![]() ![]() Summon: 1 (1 replaces 1 after each 10 waves) Easiest level: Level 2-1 or Level 2-3 ( Level 2-5 in iOS and Android due to the touch screen).It is harder than the previous area, Day. Night is an easy world, but levels 2-6, 2-7, 2-9, and 2-10 can be hard for new players. List of levels Adventure Mode Difficulty Newspaper Zombie and Screen Door Zombie are also weak to Fume-shroom, as Fume-shroom's projectiles pierce through their shields. The hypnotized Dancing Zombie will summon hypnotized Backup Dancers, and this is extremely useful most of the time, albeit one should be careful not to hypnotize any Backup Dancers instead. Giga-Football Zombie (Web version only)Īn important trick for the Dancing Zombie is to use a Hypno-shroom on it as fast as possible to avoid non-hypnotized Backup Dancers.The other nocturnal plants introduced are Hypno-shrooms, Ice-shrooms, and Doom-shrooms. Sun-shrooms are vital as they are the only source of sun during the night (or Sunflowers if one was to decide to plant them). The Sun-shroom, which costs less sun than the Sunflower, is also important. However, their short range means the player will eventually have to move on to better ranged mushrooms such as the Fume-shrooms and the Scaredy-shrooms, which are still both relatively cheap. This is helpful because of the lack of sun. The most important mushroom introduced in these levels is the Puff-shroom, which costs no sun at all. Nocturnal Plants, which mainly consists of mushrooms, are the key to Night levels due to the lack of sun and the fact that they generally require less sun than normal day time plants. Zombies: Endless Edition exclusive (Archived content) (China only) ![]() But if you suppose it's a threat, again, most basic removal and interaction gets rid of this. Just be aware of its consistent ramping ability, but you're better off focusing on your own plays than this. It's terribly weak to most basic small removal cards. That's the only thing you should keep in mind if you want to get rid of it, as most players who likely play this will take defensive measures of it. Sunflower probably has one of the most unprotected and weakest possible unit statlines with the only thing to note being its Team-Up trait. ![]() So in summary, this is just a card that doesn't have much place in any decks and isn't really recommended at all. On turn 2 Sunflower +1 ablity gives the 3 cost Mixed Nuts 2/2 to 4/4 which most early game zombies cannot deal with. There is only one combo that works with Sunflower being Sunflower + Mixed Nuts. It's designed for only a few decks, but even those decks don't really want this card. As a 1 this also finds itself outclassed there (since it's far from flexible in other decks). Twin Sunflower is just better in nearly every way, and really outclasses this harshly, as well as Primal Sunflower. ![]() So if a ramping deck with flowers in mind is considered, this card just isn't for it. It's best utilized when gotten out of better ramping tools like Sunflower Seed or Solar Winds, but even then, those cards are not doing very good right now after a balancing patch. It's one of the earliest cards you get, but sadly, that seems to be where its best use is as it's for the most part, not a very good card. Sunflower is a simple and basic ramping card, holding a very simplistic statline and trait to go by. "Not to brag, but I'm pretty much your basic franchise-founding superstar." Strategies With Its description makes a reference to how it is one of the mascots of the Plants vs. Its attack is the same as its form in Plants vs. Its appearance resembles its design from Plants vs. The sound effect heard when it activates its ability is reused, being its Plant Food ability sound effect from Plants vs. ![]()
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