Plants vs Zombies: Brainglory/Minions

Much like other MOBAs, both sides periodically generate waves of minions to march along the lane and attack the enemy turrets while helping allied Champions. Although minions may have varying speeds, each minion wave cannot be broken apart and faster minions will adjust their speeds to enable their slower friends to catch up.

Plant Minions:

PEASHOOTER
Your basic 100-sun foot soldier, Peashooters have formed the backbone of Plant armies since 2009. He has the lowest health of any Plant minion but can be grown en masse and packs a punch offensively.

Attacks:

Pea Shot (Basic attack)

Deals low-moderate damage. When he fires a shot, he gains 10% bonus attack speed. This can stack up to 50% bonus attack speed. If Peashooter has not fired a shot in 3 seconds, he loses a stack every second.

Base Stats:

HP: 70

Move speed: 3.2

Range: 5

Attack Strength (Pea Shot): 45

Proportion per wave: 30%–40%

SUNFLOWER
Unlike her more heroic counterparts in Heroes and Garden Warfare, she's not here to kick butts. She is, however, going to help her friends do just that. She cannot attack but has powerful healing and support abilities.

Attacks:

Booster Beam (Basic attack)

Attaches a mini-beam onto a nearby ally. This works on minions and even other Sunflowers, but will prioritise Champions. When connected, the target ally receives a more powerful heal (both Health and Energy) than Sunny Aura and will gain slightly faster cooldowns for abilities.

Sunny Aura

Sunflower has a permanent healing aura around her. All Plants within this small area are healed for small amounts over time and gain bonus maximum health (except herself). Other friendly minions when idle will automatically crowd around Sunflower to protect her and gain the boosts.

Base Stats:

HP: 90

Move speed: 2.8

Range (Booster Beam): 3.8

Attack Strength: NA

Proportion per wave: 20%–30%, can never be more than 3 per wave.

WEED
They may be garden pests, but without them, we'd (weed! Geddit?) have to rely on Peashooter all day, and man, that guy is already overworked. They are tough and damage resistant, and come in many different types!

Attacks:

Weed Whack (Basic attack)

Requires a second to charge up first, during which its target can escape. This does melee damage and slows anything it hits. If Weed hits an already slowed enemy, that enemy is Rooted instead (cannot move at all).

Resistance (Passive)

Weed has a permanent 30% resistance against Crazy damage, taking reduced damage from basic attacks of Champions. However, he has no Infinity resistance, and takes damage from abilities normally (as opposed to other minions which receive reduced damage from abilities).

Base Stats:

HP: 110

Move speed: 2.5

Range: 1

Attack Strength: 45

Proportion per wave: Up to 60%

WEED VARIANT: POISON IVY
This distant cousin of the Weeds travels swiftly, taking toxic terror wherever he goes. Those Zombie Champions who think they can easily take on swarms of Weeds even at low health are about to be proven wrong!

Attacks:

Pernicious Punch (Basic attack)

Poison Ivy dashes across a short distance and lashes out at a target, prioritising Champions. This attack does double damage against Champions and inflicts a Damage Over Time poison effect on them. This also does +2% extra damage for each % of missing health the target has.

Base Stats:

HP: 100

Move speed: 3.5

Range: 1, 2 dash range for Pernicious Punch

Attack Strength: 30

Proportion per wave: Up to 20%

WEED VARIANT: DANDELION
Dandelion travels with the rest of the minions, hidden behind Weeds and Wall-nuts. This baby Weed is super pumped about the upcoming big, big, big fight with the Zombies! He's so pumped he's exploding with excitement! Literally!

Attacks:

Detonation!!! (Basic attack)

When enemies are near enough, he charges up to them and explodes, dealing heavy area damage and stunning Zombies caught in the explosion. He leaves behind a cloud of seeds that slows enemies and speeds up allies. If after exploding, more than half of the minion wave he belonged to is still alive, he also leaves behind a bud. After 2 seconds, if more than half of his minion wave is still alive, this bud sprouts into another Dandelion!

Base Stats:

HP: 45

Move speed: 4

Range: 3.5 trigger radius for Detonation!!!, blast radius of 2.5

Attack Strength: 300

Proportion per wave: Up to 20%

WALL-NUT
The epitome of unyielding tolerance, Wall-nut never does anything but yet seems to do all the work. He is tanky and loves to roll, and really takes the damage off his friends' shoulders. His only fear is a nutcracker. And maybe Gargantuars.

Attacks:

Wall-nut Bowler (Basic attack)

Well, yes, this time a Wall-nut can attack. Whenever not in combat, Wall-nut moves by rolling instead of walking, gaining a movement speed boost of 4. If he encounters an enemy while rolling, Wall-nut bowls into that target, dealing surprisingly heavy damage and stunning the target. If he hits an Enemy Champion, it is slowed instead. After a collision, Wall-nut takes 2 seconds to start rolling again, but can only do so if no enemies are in sight. If there are nearby enemies, Wall-nut remains stationary until no enemies remain close enough.

Hit me first (Passive)

When there are both an ally and an enemy minion/turret nearby, Wall-nut gains fortified health as he braces himself for impact, and forces the enemy unit to attack him. The enemy can move away, but can only attack Wall-nut while he remains in the area. This does not work on enemy Champions, but Wall-nut will still attempt to protect his ally and gain fortified health.

Base Stats:

Health: 235

Move speed: 0 (When not rolling)

Range: 4 trigger radius for Wall-nut Bowler.

Attack Strength: 160

Proportion per wave: 20%–30%

Zombie Minions:

BROWNCOAT

Attacks:

Bite (Basic attack)

Deals low-moderate melee damage. When this attack destroys a plant, gain 10% bonus speed and heal 30% of it's max health

Base Stats:

HP: 70

Move speed: 3.6

Range: 1

Attack Strength (Bite): 32

Proportion per wave: 30%–35%

BROWNCOAT VARIENT: HEALING ZOMBIE

Heal beam (Basic attack)

shoots a heal beam onto the nearest hurt zombie (not including champions) and heal that zombie by 20% of it's max health

Heal spray (Passive)

Rapidly heal any zombie near it (Champions heal much slower)

Base Stats:

HP:100

Move speed: 3.0

Range: 5, 12 for heal spray

Attack Strength: 0

Proportion per wave: 20%-25%

CELL PHONE ZOMBIE

Attacks:

Phonerang (Basic Attack)

Deals low ranged damage to an enemy twice. Can hit multiple troops.

Call for backup (passive)

For every second zombie around him destroyed, summon a up to two browncoats near him

Base Stats:

HP: 60

Move speed: 3.7

Range: 4

Attack Strength (Phonerang): 32

Proportion per wave: 20%–30%

FOOT SOLDIER

Attacks:

Z-1 assault blaster

Deals medium ranged damage to enemies

ZPG

When the foot soldier is near a elite troop or champion, fire a ZPG rocket that deals huge damage but it takes two seconds to aim and fire so the target might get away and you can see where he's aiming at. Can be only used once every 10 seconds

Stink Bomb (Passive)

When more than three plants are attacking the foot soldier, throw a stink bomb that deals small damage over time for 10 seconds and rocket jump to a random direction. Can only be used once.

Base Stats:

HP: 125

Move Speed: 3.5

Attack Strength: 35, 120 for ZPG, 2 for stink bomb (per second)

Proportion per wave: 15%-25%