PvZ: Arena of Doom

PvZ: Arena of Doom is a fan-made spin-off game of the PvZ franchise created by SuperSimpleSuperFan. This is one of his projects that he has been working on, and this page serves as the 'foundation' of the game. This page will go over the terminologies, story arcs, battle features, and things like that. Individual campaign segments and multiplayer modes shall be covered in separate pages.

Synopsis
A pair of friends named Spirit Chilli (thanks to Dorito Lord The 3rd for the name) and Lantorc are strolling down a small, quiet street. Suddenly, they are ambushed from behind and taken to a secretive haunted mansion. There, they are taught how to fight Zombies, of which will attack the town in a few weeks. At first, Spirit Chilli and Lantorc are skeptical, wondering if this 'training' of theirs is actually legitimate. However, after a few sessions of being taught the basics and fighting Zombie decoys for strength testing (which is the entirety of the game tutorial), their Plant mentors, who reveal themselves to be King and Queen Peashooter, send Spirit Chilli and Lantorc into the arena to begin their conquest of saving the town of Suburbia from the incoming horde.

Health
The health will show the amount of HP (hit points) a character has before being defeated. Spirit Chilli, for example, has 500 HP, meaning she can take 500 points of damage before being defeated.

Rarity
Yes, the rarity mechanic returns from the likes of PvZ Heroes and the PvZ Garden Warfare games. Each character is assigned a Rarity which will signify how likely it is to receive them from chests. Spirit Chilli and Lantorc are both Epic characters, meaning that they have a lower chance to be received from chests. However, you probably aren't going to need to grab another of these characters aside from another mechanic later. The higher the rarity is, most likely the higher power level they have.

Resistance
The Resistance factor is applied to every playable character in the game. Resistance refers to how much damage is reduced upon taking damage. Basically, if something hits you for 50 damage, if your Resistance factor is 25, then 25 damage will not be accounted for and 25 damage will hurt your character. Heroes with high Resistance levels are often ideal for a Tanker.

Firepower
The Firepower factor is applied to every playable character in the game. Firepower refers to how much damage a character deals to enemies. The Firepower mechanic is weakened slightly by the Resistance factor of an enemy, however. Basically, if you deal 70 damage to an enemy, and your Firepower factor is 40, you will do 110 damage in total. However, if the opponent's Resistance factor is 10, then 10 damage will be deducted from the total, so the enemy only takes 100 damage. Got it? Okay.

Abilities
Abilities are special attacks that can be performed by every Hero in the game. Every Hero has a signature ability, and four minor abilities. The Ability section is on the bottom right of the screen. The Signature Ability is marked by a huge circle, followed by the minor abilities that surround it in the four cardinal directions, with their icons in the shape of a diamond. They can be activated through pressing or tapping buttons on your screen/keyboard/controller. Every ability has an affect that can benefit the allies (and the user) or weaken the foes.

Battle Features
Every battle is unique in its own way, through gimmicks, enemies, and battle arenas. However, each of them share something in particular, which will be gone over in this section.

Gimmicks
The Gimmicks are the special factors of a level that will make the fight easier or harder. Sometimes the gimmicks will be something like blurred vision due to a foggy arena, or maybe even a black hole circling the area that will instantly defeat a character if they come into contact with it. However, a gimmick can also make the level easier. For example, a crusher will be falling down on the field randomly, but most of the time it crushes the enemies instead. Or maybe a electromagnetic cube will randomly pop out of the field in random areas, attracting foes and making them easier to target. Either way, every gimmick makes a level unique and either easier or harder, depending on how you see it as.