Party Imp is a Legendary variant of the Imp in Plants vs. Zombies: Garden Warfare 2. Like other party variants, he has the ability "Party Time!", which gives the Party Imp a damage and speed boost when the bar is filled up. To fill up the bar, the player must vanquish plants. Like all Legendary variants, only two stickers are required to unlock him.
However, like other party variants, Party Imp cannot be obtained through sticker packs, but instead the player must open Infinite Infinity Chests in Infinity Time to find the stickers to unlock him, meaning the player must get at least 25,000 Time Shards or more.
Party Imp got so into his costume that he super-glued his wig on, permanently. Instead of fretting, he's embraced the party life and has pledged to keep dancing until the Plants leave Zomburbia for good.
In-game description[]
Vanquish foes to fill his meter and initiate Party Time, where you'll move quicker and deal extra damage!
Audio[]
Sound
Description
Party Time! Music
Primary weapon[]
Party Imp[]
The Party Imp's primary weapon is called the Party Blasters. It is a fast firing weapon that can fire up to 40 ammo before having to reload. The Party Blasters deal 3-6 impact damage and 4-7 critical damage based on distance from the target.
The Party Mech's primary weapon is the Party Robo Laser. The Party Robo Laser deals 7-11 impact damage and 8-13 critical damage based on the distance to the target, and overheats if fired for too long. When it is overheated, the weapon cannot be fired for a few seconds. Once it has cooled down, it can be fired again.
Abilities[]
Passive ability
Party Time!
Party Time! is the Party Imp's legendary ability which is a bar that can be filled up by getting Vanquishes (5 player or 10 for weed Vanquishes need to fill the bar). When the bar is filled up, Party Time activates, giving the Party Imp a temporary speed and damage boost. Party Time! The bar however, cannot be filled while the Party Imp using its Z-Mech.
The exact same as the default Explosive Escape, Party Imp ejects from the Mech, after which Party Mech explodes, damaging nearby plants. It is a one-time-use ability as he destroys the Party Mech.
Party Mech stomps the ground, releasing a shockwave, which does large AOE damage to all nearby plants.
Strategies[]
With[]
This is basically a straight upgrade to the vanilla counterpart, making him easy to use as he has more ammo than stock, but less accuracy. it's recommended to go for 1v1s while moving and flipping for the best chance of survival. Objective maps like Turf Takeover or Suburbination are gonna be your best bet for "Party Time!" since you will most likely be with your teammates, allowing you to vanquish plants more easily. Once you're in "Party Time!", still go for 1v1s, since groups of plants will still take you out. In your mech, strategies for the normal Z-Mech is applied here as well, since the Party Mech is basically exactly the same as the original Z-Mech (with the exception of design, that his Explosive Escape is replaced by the Explosive Party and its primary weapon, the Party Robo Laser, deals more damage than the default Robo Laser, however, it will overheat more quickly).
Against[]
Party Imp will be a threat to you even when he is not in his "Party Time!", since his damage is the same compared to his original variant, Imp whilst also having more ammo. The damage increase from "Party Time!" along with the speed increase, however, makes him a very deadly character to face off against if alone, so much like other Party variants, do not charge in against a fully charged Imp. Unlike the other Party variants, however, due to his very low HP, the Party Imp is very easy to take down, and vanquishing him will completely reset his "Party Time!" progress. His mech is similar to the regular Z-Mech, but recolored to match its theme; handle the mech like you would the default Z-Mech, but note that his primary weapon will deal more damage than its vanilla counterpart. If he does reach "Party Time!", a Rose would perfectly counter this by Goatifying him, which will stop his "Party Time!". Other effective counters to this Imp includes the Peashooter, Chomper and Kernel Corn classes.
▲ Imps tuning focused on ensuring he had a bit more survivability outside of his mech, and also improved his primary weapon slightly
▲ Increased Imp health
▼ Fixed a bug where the Imp couldn’t receive damage while he is making his Z-Mech phone call (he's now only invulnerable when the beam of light appears)