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Pop Gunner II

Pop Gunner II

Cost 3Variant

Pop Gunner II is a cost 3 card in Plants on Fire.

Variant · Base card: Pop Gunner

Ability
Ability at level 1
  • Fires a volley of 3/4/5/8 bullets at the enemy, each dealing 40% damage. Increases this Minion's ATK SPD by +12% for each empty tile.

Base stats (1★)

ATK3
ATK interval3s
TargetHighest HP
Rarity?

Level progression

Permanent account progress: each level adds ATK and costs Gold plus card copies. Star rank (★) is separate and lasts only one match.

Lv. 2

ATK 4 (+1) · 50 Gold · 2 copies

Lv. 3

ATK 5 (+1) · 100 Gold · 5 copies

Lv. 4

Increases the damage of each bullet to 45% and the ATK SPD bonus of empty tiles to 13%. 150 Gold · 10 copies

Lv. 5

ATK 6 (+1) · 300 Gold · 25 copies

Lv. 6

ATK 7 (+1) · 500 Gold · 50 copies

Lv. 7

Increases the damage of each bullet to 50% and the ATK SPD bonus of empty tiles to 14%. 800 Gold · 100 copies

Lv. 8

ATK 9 (+2) · 1200 Gold · 200 copies

Lv. 9

ATK 11 (+2) · 1600 Gold · 350 copies

Lv. 10

Increases the damage of each bullet to 55% and the ATK SPD bonus of empty tiles to 15%. 2000 Gold · 600 copies

Lv. 11

Increases the damage of each bullet to 60% and the ATK SPD bonus of empty tiles to 16%. 4000 Gold · 900 copies

Lv. 12

Increases the damage of each bullet to 65% and the ATK SPD bonus of empty tiles to 17%. 7000 Gold · 1200 copies

How it works

  • Attack target: the enemy with the most HP (not the closest one).
  • Triggers: when the fight starts.
  • Who it affects: the enemy with the most HP.

Read from the game's official data. Numbers are for card level 1, for 1★/2★/3★ when three values are shown.

Card analysis

What this card does inside a deck, from the deck builder's data. It is the same reading the simulator uses to score decks.

Strengths

  • Works as Early defense and Boss answer in a deck.

Role in the deck

Early defenseBoss answer

What it plays with

  • Turns Empty tile into power.

Card data checked against game version 2.0.1021.0.

Rounds: when you can get it

Worked out from the official shop and Sun rules, for players in the 1000–1599 trophy range. It assumes you spend all your Sun on this card, which almost never happens in a real match.

  • You can afford 1 copy(ies) (1★) by R1.
  • You can afford 2 copy(ies) (2★) by R1.
  • You can afford 4 copy(ies) (3★) by R2.
  • Chance of showing up at least once in a 3-card shop: R1 97%, R2 96%, R3 95%, R4 94%, R5 93%, R6 91%.