Background
The Imp is a short zombie that is carried by a Gargantuar or used as a cannonball. It is a flanking zombie that is thrown towards front lines and past defenses to quickly eat or tank damage from plants so the Gargantuar can get past.
In Plants vs Zombies: Heroes, its brain cost varies from 0-6 and the Imp tribe is mostly of the Sneaky class, where they are described as moving around, being amphibious, and having the anti-hero type attack.
In Plants vs Zombies: Battle for Neighborville, the Imp retains his appearance, now with the ability to call in and summon his mech as well as two automatic Imp Blasters.
Powers and Stats
Tier: 8-C | 8-A to 6-B, likely far higher
Name: Imp
Origin: Plants vs. Zombies
Gender: Varies | Varies
Age: Varies
Classification: Varies
Dimensionality: 3-D
Superhuman Physical Characteristics, Martial Arts, Undead Physiology, Death Manipulation (via Deadly), Breath Attack, Limited Portal Creation and Time Travel (Zombies can summon portals, they are stationary and used to move projectile attacks, and are likely the reasoning for time travelling portals in PVZ2 pinata events), Small Size (Type 0.), Limited Homing (Regardless of the location of an enemy, it allows the imp to enter that lane.), Damage Boost (Via Anti-Hero), Summoning (Can summon a Z-Mech), Distance Negation (Via Disco Dance Floor, grants a zombie, and it already has, Overshoot. Overshoot fires over plants, regardless of a zombie's range), Non-Physical Interaction (Zombies can affect the Ghost Pepper, which is a ghost. Plants can affect ghost zombies), Pain Tolerance (Type 3. Zombies are not affected by losing half of their arm and other body parts, as well as being beat and bruised by numerous plants, even including severe injuries and blows to the head), Freezing Negation (Overshoot Zombies can still attack even while frozen, Bonus Attacks remove the Frozen effect), Resistance to Fire Manipulation (The Dragon Imp is unaffected by the Jalapeño's fire as well as other sources of fire), Ice Manipulation, Cold Manipulation (Some zombies can resist the effect of the Winter Melon, which is shown to freeze other zombies, and zombies from the Ice Age are completely immune to being frozen by plants, or the cold winds of said area)
All previous abilities, Summoning (Of cards and other heroes), Limited Ice Manipulation and Power Bestowal (Grants zombies Durability Negation. Via Ice Moon, freezes every plant in the lane it is placed in and grants zombies Strikethrough), Duplication, Statistics Amplification and Earth Manipulation (Via Rock Wall), Explosion Manipulation, Personal Domain (It allows for zombies to play cards when one gets played. It also causes turn-based combat, which is caused by the Heroes, which have a ruleset and turn-based combat, even within video games and when they're physically fighting. This will end once either the hero or the opponent gets defeated), Fragrance Manipulation, Resistance to Gravity Manipulation (Resists the effect of the Black Hole environment, some can resist Gravitree, etcetera), Death Manipulation, and Durability Negation (Numerous cards make it so zombies and plants cannot be harmed and on some occasions even the Hero. This includes the Deadly effect, which instantly kills plants regardless of their health, Strikethrough, which causes a plant or zombie to pierce through what it hits. Heroes are also unaffected by these in the first place as they do not trigger the effects of said attacks), Electricity Manipulation (Lightning attacks don't necessarily harm Heroes, and they can easily withstand electricity)
Statistics Amplification (Orchestra Conductor gives all Zombies +2 attack, Tennis Champ adds +4 attack for a single turn, Unlife of the Party gains +1 attack and health for each time a zombie gets played, Aerobics Instructor amplifies her and other class' power each turn), Explosion Manipulation (Via Foot Soldier Zombie and Cakesplosion), Broadway Force and Necromancy (Via Disco Zombie. Capable of directly rising the undead with music. His original design was directly based on Thriller, where Michael Jackson causes zombies to dance, and zombies rise from the ground dancing because of the music in-game), Animal Manipulation (Via The Chickening), Power Bestowal and Distance Negation (Via Disco Dance Floor, grants a zombie, and it already has, Overshoot. Overshoot fires over plants, regardless of a zombie's range), Creation (Via Conjure), Summoning (Via Dance Off), Electricity Manipulation (Via Electrobolt.), Ice Manipulation (Via Frozen Tundra), BFR and Teleportation (Via Secret Agent, it returns a zombie back into his hand and amplifies its strength. Several other cards return a plant/zombie back to one's hand, stopping them from fighting until they are placed back onto the board), Statistics Reduction (Via Extinction Event, it lowers the stats of all plants that are the same kind when used on one, Haunting Ghost reduces the stats of a plant once it is played), Power Mimicry (Via Synchronized Swimmer, it copies the power of the specified zombie), Limited Gravity Manipulation, and Statistics Reduction (Via Black Hole, it shares the same affect as Gravitree, as it pulls opposing plants into it, which also weakens their power), Electricity Manipulation and Healing (Via Stayin' Alive), Disease Manipulation (Via Going Viral), Transmutation (Can transform a random zombie into a Knight, via Zombie King. A few abilities allow both Zombies and Plant Heroes to transmute minions), Energy Transferral (The Super-Nova Gargantuar can kill every plant of a type if one gets killed, and is only limited to them being the same type), Power Nullification (Shieldcrusher Viking completely removes the Superblock Meter's bars when it hits, zombies with Bullseye do not trigger the Superblock Meter or other similar effects minus Soul Patch or "when hurt ____" cards) Instinctive Reaction (Zombies with the Hunt ability move to the lane that a plant is in, regardless of if it is their turn or not), Freezing Negation (Overshoot Zombies can still attack even while frozen, Bonus Attacks remove the Frozen effect), Size Manipulation, Energy Projection (Via Rustbolt's signature superpower), Wind Manipulation (With several movement cards), Poison Manipulation (Via Alien Goop, which is toxic to plants), Fragrance Manipulation (Via Weed Spray), Broadway Force (Via Dance Off and a few other tricks), Teleportation (Can teleport zombies to another lane), Heat Manipulation (Via Evaporate), Limited Resistance to Statistics Reduction, Death Manipulation, Fragrance Manipulation, Summoning, Electricity Manipulation, Ice Manipulation, Size Manipulation, BFR, Wind Manipulation, Poison Manipulation, Explosion Manipulation, Blunt Force, Broadway Force, Statistics Amplification, Teleportation, Animal Manipulation, Heat Manipulation, Magma Manipulation, Fire Manipulation, Biological Manipulation, Invulnerability, Energy Manipulation, Energy Projection, One Hit Kill, Water Manipulation (Untrickable makes it so you can't be affected by opposing tricks, which would include these abilities. Despite being affected by allied tricks, the resistances would still apply as Untrickable's resistances still apply to both Plants and Zombies, since it works the same way)
Attack Potency: Building level (Is depicted as a weak midget and is described as being average in toughness, can harm Plant Heroes, and those who can fight those who can harm them. Scales to other plants who can harm it, does up to 6 damage to Plants and Heroes without amplification), higher with Anti-Hero (Capable of amplifying their strength if there are no cards played in their lane) | Country level (Could fight Rose, who can fight evenly against Super Brainz. Super Brainz performed this feat Green Shadow and multiple other heroes tanked the explosion of the Zombot 999, which was able to be seen from space, and was affecting zombies who were across the entire town, with exceptions such as the Imp heroes, although they can directly harm Plant Heroes. Impfinity, Z-Mech, and Huge-Gigantacus can tank large explosions from things such as the Doom Shroom which is the size of the house, The Smash created a large crater on accident, Solar Flare can incinerate multiple zombies. The Doom Shroom in the comics could level a few hollow stone buildings and heroes can scale to the Doom Shroom. Zombie and Plant Heroes scale to Solar Flare and Brain Freeze, who froze an entire waterpark Neptuna caused winds fast enough that they were going to cause a hurricane, Brain Freeze created a blizzard across the town whilst angry), likely far higher (Super Brains stated he was capable of "pushing planets". Zombie and Plant Heroes have access to tricks and an entire environment being a meteor that shattered another one in half), Varies with Synchronized Swimmer (Can copy the stats of other zombies)
Speed: Relativistic, possibly FTL (The "lightspeed seed" presumably shows plants moving at light speed, but this goes by the description, not the visual, which shows travel through an unspecified length. Z-Mech, without his armor, could outrun several plant heroes, Z-Mech and other heroes fight characters as well as hit them, the Peashooter who can dodge lasers. Can dodge and block attacks from Plants, that seem to act like bullets, though it is unknown if they are the same speed)
Lifting Strength: Class 1 (Can lift gargantuars and bags that hold several zombies in them) | Class 100
Durability: Building level (Could tank a propane explosion that was the size of a house and is and is extremely similar to the Doom Shroom explosion. Capable of tanking hits from Zombie Heroes. Should be weaker than the Winter Melon and other freezing plants, which freeze zombies solid. Most imps can tank attacks from Green Shadow's superpower, as well as Grass Knuckles. ) | Country level (Can tank hits from Rose who harmed Super Brainz. Heroes should naturally be superior to regular plants and zombies, can tank hits from Grass Knuckles. Some of the plants weren't able to harm Z-Mech at all), likely far higher. Varies with Synchronized Swimmer (Can copy the stats of other zombies)
Stamina: High (Zombies have fought plants for centuries across time without tiring. Impfinity cloned himself hundreds of times without growing tired, and fights can also last a while, despite not tiring out either hero, even if they're at low health)
Range: Standard Melee Range, Tens of Meters with superpowers, Interstellar via Conjure (Professor Brainstorm can create a portal to Saturn, Lightspeed Seed can travel across presumably interstellar spaces)
Standard Equipment: Fireworks, Imp Blasters, Z-Mech Superpower (Missile Madness) | Signature Abilities (Triple Threat, Missile Madness, Terror-Former 10,000), Superpowers (Rock Wall, Brute Strength, Electrobolt, Iron Boarder, Ice Moon, Teleportation Station, Super Stench, and In-Crypted), all of their cards
Intelligence: Genius (Zombies are capable of creating musical numbers, making traps,, created a fairly large religion over brains, and presumably also created the Great Wall of China which exists as a construct in time. Zombies such as Professor Brainstorm should be smarter than regular plants such as the Pea Pod, Brainstorm created a portal that could go through planets and time, and the dumbest zombies even know simple biology and other degrees of science despite lacking any experience. Huge-Giganticus created an entire machine that could fly, create objects, etc. Z-Mech is extremely knowledgeable on the lore of a "giant mecha anime", and understands how to rush people with general ease. Zombies are also skilled with teamwork, even if they generally lead by spamming relatively weak summons, such as when Huge-Gigantacus, Impfinity, and co. were able to beat Wall Knight, albeit with some struggle, even though they couldn't harm him at all. An imp was even able to beat Professor Brainstorm in a science contest, even through simple technology)
Weaknesses: The imps are short, and aren't that durable when compared to other zombies. They don't know how to fist fight and rely on others to lose the distance gap between others. Some imps have a severe case of Aquaphobia. | The zombie heroes are limited by the brains to what they can summon and what cards they have drawn, but can be ignored via drawing cards or attacking. Their minions can't necessarily swim without Amphibious or being indirectly created on the water (I.E being transmutated by Rose)
Notable Attacks/Techniques:
- Signature Superpower(s)
- Precision Blast - Attack for 5 damage in the middle lane.
- Other Superpowers
- Big Chill - Freeze a Zombie. Draw a card.
- Whirlwind - Bounce a random Zombie.
- Embiggen - A Plant gets +2/+2.
- Triple Threat
- Creates random Impfinity clones with Amphibious in two random lanes.
- Missile Madness
- Fires missiles at the target. Will deal three damage to that target and any adjacent targets (or anyone around in general) will be dealt one damage.
- Terror-Former 10,000
- Conjures an environment, all cards cost one brain less.
Key: Regular Imps | Heroes
Note: Heroes are able to get the cards of another class via Conjure. It should also be noted that in Plants vs Zombies, if you're stronger than someone, you are immune to their magic, such as Rose's transmutation.
Note 2: The Plasma Pea statement is an obvious outlier, and is fan-made content implemented into the game due to winning a contest, and is not intended to add onto any cosmology, or feats, to the universe of Plants vs. Zombies.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: