Z-Mech may also use Quasar Wizard to gain superpowers that can deal with or gain Amphibious cards. Using cards like Sumo Wrestler or Terrify can also move Amphibious plants to other lanes, allowing your zombies to destroy them. The only methods are to fight fire with fire and beat them with tough zombies, using Cakesplosion or Exploding Fruitcake as a substitute for instant-kill cards, or playing Stupid Cupid, then Weed Spray or Rolling Stone, which can destroy any plant unless it is Untrickable. This makes it really hard for Z-Mech to deal with heavy-hitting plants, and the aquatic lanes are nearly untouchable by Z-Mech's zombies, as well as the Mega-Grow class as a whole. In addition, he does not have any Deadly or Amphibious zombies. Z-Mech does not have easy access to removal cards such as Rocket Science, Cut Down to Size, Evaporate, or Locust Swarm. However, Z-Mech has a few drawbacks, most notably his hard way of dealing with tough plants. Z-Mech's Missile Madness also allows him to destroy a plant with 3 health at most as well as splash damage of 1 to all other plants, allowing board control against some rushes. Using Bonus Track Buckethead, a zombie only Z-Mech can synergize in dancing decks is great, as he can give it more strength and stop most plant deck metas that revolve around using bonus attacks. Similarly, Z-Mech can use strength-boosting cards to boost Armored zombies, turning them into ironclad tanks.Ī dancing deck with health-boosting tricks, or a sports deck with strength-boosting tricks is ideal, although the latter depends less on boosting tricks due to Team Mascot. While Crazy zombies tend to have lots of strength but lack in health, Hearty tricks like Rock Wall and Camel Crossing allow them to survive longer while hitting equally hard. For example, Armored or protected zombies can nullify the abilities of Fireworks Zombie, Barrel of Deadbeards, and Gas Giant, allowing the former three to damage plants without a single hit on the zombies. Z-Mech's Hearty and Crazy classes synergize really well with each other. Moving Plants out of the way helps keep his growing Zombies alive…or at least undead. Z-Mech can build a team of Sports Zombies that’s as hard to take down as he is.
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Plant Mission 34: Fracas at the Factory!.Plant Mission 30: Part Imp! Part Machine! All Trouble!.Plant Mission 11: The Mechanical Menace Rises.Signature: Missile Madness - Do 3 damage to a Plant and 1 damage to all other Plants.Zombies: Garden Warfare 2 while the Z-Mech is based on one of his abilities in that game. The imp pilot is based on the Imp from Plants vs.