow down enemies.
356* ShockAndAwe: The Electrician variant.
357* SplashDamage: His attacks inflict damage in a wide area. Not the case with the Mechanic variant, however.
358* SprintShoes: The Jackhammer and Turbo Jackhammer abilities allow the Engineer to move at a much faster pace.
359* TheEngineer: He is able to construct teleporters and turrets in ''Gardens and Graveyards''.
360* TheTurretMaster: The Engineer Zombie can summon Zombot Turrets during ''Gardens & Graveyards'' to protect teleporters.
361[[/folder]]
362[[folder:Super Brainz]]
363[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/super_brainz_69.png]]
364-> '''Team''': ''Team Zombie''
365--> '''Role''': ''Fighter/Tank''
366
367Introduced in Garden Warfare 2. Infused with superpowers in a laboratory experiment, Super Brainz is out to bring the Plants to justice. He's a powerful close-ranged fighter with a couple of very painful abilities.
368----
369* AndYouThoughtItWasAGame: He's not aware the battle is very real.
370* BewareTheSuperman: If you're a plant. He's a superhero who believes that he fight for justice, but he still a zombie.
371* CloseRangeCombatant: Downplayed. He uses fast, deadly punches, but also has long-ranged lasers and energy blasts. Still, he's most effective up close and personal.
372* DashAttack: His Heroic Kick launches him forward and kick the first plant he meets.
373* {{Foreshadowing}}: The laboratory experiment that gave him powers is ''very'' likely the prototype for the Hero-Tron 5000, which starts the storyline of ''VideoGame/PlantsVsZombiesHeroes''. The opening story scene of ''Heroes'' even has the Hero-Tron 5000 zap a normal zombie turning it into a Super Brainz.
374* HandBlast: The Heroic Beam.
375* HeroicBuild: Naturally. It heavily contrasts with the rest of the Zombies, who are either skinny (even [[TheBrute All-Star]]), small or tubby.
376* InASingleBound: Has the highest normal jump height of any class, as a reference to Superman famously being able to accomplish this trope.
377* KamehameHadouken: His Super Ultra Ball.
378* LanternJawOfJustice
379* ObliviouslyEvil: He thinks he's the hero in a movie, when the reality is that he's an evil monster helping to annihilate the forces of good.
380* RapidFireFisticuffs: Breakfast Brainz's close-range attack involves breaking out into a flurry of palm-strikes.
381* SpinAttack: His Turbo Twister.
382* SuperHero: Is a walking parody of the superhero genre, especially of TheCape archetype.
383* SwissArmyWeapon: He can switch from close-ranged punches to a long-ranged beam at will.
384* TopHeavyGuy: Has ''super'' tiny legs, in contrast to his beefy torso.
385[[/folder]]
386[[folder:Captain Deadbeard]]
387-> '''Team''': ''Team Zombie''
388--> '''Role''': ''Mid/Long Ranged Fighter''
389
390A newcomer for ''Garden Warfare 2'', Deadbeard's been adrift for 50 years, and has now returned to wreak havoc on the Plants. He's a primarily long-ranged fighter who also excels at close to mid ranged combat.
391----
392* DeathFromAbove: His Parrot Pal's airstrike.
393* EvilCounterpart: To Cactus. Deadbeard has a long-range option to his weapon and can deploy a flying "drone" in the form of his parrot, which can also call down airstrikes. However, he sacrifices any defenses for multiple offensive options.
394* ExplodingBarrels: Can hide in one and move into the middle of a group of plants. How he survives being in the middle of the explosion is anyone's guess.
395* PirateParrot: His Parrot Pal, [[NinjaPirateZombieRobot which is a cyborg as well as a zombie]], able to fire lasers out of its right eye. It serves as this game's replacement for the Zombot Drone from [=GW1=].
396* SentryGun: Can ride a cannon which allows him to aim and fire 5 devastating cannonballs.
397* ShortRangeShotgun: One form for his gun when the player doesn't zoom in to aim. Highly effective at close range.
398* SniperRifle: The other mode to his weapon, which is deadly at long range.
399* SwissArmyGun: His gun can morph between a shotgun and a sniper rifle as the situation needs.
400[[/folder]]
401[[folder:Imp (Z-Mech)]]
402->'''Team''': ''Team Zombie''
403-->'''Role''': ''Scout/Juggernaut''
404
405Introduced in Garden Warfare 2, the Imp is a zombie armed with weaponry from the future. He flies around at top speed while harassing plants with his lasers, and can call in his Z-Mech in case the situation gets hairy.
406----
407* BreathWeapon: The Drake Mech uses a flamethrower instead of the standard laser machinegun.
408* DoubleJump: Uses his jetpack to do this.
409* EvilCounterpart: To Citron, at least in the Z-Mech. They are both orange, wield ray guns, and are able to roll up into balls to get around quickly.
410* FragileSpeedster: Has the lowest health of any Zombie, but his fast speed, small size and DoubleJump make him a pain to hit.
411* LaserBlade: The Z7 Mech's Zomni-Blade has him slash the area in front of him with a glowing orange one.
412* MacrossMissileMassacre: The standard Z-Mech's Missile Madness.
413* MakingASplash: The [=ShrI.M.P.=] variant's Z-Mech is designed to look like an ocean shrimp and has a special attack that launches a twister of water straight ahead, sweeping away any plants that get caught up in it.
414* MiniMecha: The Z-Mech is pretty small for a mech.
415* ShoutOut:
416** The Z7 Imp is basically [[Franchise/MassEffect Commander Shepard]]; both properties are owned by EA, natch.
417** The Imp's [[SpinAttack Death Blossom]] ability is called [[GunKata Imp]]-[[Film/{{Equilibrium}} Kata]].
418* TakingYouWithMe: The Z-Mech's Explosive Escape allows him to eject from the Mech, which then explodes to deal massive damage to all enemies nearby. It has a delay, so don't rely on it too much.
419* TheJuggernaut: The Z-Mech is fairly slow, but has an insane amount of health and ridiculous attack power, not to mention that it's armor reduces all non-critical damage done to it. It can easily defeat any plant in a one-on-one fight.
420[[/folder]]
421[[folder:Hover-Goat 3000]]
422[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/hd_hovergoat3000.png]]
423->'''Team''': ''Team Zombie''
424-->'''Role''': ''Scout/Support''
425
426As the legend goes, Hover Goat-3000 came from the future, but he was too radical and needed to be contained. Now he is released and out to show everyone what cool looks like! Hover Goat-3000's future technology helps Zombies run faster and shoot harder. His Mega Awesome Laser is uber powerful too!
427----
428* FragileSpeedster: Has relatively low health but is very fast thanks to his hoverboard.
429* HoverBoard: Like its name suggests, it rides on one of these, allowing it to move very quickly.
430* NoSell: He's completely immune to Rose's [[ForcedTransformation Goatify]] because he's ''already a goat to begin with''.
431* RaisingTheSteaks: He's a zombie goat.
432* StatusBuff:
433** The Damage Buff Booster Beam increases the attack damage of the zombie he's firing it at.
434** The Tubular Turbo increases the speed of all zombies around him.
435* SupportPartyMember: Two of his abilities allow him to support the Zombies, with the Damage Buff Booster Beam increasing attack damage, and the Tubular Turbo increasing the speed of zombies around him.
436* WaveMotionGun: The Mega Awesome Laser allows him to fire a damaging laser at plants but makes him a lot slower when doing so.
437* WeaponizedAnimal: A goat with a hoverboard and pretty powerful laser guns equipped on it.
438[[/folder]]
439
440
441!Non-Playable Characters
442
443!!Team Leaders
444[[folder:Crazy Dave]]
445An insane man who wears a pot on his head and possesses a bizarre love of tacos, Crazy Dave is the leader of the plant team. He helps out his plant troops from above in his flying RV.
446----
447* BenevolentBoss: Despite his eccentric attitude, he's much nicer to the plants In contrast to Dr Zomboss towards the zombies.
448* BigGood: Crazy Dave is the leader of the plant army.
449* WhatDoesThisButtonDo: During Graveyard Ops, [[CloudCuckooLander he says "What does this lever do?"]] when he pulls the lever for the boss wave.
450[[/folder]]
451[[folder:Dr. Zomboss]]
452Dr. Edgar George Zomboss is the leader of the zombie forces and presumably the cause of the dead rising from the graves. A mad genius, Dr. Zomboss assists his zombie soldiers from above in his flying saucer.
453----
454* BadBoss: He is constantly demoralizing and scolding his troops. It's also suggested he doesn't allow them to take breaks, even restroom ones.
455* BigBad: He is the main antagonist and leader of the zombies.
456* EvilLaugh: Lets out evil laughter whenever he speaks, when he isn't SpeakingSimlish.
457* KindheartedCatLover: While he's shown to be a callous villain, he seems to have a soft spot for cats since he donated his liver to a cat orphanage. While it's implied livers are less important for zombies like him, it's still an off-screen PetTheDog moment.
458* MadScientist: Even more so than the Scientist Zombie.
459* SpeakingSimlish: When speaking, Zomboss makes strange gibberish noises that sometimes slip into an EvilLaugh. This is best shown in the Zombie victory ending of the Zomburbia Turf Takeover, where his speech is ''entirely'' in gibberish.
460* SuddenlyVoiced: The "Boss Mode" trailer for [=GW1=] has him speak in actual English for the first and only time.[[note]] In the games, at least, as he was voiced in the former [[https://www.youtube.com/watch?v=XV19HmZCZgQ Plants Vs Zombies Garden Warfare 3Z Arena]] attraction at [[https://tvtropes.org/pmwiki/pmwiki.php/Ride/CedarFairEntertainment Carowinds.]] [[/note]]
461[[/folder]]
462
463!!''Garden Ops'' Bosses
464[[folder:Baron Von Bats]]
465A Victorian-era vampire introduced in the ''Suburbination'' DLC pack.
466----
467* CanonForeigner: A boss made specifically for the ''Garden Warfare'' games.
468* DaywalkingVampire: Even though he is a Vampire, he is unaffected by sunlight.
469* FangsAreEvil: As expected from a vampire, Baron Von Bats has fangs and is a dangerous undead vampire who wants to eat brains.
470* FlunkyBoss: The Baron summons Vampire Zombie henchmen.
471* OurVampiresAreDifferent: A ''zombie'' vampire, no less.
472* TeleportSpam: He is constantly teleporting around the environment, making him difficult to hit.
473* WhiteHairBlackHeart: He has poofy white hair, but is still a villainous zombie vampire who wants to eat brains.
474[[/folder]]
475[[folder:Disco Zombie]]
476----
477* AdaptationalBadass: He's a basic enemy in the first game. Here, though, he's a boss who is able to summon more Backup Dancers than before and use a variety of dance-based attacks to put up a fight.
478* AfroAsskicker: Thanks to the AdaptationalBadass treatment given to him here, he's even more dangerous than before.
479* DiscoDan: Guess who?
480* FlunkyBoss: The Disco Zombie summons Backup Dancer henchmen.
481* SpinAttack: The Disco Zombie's Whirlwind attack, which makes him invulnerable to all attacks.
482* VillainSong: Has his own theme song called "''Boogie Your Brains Right Over Here''".
483[[/folder]]
484[[folder:Gargantuar & Giga Gargantuar]]
485----
486* BeardOfEvil: The Giga Gargantuar has notable stubble, and he's a destructive zombie who wants to eat brains.
487* CoolShades: Both the Giga Gargantuar and its Giga Imp sport a pair.
488* DarkIsEvil: The Giga Gargantuar and Giga Imp wear all-black clothing and SinisterShades, and they're destructive zombies who want to eat brains.
489* EvilSoundsDeep: Fitting for a large and destructive zombie, the Gargantuar has a deep voice. The Giga Gargantuar upgrades this into GutturalGrowler territory just to hammer home that he's ''much'' more dangerous.
490* KingMook: The Giga Gargantuar is simply an even more powerful version of the Gargantuar.
491* RedEyesTakeWarning: The Giga Gargantuar and Giga Imp have red eyes, and they're significantly more dangerous than the original Gargantuar. The red tint is gone in ''Garden Warfare 2''.
492* ShockAndAwe: Both variations have electrical attacks, but the Giga Gargantuar can fire a stream of lightning.
493[[/folder]]
494[[folder:Yeti Zombie & Treasure Yeti]]
495----
496* AnIcePerson: All of its attacks have the ability to freeze unwary plants.
497* BigfootSasquatchAndYeti: It's a yeti zombie.
498* GetBackHereBoss: The Treasure Yeti doesn't actively attack anyone. Instead, running away whenever he comes under attack and occasionally throwing a counter-attack back at the plants.
499* RoboticReveal: When the Yeti and Treasure Yeti are defeated, they explode into pieces and are revealed to be robots, as a reference to the Yeti being a robot in ''VideoGame/PlantsVsZombies2''.
500[[/folder]]
501[[folder:Zen Sensei]]
502----
503* DoppelgangerAttack: He can split himself into four, with one being the real deal. All four can deal out a beating, but the clones are ''much'' more fragile and moves that can take out regular zombies usually eliminate the clones in one blast.
504* KamehameHadoken: His only ranged attack.
505* OldMaster
506* MiniatureSeniorCitizens: He's noticeably shorter than most of the other zombies
507* SuperSpeed: Unlike other instances found with other bosses, Zen Sensei doesn't zip around at random to confuse you. He just uses it to rush right up into your face, no matter how far away you are.
508[[/folder]]
509
510
511!!''Graveyard Ops'' Bosses
512[[folder:Sunflower Queen]]
513A massive, intimidating and tough leader of the Sunflowers.
514----
515* CanonForeigner: A boss made specifically for ''Garden Warfare 2''.
516* DeathRay: Like normal Sunflowers, the Queen can root herself and then fire a continuous and very nasty beam of concentrated sunlight. Unlike them though, the queen requires a few seconds to charge-up before she'll unroot and start firing it at the zombies.
517* FlunkyBoss: When she runs low on health, she may summon a trio of Mystic Sunflowers to provide back-up and heal her.
518* KingMook
519* PowerGlows: Her stem and hands glow with solar power.
520* PowerOfTheSun: Her Sunbeam attack can fire for a very, very long time.
521* SunnySunflowerDisposition: Rather disturbingly averted. Sunflower Queens tend to have a rather pronounced scowl.
522[[/folder]]
523
524[[folder:Superbean]]
525A Laser Bean with a cape and flying abilities.
526----
527* {{Archenemy}}: To Super Brainz.
528* BarrierWarrior: Starts with a barrier than absorbs quite a bit of damage, and regenerates whenever the Superbean teleports.
529* BeamSpam: Fires lasers quite rapidly.
530* FlyingBrick: He can fly and he's extremely tough, being able to absorb quite a bit of punishment.
531* KingMook: He's basically a powerful Laser Bean with a cape.
532* SpinAttack: Will spin, smacking nearby zombies with his cape sometimes.
533* SuperSpeed: Similar to Baron Von Bats, he'll sometimes zip around, making it difficult to hit him with more powerful attacks.
534[[/folder]]
535
536[[folder:Giga-Torchwood]]
537An extremely large Torchwood with a gatling gun on one arm that shoots fire.
538----
539* BreathWeapon: He'll breathe flames all over if the zombies get too close.
540* GatlingGood
541* GoodCounterpart: The Plants' answer to the Gargantuar.
542[[/folder]]
543
544[[folder:Big Stump]]
545* GoodCounterpart: For a certain value of "good". Has much the same straight-forward strategy as the Gargantuar with only a couple differences.
546* SmashMook: The only real attack it has is attempting to crush zombies under its wooden club-arm.

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