Battle For Neighborville Tier List
How-do-you-do redditors who will soon hate me, it is I, some random xv year sometime. I'm not the best at every establish or zombie, but I experience I accept a decent grasp on everyone and I'chiliad ready to share. Hopefully, these explanations will be helpful. I will be grading the classes on a system of 5 categories, rated from A to F.
Power: How fast or hands a course can consistently get a vanquish. This applies with and without abilities.
Range: The max range you lot tin can consistently get a vanquish.
Survivability: How much penalisation you lot can consistently accept before going down.
Versatility: How much y'all tin can modify play styles on the fly WITHOUT Irresolute PERKS and still find success.
Team Synergy: How much you can help the team in the rare chance yous get into a team fight.
Too, the plants and the zombies are in divide tier lists and considered with perks in mind, as their metas are different. Hope you lot enjoy.
Plants Tier List
"The I People Will Hate Me For" Tier
Oak
The obvious choice for the best plant in the game, and for good reason too. You can't get a single game without seeing four separate Oaks tunneling some poor player. Its the best plant in the game for many, many reasons. I, Super Sap Trap is without a dubiousness the best constitute damage power in the game. Only employ it, accept half decent aim to stick it onto some poor soul, and boom, 125 damage and an instant vanquish on quite a few zombies. Two, yous can play Oak independently and still find success. This is especially important when no one actually cares most the objective and simply wants pinnacle vanquisher, then yous volition rarely get a passenger. Iii, your survivability becomes the all-time in the game with even one passenger who knows how to use Lumber Back up. A very piece of cake plant to get into with its forgiving principal, massive health pool, and amazing abilities. The only existent downside to using Oak is that you are a high priority, large target, but this shouldn't be a huge effect if you're skilful at video games and don't accept 5 Super Brainz targeting you.
Power: A
Range: C
Survivability: A
Versatility: D
Team Synergy: A
Peashooter
The reason this tier is named the style information technology is. "B-only Panda", I hear you babble, "I can't hit 2 to dodge Fung Fu, its busted!" Well, it is, merely Peashooter is just better with more consistent gameplay. And then, I guess instead of showing all of Peashooter's abilities and why they're proficient, I should show why Peashooter is better than Nightcap. Kickoff, health pools. Peashooter wins this ane at 125 health versus Nightcap's 75 health. This is one of the most important attributes, as Peashooter can survive many things that Nightcap can't to ostend a vanquish, similar 80'due south Action Hero'south Can't Miss--ile with 3 tags and a fully charged Super Brainz punch. Next, primaries. I'll admit, Nightcap'due south primary is improve. The Pea Cannon deals the same damage as Spore Strike, has 2 less ammo, and has a lower rate of fire. This is a bit of spitballing here, just I guess I'll compare how each ability meshes with each other instead of trying to compare each ability to each other. Lets get-go with Peashooter. Chili Bean Bomb works much less as a damage tool and much more than every bit a force per unit area tool. Putting this down during shut quarters combat immediately forces your target to move presently or die presently, and with some prediction yous tin get a trounce on a troublesome opponent. Also, with the 1 slot perk Pro Spitter, this ability transforms into a mid range pressure tool to force retreats or force close quarters gainsay, besides as clearing out points. Next, Gatling Pea. Even though this is Peashooter's worst ability, information technology makes anyone that you are out of their range of an piece of cake pick. It works peculiarly well when defending, every bit those free picks are running towards you to complete the objective. And then the well-nigh versatile ability in the game, Pea Suped. It's simply a raw boost to your stats. With the higher fire rate, faster run speed, higher jump speed, and a hover, the power and mixup potential of this already high damage class becomes fifty-fifty better at everything Peashooter already does great at. And then, Peashooter and his abilities makes him a powerhouse at any distance with installs and strong force per unit area and mixup games. At present it'due south time for Nightcap. Casting Shadows is smashing for slowing down groups of zombies. Not surprisingly, its about as good at concealing yous every bit Super Stink Deject aka not that well. Its fourth dimension for the man, the myth, the legend, Fung Fu. The worst ability in her kit. Every single zombie can become out with a movement ability (or in Deadbeard's case, just armoring through it). It's all the same a corking ability if you practice a bit of scouting and sentry your target apply their moveement ability. Otherwise, its non that good. Shadow Sneak is the best ability Nightcap has. A potent Nightcap tin muffle their position easily and but murder things that don't even know y'all're in that location. Basically, Nightcap'south kit allows her to be a monster in shut range with easy approach and vanquish potential. Personally, I value the versatility at all ranges, pressure and mixup game, and raw potential of the Peashooter over Nightcap's restrictive playstyle and fragility. Or information technology could be I once got 3 zombies who were attacking me at one time vanquished equally Peashooter... who knows?
Ability: B
Range: B
Survivability: C
Versatility: A
Team Synergy: B
"The I People Volition Hate Me Even More For" Tier
Nightcap
I've already explained Nightcap's kit in the Peashooter department. Read that. A quick tl;dr is "play sneakily and picket before popping Fung Fu to encounter if your pick has used their escape ability".
Power: A
Range: D
Survivability: F
Versatility: D
Team Synergy: C
Sunflower
Every bit the just plant capable of healing, Sunflower is a very important plant in the plant's arsenal. Not for her DPS, her offensive capabilities exterior of Sunbeam at long ranges is worse than Foot Soldier's. This should exist obvious, but Sunbeam is basically the merely reason she'south upwards this high. A practiced Sunflower tin can keep an unabridged group of plants alive effortlessly with a combination of Sunbeam on high priority targets and Sunny Side Upward for everyone else. With one good Sunflower, an average team can plough into a horrifyingly good one that just doesn't seem to die. Simply make certain yous have Pocket Protection or you're a dead plant walking.
Power: D
Range: C
Survivability: A
Versatility: F
Team Synergy: A
"The Mediocre Ones" Tier
Citron
Practiced ol' Ranged Reinhardt is a cracking squad thespian. The trouble with that is most of the pop modes don't have a need for a team player. His primary is awful, just his shield is amazing. The wellness on the shield is bonkers, and E.M. Peach is astonishing for neutering enemy players so your team tin can instantly destroy them. Spin Dash is very practiced for shoring up his awful shut range combat, and Omphalus Laser is great if you have the tracking of a god, but not as good for u.s. mortals. On the modes that can employ his stuns, long range damage, and almost chiefly his shield, he is absolutely a meta pick, merely the fact that he isn't a meta option everywhere is the reason he is this low.
Power: C
Range: B
Survivability: A
Versatility: F
Team Synergy: A
Rose
I have no thought. The just Rose content I've seen is absurd rollouts, so I'grand basing this placement on the same reason Citron is here. She's a good team thespian, but team fights are much rarer in this game than in other FPSs, such every bit TF2 or Overwatch. She tin make her enemies' damage output become through the toilet with Jinx, her Arcane Enigma can help your teammates but, lets be honest, you're just going to employ it to escape when yous overextend, and of course, GOATS. Goatify is an amazing power that simply wins team fights for you against oblivious teams. Against expert teams, however, the massive, slow, pink goat is merely also obvious to be effective at all. Once again, in modes where team fights are more common, Rose is definitely great, merely she'due south just too reliant on that chaos in a game where 1v1s are the most common situations to be in for me to rank Rose whatever higher.
Power: C
Range: C
Survivability: B
Versatility: D
Squad Synergy: B
Snapdragon
This hurts me to put Snapdragon this low. He's honestly swell in shut to medium ranges with good team fight support in Blue Blazes and Blazing Trail, only he just feels too wishy-washy in any 1 category to feel like anything but worse Nightcap. He plays like Pyro from TF2, with meliorate mid range gainsay and area control. He can beat over almost things at close range except for, unfortunately, Super Brainz. And you're going to see a LOT of Super Brainz. Swoop Slam is good for getting off a vanquish on fleeing opponents. On all accounts, this is a adept plant if you want a more than caput-on, surface area control focused version of Nightcap, only the plants higher on this list are just better for taking parts of its niche and improving on information technology to the point where Snapdragon is an average middle footing of all those plants.
Ability: B
Range: F
Survivability: B
Versatility: D
Squad Synergy: C
Cactus
Cactus is a great establish for picking off strong targets from afar. However, that'south ALL Cactus does. It's bang-up at that, in fact its the best plant in the game at long ranges. However, with the current map lineup at that place are very little places where yous can safely snipe without getting out gunned past a lot of zombies at medium-long range. Cactus no longer has her wall-basics, which is a massive blow for team back up, and instead has this mediocre hover that does help, just its tedious, cumbersome, and doesn't embrace that much distance. Potato Mines are groovy for getting overzealous zombies off you then you can reposition and try again to get a few picks. Garlic Drone is... how is this useful? For scouting? Maybe? I guess? I don't employ it, and if anyone has any good uses for this ability, please tell me, because I certain don't know any. Cactus is admittedly the best constitute to choice if y'all want this niche, the only problem is that this is all Cactus does. What does Cactus practice? This. Over and over. You don't like sniping y'all can't choose Cactus, because that is all Cactus does, and then I can't put her college unless Mine Rushdown somehow becomes a viable strategy.
Power: B
Range: A
Survivability: D
Versatility: F
Squad Synergy: C
"Where Does Acorn Even Go" Tier
Acorn
Everyone chooses Acorn for Oak or to ride an Oak, just Acorn actually makes a half decent lookout that yous would play for that. All the same, Nightcap exists, who does everything Acorn does but better. Better primary, better damage power (Fung Fu versus Sap Trap is no contest) and meliorate evasive ability, all compounded by having only a slightly bigger hitbox and the same wellness pool. Nightcap is the obvious pick for anyone that wants to play a ninja-similar class. Acorn kind of gets pushed to the side in comparing. I mean, you take the smallest hitbox in the game, then you can at least abuse that, and Sap Trap is pretty pocket-sized, so you could stick it on a friend playing Chomper and detonate it when its in range, contemporary stuff like that. He tin definitely be fun, but Nightcap needs to be nerfed earlier solo Acorn tin ever hop into the spotlight.
Power: D
Range: C
Survivability: F
Versatility: C
Team Synergy: D
"The Ones Everyone Saw Coming" Tier
Chomper
What did PopCap do to you? The simple removal of dorsum bites immediately threw whatsoever risk you had at being a meta selection in the trash. Its non all bad though. Despite Spit having a slower fire charge per unit than my grandmother being forced off the couch to become to the bath, it has decent harm that tin can at least give you some kind of finishing tool against fleeing targets. Burrow is stupid. You all know what I'chiliad talking about. Chomper does non care if y'all're using a motion ability. Chomper does not care if you're currently in the air. Chomper does not care if there is no way you should have been eaten there. Chomper still eats. But 90% of the time you're expressionless after one Couch, and that's a huge trouble if you like staying alive. Grody Goop is amazing though, and you should admittedly abuse it. Spikeweed is just bad. It'due south good for covering chokepoints, I guess, just anyone with eyes can see the obvious traps and shoot them for free xp. Chomper is good at getting troublesome opponents back to spawn, but you merely die immediately afterward. If you similar this playstyle, than go ahead, but well-nigh of u.s. don't.
Power: A (with burrow) C (without burrow)
Range: F
Survivability: F (with burrow) B (without burrow)
Versatility: F
Squad Synergy: D
Kernel Corn
The worst plant in the game, sadly. His main trouble is that his abilities just leave him way too vulnerable for a 125 wellness pool. Shuck Shot takes way too long to charge, so long in fact that most of the fourth dimension you activate it, any potential targets have already gotten into cover and it isn't usable. Sure, Husk Hop can do its off-white share of damage, but to go the maximum harm on a target yous need to follow them in the air, leaving you incredibly vulnerable to annihilation with half decent range. His primary is as well just horrible, with some of the least damage on par with Sunflower. SUNFLOWER. The but decent thing he has is Butter Buoy, which does pack useful team support and a fashion to shore up your pathetic excuse for a primary. There'southward no contest - Kernel Corn doesn't deserve his military ranking in the slightest if this is his kit.
Power: C
Range: C
Survivability: D
Versatility: D
Team Synergy: B
Zombie Tier List
"The Only Ones That You See In The Kill Feed" Tier
Super Brainz
The all-time zombie in the game for a reason. Even though his clarification specifically says that he'south a close range brawler, he's as well amazing at medium range with his charged punch and Super Ultra Ball. Heroic Fists are an amazing primary that tears any low health target to pieces scarily quickly. Super Ultra Brawl is stupidly good in ranged combat, although it does takes 2 seconds to get out. Turbo Twister is a great ability for escapes and for dealing with groups of plants at once. Lastly, Hyper Jump Thump works as a mobility tool, a starting move and an ending motility. The only limitations Super Brainz has is existence weak at long ranges and having only 150 health to get things done in shut range. Also, he hates Cacti.
Ability: A
Range: C
Survivability: A
Versatility: D
Team Synergy: B
Space Cadet/Infinite Station
The simply real reason these 2 are together is because Tier Maker didn't accept a Space Station sprite for some reason, but whatever. Unlike Acorn, Space Cadet has the tools needed to accept an effective niche outside of Space Station, that being a long range attacker. Her Cosmo Shot has homing properties, making it the but primary to have natural homing without perks. This is absolutely wonderful for what should be obvious reasons. The real reason Space Cadet can agree her own is Large Bang Beam. A long range precision laser is not bad for long distance vanquishes on squishy targets like Nightcap or Sunflower. Gravity Smash isn't that half bad either, being used much more than as a last resort if the Snapdragon yous've been eyeing gets close to yous. Simply of course, Infinite Buck wouldn't be this high without Infinite Station, and oh boy, if you get expert teammates this thing is UNSTOPPABLE and easily the best course in the game. Crater Maker makes any plant run for the hills for only how stupidly powerful it is, but the existent busted power is Space Force. Instantly, the Infinite Station's Big Bang Outburst becomes even faster and the cool down of Easily-On Torpedo is reduced. The one trouble is that this won't be happening most of the fourth dimension. Instead, you'll go 4 split up Space Stations and no one refusing to work together. With good teammates, nevertheless, your enemies should prepare for trouble and make it quadruple.
Power: C (cadet) A (station)
Range: B (cadet) C (station)
Survivability: C (cadet) A (station)
Versatility: A
Team Synergy: A
"The Ones That Help The Ones In a higher place" Tier
Engineer
Unfortunately, the Engineer just barely doesn't brand the cut for the tier above. Make no mistake though, Engineer tin nonetheless tango with the big kids as ane of the best zombies effectually. Concrete Launcher is easily spammable down chokepoints and is swell at medium range. The shining gem of the Engineer is not one, but 2 of the best abilities in the game. Heavy Helper is the best power in the game, no doubtfulness about it. It's a turret for ane, offering great surface area lockdown and making a good retreat choice when you demand to distract your pursuer. What pushes this ability into absolutely being the bast ability in the game is the aura effectually the Helper that boosts the burn down rate and auto-reloads the primaries of every zombie in range. Non but is this amazing in 1v1s considering you tin can just hold downward M1 with no penalisation, this tin auto win you a team fight where your goal is to hold an objective. Bullhorn Swarm is also amazing. Non simply does it unearth Chompers (yippee) you can just preclude your target from playing the game and just impale them. It'south very adept, but not as skilful as Heavy Helper. Double Fourth dimension is also swell, just it's his worst ability. Place it down and any zombie that steps over information technology will take their speed doubled. Put it at spawn and sentry the newfound zombie swarm overwhelm the institute team. And then, with all these upsides, why is Engineer worse than the ones above? Simple. His damage is likewise low. That'southward the but affair holding him dorsum from being the best zombie in the game, but his ability to forestall the opponent from playing is always valued.
Ability: B
Range: C
Survivability: D
Versatility: C
Team Synergy: A
eighty's Action Hero
A expert way to think about 80's Activeness Hero for any returning veterans from GW2 is that he's a much more than versatile Deadbeard, and if y'all've read the Plant Tier Listing yous know I value versatility. The one problem I really see with Action Hero is how confusing he is. If you haven't already seen the image on this subreddit explaining how his tags piece of work, go and check information technology out, information technology'due south in All-time. His range is fantastic if you accept a steady paw. Use the fully charged shot for long ranges and charge information technology one stage for shut quarters. Can't Miss-ile is bonkers in how good information technology is. A plant with 3 tags takes 75 damage and seven out of 9 plants volition just dice after a headshot to Missile combo if in that location's no encompass they can reach in time. Explosive Roll is much better for the Roll and much less for the explosion to get you dorsum into medium range, where y'all excel much more than than if you're in fisticuffs range. Rocket Ride isn't very proficient. Information technology's basically the crowd control cousin of Husk Hop, except this one gets a slight pass because you lot accept the Rocket Ride itself to shield you. This is definitely a peachy form to pick upward if you want a versatile sniper who can hold his ain in the event that something gets also shut.
Power: B
Range: B
Survivability: C
Versatility: B
Team Synergy: C
Scientist
Wow, this is the placement that hurts me deep downward. Scientist is without a doubt the most versatile class in the game, and is besides the just zombie form with healing abilities. The Goo Blaster is just a shotgun with a fleck more ranged versatility if you lot're aiming, and its actually good. At close range you tin hands and consistently become off 21 damage meatshots to pummel an enemy into submission, and at medium range it's still a decent primary. The Sticky Healy Thingy is good for grouping healing and in combat. Stick information technology onto a zombie and you have a breastwork to rally around during a squad fight, and stick it onto a plant and your job is to tunnel that plant like no tomorrow to go a regenerating pick monster. Warp is, without fifty-fifty a fraction of a doubt, the best movement ability in the game. Information technology'south a uncomplicated warp that has 3 charges, takes you a decent distance in about a fraction of a second, and leaves no visual indication. Mastering this turns a mediocre Scientist into i that should be feared by the entirety of the plant team. Heal Hose is just pathetic. Certain, its proficient at group healing, but Ability Wash is basically required if your game plan is to utilise this every bit your main power. To meridian it off, you lot tin can't utilise the Goo Blaster while this is active, turning Scientist into this hybrid of Super Brainz and Sunflower that combines both of their niches. The worst criminal offense that takes Scientist from existence the best zombie in the game to mid-high tier is that crippling 100 wellness pool. That level of health leaves y'all flattened by offensive classes that tin can both out impairment the Viscous Healy Thingy and are adept enough to read your Warps. Other than that, this is a slap-up class for those who love offensive support. And hey, since I accept no shame, I'chiliad willing to shill my Scientist guide for anyone looking to main this form. Which you lot should. Please. It says I'm lonely for a reason.
Ability: B
Range: D
Survivability: D
Versatility: A
Team Synergy: A
"'How Did I Go Vanquished By That Stupid Play'" Tier
Electrical Slide
Electrical Slide is very versatile in it's range, mainly because of Boogie Bolt. It's merely a quick, accurate laser that deals decent damage. Information technology's a great master for all ranges, similar the Bow Blaster. Funky Bouncer is the worst ability she has, but its nonetheless good. A simple push is equally skilful every bit you are creative. Use information technology with stage hazards to get quick vanquishes, or push it into your territory to let your allies do the task. It'southward versatile to exist sure, but it'due south limited. Outta Fight! is decent, and can be used for both retreats and approaches. Disco Tornado is a adept impairment power if you scout out a target with their motion power on cooldown, but the real apply for information technology is to intermission upward groups. Its niche is to interruption up groups, and in that niche this is the best grade to use, only it's a niche that won't be used frequently. Squad fights are rare in this game, and until the game and its meta matures, Electrical Slide won't get higher than this.
Power: B
Range: B
Survivability: C
Versatility: B
Team Synergy: C
Captain Deadbeard
Captain Deadbeard is a better Cactus with decent shut quarters gainsay and a skilful escape ability in Butt Blast. Scurvy Scattershot is both a shotgun and a sniping tool, making is near useful in long and short ranges, merely not mid range. Barrel Blast is very good for taking points and for escapes with its armor. Ballast's Away is a great motility ability to get to good sniping areas, but at that place aren't many good ones to choose ane. What is even the use of the Parrot Pal? The same every bit the Garlic Drone? What practice yous use this for? I truly don't understand. In my opinion, Captain Deadbeard is good, to be certain, but to me he feels like a worse Action Hero in niche and in gameplay.
Power: B
Range: A
Survivability: C
Versatility: D
Team Synergy: D
"Merely Here Because No 1 Uses Offensive Citron" Tier
Imp/Z-Mech
Imp is in a very sad state right now. With Imp's pathetic impairment and the Z-Mech being the highest priority target in the game, neither of the Imp'due south two forms is good. Allow'due south talk nearly Imp showtime. His Imp Blasters are similar if you lot gave a 5 yr one-time dual Uzis. It's going to exist very weak and very inaccurate. This is a general theme around Imp, and it hurts. A lot. Gravity Grenade got a major nerf in the removal of restricting plant abilities. Now, instead of having a great ability to restrict a group of plants so you and your friends can go to town, it'due south a subpar restriction that just restricts motility. Sure, it's decent, but much, much worse than what it used to be. Impkata is good for group damage, but its worse than other impairment moves with the same niche similar Disco Tornado or Fung Fu. Now for the Z-Mech. With the largest health pool for a solo player in the game at 350 health, making it the highest priority target in the game. This is a problem, but the biggest problem is that when the Z-Mech goes down, you ever land in the same position no matter what. This makes yous a free target for whatsoever institute that can rapidly do 75 impairment, like Cactus. Other than those major downsides, Z-Mech is withal expert every bit a harm dealer. Missile Madness is a great impairment power that, while tiresome, can vanquish every institute in the game with one usage. It deals an astonishing 400 damage when combining all of the missiles on one plant, along with dealing splash damage. Bionic Bash is decent, being a melee slam that deals 75 impairment, so you can beat out that annoying Nightcap that refuses to go off of you, merely not worth using otherwise. Explosive Escape is a great final-ditch effort to endeavour a vanquish before your 75 health gets shredded, but it's amend than nothing. Sure, it's pretty good, but you'll be dead a lot with your high priority and low survivability.
Ability: D (Imp) A (Z-Mech)
Range: D
Survivability: F
Versatility: B
Team Synergy: C
"Why Is Human foot Soldier Above Anything" Tier
Human foot Soldier
Oh boy, the 2nd worse zombie. Perchance I should try to explain myself. While the Z-1 Assault Blaster is as awful every bit a zombie beauty contest on a hot summertime'south twenty-four hours, investing in perks like Ammo Thing-A-Ma-Bob, Rapid Burn down, or Bottomless makes information technology slightly less horrible. Super Stink Cloud is awful for concealing positions and groovy for locking down chokepoints. With the perk Gummy, it turns into the "prevent the enemy from playing the game" push, and those buttons are hard to come by. Rocket Jump is the worst movement ability in the game, nada to see here. The ZPG is a decent damage power that destroys low movement plants like Gatling Peas and Oaks, as well as attacking in chokepoints and capture points. Without perks this is absolutely the worst zombie in the game, merely with perks information technology's slightly better than the zombie beneath.
Ability: C
Range: C
Survivability: C
Versatility: C
Team Synergy: C
All Star
I can see the pitchforks now. Actually, All-Star is just worse than Foot Soldier in every fashion. The Football Cannon has a worse cooling time than the Z-1's reload time, and they both bargain the same impairment. The only decent power he has is the Dummy Shield. You know, the shield that dies to Whatever CLOSE RANGE Set on. Imp Punt, is simply a lackluster Chili Bean Bomb, and Sprint Tackle is a bad escape ability and an even worse offensive power. The best attribute All-Star even has is his 200 health. This football game thespian is done upwardly and should go back to playing at high school level.
Power: F
Range: C
Survivability: B
Versatility: F
Squad Synergy: C
And there goes my karma. I highly recommend discussion, questions, and tweaks to the tier list down in the comments. Please just think that I am not the paragon of this game and there probably is some bias mixed hither at times, and so don't completely nuke me.
Source: https://www.reddit.com/r/PvZGardenWarfare/comments/dajsks/pvz_battle_for_neighborville_tier_list_but_with/
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