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1[[center:[-[[Characters/PlantsVsZombies Main Character Index]] | '''Plants vs. Zombies 1''' - [[Characters/PlantsVsZombiesPlants Plants]] - [[Characters/PlantsVsZombiesZombies Zombies]] | '''Plants vs. Zombies 2''' - [[Characters/PlantsVsZombies2ItsAboutTimePlants Plants]] - '''Zombies''' | ''[[Characters/PlantsVsZombiesGardenWarfare Garden Warfare]]'' (''[[Characters/PlantsVsZombiesBattleForNeighborville Battle for Neighborville]]'') | ''[[Characters/PlantsVsZombiesHeroes Heroes]]'' ([[Characters/PlantsVsZombiesHeroesTeammates Teammates]])-]]]
2
3The primary zombies returning from the first game are the Basic, Conehead, Buckethead, and Flag Zombies, along with the Imps and Gargantuars, though they are renamed and visually adapted for each world, but usually behave the same way for the most part.
4
5Alongside them are Snorkel, Newspaper, Balloon, and Football (Under his new name as All-Star) who also came back from the first game to be in specific worlds, while Catapult, Ducky Tube (and it's variants), Zomboni and the Bobsled Team made it into special events. Meanwhile Digger, Jack-In-The-Box, Bungee and the original Zombot made it into the Chinese version.
6
7Unlike the first game, the other zombies found in each world are only encountered in that world alone, apart from the daily Pinata Party levels and Modern Day.
8----
9[[foldercontrol]]
10! Adventure Mode
11[[folder:Ancient Egypt]]
12[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/mum.png]]
13The Common Zombies here are called Mummy Zombies, and there is also the Imp Mummy and Mummified Gargantuar. Also features the Ra Zombie, Camel Zombie, Explorer Zombie, Tomb Raiser Zombie, Pharaoh Zombie, and the later levels feature the Egypt Rally Zombie, the Torchlight Zombie, and the Pyramid Head Zombie. The boss of this world is the Zombot Sphinx-inator.
14----
15* AncientEgypt: Obviously, this is the setting of this world, however the Explorer Zombies [[AnachronismStew are from a more modern time]].
16* DungeonBypass: The Sandstorms can blow zombies past your plants.
17* {{Mummy}}: Naturally, all of these zombies (except for the Explorer Zombie) are also undead mummies, although the Almanac claims that they're just wrapped in toilet paper.
18
19!! Ra Zombie
20[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/rararoo.png]]
21He has a magic scepter that can steal Sun that falls on the ground.
22----
23* BanditMook: They can steal any Sun lying around, forcing you to kill them to get it back.
24* LightIsNotGood: Despite being based on the sun and having sun-based powers, he's still one of the bad guys.
25* MeaningfulName: Though according to the Almanac this is subverted, as it claims that he's not named after the Egyptian solar deity Ra, but simply because he says "ra" a lot.
26* ThePowerOfTheSun: He uses his ability to control sunlight to steal your Sun resources.
27* RedEyesTakeWarning: Part of his sclerae (which are parts of the eye) become red when he's stealing sun. He also wants to kill the PlayerCharacter.
28
29!! Camel Zombie
30[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/alice_the_camel.png]]
31Always coming in groups of three or more, they hold up shields which form an emblem of a camel. Upon losing their shields, they become basic Mummy Zombies.
32----
33* ShieldBearingMook: Their camel signs protect them from damage.
34
35!! Explorer Zombie
36[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/light_em_up.png]]
37He carries a torch that can burn most plants instantly. Has an upgraded version called the Torchlight Zombie.
38----
39* AdventurerArchaeologist: He wouldn't look so out of place, if he were among the zombies from the later Lost City world.
40* AnachronismStew: While the other zombies look like ancient mummies, he seems to be a more modern explorer from the late 19th or early 20th century, though this could be justified, as Dr. Zomboss is using {{time travel}} to bring zombies across different time periods.
41* OneHitKill: His torch can instantly destroy any plant that isn't low-lying.
42* PlayingWithFire: He uses his torch as a deadly weapon.
43* TacticalRockPaperScissors: Ice-based plants will put out his torch.
44
45!! Tomb Raiser Zombie
46[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/anubis_7.png]]
47This zombie throws bones at the ground, which create tombstones that block straight projectiles.
48----
49* DeployableCover: His tombstones have this effect against straight-firing plants.
50* PunnyName: The Tomb Raiser zombie's name is a pretty obvious ShoutOut to ''Franchise/TombRaider''.
51* SupportPartyMember: He creates tombstones with high health, effectively giving the other zombies a form of DeployableCover.
52
53!! Pharaoh Zombie
54[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/more_like_an_un_fairaoh.png]]
55This royal mummy walks around in a very resilient sarcophagus.
56----
57* AristocratsAreEvil: A royal undead mummy that starts off encased in a sarcophagus (with Crazy Dave's face on it, for some reason).
58* HeavilyArmoredMook: His coffin makes him even tougher than a Buckethead Zombie. Most OneHitKill plants will break the sarcophagus, but leave the zombie intact. Including the Electric Blueberry, which then immediately zaps him again to finish him off.
59* NephariousPharaoh: He's based on a mummified pharaoh in a sarcophagus, and is a rather resilient enemy.
60* ShedArmorGainSpeed: After his sarcophagus is broken, he becomes much faster.
61* TurnsRed: As mentioned above.
62
63!! Zombot Sphinx-inator
64[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/easy_af.png]]
65The boss of Ancient Egypt, it has the ability to fire missiles that create tombstones, charge forward to destroy 2 lanes of plants, and summon Ancient Egypt zombies.
66----
67* CyberCyclops: The first of four.
68* DeployableCover: His missiles explode into Tomb Raiser bones that spawn tombs.
69* MiniMecha: Smaller than the first game's Zombot, but still deadly.
70* OneHitKill: The missile attack, as well as the charging attack.
71* SpiderTank: Has spider-like legs, which it uses to jump and move around.
72
73!! Pyramid Head Zombie
74[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/we_built_the_pyramids.png]]
75An even more armored version of the basic Zombies in Ancient Egypt, he wears a pyramid on his head that provides phenomenal protection. When it's destroyed, he's reduced to a normal zombie.
76----
77* HeavilyArmoredMook: He is even more durable than a Knight Zombie and also does not have a weakness to the Magnet-Shroom.
78* ImprovisedArmor: An miniature pyramid block on his head makes him even more durable than a Buckethead.
79* SuperToughness: His pyramid gives him phenomenal protection. To wit, he only has 5 less health than a ''Robo-Cone''.
80* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds. The Chili Bean and other explosive plants will defeat him quickly.
81
82!! Torchlight Zombie
83[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dis_bitch_on_fire.png]]
84The upgraded version of the Explorer Zombie, he's even faster and has more health.
85----
86* AdventurerArchaeologist: He wouldn't look so out of place if he were among the zombies from the later Lost City world.
87* AnachronismStew: Like the Explorer zombie, he's also a modern explorer in Ancient Egypt.
88* LightningBruiser: Even faster than the Explorer Zombie, and has almost twice the health. And he still instantly burns plants in one hit too.
89* ManOnFire: Unlike the Explorer Zombie, his clothes are on fire too.
90* OneHitKill: His torch can instantly destroy any plant that isn't low-lying.
91* PlayingWithFire: He uses his torch as a deadly weapon. His body is also on fire too!
92* TacticalRockPaperScissors: Ice-based plants will put out his torch and flames.
93* UndergroundMonkey: He's basically Explorer Zombie, but faster, stronger, and also on fire.
94[[/folder]]
95
96[[folder:Pirate Seas]]
97[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/yarharfiddledeedee.png]]
98The Common Zombies here are called Pirate Zombies, and there is also the Imp Pirate Zombie and the Gargantuar Pirate. Also features the Swashbuckler Zombie, Seagull Zombie, Barrel Roller Zombie, Imp Cannon, and Pirate Captain Zombie (and his Zombie Parrot), and the later levels feature the Jolly Roger Zombie, the Barrelhead Zombie, and the Pelican Zombie. The boss of this world is the Zombot Plank Walker.
99----
100* GangplankGalleon: All levels in this world take place on two ships in the middle of the sea. The ship in the left is the player's house/"lawn", while the ship on the right is the pirate ship that belongs to the zombies, who cross over to the player's lawn using planks bridging the two ships.
101* GhostPirate: They're more like Zombie Pirates, but you already know that.
102* ShamuFu: Gargantuar Pirates use sharks to crush plants.
103
104!! Swashbuckler Zombie
105[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/buckled_any_swashes_lately.png]]
106
107->"''He swashes. He buckles. But, he also writes home every third Sunday and sends brains and treasure via post. He's a good zombie at heart.''"
108
109These zombies swing from ropes to land on any lane not connected by a plank.
110----
111* AirborneMook: He counts as this while still swinging and before landing.
112* DungeonBypass: He will land on the fifth column from the end.
113* EpicFail: Depending on the level, Swashbucklers will sometimes miss the platform and send themselves straight into a watery grave.
114* TacticalRockPaperScissors: As still-swinging Swashbucklers are airborne enemies, Kernel-pult's butter and Blover will instantly kill them.
115
116!! Seagull Zombie
117A zombie tied to a seagull, flying over your ship.
118----
119* AirborneMook: Obviously. It flies over plankless lanes without any hassle.
120* RuleOfFunny: How else does a tiny seagull carry a human-sized zombie? The Travel Log comment for their MassMonsterSlaughterSidequest even lampshades it:
121-->'''Travel Log:''' How can a seagull that small carry a zombie? It's ridiculous!
122* TacticalRockPaperScissors: As they are airborne enemies, Kernel-pult's butter and Blover will instantly kill them.
123
124!! Barrel Roller Zombie
125[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/do_a_barrel_roll.png]]
126He rolls a barrel that crushes plants, releasing two Imps when broken.
127----
128* ImprovisedArmour: The barrel he's pushing can absorb a hefty amount of shots.
129* MookMaker: Once his barrel bursts open, it spawns two Imps on the lanes above and below him.
130* OneHitKill: His barrel appears to flatten most plants instantly, but actually deals damage over time at a ''very'' quick rate.
131* TacticalRockPaperScissors: Spikeweed and Spikerocks will destroy the barrel, but not the Imps inside. Lobbed-shot plants will hit him over the barrel, while penetrating plants will hit him through the barrel. If he's shrunk by the Shrinking Violet, he won't be able to push his barrel.
132
133!! Imp Cannon
134[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/armed_with_cannon.png]]
135->"''The Imps joined the Order of the Cannon Fraternity, Kappa Pea, and quickly rose through the ranks due to constant firing of their leadership.''"
136A cannon that continuously fires Imp Pirates.
137----
138* ActionBomb: After firing a certain amount of Imps, it explodes and rains Imps down all over the lawn.
139* MookMaker: The cannon will produce a good amount of Imps until destroyed or until it self-destructs.
140
141!! Pirate Captain Zombie (and Zombie Parrot)
142[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/captain_obvious.png]]
143A pirate captain, whose hat also contains a parrot that can steal plants.
144----
145* AirborneMook: The Zombie Parrot can fly over the plankless rows.
146* AttackAnimal: Unlike other animal zombies (who charge forward in a ZergRush or carry zombies), the Parrot is sent out by his Captain to steal your plants, and returns back to him if successful or if the plant is dug up.
147* BanditMook: The Zombie Parrot can outright steal one of your plants if not killed quickly, much like the Bungee Zombies from the first game.
148* FeatheredFiend: The parrot is a huge threat to your plants despite being a small bird.
149* HeadPet: Rather than taking a ParrotPetPosition, the Zombie Parrot resides within the captain's hat instead.=
150* LightningBruiser: The Zombie Parrot has very good health for a Flighty speed zombie (the others die in 1-2 hits), and its "attack" is a OneHitKill.
151* OneHitKill: Any plant abducted by the Zombie Parrot is immediately lost.
152* PirateParrot: The Zombie Parrot that belongs to him is a pretty good example.
153* RaisingTheSteaks: The parrot is also a zombie.
154* TacticalRockPaperScissors: As Zombie Parrots are airborne enemies, Kernel-pult's butter and Blover will instantly kill them. If the Zombie Parrot tries to abduct a Chard Guard with leaves on it, the Chard Guard will bend down and the Parrot will immediately retreat (since it cannot target low-lying plants).
155
156!! Barrelhead Zombie
157[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/barrely_mcbarrelface.png]]
158An even more armored version of the basic Zombies in Pirate Seas, he wears a broken barrel on his head that provides phenomenal protection. When it's destroyed, he's reduced to a normal zombie.
159----
160* HeavilyArmoredMook: He is even more durable than a Knight Zombie and also does not have a weakness to the Magnet-Shroom.
161* ImprovisedArmor: A broken barrel on his head makes him even more durable than a Buckethead.
162* SuperToughness: His barrel gives him phenomenal protection. To wit, he only has 5 less health than a ''Robo-Cone''.
163* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
164
165!! Pelican Zombie
166[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/will_you_just_shuuuut_up.png]]
167An upgraded version of the Seagull Zombie who is even faster. However, he's only just as durable as the Seagull Zombie.
168----
169* AirborneMook: Flies over plankless lanes.
170* FragileSpeedster: Even faster than a Seagull Zombie, but he's only as durable as one.
171* RuleOfFunny: Even though the pelican is bigger than the seagull, it's still pretty implausible for it to carry a Zombie.
172* TacticalRockPaperScissors: As they are airborne enemies, Kernel-pult's butter and Blover will instantly kill them.
173
174!! Zombot Plank Walker
175[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hdzombotplankwalker.png]]
176
177The boss of the Pirate Seas, it has the ability to fire a shower of Imps, charge forward to destroy 2 lanes of plants, and summon Pirate Seas zombies.
178----
179* CyberCyclops: The second of four.
180* MiniMecha: Smaller than the first game's Zombot, but still deadly.
181* MookMaker: Instead of missiles, it will fire a bunch of Imps out of a cannon in its eye, just like the Imp Cannon when it explodes.
182* SpiderTank: Has spider-like legs, which it uses to jump and move around.
183* OneHitKill: His charging attack.
184* PromotedToPlayable: In ''VideoGame/PlantsVsZombiesHeroes'', it became a Legendary playable unit on the Zombies' side.
185* TalkLikeAPirate: The Almanac description for Zomboss when he's riding it.
186[[/folder]]
187
188[[folder:Wild West]]
189[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/real_death_cowboy.png]]
190The Common Zombies here are called Cowboy Zombies, and there is also the Bull Rider Imp and Wild West Gargantuar. Also features the Prospector Zombie, Pianist Zombie, Poncho Zombie, Chicken Wrangler Zombie (and his Zombie Chickens), and Zombie Bull, and the later levels feature the Cowboy Rally Zombie, the Carthead Zombie, and the Rodeo Legend Zombie. The boss of this world is the Zombot War Wagon.
191----
192* MinecartMadness: There are minecart tracks around the area, allowing the player to move them (and any plants on top) around.
193* WeirdWest: It's TheWildWest, but [-[[RecycledInSpace WITH ZOMBIES!]]-]
194
195!! Prospector Zombie
196[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/light_the_fuse_and_off_we_go_all_the_way_to_mexico.png]]
197
198--> ''"There once was a zombie who got old, spending all his days looking for gold. 'Til one day in the rain, he finally ate the brains… and, wait, where's his other shoe?"''
199
200A zombie with a lit stick of dynamite on his leg, that allows him to {{rocket jump}} to the far left of the lane, and then eat your defenses from behind.
201----
202* DungeonBypass: When he uses his RocketJump, he gets all the way to your back row.
203* {{Expy}}: He functions much like the Digger Zombie from the original game, apart from the method used to bypass your defenses. Both also move back to the start afterwards, threatening to dismantle your defenses from behind.
204* MookChivalry: Like the Digger Zombie before him, he just opts to eat your plants from behind, instead of gunning straight for your house.
205* NoodleIncident: How did the Prospector lose his shoe?
206* {{Prospector}}: Based on a wild west Gold Prospector, and even sports the stereotypical look of wearing a work garb and having a grey beard. He carries a stick of dynamite that's normally used in gold mining, but uses this creatively to get past your defenses.
207* RocketJump: He uses dynamite to leap over your plants and reach your back lanes. Thankfully, ice can put out the dynamite on his foot.
208* TacticalRockPaperScissors: Ice-based plants put out his dynamite, while Blover blows him away when he's in the air. Plants that can attack backwards (like Split Pea) can also thwart him.
209
210!! Pianist Zombie
211[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/penised_zombie.png]]
212
213--> ''Pianist Zombie only knows two songs, and they're both groaners.''
214
215A saloon pianist who pushes his piano into the lawn while playing music, crushing plants in his way, as well as causing the Cowboy Zombies to dance and periodically change lanes.
216----
217* BackgroundMusicOverride: The Pianist Zombies replaces the background music with saloon music when at least one is on screen and isn't stunned, causing all Cowboy Zombies to dance and switch lanes.
218* ImprobableWeaponUser: His "weapon" is a piano which he uses to run over your plants with.
219* MightyGlacier: Has one of the slowest speeds in the game, but it kills plants extremely quickly and can also absorb a ton of damage.
220* MookCommander: With his music, he "commands" all the cowboy zombies dance around and causes them to switch lanes.
221* OneHitKill: The Pianist Zombie's piano appears to instantly kill most plants, however it actually deals extremely rapid damage over time. It however, is instantly killed by Spikeweed and Spikerocks in turn.
222* ThePianoPlayer: He's based on a wild western saloon piano player.
223* SourceMusic: Whenever one is on the field, it will [[BackgroundMusicOverride change the background music]] to a catchy salon piece which causes all the Cowboy Zombies on screen to dance and switch lanes every now and then. Killing all pianists on the screen reverts the music to normal and also stops the zombies from dancing.
224* TacticalRockPaperScissors: Spikeweed and Spikerocks destroy it in one hit.
225
226!! Poncho Zombie
227[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/ponchodoncho.png]]
228
229--> ''The grate is his most prized possession. The poncho is there just to protect it from getting rusty. Also, he's looking for his mechanical horse.''
230
231A zombie wearing a poncho, which may or may not have a protective metal grate under it.
232----
233* ClintSquint: Parodied. He's only doing it halfway.
234* TheExpyWithNoName: He resembles [[Film/DollarsTrilogy The Man With No Name]]. The references don't just stop there, as he may even wear a metal grate hanging from his neck to protect him from damage, just like in ''Film/AFistfulOfDollars''.
235* HeavilyArmoredMook: ''If'' he is indeed wearing a metal grate under that poncho.
236* LuckBasedMission: He may or may not have a grate under his poncho. If he doesn't, he's easily beaten, but if he does, he's as tough as a Buckethead.
237* TacticalRockPaperScissors: Once his metal grate is exposed, the Magnet-Shroom can steal it, greatly reducing his durability.
238
239!! Chicken Wrangler Zombie (and Zombie Chickens)
240[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dont_use_primal_peashooter.png]]
241This zombie uses bailing wire to strap a flock of chickens around himself, releasing them once he takes enough damage.
242----
243* CrazyCatLady: The Chicken Wrangler straps about a dozen chickens on his body, which would suggest that he's got a hoarding problem. Also, see UncattyResemblance below.
244* FeatheredFiend: Despite being small birds, the Zombie Chickens are still zombies that are out for your brains and attack en masse to reach them.
245* FragileSpeedster: Zombie Chickens take one hit from anything to die, but they are the fastest enemy in the game, and also appear in large numbers.
246* MookMaker: The Chicken Wrangler will release a ZergRush of Zombie Chickens if he encounters a plant, or if he takes a bit of damage.
247* OneHitPointWonder: Zombie Chickens have such low health, that even ChainLightning from a Lightning Reed (0.25 normal damage shots) is enough to kill them. They make up for it by {{Zerg Rush}}ing the player.
248* RaisingTheSteaks: The chickens are also zombies.
249* TacticalRockPaperScissors: Lightning Reed's ChainLightning destroys hordes of Zombie Chickens, and they also die easily once they run over Spikeweed. If Chicken Wrangler is stunned and killed, he won't release his chickens. If he's shrunk by the Shrinking Violet, he won't release any chickens when damaged.
250* UncattyResemblance: Chicken Wrangler's hairstyle resembles his chickens' combs, and he also moves and acts like a chicken.
251* ZergRush: The Zombie Chickens. When a Chicken Wrangler is damaged enough, he releases 13 of these to attack your plants. A Chicken can [[FragileSpeedster cross a row in seconds, but a single pea is more than enough to kill it]].
252
253!! Zombie Bull (and Bull Rider Imp)
254[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bulls_cant_see_red.png]]
255A mechanical bull with an Imp rider. It will charge towards your lawn, and throw its Imp rider into your defenses once it encounters a plant.
256----
257* AnimalMecha: The Zombie Bull is actually a robot.
258* DungeonBypass: Zombie Bull will attempt to throw the Bull Rider a few spaces towards your lawn, right over your plants.
259* RaisingTheSteaks: Subverted with the Zombie Bull, as he is actually a robot, and thus is really neither a zombie nor even a bull to begin with.
260* RoboticReveal: When Zombie Bull degrades, he begins to show his mechanical endoskeleton underneath.
261* TacticalRockPaperScissors: The Zombie Bull can't throw his Rider over Tall-nut. Also, since the bull is a robot, it can be disabled by the E.M.Peach. If it's shrunk by the Shrinking Violet, it will lose its Imp.
262
263!! Carthead Zombie
264[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/mori_carty.png]]
265An even more armored version of the basic Zombies in Wild West, he wears a minecart on his head that provides phenomenal protection. When it's destroyed, he's reduced to a normal zombie.
266----
267* HeavilyArmoredMook: He is even more durable than a Knight Zombie and also does not have a weakness to the Magnet-Shroom.
268* ImprovisedArmor: A minecart on his head makes him even more durable than a Buckethead.
269* SuperToughness: His barrel gives him phenomenal protection. To wit, he only has 5 less health than a ''Robo-Cone''.
270* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
271
272!! Rodeo Legend Zombie (and Bull Rider Imp)
273[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/what_a_bully.png]]
274An upgraded version of the Zombie Bull, the Rodeo Legend will charge towards your lawn. Unlike the Zombie Bull, it will also smash the first plant it encounters, before throwing its Imp rider into your defenses, and after a few seconds it will perform its charge attack again.
275----
276* AnimalMecha: Like the Zombie Bull, the Rodeo Legend is actually a robot.
277* DungeonBypass: Rodeo Legend will attempt to throw the Bull Rider a few spaces towards your lawn, right over your plants.
278* FishEyes: Averted. It has focused pupils to show that it is much more dangerous than the Zombie Bull.
279* HornAttack: Destroys your plants by ramming into them with its horns, which are noticeably larger than Zombie Bull's.
280* LawOfChromaticSuperiority: He's a black-coloured Zombie Bull with larger horns and angry expression, and is a direct upgrade to his lesser variant.
281* LightningBruiser: It charges at a VERY fast speed, deals mighty damage when it charges into a plant, and has a ton of health like Zombie Bull. And unlike Zombie Bull, it can do its charge again even after the rider is thrown!
282* RaisingTheSteaks: Subverted, as he is actually a robot, and thus is really neither a zombie nor even a bull to begin with.
283* OneHitKill: Unlike Zombie Bull, the Rodeo Legend will also smash any plant it encounters for hefty damage, destroying most non-defensive plants in one attack.
284* RoboticReveal: When Rodeo Legend degrades, he begins to show his mechanical endoskeleton underneath.
285* TacticalRockPaperScissors: Like Zombie Bull, he can't throw his Rider over Tall-nut, but he can easily pile on the damage on Tall-Nut. Also, since the it's a robot too, it can be disabled by the E.M.Peach. If it's shrunk by the Shrinking Violet, it will lose its Imp.
286* UseYourHead: Unlike Zombie Bull, it will also destroy the plant that it head-charges into.
287
288!! Zombot War Wagon
289[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/stop_cutting_off_the_bottom.png]]
290The boss of the Wild West, it has the ability to attack minecart rails, charge forward to destroy 2 lanes of plants, and summon Wild West zombies.
291----
292* CyberCyclops: The third of four.
293* MacrossMissileMassacre: Can shoot a multi-missile attack that targets the minecart lanes if a plant is on them.
294* MiniMecha: Smaller than the first game's Zombot, but still deadly.
295* OneHitKill: His missile attack and charging attack.
296* SpiderTank: Has spider-like legs with wheels on each end, which it uses to jump and move around.
297[[/folder]]
298
299[[folder:Far Future]]
300[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/inthefuture.png]]
301The Common Zombies here are called Future Zombies, and there are unique versions of the Imp and Gargauntuar (Bug Bot Imp and Gargantuar Prime). Also features the Jetpack Zombie (and Disco variant), Shield Zombie, Robo-Cone Zombie, Disco-tron 3000, and Mecha-Football Zombie, and the later levels feature the Robo-Rally Zombie, the Holo Head Zombie, and the Blastronaut Zombie. The boss of this world is the Zombot Tomorrow-tron.
302----
303* TheFuture: Given this setting, many of the zombies have access to advanced technology, including jetpacks and robots.
304* IncrediblyDurableEnemies: The Robo-Cone Zombie, Disco-Tron 3000, and Mecha-Football Zombie can take much more damage than a normal zombie, and can even survive an instant kill plant.
305* MechaMooks: A lot of zombies in this world drive robotic vehicles. They are the Shield Zombie, Bug Bot Imp, Robo-Cone Zombie, Disco-Tron 3000, Mecha-Football Zombie, and Gargantuar Prime.
306* RedShirts: ''Literally''; even though they're technically {{Mooks}}, the common Future Zombies wear red jumpsuits. This trope is even mentioned by the Almanac:
307-->'''Almanac:''' Future zombies look good in red shirts. Future fact #23: [[BlatantLies Nothing bad happens to red shirts]].
308* TacticalRockPaperScissors: All of the MechaMooks can be temporarily disabled by the [[{{EMP}} E.M.Peach]].
309
310!! Jetpack Zombie (and Disco Jetpack Zombie)
311[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/i_believe_i_can_fly.png]]
312[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/flying_disco.png]]
313A zombie wearing a {{jet pack}}, which allows them to fly over most plants. They come in two varieties: one of them looks like a basic Future Zombie, while the other resembles the new Dancing Zombie from the first game; the latter is summoned by the Disco-tron 3000.
314----
315* AirborneMook: Thanks to their JetPack. It allows them to fly over most plants with ease.
316* DiscoDan: The Disco Jetpack Zombie. He resembles the first game's Dancing Zombie.
317* DungeonBypass: They can fly over most plants, avoiding them.
318* JetPack: Used by both of them.
319%%zce* RedShirts: Again, the normal Jetpack Zombies ''literally'' wear red jumpsuits.
320* TacticalRockPaperScissors: The Blover blows them off the screen, instantly killing them.
321* UndergroundMonkey: Disco Jetpack Zombies are basically sprite swaps of Jetpack Zombies, and are summoned by the Disco-tron 3000.
322
323!! Shield Zombie
324It pilots a machine that generates a purple force field to absorb non-piercing shots on three lanes.
325----
326* ArmoredButFrail: Its forcefield has nearly the same health as a buckethead, can block three lanes, nullifies splash damage, and regenerates if destroyed. The machine itself has slightly less health than a Conehead.
327* DeflectorShields: It uses one to block most projectiles and attacks on three rows until the shield takes enough damage. It will put the shield up again if not killed in time, though.
328* NoSell: The shield blocks any SplashDamage from attacks that hit it.
329* RegeneratingShieldStaticHealth: Its shield can be regenerated if taken down (even though it doesn't regenerate by itself), but any damage that the machine takes is permanent.
330* TacticalRockPaperScissors: AreaOfEffect attacks like Laser Bean's lasers penetrate the force field. However, the force field makes SplashDamage attacks such as melons useless, even negating the splash should they hit the shield.
331
332!! Bug Bot Imp
333[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/tineh_bot.png]]
334An Imp driving a bug-like robot, giving it better durability than regular Imps. They tend to drop down every now and then during a Bot Swarm ambush.
335----
336* DeathFromAbove: Bug Bot Imps rain down in a Bot Swarm ambush. This actually can work against them, if a Blover is used at the right time they're blown away instantly.
337* DungeonBypass: Waves of spawned Bug Bot Imps appear around the middle of the lawn.
338* HoppingMachine: Unlike most Imps, these move about by hopping towards the player's house.
339* ShoutOut: The Bug Bot Imp when curled up resembles [[Franchise/{{Metroid}} Samus in Morph Ball form]].
340* SpiderTank: The Bug Bot Imp is a miniature version, and it also has better speed and durability compared to a regular Imp.
341* TransformingMecha: The Bug Bot imp transforms from a small ball into a spider bot twice its size.
342
343!! Robo-Cone Zombie
344[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/they_forgot_the_bucket.png]]
345He pilots a machine that resembles a Conehead Zombie's road cone, giving him excellent defense but slow speed as a result.
346----
347* {{Homage}}: In-universe, the Robo-Cone Zombie is supposed to be a futuristic advancement of the Conehead Zombie.
348-->'''Almanac:''' Zombie engineers considered the orange cone the height of zombie protective technology. It wasn't until they perfected the design for the Robo-Cone that someone remembered the bucket.
349* PowerPincers: Uses a pair to "eat" your plants.
350* SoundCodedForYourConvenience: It makes a distinctive alarm sound when it's on the lawn.
351* StoneWall: Has extremely high defense, but slow speed.
352* SuperToughness: Has the highest health of all zombies that aren't Zombots or Gargantuars (125 NDS).
353
354!! Disco-tron 3000
355[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/party_right.png]]
356
357--> ''After some initial problems with the sideburn suspension system, the Disco-tron 3000 went on to become the shufflin' dance-bot of doom it is today.''
358
359Piloted by two Imps, this machine that resembles Dancing Zombie's head plays disco music to summon Disco Jetpack Zombies.
360----
361* AdvancedTech2000: Disco-Tron ''3000''.
362* AfroAsskicker: It has the same groovy afro as the Dancing Zombie and can summon Disco Jetpack Zombies to attack.
363* BackgroundMusicOverride: The first Disco-Tron 3000 in a level overrides the music when it summons Disco Jetpack Zombies.
364* FaceShip: This machine is modeled after the Dancing Zombie's head (and feet).
365* {{Homage}}: Is one to the previous game's Dancing Zombie.
366* NameTron: Disco-''Tron'' 3000.
367* SummonBackupDancers: It can [[MookMaker summon 4 Disco Jetpack Zombies]], in a similar manner to the Dancing Zombie in the original game.
368* SuperToughness: While not as durable as the Robo-Cone, it can still survive most instant kills.
369* TacticalRockPaperScissors: If it's shrunk by the Shrinking Violet, all the Disco Jetpack Zombies it summons will be tiny and weak too.
370
371!! Mecha-Football Zombie
372[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/robot_3.png]]
373
374--> ''Now past his prime, Mecha-Football Zombie is ready to be put back into the game. Until he gets some brains, concussions aren't a concern.''
375
376Resembling Football Zombie's football helmet, this mecha pushes entire rows of plants back, killing those who are pushed off the lawn.
377----
378* FaceShip: This machine is modeled after the Football Zombie's head (and feet).
379* {{Homage}}: Is one to the previous game's Football Zombie. The driver is in fact a Football Zombie who's past his prime. Could also be an inverted one to the All-Star, which attacks the front line to kill plants in a different manner.
380* KnockBack: It pushes your plants backwards and off the lawn.
381* OneHitKill: It can push a plant off the lawn, instantly killing it.
382* PushyMooks: They don't deal any damage to plants, but will push them and all the other plants behind backwards. Any plant that is pushed past the first column is thrown out of the lawn for a OneHitKill.
383* SuperToughness: While not as durable as the Robo-Cone, it can still survive most instant kills.
384
385!! Gargantuar Prime
386[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/firin_his_laser.png]]
387
388--> ''The imp pilots of the Gargantuar Prime series are handpicked by Dr. Zomboss himself. They are the imp elite. The small, the mean, the fearless! But mostly the ones who can drive a stick shift.''
389
390A robotic Gargantuar piloted by an Imp. It has two telephone poles for arms, can fire {{eye beams}} that devastate plants in the back rows, and launches a Bug Bot Imp when low on health.
391----
392* ChargedAttack: Its eyes will start to light up and it will make a sound before attacking with beams. Better get the E.M.Peach or Iceberg lettuce ready when that happens.
393* DualWielding: By way of having telephone poles for both arms. This ''does'' allow them to smash twice in a row, one with each arm.
394* EnemySummoner: Like other Gargantuars, it can spawn an Imp variant at half health, this one being the Bug Bot Imp.
395* EyeBeams: It can shoot lasers to incinerate the plants in your back rows.
396* ImprobableWeaponUser: Taken up to eleven compared to other Gargantuars - instead of holding a telephone pole to smash your plants with, its arms ''are'' telephone poles. Lampshaded by the MassMonsterSlaughterSidequest Travel Log comment.
397-->'''Travel Log:''' They have telephone poles for arms! TELEPHONE POLES!
398* LongRangeFighter: Compared to other Gargantuars, its slow speed makes it harder for it to get into your lawn and smash your plants. It makes up for this by attacking with long-distance EyeBeams.
399* LuckBasedMission: It sweeps a random spot on the lawn whenever it attacks. If you're lucky, it may not even kill. If you're unlucky, it can kill up to two plants in one go!
400* MightyGlacier: Compared to other Gargantuars, Gargantuar Prime is much slower. However, it smashes plants twice, and also has a ranged attack to kill back-row plants, giving it an edge in plant-killing.
401* OneHitKill: Its eye lasers deal a great amount of damage to plants, often killing one each time they're fired. Thankfully, leveling up your plants gives them more health to survive the attacks.
402* ShoutOut: Its name is a reference to [[Franchise/{{Transformers}} Optimus Prime]], being a robot as well.
403* ThereIsNoKillLikeOverkill: It smashes ''twice'' in a row. This is enough to destroy even an armored Wall-nut / Tall-nut / Endurian (which would otherwise survive a single smash), and degrade Spikerocks and Primal Wallnuts twice.
404
405!! Holo Head Zombie
406[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/gazpacho_soup.png]]
407An even more armored version of the basic Zombies in Far Future, he wears a HardLight helmet on his head that provides phenomenal protection. When it's destroyed, he's reduced to a normal zombie.
408----
409* HardLight: What his Holo Head armor is made of. It's also very durable too.
410* HeavilyArmoredMook: He is even more durable than a Knight Zombie and also does not have a weakness to the Magnet-Shroom.
411* ImprovisedArmor: A HardLight helmet on his head makes him even more durable than a Buckethead.
412* SuperToughness: His holographic helmet gives him phenomenal protection. To wit, he only has 5 less health points than the ''Robo-Cone Zombie''.
413* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
414
415!! Blastronaut Zombie
416[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/blasttastic.png]]
417An upgraded variant of the Jetpack Zombie, he wears a helmet along with a more sophisitcated {{jet pack}} which allows them to fly over most plants, and at a faster speed than the Jetpack Zombie.
418----
419* AirborneMook: Thanks to his JetPack. It allows him to fly over most plants with ease.
420* DungeonBypass: They can fly over most plants, avoiding them.
421* LightningBruiser: He's extremely fast, far faster than the Jetpack Zombie, eats Tall-Nut and Infi-nut shields quickly, and has the same amount of health as a Conehead.
422* JetPack: Used by him. However, the Almanac apparently shows us that the Jetpack is ornamental, since his hovering ability actually comes from a deep meditative state and being full of helium.
423* PowerFloats: According to the Almanac, the Jetpack is ornamental. He's able to float because of a deep meditative state. That, and also because he's full of helium.
424* TacticalRockPaperScissors: The Blover blows them off the screen, instantly killing them.
425
426!! Zombot Tomorrow-tron
427[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/tomorrow_never_comes.png]]
428The boss of the Far Future, it has the ability to attack and destroy similar-coloured Power Tiles, charge forward to destroy 2 lanes of plants, and summon Far Future zombies.
429----
430* ColorCodedForYourConvenience: Before the 2.4 update, when he's about to target Power Tiles of a certain colour, its eye changes to that color, and displays that shape before launching the missile.
431* CyberCyclops: The last of four.
432* MacrossMissileMassacre: Can shoot a multi-missile attack that targets all power tiles of the same color.
433* MiniMecha: Smaller than the first game's Zombot, but still deadly.
434* OneHitKill: His missile attack (which also destroys Power Tiles) and charging attack.
435* SpiderTank: Has spider-like legs, which it uses to jump and move around.
436[[/folder]]
437
438[[folder:Dark Ages]]
439[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/peasants.png]]
440The Common Zombies here are called Peasant Zombies, and there are also two different Imp variants (the Imp Monk Zombie and Imp Dragon Zombie), and of course the Dark Ages Gargantuar. Also features the Knight Zombie, Jester Zombie, Wizard Zombie, and Zombie King. The boss of this world is the Zombot Dark Dragon.
441----
442* DarkAgeEurope:
443** This is obviously the setting. Kind of literally as well, as all of the levels take place during nighttime instead of daytime.
444** Fittingly enough, the regular zombies are all peasants, which were the most common populace then.
445* DungeonBypass: Zombies can rise from tombstones.
446* FighterMageThief: The Knight Zombie, Wizard Zombie and Jester Zombie respectively. The Knight absorbs a lot of damage, the Wizard stays at the back lines using magic to turn plants into sheep, and the Jester moves quickly and "evades" projectiles via reflecting them while gaining a speed boost. The Chinese version of the game even includes a more traditional rogue in the Bandit zombie, who uses invisibility to avoid being attacked.
447
448!! Knight Zombie
449[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/good_knight.png]]
450->''Knight Zombie was just as surprised as anyone when Zombie King promoted him. He'd never say this out loud, but he's not sure he deserves the position. He's not sure he has what it takes to wear the armor. But like they say, "Fake it 'til you make it."''
451This zombie wears a knight helmet that grants him even more protection than a Buckethead. If the helmet is destroyed, he becomes a basic Peasant Zombie.
452----
453* HeavilyArmoredMook: He can withstand more punishment than even a Buckethead due to his helmet. Fortunately the helmet can be removed by Magnet-shroom, which is also introduced in Dark Ages.
454* TacticalRockPaperScissors: The Magnet-shroom pulls off his knight helmet, making him as durable as any regular Peasant Zombie. The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
455
456!! Jester Zombie
457[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/no_my_plants_my_beautiful_plants.png]]
458->''Oh sure, everyone loves to laugh at Jester Zombie's clownish routines. But what no one knows is that he has a Master of Fine Arts from the Chewliard Performing Arts School. Heck, he's been on stage with some of the finest classical theatre companies this side of the lawn. But sometimes you just gotta go where the paycheck is.
459This clownish zombie is immune to projectile attacks, and can even deflect them back at the plants.
460----
461* AdaptationalWimp: In the Chinese version, he's ''much'' less of a threat, due to him being inexplicably unable to reflect the projectiles of several different plants:
462* BewareTheSillyOnes: His routines, design, and most of his animations are all silly (as befitting of a jester). Still, these traits ''don't'' mean he's weak.
463* CatchAndReturn: He can catch projectiles fired at him, and then throw them back. This makes the use of powerful plants like Melon-pult and Citron against him a ''very'' bad idea.
464* KungFuProofMook: He is immune to non-Plant Food projectile-based attacks... except for that of the Magnifying Grass and Draftodil.
465* MonsterClown: An undead medieval version.
466* TacticalRockPaperScissors: He cannot deflect attacks from Fume-shroom, Snapdragon, Laser Bean, Lightning Reed, Magnifying Grass, Blastberry Vine, Stickyrice Bomb, or Draftodil. He also can't deflect attacks at all when frozen solid or stunned, and many Plant Food attacks also can't be deflected.
467
468!! Wizard Zombie
469[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/kiiiiiiill_the_wizard.png]]
470This sorcerer uses his magic staff to turn plants into useless sheep that the zombies can pass through.
471----
472* BeatThemAtTheirOwnGame: Any Witch Hazels you may have will prioritize these guys, subjecting them to some [[ForcedTransformation transformations]] themselves.
473* DoNotTauntCthulhu: His Almanac entry. Nobody is going to argue with the guy who can easily turn others into sheep.
474-->"Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face."
475* EvilSorcerer: As he is planning to kill and eat you of course.
476* {{Expy}}: He resembles [[Literature/TheLordOfTheRings Gandalf]].
477* ForcedTransformation: He can turn plants into harmless sheep.
478* MookChivalry:
479** He opts to transform your plants into sheep instead of zombies. His Almanac entry even {{lampshade| hanging}}d this.
480** It's also worth noting that none of the zombies even bother to try eating the sheep for some reason.
481* {{Nerf}}: An update made it such that he can no longer zap plants from offscreen, making him a lot less dangerous in 4-flag waves in Arthur's Challenge.
482* NoOntologicalInertia: After a Wizard is killed, all of the plants that he changed into sheep will turn back to normal.
483* OurLichesAreDifferent: He is an undead sorcerer.
484* StatusEffects: He inflicts a "[[ForcedTransformation Weird Transformation]]" effect by turning plants into useless sheep.
485* SupportPartyMember: He walks slowly and stops every time he turns a plant into a sheep, but he doesn't eat the plants or even damage them at all.
486* TacticalRockPaperScissors:
487** Laser Beans can be invaluable for dealing with Wizard Zombies, as they are usually shielded by other zombies.
488** The Wizard can't turn the Ghost Pepper into a sheep, while it destroys him quickly.
489* WizardClassic: He certainly has the classic sorcerer's appearance.
490** MagicStaff: He uses this to turn plants into helpless sheep.
491** RobeAndWizardHat: He has a blue robe and hat.
492** WizardBeard: His beard is long and white.
493
494!! Zombie King
495[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/get_off_your_arse_you_fat_lazy_bastard.png]]
496This royal ghoul can turn Peasant Zombies into Knight Zombies.
497----
498* AdiposeRex: He's so obese, that he doesn't even move off his throne.
499* AristocratsAreEvil: A fat zombie king who uses his scepter to promote Peasant Zombies into Knight Zombies.
500* BadBoss: When he appears, Zombie King squashes an Announcer Imp (who seems to be working for him) under his throne.
501* MookMedic: Essentially one to the Peasants, by giving them Knight helmets that greatly increase their survivability.
502* MookCommander: While he doesn't fight, he does turns Peasant zombies into Knight zombies, greatly increasing their toughness and ability to get closer to your plants.
503* MookPromotion: He will grant Knight helmets to any nearby Peasants, greatly toughening them against the plants.
504* OneHitKill: Although rare because he always spawns on the rightmost column, Zombie King's throne instantly crushes any plant it lands on.
505* SupportPartyMember: He doesn't move or even attack the plants at all, but he can bolster the strength of the zombie horde by promoting them into Knights. If he is the only zombie remaining after all others have been killed, he will die instantly.
506* TheUnfought: You never get to fight the Announcer Imp as it's invulnerable, and gets crushed by the King when he lands on top.
507* TacticalRockPaperScissors: Laser Beans can be invaluable for dealing with Zombie Kings, as they are usually shielded by other zombies.
508
509!! Imp Dragon Zombie
510[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/story_of_my_life.png]]
511->''Imp Zombie knows he's too old to wear a dragon costume like a kid on Halloween. But he doesn't care. Let the others judge. His spirit animal is a dragon, and he feels closer to his true self when he's dressed like this.
512
513An Imp dressed in a dragon costume, who is summoned by the Zombot Dark Dragon.
514----
515* DevelopersForesight: A hypnotized Imp Dragon is immune to Firebreather Zombie's fire breath, if they happen to appear in the same level.
516* ImmuneToFire: The only zombie that is completely immune to fire damage. This includes flames on the zombie side, should it be hypnotized.
517
518!! Zombot Dark Dragon
519[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dragon_so_cute.png]]
520->''With a rumble of destruction, Dr. Zomboss forged his Dark Dragon in the heart of a volcano. Then he tempered the beast in the chilled waters of Doom Lake. Finally he fed its furnace with coal from the Mines of Morbidity. And the paint job - that was done by Carl.''
521
522The boss of Dark Ages, it can breathe fire to destroy two lanes and render them temporarily unplantable, spit fireballs into the air that rain down to destroy plants and spawn Imp Dragons, and summon Dark Ages zombies.
523----
524* AnimalMecha: A dragon mecha.
525* ArsonMurderAndJaywalking: From his Almanac entry:
526-->'''Almanac:''' Dr. Zomboss forged his Dark Dragon in the heart of a volcano. Then he tempered the beast in the chilled waters of Doom Lake. Finally he fed its furnace with coal from the Mines of Morbidity. And the paint job - [[MyFriendsAndZoidberg that was done by Carl]].
527* BadBoss: Even Zomboss's strongest minions can be killed just by the dragon swinging its neck and head into them, or incinerated when the dragon spits fireballs or tries to burn the plants. Fortunately for the player, Zomboss doesn't particularly care and does this quite a lot, to the point where it's usually more reliable to get the dragon to kill its own waves of Gargantuars, Wizards, Jesters, and Knights.
528* BadVibrations: The first and only zombot in Plants vs. Zombies 2 who makes the ground shake before it even appears on screen. The screen shakes three times before the battle even begins: a brief earthquake when it jumps off the ground to take flight, a longer and stronger earthquake as it flies over the lawn, and a final tremor from its landing. Then, throughout the battle, it shakes your screen every time it walks around.
529* BreathWeapon: Can use a fire breath attack to destroy two lanes of plants.
530* {{Kaiju}}: [[https://static.wikia.nocookie.net/plantsvszombies/images/4/48/Zombots_size_comparison.png/revision/latest?cb=20221010052804 Likely the largest zombot in Plants vs. Zombies 1 and 2. It easily dwarfs the original Zombot.]]
531* HumongousMecha: It's much larger than the other Zombots, considering that its head is about the size of the previous four bosses.
532* OurDragonsAreDifferent: It's a dragon robot, no less!
533* PlayingWithFire: Being based on a dragon, it's to be expected. It has two versions, a breath that destroys two lanes, and a fireball rain that hits random plants and spawns Imp Dragons.
534* OneHitKill: Its fireball rain attack, as well as its fire breath.
535* ScreenShake: In stark contrast to the game before this point—the other zombots and gargantuars don't shake the ground at all under their movements, unlike in the first game—the dragon makes sure to boast its immense size by shaking the entire lawn under each and every footstep. No matter how chaotic the lawn can get, the earthquakes and stomping sounds can always be seen and heard; they're a good reminder of who you're actually up against.
536* ShadowDiscretionShot: The dragon's full body is only seen in its entrance, where it's just a giant shadow that moves across the lawn. Saves them the work of having to design and animate the entire dragon.
537* WeaksauceWeakness: Thanks to the iron ring in his nose, it gets attracted and stunned by the boosted Magnet-Shroom.
538[[/folder]]
539
540[[folder:Big Wave Beach]]
541[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pompadoompa.png]]
542 [[caption-width-right:250:Pompadour Zombie]]
543[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/bikini_sisters.png]]
544 [[caption-width-right:250:Bikini Zombie]]
545The Common Zombies here come in a few different varieties: the male Pompadour Zombie and female Bikini Zombie (both come in Basic, Conehead, and Buckethead versions), and a Beach Flag Zombie (also male, but looks different from the Pompadour Zombie). And of course, there's the Imp Mermaid Zombie and Deep Sea Gargantuar. Also features the Snorkel Zombie (returning from the first game), Surfer Zombie, Fisherman Zombie, and Octo Zombie. The boss of this world is the Zombot Sharktronic Sub.
546----
547* AquaticMook: Given the beach setting, all of the zombies come from the water.
548* BeachEpisode: The location is some kind of tropical beach.
549* DarkActionGirl: This area introduces the game's first two female zombie types, the Bikini Zombie and Imp Mermaid.
550* FanDisservice: Bikini Zombie is a [[WalkingSwimsuitScene bikini-clad]] blonde woman with rotten green skin and a vacant expression.
551* SeaMonster: The Deep Sea Gargantuar looks the most inhuman and monstrous of all the humanoid zombies, as he appears to be some kind of giant fish-man.
552* SecondarySexualCharacteristics: Big Wave Beach and subsequent worlds indicate that the zombie species' primary form of sexual dimorphism is based on the look of their hair, with female zombies consistently having longer, more elaborate, and more feminine hair in contrast to the male zombie's more masculine (though sometimes, [[BaldOfEvil lack thereof]]) hairstyles.
553* TheSixties: It's set sometime during this decade.
554
555!! Surfer Zombie
556[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dont_you_even_dare.png]]
557A zombie who speedily surfs across the water. When he reaches land, he throws his surfboard to destroy the first plant he encounters.
558----
559* ImprobableWeaponUser: He attacks with his surfboard.
560* ImprovisedArmour: When on land, his surfboard acts as a destructible shield against lobbed-shot attacks. Destroying it means that he can't use it to kill your plants.
561* LightningBruiser: They are exceptionally fast on water, can instantly kill a plant when they get on land, and have a good amount of health for a fast-moving enemy.
562* OneHitKill: Surfer Zombies can kill a plant by smashing them with his surfboard, which also creates an obstacle.
563* SurferDude: He can somehow weaponize the sport of surfing.
564* TakingYouWithMe: If he's killed when holding his surfboard (and isn't shrunken/blown up by mine/eaten/burned/dragged into the ground), he'll drop it on the nearest plant, killing it.
565* TacticalRockPaperScissors: Plants that burn him, electrocute him, or eat him will prevent him from [[TakingYouWithMe dropping his surfboard onto your plants upon death]]. If he's shrunk by the Shrinking Violet, he won't be able to drop his surfboard when killed.
566
567!! Octo Zombie
568[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/oh_man_i_totally_forgot_to_bring_an_octo_zombie.png]]
569
570--> ''It started innocently enough. One day, Octo Zombie decided to get a pet octopus. But he loved that octopus so much, he got another and another... and another. Next thing you know, he was volunteering at an octopus rescue shelter. And now, well, no one wants to tell him, but he's pretty much the undersea equivalent of a cat lady. You should see how many are living at his house. It's quite startling.''
571
572A zombie covered from head to toe in octopi. He throws octopi at the plants to bind them up, rendering them useless.
573----
574* CrazyCatLady: He is obsessed with octopi, and hoards too many of them. The Almanac even describes him as being the "undersea equivalent of a crazy cat lady".
575* TheFaceless: Due to having an octopus covering his head.
576* StatusEffects: He throws octopi that bind up your plants, and the octopi have to be killed in order to release them.
577* SupportPartyMember: He doesn't eat any plants except for Lily Pads or Infi-nut's barrier, but will throw octopi to bind them up and cause them to become a temporary obstacle instead.
578
579!! Fisherman Zombie
580[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/you_leave_my_plants_alone.png]]
581A zombie who uses a fishing rod to drag plants to the right and into the water.
582----
583* OneHitKill: He can pull plants into the water (or if the plant is beside him, toss them off the screen).
584* ThePiratesWhoDontDoAnything: According to the Almanac, he always brags about his fishing skills. However, nobody has actually seen him catch any fish.
585* RodandReelRepurposed: He uses his fishing rod to reel your plants towards him into the water for a one hit kill.
586* SupportPartyMember: He doesn't even move towards your house (à la Zombie King), but he drags plants to a watery grave with his hooks.
587* TacticalRockPaperScissors: Infi-nut's Plant Food power can stop the fishing hooks from catching your plants. He also cannot pull Blockoli, and the fishing hook will simply fall down upon hitting it like it does with Infi-Nut's forcefield.
588* WeaponsOfTheirTrade: The Fisherman Zombie attacks with a fishing rod.
589* YouWillNotEvadeMe: He pulls plants towards him, making them drown instantly or become easier targets for the zombies.
590
591!! Zombot Sharktronic Sub
592[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/crikey.png]]
593The boss of Big Wave Beach. It can use a vacuum fan in its mouth to suck in two lanes of plants, summon sharks that eat random plants on the water, and summon Big Wave Beach zombies.
594----
595* AnimalMecha: A shark mecha.
596* HumongousMecha: Its head is as large as the first four bosses.
597* OneHitKill: Its vacuum fan will kill plants that get sucked into the water, and its shark minions will kill random plants on the water.
598* PromotedToPlayable: In ''VideoGame/PlantsVsZombiesHeroes'', it became a Legendary playable unit on the Zombies' side.
599* ShoutOut: It's one to the Shark from the film version of ''Literature/JamesAndTheGiantPeach'', both are mechanical sharks that attempt to drag plants into their mouths to destroy them with a TurbineBlender.
600* ThreateningShark: A huge shark mecha and a mean boss. Besides this, it can also summon smaller shark minions to OneHitKill plants on the water.
601* TurbineBlender: Any plant or zombie that gets sucked in faces this. Of course, it can be stopped by Tangle Kelp.
602* VacuumMouth: Uses it to suck your plants (and his zombies) in. Thankfully, it can be clogged by the Tangle Kelp.
603* WeaksauceWeakness: The Tangle Kelp causes its vacuum fan to clog up when it gets sucked in, stunning the mecha for a while.
604[[/folder]]
605
606[[folder:Frostbite Caves]]
607[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/whatkilledtheiceagethezombies.png]]
608The Common Zombies here are called Cave Zombies, and there is the Yeti Imp and Sloth Gargantuar. Also features the Blockhead Zombie, Hunter Zombie, Dodo Rider Zombie, Troglobite, and Weasel Hoarder (and her Ice Weasels). The boss of this world is the Zombot Tuskmaster 10,000 BC.
609----
610* AllCavemenWereNeanderthals: Every zombie in here is a cave-dwelling Neanderthal from the Ice Age.
611* CryoPrison: Your plants will get frozen in ice blocks from enough icy winds or Hunter Zombie's snowballs.
612* HumanPopsicle: Some of them can be found stuck in ice blocks. Especially the Yeti Imps being pushed by Troglobites.
613* NoSell: All the zombies in here are resistant to Iceburg Lettuce, only getting slowed down instead of getting frozen.
614* {{Prehistoria}}: The SlippySlideyIceWorld varient, given it takes place during the last Ice Age.
615* SlippySlideyIceWorld: Obviously, as this is the Ice Age after all. Occasionally you'll find plants and zombies frozen in ice blocks.
616* StatusEffects: The icy winds cause Freeze on your plants as it gradually covers them in ice.
617
618!! Blockhead Zombie
619[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/brain_freeze.png]]
620A Cave Zombie with an ice block on his head, which gives him even more protection than a Buckethead. When the ice block is destroyed, he is reduced to being a basic Cave Zombie.
621----
622* HeavilyArmoredMook: He is as durable as the Knight Zombie. However, he lacks the weakness to the Magnet-shroom.
623* ImprovisedArmor: An ice block on his head makes him even more durable than a Buckethead.
624* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
625
626!! Hunter Zombie
627[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/shut_up_and_give_me_my_orb.png]]
628A zombie wearing the pelt of a sabre-toothed cat, who throws snowballs that freeze plants in three hits.
629----
630* AnIcePerson: The only zombie (aside from the era's Zombot) with the ability to freeze plants.
631* EvilVegetarian: According to the Almanac, Hunter Zombie is actually a vegetarian. In-game, it doesn't stop him from [[MindScrew still going after your brains]]. But this could be a subversion, as the Almanac is just supposed to be humorous.
632* RuleOfThree: It takes three snowballs to freeze a plant over, provided that there aren't any winds to speed up the process. He also throws snowballs in bursts of three at a time.
633* SnowballFight: A one-sided version, Hunter Zombie throws snowballs at your plants to chill them and encase them in ice.
634* StatusEffects: Hunter Zombie causes Freeze on your plants as his snowballs gradually trap them in ice.
635* SupportPartyMember: Like Wizard Zombie and Octo Zombie before it, Hunter Zombie's purpose is to disable your frontline defences, allowing the other zombies to bypass them with ease.
636* TacticalRockPaperScissors: Placing any Fire Plant, Cold Snapdragon, Missile Toe or Infi-Nut's barrier in front will cause the Hunter to waste his time ineffectively throwing snowballs at them.
637
638!! Yeti Imp
639[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/tinyfloof.png]]
640An Imp who resembles a yeti. Thrown past your defenses by Sloth Gargantuar, as well as being found frozen in Troglobite's ice blocks.
641----
642* BigfootSasquatchAndYeti: Albeit tiny and zombified versions of them, much smaller than a Yeti Zombie.
643* RuleOfThree: Both the Troglobite and Sloth Gargantuar can summon up to 3 Yeti Imps.
644
645!! Dodo Rider Zombie
646[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dodoh_i_missed.png]]
647An Imp riding a dodo bird. They can move quickly and fly over ice floes and troublesome plants.
648----
649* AirborneMook: They will fly every now and then when they encounter a troublesome plant (such as Spikeweeds/Spikerocks/Lava Guava lava) or ice floe. They're grounded enemies otherwise.
650* ArtisticLicenseBiology: Dodos are supposed to be flightless birds. Not in this game, where they can fly for short periods of time.
651* DoofyDodo: The dodo bird ridden by the Dodo Rider Imps. They're actually not that dumb, considering that the Imps managed to use them as a mount and ''taught them to fly for short periods of time''.
652* DungeonBypass: They will fly over Ice Floes, preventing themselves from being redirected.
653* ExtinctInTheFuture: Inverted. It's encountered in the ice age period far before dodos were hunted to extinction. Alluded to when his detractors tell him there's no future in dodos.
654* FeatheredFiend: The dodo's a somewhat dimwitted bird but it ''is'' trained to mercilessly attack your plants and possibly even eat your brains.
655* MisplacedWildlife: Dodos in real life are native to Mauritius, which is off the coast of Africa, while neanderthals lived in Eastern Eurasia.
656* NoSell: They fly above Slider Tiles if not stunned, becoming immune to the forced movement. They also fly over hazardous plants such as Spikeweed/Spikerocks, as well as Lava Guava's lava pool.
657* TheSymbiote: Mainly PlayedForLaughs, but when the Dodo and Rider are electrocuted, it shows that they [[http://img4.wikia.nocookie.net/__cb20150114182825/plantsvszombies/images/3/31/Fired_Dodo.PNG share a single bone that connects the two together]]. Furthermore, if the dodo is killed, the Imp also dies with it...
658* ThisIsGoingToBeHuge: Dodo Rider Zombie believes dodos are the future of transportation, while everybody else tells him that there's no future in dodos. Considering the dodos' eventual extinction thousands of years later, his detractors were right.
659* TacticalRockPaperScissors: Blover and Hurrikale blow away flying Dodo Rider Zombies, instantly killing them.
660
661!! Troglobite
662[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/theres_snow_on_your_head.png]]
663A muscular caveman who pushes ice blocks containing Yeti Imps onto the lawn, crushing plants in their way.
664----
665* MightyGlacier: He doesn't move very fast and stops to push his ice blocks. If said ice blocks are pushed onto a plant, it's a OneHitKill.
666* MookMaker: Troglobites push in three frozen Yeti Imps into battle.
667* OneHitKill: Troglobites can push ice blocks which will instantly crush any plant, including Spikeweed.
668* TacticalRockPaperScissors: Fire Plants and the Hot Potato will melt his ice blocks, preventing his advance for a short while. Infi-nut's force field prevents him from pushing ice blocks past the barrier. Penetrating plants will hit his ice blocks as well as the Troglobite behind. If he's shrunk by the Shrinking Violet, he won't be able to push his ice blocks.
669
670!! Weasel Hoarder (and Ice Weasels)
671[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/pop_goes_the_diesel.png]]
672->''Weasel Hoarder claims she's the one who wrote the song "Pop! Goes the Weasel." And for eons now, she's been demanding royalties for it. But everyone just ignores her. They know what Weasel Hoarder can't even carry a tune, much less write a catchy ditty about the sound that vermin make when hugged a bit too tightly.''
673
674A cave woman holed up inside a weasel-infested log. When the log takes enough damage, it breaks and releases 7 furry minions to rush your plants.
675----
676* ActionGirl: The only female zombie in Frostbite Caves.
677* CrazyCatLady: Like her name suggests, she is very prone to hoarding weasels.
678* DungeonBypass: Ice Weasels are light and fast enough to be unaffected by ice sliders.
679* IronicNurseryTune: According to the Almanac, the Weasel Hoarder claims to have written the song "Pop Goes the Weasel", but nobody believes her.
680** This might be an indirect reference to Jack-in-the-box Zombie from the original game, whose box plays this familiar tune.
681* FragileSpeedster: Ice Weasels can only take 2 normal damage shots, but are extremely fast ''and'' appear in numbers.
682* ImprovisedArmor: A log full of weasels. When it's destroyed, it releases the weasels.
683* MookMaker: She spawns a pack of zombie Ice Weasels when sufficiently damaged.
684* RaisingTheSteaks: The weasels are also zombies.
685* StealthPun: The Ice Weasels make a popping noise when killed. In other words, "Pop Goes the Weasel".
686* TacticalRockPaperScissors: Penetrating and multi-hit plants are effective against the Ice Weasels, while killing the Weasel Hoarder when she's stunned by the Stunion or Kernel-pult's butter prevents the weasels from being released. If she's shrunk by the Shrinking Violet, she won't release any weasels when damaged.
687* WickedWeasel: The Ice Weasels are basically reskins of Zombie Chickens and are just as bloodthirsty, except they can take 2 pea shots worth of damage, instead of being a OneHitPointWonder.
688* ZergRush: When damaged enough, she releases a rush of 7 weasels in her lane and adjacent ones to attack your plants. While the weasels are slightly slower than chickens, they're also more durable, taking 2 normal damage shots to die.
689
690!! Sloth Gargantuar
691[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/lazybum.png]]
692A Gargantuar wearing a [[https://en.wikipedia.org/wiki/Megatherium giant sloth]] pelt. Unlike most Gargantuars, this one has an infestation of three Yeti Imps, allowing him to throw three minions as he loses health.
693----
694* ImprobableWeaponUser: A giant icicle with a zombie hand stuck in it.
695* RuleOfThree: Unlike other Gargantuars, this one can throw up to three Imps instead of one.
696
697!! Zombot Tuskmaster 10,000 BC
698[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/10000_degrees_bc.png]]
699The boss of Frostbite Caves. It can create walls of ice that contain zombies, shoot freezing winds that chill two lanes, fire icy projectiles that kill plants and summon Frostbite Caves zombies.
700----
701* AnIcePerson: Is capable of freezing your plants via freezing winds.
702* AnimalMecha: A mammoth mecha.
703* DeployableCover: The icy walls that it creates block the plants' attacks.
704* HumongousMecha: Its body is never shown, but its head is as large as the first four bosses.
705* AnIcePerson: Can fire icy projectiles, spawn icy walls, and shoot freezing winds.
706* OneHitKill: Its icy projectiles can kill a plant. If any plant is in the column that it creates ice walls on, it's also destroyed.
707* ShieldedCoreBoss: Has low health, but it needs to have the ice it's stuck in broken in order for the plants to attack it, plus it also creates more ice walls that need to be destroyed. Once the ice that conceals it is broken, it will be vulnerable for a short while before it covers itself in ice (plus creating a column of ice walls).
708* StationaryBoss: Unlike most other Zombots, it doesn't move at all, instead using shielding as defences.
709[[/folder]]
710
711[[folder:Lost City]]
712[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/lets_go_exploring.png]]
713The Common Zombies here are called Adventurer Zombies, and there is also the Lost City Imp and Porter Gargantuar. Also features the Lost Pilot Zombie, Excavator Zombie, Parasol Zombie, Bug Zombie, Imp Porter, Relic Hunter Zombie, and Turquoise Skull Zombie. The boss of this world is the Zombot Aerostatic Gondola.
714----
715* AdventurerArchaeologist: All of these zombies are explorers traveling on an expedition to the fabled Lost City.
716* CityOfGold: Most of the area is even yellow in color. There's also the Gold Tiles that allow you to produce extra Sun.
717* {{Mayincatec}}: The Lost City itself looks like the ruins of an old Mesoamerican settlement, however the zombies here seem to be Europeans from the early 20th century.
718
719!! Lost Pilot Zombie
720[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/are_you_lost.png]]
721->''He faked his pilot's license and figured nobody would notice. But they did.''
722
723This aviator parachutes down from the sky and hangs there for a while, before dropping onto the ground.
724----
725* DungeonBypass: He drops into your defenses during a Parachute Rain.
726* GogglesDoNothing: They don't provide him any extra protection.
727* ItsRainingMen: Or zombies in this case. During a Parachute Rain, they drop down from the sky into your defences via a parachute... that gets stuck in the trees.
728* ParachuteInATree: They drop down into the lawn, with a parachute stuck in the jungle trees, and hang in there a bit before they eventually drop down (or if a Blover is used).
729* TacticalRockPaperScissors: Inverted. Using the Blover or Hurrikale on them when they're hanging will immediately cause them to drop to the ground. However, an attack by Draftodil will blow them away.
730
731!! Excavator Zombie
732[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/fuckyoufuckyoufuckyoufuckyoufuckyou.png]]
733->''Excavator Zombie once heard a song about having a hammer. He liked the idea, but decided it was too mainstream for him - so he got a shovel. Now he's confident that he's clearly the coolest zombie, the others are just too jealous to admit it.''
734
735He carries a golden shovel to protect himself from straight-firing shots, and uses it to dig up plants and throw them behind him.
736----
737* BlingBlingBang: His shovel is made of gold, making it immune to the Magnet-Shroom. It's also very tough despite being gold, being able to withstand almost all straight shots. Bramble Bush is actually capable of removing the shovel, [[DeathTrap not that it matters much]].
738* LightningBruiser: He is exceptionally fast, has a good amount of health for a fast enemy, is immune to straight shots, and while he doesn't damage plants, he messes up your layout completely.
739* KungFuProofMook: He can't be damaged by most straight projectiles.
740* NoSell: He's completely invulnerable to any non-penetrating attack from the front, even a Plant-Food-boosted Pea Pod attack.
741* OneHitKill: Any plant that he digs up in the last few columns will be instantly thrown out of the lawn.
742* PushyMooks: He doesn't deal any damage to plants (unless it's Infi-Nut force fields), but will use his shovel to throw them forwards towards the zombie horde. Any plant near the exit will be instantly thrown out of the lawn.
743* ShieldBearingMook: His shovel acts as a makeshift shield against straight shots.
744* ShovelStrike: He uses a shovel to dig up your plants and fling them to another tile. He also uses the traditional version when he encounters an Infi-nut's force field or when he, erm, "eats" your brains.
745* TacticalRockPaperScissors:
746** His weakness is any plant that fires lobbed projectiles, or can pierce right through his shovel (such as Laser Bean).
747** He also cannot dig up Infi-Nut's force field or Blockoli, and will instead continuously hit at them.
748** The Bramble Bush is also capable of removing his shovel, although that doesn't change much considering that he's liable to die very quickly once caught in it.
749
750!! Parasol Zombie
751[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/thats_more_like_it.png]]
752
753-> ''Wealthy beyond reason, the Parasol Zombie lived a life of luxury - when what she craved was a life of adventure. She funded the expedition to the Lost City and set out to see its wonders for herself, never forgetting to bring her trusty parasol. "In case it rains," she explained - but it only came out sounding like "Brains".''
754
755An upper-class lady who carries an umbrella that bounces off almost all lobbed shots.
756----
757* ActionGirl: The only female zombie in the Lost City.
758* AristocratsAreEvil: She's a wealthy woman who was rich enough to help fund the expedition to the Lost City. She also wants to kill you.
759* {{Expy}}: She resembles Jane Porter from ''WesternAnimation/{{Tarzan}}''.
760* NoSell: She is immune to lobbed projectiles.
761* ParasolOfPrettiness: Her blue umbrella, which also doubles as a shield.
762* ShieldBearingMook: Her parasol acts as protection against lobbed shots.
763* TacticalRockPaperScissors: She is still vulnerable to any straight attack from the front.
764
765!! Bug Zombie
766[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/stop_bugging_me.png]]
767->''Bug Zombie and Bug make a great team. Partly because Bug gives Bug Zombie great mobility, but mostly because they share an intense disinterest in horses.''
768
769A large dragonfly carrying any Adventurer Zombie, allowing them to swiftly fly over most plants. When the dragonfly is killed, it drops the zombie it was carrying unharmed.
770----
771* AirborneMook: The bug makes any zombie it's carrying into one of these.
772* BonesDoNotBelongThere: The bug is shown to have an internal skeleton when electrocuted to death. ''Insects don't have any internal skeletons''.
773* DungeonBypass: It simply flies over most of the player's defenses.
774* BigCreepyCrawlies: It's a dragonfly that's even bigger than ''[[UsefulNotes/PrehistoricLifeOtherExtinctCreatures Meganeura]]''.
775* LightningBruiser: Any bug carrying a Buckethead is this, being able to move fast while carrying a tough zombie.
776* TacticalRockPaperScissors: Due to being an AirborneMook, the Blover will blow it away, killing it and the zombie it's carrying instantly. Kernel-pult's butter will also destroy the bug in one hit. If the Bug is killed by the Spore-Shroom, the zombie will die along with it regardless of health. Bonk Choy's finishing uppercut (used on zombies with low HP) will not only kill the bug, but also instakill the zombie being carried by it.
777
778!! Imp Porter
779[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/foreign_imp_porters.png]]
780An Imp carrying a backpack that's much bigger than him. If he reaches a Gold Tile, he sacrifices himself to place a tent on that tile, which continuously spawns Adventurer Zombies.
781----
782* AwesomeBackpack: It turns into a tent that spawns an endless number of zombies. Unfortunately for the Imp, this also kills him.
783* ClownCarBase: His tents can produce an infinite stream of zombies if not taken down. {{Lampshade|Hanging}}d by their Travel Log's MassMonsterSlaughterSidequest comment:
784-->'''Travel Log:''' How do they pack all those zombies in there? It strains credulity!
785* MookMaker: He will place a tent on the first Gold Tile he encounters, which will then spawn more zombies from it. If you use a Hypno-Shroom on it then place a Gold Tile in front, he becomes ''your'' MookMaker.
786* OneHitKill: When killed, Imp Porters will drop their backpack on the tile behind, crushing any plant that's on them, including Spikeweed and Spikerock.
787* PunnyName: It sounds like "importer".
788* TacticalRockPaperScissors: The Shrinking Violet [[OneHitKill shrinks him into oblivion]].
789
790!! Relic Hunter Zombie
791[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/budget_tarzan.png]]
792This zombie will use a rope to swing onto the middle of the field.
793----
794* AirborneMook: While he's still swinging on his rope.
795* DungeonBypass: He can drop in anywhere from the sixth to the fourth column of the field.
796* {{Expy}}: He resembles Franchise/IndianaJones.
797* TacticalRockPaperScissors: He's considered an AirborneMook while swinging, making him instantly defeated by the Blover during this period.
798
799!! Turquoise Skull Zombie
800[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/nope_nope_nope.png]]
801An old zombie who carries a turquoise crystal skull. He uses it to steal Sun, as well as fire a laser beam that fries your plants.
802----
803* BanditMook: He uses the skull to steal your Sun à la Ra Zombies, but will then use the stolen sun to fire a short-ranged laser that [[OneHitKill instantly vaporizes]] any plants. Unlike Ra Zombies, any Sun stolen is lost, even if they're killed before they fire their beam.
804* CrystalSkull: His weapon of choice is a Turquoise Skull, and it does reference that unlike crystal skulls, they're non-mysterious and common as dirt.
805* DeathRay: His turquoise skull fires out a powerful laser beam to disintegrate your plants.
806* {{Expy}}: He resembles Archimedes Porter from ''WesternAnimation/{{Tarzan}}''.
807* GlassCannon: He can instantly destroy four or more plants in front of him, but has low health and needs a while to charge up the attack.
808* LightIsNotGood: Despite having a shiny crystal and light based abilities, he's still one of the bad guys.
809* OneHitKill: After [[BanditMook stealing Sun]], he can shoot a beam that vaporizes any plants it hits. This attack is so powerful, it can even destroy Infi-nut barriers and hypnotized Gargantuars in one hit. However, it cannot kill an armored Wall-nut / Tall-nut / Endurian, instead removing a good amount of their armor in one hit.
810* PowerCrystal: His weapon is a skull artifact made of turquoise crystal, which can absorb sunlight and fire out a deadly beam.
811* ThePowerOfTheSun: The turquoise skull absorbs Sun to increase the damage of its laser beams.
812* ShoutOut: An obvious one to ''Film/IndianaJonesAndTheKingdomOfTheCrystalSkull''.
813
814!! Zombot Aerostatic Gondola
815[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/my_gondolances.png]]
816The boss of Lost City. It can activate Flame Traps that destroy a single lane of plants, summon Lost Pilot Zombies to drop on the lawn, and summon other Lost City zombies. Unlike most Zombots, there are no Lawnmowers in the fight, instead having Boulder Traps as a last resort for the player to remove zombies near the house.
817----
818* AlwaysAccurateAttack: His Flame Trap only destroys a single lane of plants, but it's NOT stoppable unlike most of the other Zombots' instant-kill attacks.
819* CoolAirship: An aerial gondola that can summon zombies, one of a few vehicles used by Zomboss that isn't a mecha robot.
820* DeathFromAbove: It can summon Lost Pilot Zombies in a parachute ambush. Worse still, they CAN appear over the boulder DeathTrap, and if it falls down, it will kill two columns of your plants.
821* DeathTrap: Three Boulder Traps are at the left side of the lawn, while the rightmost column are all Flame Traps. Zomboss will drop sandbags on the Flame Traps to destroy a row of plants.
822* OneHitKill: Can drop a sandbag onto a Flame Trap to destroy a lane of plants.
823[[/folder]]
824
825[[folder:Neon Mixtape Tour]]
826[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/henearkrxern.png]]
827The Common Zombies are called Neon Zombies, and there is also the Impunk and Hair Metal Gargantuar (the latter has unique abilities). Also features the Punk Zombie, Glitter Zombie, MC Zom-B, Breakdancer Zombie, Arcade Zombie (and 8-bit Zombies), and Boombox Zombie. The boss of this world is the Zombot Multi-stage Masher.
828----
829* TheEighties: The setting of this area. Fittingly, all the zombies here are themed after a music genre or subculture from this decade.
830* EightiesHair: Especially Glitter Zombie's and Hair Metal Gargantuar's hairstyles.
831* BandLand: The theme of this world is 1980s music, and it's the only area in which multiple music tracks can play within the same level. Also see ThemeMusicPowerUp below.
832* ThemeMusicPowerUp: All the special zombies listed here will gain new and dangerous abilities when their favorite music (Jams) play. The Jams are Punk, Pop, Rap, 8-bit, Ballad, and Metal; respectively used by the Punk Zombie, Glitter Zombie, MC Zom-B and Breakdancer Zombie, Arcade Zombie and 8-bit Zombies, Boombox Zombie, and Hair Metal Gargantuar.
833
834!! Punk Zombie
835[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/how_the_hell_do_you_pierce_your_hair.png]]
836
837--> ''Punk Zombie's piercings represent his individuality and his belief in personal freedom, or maybe just that he fell face-first into a sewing machine.''
838
839A punk wearing a mohawk and metal piercings. When the Punk Jam plays, he will run up and kick any plants he encounters backwards.
840----
841* GlassCannon: He takes only 12 normal damage shots to kill, but can kick plants off the lawn while moving very quickly during his Punk Jam.
842* KnockBack: He can kick your plants back to the nearest empty space behind (or off the lawn if there's none).
843* OneHitKill: He can instantly kill a plant if he kicks it, and there's no space behind for it to land on.
844* PunchedAcrossTheRoom: Whenever he kicks a plant, this has the possibility of happening if the nearest space to land on is far to the left.
845* PushyMooks: He doesn't deal any damage to plants (except Infi-nut forcefields), but will push them backwards to the nearest empty space. If there is none available, that plant is [[OneHitKill kicked out of the lawn]] instead.
846* TacticalRockPaperScissors: The Celery Stalker can hurt him from behind, and he can't kick it when it's underground. He also can't kick plants that are blocked by Infi-nut's barrier. Magnet-shroom can also instantly kill him by ripping off his head.
847* WeaksauceWeakness: Due to all the metal piercings on his face, Punk Zombie is vulnerable to the Magnet-shroom, which instantly kills him by ripping off his head.
848
849!! Glitter Zombie
850[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/glitter_glitter_glitter_yay.png]]
851
852--> ''Glitter Zombie inspires zombies everywhere to boogie their brains out, whether it's just one moment or maybe forever, or at least until the lights come on and they're kicking everybody out.''
853
854A girl who moves across the lawn on roller skates. When the Pop Jam plays, she gains the ability to run over and crush any plants with her skates, while producing a rainbow trail that makes any other zombies behind her invincible.
855----
856* ActionGirl: The only female zombie in Neon Mixtape Tour.
857* CombatMedic: During the Pop Jam, she can remove status effects including slowing, stun, and Shadow-Shroom's poison, and she will OneHitKill any plant in her way.
858* EverythingsBetterWithRainbows: When the Pop Jam plays, she creates [[ColorfulContrails a rainbow trail]] that provides [[NoSell invulnerability to most forms of harm]] to the zombies behind her.
859* {{Expy}}: She's based on the roller-skating muses that make rainbow trails from ''Film/{{Xanadu|1980}}'', a musical that debuted in the 1980s.
860* {{Knockback}}: When her Pop Jam is playing, she will kill most plants and hypnotized zombies, except Gargantuars, which get knocked backwards towards the house instead. This can actually cause the player to lose thanks to the hypnotized Gargantuar reaching the house.
861* LightIsNotGood: Despite having rainbows as her motif and protection abilities, she's still a zombie and will eat your brains.
862* MightyGlacier: During a Pop Jam, all zombies slow down, but her skates turn into an instant kill attack.
863* NighInvulnerable: Any zombies within her rainbow trail become invulnerable to damage as well as status effects. (Magnet-shroom can still affect Bucketheads, though.)
864* NoSelfBuffs: Glitter Zombie's rainbow trails provide invulnerability to all zombies behind her, but thankfully, not herself or other Glitter Zombies.
865* OneHitKill: Her skates destroy most plants and hypnotized zombies (except hypnotized Gargantuars) when her Pop Jam is playing.
866* RollerbladeGood: She rolls into the battle on roller skates, which can also crush most plants very quickly when her Jam plays.
867* StatusBuff: Her rainbows provide both NighInvulnerability, and also removes and prevents slowing/stun status effects from affecting them.
868* SupportPartyMember: Her rainbows provide protection and invulnerability to status effects to all zombies in it.
869* TacticalRockPaperScissors: The Magnet-Shroom can still affect any Neon Bucketheads, 8-Bit Bucketheads and Punk Zombies protected by her. The Thyme Warp also sends her and all zombies back to the start point, meaning that there wouldn't be as many zombies behind protected by her.
870
871!! MC Zom-B
872[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/emc_zom_b.png]]
873A bling-wearing rapper holding a microphone. When the Rap Jam plays, the mic turns into a deadly weapon that wipes out all plants around him when he spins it.
874----
875* CombinationAttack: During a Rap Jam, MC Zom-B and Breakdancer Zombie both have their special abilities activate, allowing the latter to kick the former deeper into the lawn to wreak havoc on your plants.
876* SpectacularSpinning: He uses a SpinAttack with his microphone to decimate your plants.
877* EvilCounterpart: He is this to Phat Beet, both of whom have a 3x3 area attack to attack plants/zombies around them.
878* GlassCannon: He takes only 12 normal shots to kill, but can instantly kill most plants around him during his Jam.
879* ImprobableWeaponUser: He attacks plants with his microphone when his Jam plays.
880* InstantDeathRadius: When the Rap Jam plays, he gains the ability to instantly kill all but the sturdiest plants in a 3x3 area around him.
881* OneHitKill: A mook with an InstantDeathRadius attack when his Jam plays, capable of killing most plants that aren't defensive or low-lying in one hit.
882* SpinAttack: He spins his microphone to kill any non-defensive plants around him.
883* TacticalRockPaperScissors: His microphone attack decimates close-ranged plants, but he can't use it against Spikeweed or Spikerock. Penetrating plants will also do him in thanks to his low health. The Shrinking Violet will shrink his attack range with him, preventing him from attacking adjacent lanes.
884
885!! Breakdancer Zombie
886[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/break_break_break_my_dance.png]]
887A garishly-dressed breakdancer. When the Rap Jam plays, he will hit the floor to spin and kick other zombies forward 1.5 squares.
888----
889* CombinationAttack: During a Rap Jam, MC Zom-B and Breakdancer Zombie both have their special abilities activate, allowing the latter to kick the former deeper into the lawn to wreak havoc on your plants.
890* DungeonBypass: During the Rap Jam, he will spin around and kick other zombies further towards your house. This is especially dangerous when paired up with [[InstantDeathRadius MC Zom-B]].
891* SpectacularSpinning: He will spin around to kick other zombies forward, giving them a shorter distance to your brains.
892* HelpfulMook: If timed correctly, a Blover will cause any zombies kicked by him to be blown away, effectively turning his pushing attempt on its head.
893* SupportPartyMember: During the Rap Jam, he will breakdance and spin, sending zombies forwards quickly. Coupled with MC Zom-B's ability to [[InstantDeathRadius spin his microphone]] during the same Jam, this becomes very dangerous, overcoming MC's weakness of low durability and close range.
894* TacticalRockPaperScissors: Any zombie being kicked by Breakdancer Zombie is vulnerable to the Blover.
895
896!! Arcade Zombie (and 8-bit Zombies)
897[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/neeeeeeeeerd.png]]
898A geeky video game addict who pushes an arcade game cabinet forwards. When the 8-bit Jam plays, the arcade cabinet will spawn pixelated zombies that come in basic, cone, and bucket versions.
899----
900* CompositeCharacter: Of Troglobite and Imp Porter. He pushes obstacles akin to the former, and said obstacle can spawn zombies like the latter's tent.
901* TheGameComeToLife: When the 8-bit Jam plays, the arcade machine will produce 8-bit Zombies. Despite not even being "real", they still act like any other zombie.
902-->'''Almanac:''' Being made out of light and positional co-ordinates has no effect on this ersatz zombie's ravenous hunger for tangy brains.
903* {{Geek}}: For the most part, the Arcade Zombie seems to be a stereotypical gamer.
904* GeekPhysiques: However, this aspect is completely averted. Despite looking like a geek, he has a very buff physique akin to Octo Zombie and Troglobite. It must be a result of pushing that heavy arcade cabinet around.
905* JustOneMoreLevel: Arcade Zombie's Almanac entry shows that he's really addicted to the arcade game he's playing.
906-->'''Almanac:''' When it's a choice between quarters for games and quarters for laundry, Arcade Zombie is prepared to make the ultimate stinky sacrifice.
907* MookMaker: When the 8-bit Jam plays, the arcade cabinet will continuously spawn 8-bit Zombies (including Basic, Conehead, and Buckethead variants). This can be very bad news if the arcade cabinet is pushed close to your house.
908* NerdGlasses: He wears a pair of big square glasses.
909* OneHitKill: The arcade cabinet can instantly crush any plant it slides into.
910* {{Retraux}}: The 8-Bit Zombies are well, [[ExactlyWhatItSaysOnTheTin zombies rendered in 8-bit graphics]].
911* TacticalRockPaperScissors: If he's shrunk by the Shrinking Violet, he won't be able to push his arcade machine.
912* VideoArcade: During the 8-bit Jam, the lawn gets 8-bit light effects to simulate one.
913
914!! Boombox Zombie
915[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/silly_exercise_music.png]]
916He carries a boombox and uses it to play his Ballad Jam, tranquilizing almost all the plants with his heartfelt tunes.
917----
918* BackgroundMusicOverride: While he plays the Ballad Jam, it overrides the other Jam that was playing.
919* {{Expy}}: He is based on Lloyd Dobler from the 1989 film ''Film/SayAnything'', even holding a boombox that plays romantic music, and his Almanac entry states that he "doesn't want to buy, sell or process anything".
920* HelpfulMook: When the Ballad Jam plays, it makes the zombies twice as slow, and it removes the other zombies' Jam abilities. If you're using Phat Beets (which are immune to his music), this can actually be a help during a dire situation.
921* LogicalWeakness: His music has no effect on Phat Beet as Phat Beet is wearing his own headphones which drowns out the music.
922* StatusEffects: His Jam causes a Sleep-like effect on most plants that listen to it, although it visually resembles Charm.
923* SupportPartyMember: He uses his boombox to stun most of your plants with Ballad music.
924* TacticalRockPaperScissors: The Ballad Jam doesn't affect Phat Beet or low-lying plants.
925
926!! Hair Metal Gargantuar
927[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/cos_hes_got_hair.png]]
928A Gargantuar dressed like a member of a hair metal band. He smashes plants with an electric guitar, which can also cause concussive shockwaves during a Metal Jam. And of course, he throws an Impunk when low on health.
929----
930* ImprobableWeaponUser: He attacks with a gigantic electric guitar. During his Metal Jam, it also sends out a sonic shockwave that can instantly kill the first plant it hits most of the time.
931* OneHitKill: Like other Gargantuars in the series, it can smash most plants in one hit. Its sonic shockwaves deal half the damage of MC Zom-B's microphone attack, but that's already enough to destroy most non-defensive plants in one hit.
932* ThePowerOfRock: His special Jam ability is to produce a sonic shockwave ''every time he smashes'' with his guitar, decimating most plants in 1-2 hits.
933* TacticalRockPaperScissors: The shockwave attack is absorbed by Infi-nut's projector, even if the Infi-nut is "dead".
934
935!! Zombot Multi-stage Masher
936The boss of Neon Mixtape Tour. Unlike other Zombots, this one isn't a mecha robot or even any kind of vehicle at all; instead, it's Zomboss performing a music concert on a stage. It can summon Neon Mixtape Tour zombies, drop speakers that deal {{damage over time}} to plants in front of it (except Phat Beet), and cause the speakers to send out a shockwave that destroys one row of your plants.
937----
938* ChangingClothesIsAFreeAction: Zomboss instantly changes clothes (in a poof of smoke) whenever he gets to the next phase.
939* DeployableCover: He can drop a speaker to crush a plant, and also serve as an obstacle that deals DamageOverTime.
940* MakeSomeNoise: The right-most speakers can fire out soundwaves to destroy a row of plants (and zombies).
941* ProducePelting: What you essentially do to Zomboss, especially with Spore-Shroom.
942* OneHitKill: Can drop speakers to crush your plants, as well as sending out a shockwave from the right-most speakers to destroy a lane of plants.
943* SequentialBoss: Unlike most of the other bosses which have three phases, this one has ''five'', each one representing a different Jam (Punk, Pop, Rap, 8-bit, and Metal; Ballad is absent here), spawning the respective zombies for each Jam.
944* ShieldedCoreBoss: Is protected by a column of speakers which he replaces if destroyed, said speakers are also used for his OneHitKill soundwave attack. Thankfully, Spore-Shroom fires over them, while Cactus penetrates them.
945* StationaryBoss: Zomboss doesn't move from his spot at all, as he's on a stage instead of driving a vehicle.
946[[/folder]]
947
948[[folder:Jurassic Marsh]]
949[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/whatkilledthezombiestheplants.png]]
950The Common Zombies are called Jurassic Zombies, and there is also the Jurassic Imp and Jurassic Gargantuar. Also features the Fossilhead Zombie and Jurassic Bully, and the later levels feature the Jurassic Rally Zombie, the Amberhead Zombie, and the Jurassic Rockpuncher. The boss of this world is the Zombot Dinotronic Mechasaur.
951----
952* AllCavemenWereNeanderthals: All the zombies here look much like the undead Neanderthals from Frostbite Caves, except they have less hair and clothing. [[AnachronismStew Even though no hominid should even be co-existing with dinosaurs in the first place]].
953* AnachronismStew: Zombies existing way before humans did? This is actually lampshaded by the Almanac entries for Jurassic Flag Zombie and Jurassic Gargantuar, which note how anachronistic the zombies are.
954
955!! Jurassic Fossilhead
956A Jurassic Zombie with a triceratops skull on his head, which gives him even more protection than a Buckethead. When the skull is destroyed, he is reduced to being a basic Jurassic Zombie.
957----
958* HeavilyArmoredMook: He is as durable as the Knight Zombie. However, he lacks the weakness to the Magnet-shroom.
959* SkeletonsInTheCoatCloset: Wears a triceratops skull as headgear, giving him impressive defense.
960* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
961
962!! Jurassic Imp
963[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/tinehdinomun.png]]
964This prehistoric Imp is less durable but much faster than a regular Imp.
965----
966* FragileSpeedster: Has half the health of a regular Imp, but moves and eats much faster.
967* PintsizedPowerhouse: Eats plants ''very'' quickly despite being tiny. Not even Wall-Nuts are safe for long.
968
969!! Jurassic Bully
970[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/steal_yo_lunch_money.png]]
971This muscular caveman has a great amount of health and cannot be knocked back by the Primal Peashooter.
972----
973* AchievementsInIgnorance: According to Penny, the reason why it cannot be knocked back while Gargantuars can is because it's ''too stupid to observe typical physics''.
974* ArsonMurderAndJaywalking: His Almanac entry:
975--> "Jurassic Bully is slow, stupid, and smells bad. But hey, at least he's punctual."
976* DumbMuscle: Both Penny and the Almanac call him stupid, although zombies in general aren't very bright. The Jurassic Bully however, is so stupid that [[AchievementsInIgnorance it doesn't even observe typical physics]], but it is more muscular and hence more durable than almost all zombies without headwear or vehicles.
977* ImmuneToFlinching: Can't be knocked back by Primal Peashooter.
978* NoSell: Is completely immune to being knocked back by Primal Peashooter.
979* StoneWall: Moves as quickly as a normal zombie, but has a lot of health.
980
981!! Jurassic Gargantuar
982[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/cut_off_the_damn_club.png]]
983This prehistoric Gargantuar is slower than a regular Gargantuar, but has 1.5x as much health.
984----
985* MightyGlacier: Compared to other Gargantuars in the sequel, he's slower, but he still kills plants in one hit.
986* OneHitKill: Like other Gargantuars in the series, it will smash most plants it encounters instantly.
987* StoneWall: Compared to other Gargantuars. He has 1.5x their health, but is slower to compensate. This is enough to be able to withstand a strike from the ''[[GameBreaker Electric Blueberry]]'' at full health.
988* SuperToughness: It's the ''only non-boss enemy in the game'' that can survive a single hit from Electric Blueberry's attack, which will otherwise OneHitKill every other non-boss enemy in the game. It doesn't matter much- the cloud zaps him ''again'' to finish him off.
989
990!! Amberhead Zombie
991[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/everythings_is_orange.png]]
992An even more armored version of the basic Zombies in Jurassic Marsh, he wears a block of amber on his head that provides phenomenal protection. When it's destroyed, he's reduced to a normal zombie.
993----
994* HeavilyArmoredMook: He is even more durable than a Knight Zombie and also does not have a weakness to the Magnet-Shroom.
995* ImprovisedArmor: A block of amber on his head makes him even more durable than a Buckethead.
996* SuperToughness: His block of amber gives him phenomenal protection. To wit, he only has 5 less health than a ''Robo-Cone''.
997* ShoutOut: His Almanac entry has an obvious one to ''Film/JurassicPark1993'':
998-->"If you were to extract DNA from the Amberhead Zombie and combine it with the DNA of a frog, you'd be breaking the law at some point."
999* TacticalRockPaperScissors: The Shadow-Shroom's poison will affect him directly, ignoring his armor entirely and killing him within seconds.
1000
1001!! Jurassic Rockpuncher
1002[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/so_you_wanna_be_a_boxer.png]]
1003An upgraded variant of the Jurassic Bully, with rocks tied to his hands. Not only does he have a massive amount of health, he cannot be knocked back by the Primal Peashooter, ''and'' he sports a OneHitKill punch attack that also leaves a temporary unplantable crater behind.
1004----
1005* ExactlyWhatItSaysOnTheTin: He's from the Jurassic period and he punches your plants with rocks tied to his hands.
1006* ImmuneToFlinching: Like his predecessor, he can't be knocked back by Primal Peashooter.
1007* MadeOfIron: Doesn't even wear any armor and isn't a MiniMecha, yet can take nearly as much damage as a ''Robo-Cone''!
1008* MightyGlacier: He moves even slower than a normal zombie, but his attack is a OneHitKill on most plants.
1009* NoSell: Is completely immune to being knocked back by Primal Peashooter.
1010* OneHitKill: Instantly destroys most plants via smashing them. Not only that, but it leaves a crater behind.
1011* PowerFist: Uses the BambooTechnology version of it, which are basically rocks tied to his hands. He uses them to smash your plants for a OneHitKill ''and'' leave a temporary unplantable crater behind.
1012* RockBeatsLaser: In both the literal and figurative example of the trope, it can and will kill the HardLight laser Infi-Nut, projector and all, by smashing it with rocks tied to its fists.
1013* SuperToughness: Has a massive amount of health, around that of a Robo-Cone zombie. To wit, he can ''survive a single instant kill plant''.
1014* TacticalRockPaperScissors: His smash attack cannot kill Primal Wall-Nut in one hit, instead dealing the same amount of damage as a Gargantuar smash on it. Furthermore, if this kills the Primal Wall-Nut, it won't leave an unplantable crater behind, allowing the player to stall it further with another.
1015
1016!! Zombot Dinotronic Mechasaur
1017[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/rawr.png]]
1018This mechanical sauropod is the boss of Jurassic Marsh. It can attack random squares with missiles, use EyeBeams to destroy a row of plants, and summon Jurassic Marsh zombies along with dinosaurs.
1019----
1020* AnimalMecha: A dinosaur mecha.
1021* TheBeastmaster: It summons dinosaurs to appear on the lawn and help the zombies.
1022* CompositeCharacter: This Zombot appears to be a mixture between the Dark Dragon and the Sharktronic Sub
1023* EyeBeams: Uses them to destroy one lane of plants ([[BadBoss and zombies]]).
1024* OneHitKill: It fires missiles at random plants to instantly kill them. In the last two phases, it fires EyeBeams down a lane, incinerating all plants and zombies on it. Though Primal Wallnut (One of the plants you get in this Zombot Fight) can survive both of these, losing only a third of its health.
1025
1026!! Dinosaurs
1027These prehistoric reptiles are not zombies, nor even enemies in the traditional sense. The dinosaurs cannot be harmed at all, and they do not attack plants (at least not directly). They do however help out the zombies, but if charmed by the Perfume-shroom, they will attack the zombies instead. They will also flee if [[PrimalFear Plant Food is used on Meteor Flower]] unless they are charmed.
1028
1029The Dinosaurs are Raptor, Stegosaurus, Pterodactyl, Tyrannosaurus Rex, and Ankylosaurus.
1030----
1031* ArtisticLicensePaleontology: The dinosaurs and reptiles here did not exist in the same era. Stegosaurus existed in the Jurassic period, while all the others existed in the Cretaceous period.
1032* KungFuProofMook: None of the dinosaurs can be harmed or even affected by the plants, with the exception of the Perfume-Shroom and Meteor Flower's Plant Food.
1033* MindControlEyes: The dinosaurs get hearts in their eyes when they're affected by the perfume-shroom.
1034* MookFaceTurn: Can be done to the Dinosaurs via the Perfume-shroom.
1035* ObliviouslyEvil: While the dinosaurs aren't truly allied with the zombies, the zombies still end up benefitting from their instinctive reactions to the zombie horde.
1036* OneHitKill: When charmed, all of them have the ability to instantly kill most zombies. Most of them can instantly kill the ''extremely durable'' Jurassic Gargantuar instantly.
1037* PrimalFear: All non-charmed dinosaurs will immediately flee the scene if Meteor Flower's plant food is used, having this fear even before the actual extinction-causing meteor arrives.
1038* SetAMookToKillAMook: Charming the dinosaurs turns them against the zombies, causing them to attack and kill the zombies.
1039
1040!!! ''Raptor''
1041This blue dinosaur wanders back and forth a lane, kicking any zombies it encounters three squares forwards, past your defences. If charmed, it kicks zombies out of the lawn.
1042----
1043* ArtisticLicensePaleontology: They're not feathered and resemble ''[[Film/JurassicPark1993 Jurassic Park]]'''s interpretation of them.
1044* DungeonBypass: By kicking zombies a third of the lawn forwards.
1045* MegatonPunch: When it's charmed, it'll kick zombies off the lawn when it touches them.
1046* OneHitKill: Only when charmed. It'll punt zombies so hard they're sent flying away. ''Including Jurassic Gargantuars''.
1047* RaptorAttack: They're not hostile to plants, but any zombie they come across gets viciously kicked forward towards the house. If he's charmed, the zombies get to experience getting kicked outta the lawn instead.
1048
1049!!! ''Stegosaurus''
1050[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/steggo_saw_us.png]]
1051This orange dinosaur pokes his head in from the back, then exits before returning in tailfirst. It then uses its tail to snare zombies before throwing them to random lanes on the fourth column. If charmed, it uses its tail to smash the zombies.
1052----
1053* DungeonBypass: By catapulting zombies to the fourth column of the lawn.
1054* OneHitKill: Only when charmed. It'll smash zombies with his spiked tail. It takes two strikes to defeat a Jurassic Gargantuar, however.
1055* SplashDamage: When charmed, its TailSlap also hits zombies in a 3x3 area around the impact for 10 damage each.
1056* TailSlap: Only when charmed. It'll bring its tail down on the zombies, instantly killing them.
1057
1058!!! ''Pterodactyl''
1059This green pterosaur grabs a zombie with its feet, turns them around, then places them at the front square of your lawn, letting them eat your defences from behind. If charmed, it carries zombies away.
1060----
1061* AirborneMook: Unlike most other AirborneMooks, both it and the zombie it's carrying cannot be affected by projectiles.
1062* ArtisticLicensePaleontology: The Pterodactyl is a huge pterosaur [[ToothyBird with teeth]], and it also uses its feet to carry zombies past your defences.
1063* DungeonBypass: It carries a zombie to the first square from your house then turns them around, essentially allowing them to destroy your defences from behind like a Prospector.
1064* OneHitKill: Only when charmed. It will grab a normal sized zombie and carry them away, before returning in without the zombie.
1065* TacticalRockPaperScissors: It cannot carry zombies that have been shrunk down by the Shrinking Violet.
1066* TerrorDactyl: Both ways, but especially when hypnotized. Normally, they will grab and carry a zombie to your back lines to eat your plants from behind, but when hypnotized, they will carry the front-most zombie away, never to be seen again. It cannot carry the small Imps or the heavy Gargantuars, however.
1067
1068!!! ''Tyrannosaurus rex''
1069[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/doggo_4.png]]
1070This yellow-green juvenile T-Rex will roar to speed up zombies in its lane. If charmed, it eats zombies that try to get past it.
1071----
1072* AllAnimalsAreDogs: Exhibits dog-like behaviour, such as sticking its tongue out and panting, as well as wagging its tail like a dog. In the Jurassic Marsh Part 2 Trailer, it even "fetches" a missile launched by the Zombot Dinotronic Mechasaur.
1073* JustEatHim: The zombies it eats disappear instantly.
1074* MightyRoar: It does this, causing the zombies in its lane to temporarily move faster.
1075* OneHitKill: Only when charmed. It will eat the zombies, including Jurassic Gargantuars.
1076* StatusBuff: Uses a MightyRoar to scare the zombies into moving faster.
1077
1078!!! ''Ankylosaurus''
1079[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/danky.png]]
1080This grey ankylosaur will use its clubbed tail to knock zombies forward into the first plant, pushing it and all the plants behind backwards. If charmed, it will use its tail to fling zombies away for a OneHitKill.
1081----
1082* EpicFlail: It uses its club-tail to hit zombies forward, or fling them away if it's charmed.
1083* KnockBack: Any zombies hit by it will hit the first plant in the lane and push it backwards akin to Mecha-Football Zombie.
1084* OneHitKill: When it isn't charmed, any plant that gets pushed off the lawn by the zombies it propels will be killed. When charmed, it will fling groups of zombies away with its tail, including Jurassic Gargantuars.
1085* TacticalRockPaperScissors: Placing Spikeweed/Rocks, Ghost Pepper, Cactus or Celery Stalker stops the pushed zombies in their tracks without being pushed back, effectively lowering its threat level by a lot... [[OhCrap until an update made the pushed zombies ignore them]].
1086[[/folder]]
1087
1088[[folder:Modern Day]]
1089!! Super-Fan Imp
1090[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/fingers.png]]
1091
1092--> ''Super-Fan Imp has season tickets, subscribes to the team newsletter, and is super pumped about exploding on contact with fans of the opposing team.''
1093
1094An Imp with the explosive penchant of blowing up on the opposing team when kicked by All-Star zombie.
1095----
1096* ActionBomb: It will explode on any non-defensive plant it touches, burning itself and most likely the plant to a crisp. This is a OneHitKill on most normal plants unless they're leveled up, in which case the plant can survive.
1097* {{Expy}}: Resembles the Imp Punt from ''[[VideoGame/PlantsVsZombiesGardenWarfare Garden Warfare]]''. Justified, since All-Star Zombie is based on the All-Star himself.
1098* CombinationAttack: All-Star Zombie will kick him over your plants into a back-row plant which it will blow up on.
1099* SeriousBusiness: He loves his team so much he'll ''blow himself up'' to take down the plants after getting punted by an All-Star Zombie.
1100* SuicideAttack: When it encounters a non-defensive plant, it will explode and burn that plant to a crisp.
1101* TacticalRockPaperScissors: If Infi-Nut with a Force Field is planted from columns 3, all Imps punted will hit the force field and are forced to eat it when punted, instead of exploding.
1102* TakingYouWithMe: It commits suicide when it lands on a non-defensive plant after touching them, burning itself up with the plant.
1103
1104!! Brickhead Zombie
1105
1106[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/behindthebricksofbrickhead_1.png]]
1107
1108--> ''After consultation with various storybook wolves, it was determined that straw helmets and wood helmets were not up to snuff, and that brick helmets had to be seriously considered.''
1109
1110A zombie whose head is encased in bricks, serving as the Modern Day counterpart to the likes of Pyramid-Head Zombie and Barrel-Head Zombie.
1111----
1112* HeavilyArmoredMook: His brick helmet makes him much more durable than even a Knight Zombie.
1113* ShoutOut: His almanac description references ''Literature/TheThreeLittlePigs''.
1114* TacticalRockPaperScissors: Poison attacks and Chili Beans will ignore the helmet and kill him quickly.
1115
1116!! Sunday Edition Zombie
1117[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hdsunday_edition.png]]
1118
1119--> ''Sunday Edition Zombie REALLY loves the comics section, which is why his rage is so all-consuming when it is torn to tatters before he's finished reading it.''
1120
1121The upgraded version of Newspaper Zombie, whose newspaper absorbs more damage.
1122----
1123* BaldOfEvil: Shares the same comb-over hairstyle as Newspaper Zombie.
1124* BerserkButton: Having his newspaper destroyed before he can finish reading the comics section.
1125* EliteMook: Newspaper Zombie was already a tough case, but this guy can take more punishment.
1126* GoofyPrintUnderwear
1127* SharpDressedMan: Is dressed in a purple suit jacket and tie over his undies.
1128* ShieldBearingMook: Compared to Newspaper Zombie, this guy's newspaper absorbs more damage.
1129* TurnsRed: Like Newspaper Zombie, he gets enraged when his newspaper is destroyed.
1130[[/folder]]
1131
1132! Chinese Exclusives
1133[[folder:Misc Exclusives]]
1134Zombies that are exclusive to the Chinese version of the game, either appear outside the Chinese exclusive worlds. Whether it's a world released internationally, or a different game mode or event.
1135
1136Features: Theif Zombie, Cavalry Zombie, Archmage Zombie, Wolf Zombie, Shell Zombie, Walrus Zombie, Ski Zombie, Wind Ice Cheif Zombie, Lost Doctor Zombie, Lost Guide Zombie, Bass Zombie, Egg Pusher Imp, Eggshell Imp, Egg Stealer Imp, (and Baby Dinosaurs) Riot Police Zombie, Solar Car Zombie, Rocket Imp, Gunpowder Devil, Snow Pea Zombie, and Explode-o-Nut Zombie.
1137
1138[[TheBusCameBack Digger Zombie, Jack-In-The-Box Zombie, Gatling Pea Zombie, and Jalapeno Zombie also return from the first game.]] Digger for Modern Day, the two Zombotany Zombies for Penny's Pursuit, and Jack-In-The-Box eventually came back in Memory Lane.
1139
1140----
1141!! Bandit Zombie
1142A stealthy hooded zombie with a mask. Drinks a potion of invisibility that makes him both invisible to the player, and nigh-invincible to most forms of harm. Appears in Dark Ages.
1143----
1144* FighterMageThief: The Thief between the Knight and the Wizard, even moreso than the Jester by virtue of being an actual rogue who uses invisibility to avoid being attacked.
1145* StealthyMook: He can turn invisible to both the plants and you, the player, to sneak past your defenses.
1146
1147!! Cavalry Zombie
1148A Knight Zombie carrying a lance, and riding a horse. Charges and kills the first plant they meet, throwing the Knight forward, and leaving the lance on that tile as an obstacle. Appears in Dark Ages, and returns as Guard Cavalry Zombie in Fairytale Forest.
1149----
1150* BeginWithAFinisher: His opening rush with the lance.
1151* CompositeCharacter: He is a Knight Zombie, and essentially has the abilities of Zombie Bull/Bull Rider Imp and Surfer Zombie.
1152
1153!! Archmage Zombie
1154A magical zombie that puts plants to sleep in 3x3 areas. Appears in Dark Ages.
1155----
1156* EliteMook: the (first) elite version of Wizard Zombie.
1157!! Wolf Zombie
1158This zombie is wearing a wolf costume, and serves as a boss in the hard mode version of Night 20 in Dark Ages. Blows plants off the screen for a OneHitKill, and blowing his horn gives a speed boost to all zombies on screen.
1159----
1160* HardModePerks: Only appears in hard mode.
1161* UniqueEnemy: Only Appears once in exactly one level: Dark Ages Night 20 on hard mode.
1162
1163!! Shell Zombie
1164This zombie uses a clamshell as armor, which also deals great damage by clapping with the shell. Once he reaches land, he closes the shell and destroys all plants in his path. Appears in Big Wave Beach.
1165----
1166* HeavilyArmoredMook: So much that he can survive OneHitKill plants on his own, with the shell.
1167* MightyGlacier: despite his strength and survivability, he moves very slowly.
1168* OneHitKill: Both on land and water, it can instantly destroy plants by clapping the shell or ramming plants.
1169
1170!! Walrus Zombie
1171A walrus that flops halfway across your lawn before stopping. Leaves behind an ice trail that can't be planted on for a while. Appears in Frostbite Caves.
1172----
1173* SupportPartyMember: Since he never goes further than the middle column on his own, he'll never try to eat your brains. His main purpose is assisting in Ski Zombie's gimmick.
1174
1175!! Ski Zombie
1176This zombie sports some skis and uses them to speed across your lawn. If he reaches a stopped Walrus Zombie, he uses them as a ramp and jumps to the farthest left rows. How far he goes depends on where the Walrus Zombie stopped. Appears in Frostbite Caves.
1177----
1178* AnachronismStew: It's unknown what a skier is doing during the last Ice Age.
1179* DungeonBypass: Jumps to the farthest left row thanks to Walrus Zombie.
1180* MookChivalry: {{Subverted|Trope}}. What makes him different from other zombies who go to the first row, is that ''he will continue walking towards your house.'' So, instead of going back to take out your defenses from behind, ''he is a few steps away from eating your brains''
1181!! Chief Ice Wind Zombie
1182A big zombie that blows a chilling wind to freeze plants. Appears in Frostbite Caves.
1183----
1184* BreathWeapon: Blowing cold wind is his main attack.
1185* AnIcePerson: His breath is able to freeze plants.
1186
1187!! Lost Doctor Zombie
1188Throws syringes to slow down plants and will throw them at zombies to give them a minor speed boost. Appears in Lost City.
1189----
1190* GiantMedicalSyringe: His syringes are quite large.
1191* SupportPartyMember: Assists by slowing down plants, and is slow himself.
1192
1193!! Lost Guide Zombie
1194A unique zombie that only appears in Day 16 of Lost City. Uses a metal detector to uncover a secret tunnel in the ground that acts like a shortcut. He and all other zombies can enter the shortcut.
1195----
1196* DungeonBypass: The tunnel he discovers acts like this for him and all other zombies.
1197* UniqueEnemy: Only appears in exactly one level: Lost City Day 16.
1198
1199!! Bass Zombie
1200This bassist descends from the sky and places a speaker on the lawn. Then rocks on his guitar to send damaging shockwaves at plants. Appears in Neon Mixtape Tour.
1201----
1202* RockersSmashGuitars: If his boombox is destroyed, he smashes his guitar on the ground in rage, and moves forward like a regular zombie.
1203* MusicalAssassin: Shoots sound waves at plants to deal damage.
1204
1205!! Egg Pusher Imp
1206An imp wearing a dinosaur costume that looks like the Raptor. pushes dinosaur eggs forward across the lawn. Appears in Jurassic Marsh.
1207----
1208* LuckBasedMission: His eggs are randomized.
1209
1210!! Egg Stealer Imp
1211This imp is carrying a dinosaur egg, which he throws to kill the first plant he encounters. Appears in Jurassic Marsh.
1212----
1213* LuckBasedMission: Just like Egg Pusher, his eggs are randomized.
1214
1215!! Eggshell Imp
1216This imp has hatched freshly from an egg, which he uses as armor. Spawns randomly from Egg Pusher Imp and Egg Stealer Imp. Appears in Jurassic Marsh.
1217----
1218* EggshellClothing: Acts as his surprisingly tough armor.
1219
1220!! Baby Dinosaurs
1221Little baby versions of the dinosaurs that hatch out of the eggs Egg Pusher Imp and Egg Stealer Imp have. They each spawn randomly from Egg Imps, and each one has a different event upon hatching. Appear in Jurassic Marsh.
1222----
1223
1224!! Riot Police Zombie
1225A Riot Policeman zombie. Wields a shield for protection, a baton that deals extra damage, and throws smoke bombs to disable plants. Appears in Modern Day.
1226----
1227
1228!! Solar Car Zombie
1229A zombie who drives a car that can fire a beam of light that instantly destroys plants. Once the meter on his back is full, he charges at plants, pushing them back a tile. He can also steal sun too fill the meter. Appears in Modern Day.
1230----
1231* AnachronismStew: Looks like he belongs more in Far Future than Modern Day. Even the zombie inside wears a red shirt, just like the Future Zombies.
1232* CompositeCharacter: Is essentially Mecha-Football Zombie, mixed with Turquoise Skull Zombie.
1233
1234!! Gunpowder Devil
1235A boss zombie hailing from Kongfu World. He summons zombies, throws large bombs at plants, and summons imps onto the lawn. Appears in Daily Challenges.
1236----
1237
1238!! Rocket Imp
1239Imps hailing from Kongfu World that are wearing tiger costumes. They're summoned by Gunpowder Devil and fly above the lawn on rockets. Swiping on them is the main way to make them land, and upon landing, they shuffle forward at 3x the speed of normal imps. Appears in Daily Challenges.
1240----
1241
1242!! Snow Pea Zombie
1243A zombie/plant hybrid that's very similar to the Zombotany Zombies from the first game, but this zombie has the head of a Snow Pea. Appears in Penny's Pursuit.
1244-----
1245* StatusEffects: This zombie shoots frozen peas that can damage and slow down your plants.
1246* TacticalRockPaperScissors: The Snow Pea Zombie can't actually hit short plants like Spikeweed, Spikerock, Potato Mine, and Puff-shroom, so they can defeat them without getting hit by the peas.
1247
1248!! Explode-o-Nut Zombie
1249A zombie/plant hybrid that's very similar to the Zombotany Zombies from the first game, but this zombie has the head of an Explode-o-Nut. Appears in Penny's Pursuit.
1250----
1251* ActionBomb: Detonates upon being killed.
1252* IncrediblyDurableEnemies: Just like Wall-nut Zombie before him, this zombie has roughly the health of a Buckethead Zombie, but without the weakness to Magnet-Shroom, forcing the player to chip it down slowly.
1253* TakingYouWithMe: Just like the regular Explode-o-nut, this zombie explodes when he dies, destroying any plants in a 3x3 area around him.
1254[[/folder]]
1255[[folder:Kongfu World]]
1256[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/kfz_basic.png]]
1257 [[caption-width-right:150:Kongfu Zombie]]
1258[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/monk_zombie.png]]
1259 [[caption-width-right:150:Monk Zombie]]
1260The Common Zombies are Kongfu Zombies and Monk Zombies, with the latter coming in more varieties than Cone and Buckethead. Also features Hammer Zombies, Torch Kongfu Zombies, Gong Zombies, Exploding Zombies, Qigong Zombies, Drinking Zombies, Nunchaku Zombies, Torch Monk Zombies, Drinking Monk Zombies, Monk Imps, Knight Bronze, Qigong Bronze, Han Bronze, and Admiral Helmet Zombies.
1261----
1262* EverybodyWasKungfuFighting: It's in ImperialChina, called ''Kongfu'' World and these zombies are no exception!
1263* ImperialChina: Specifically 1673, the early Qing dynasty, the last imperial dynasty.
1264* MookPromotion: Weapon Stands appear throughout the lawn in levels, holding one of the equipment the special zombies in this world use. Any basic Kongfu or Monk Zombie that reaches the stand will take it and transform into the respective zombie that uses it.
1265
1266!! Hammer Zombie
1267
1268A zombie wielding a large sledgehammer. Although, he doesn't use it to attack. He instead spins to deflect projectiles in a similar fashion to Jester Zombie. But he becomes tired after a while and stops to take a breath.
1269----
1270* NoSell: Is immune to projectile-based attacks just like Jester.
1271* SpinToDeflectStuff: Spins around with his sledgehammer to deflect projectiles.
1272* TacticalRockPaperScissors: He cannot reflect lobbed shots.
1273
1274!! Torch Kongfu Zombie
1275
1276These zombies carry a torch that can burn most plants instantly. He is a complete copy and reskin of Explorer Zombie.
1277----
1278* OneHitKill: His torch can instantly destroy any plant that isn't low-lying.
1279* PlayingWithFire: He uses his torch as a deadly weapon.
1280* TacticalRockPaperScissors: Ice-based plants will put out his torch.
1281
1282!! Drinking Zombie
1283
1284A Kongfu zombie who drinks a potion after taking enough damage, making him both faster and stronger.
1285----
1286* TheAlcoholic: {{Implied}}. While it's left ambiguous on what beverage he's drinking, it is mentioned in the Almanac that he was drunk before he died, and he sure likes to drink from his bottle as a zombie.
1287* LightningBruiser: Drinking from his bottle makes him this.
1288* PowerUpFood: Every sip from his bottle will make him faster and more muscular.
1289* TurnsRed: Drinks his bottle after taking enough damage, making him faster and stronger.
1290
1291!! Qigong Zombie
1292An old zombie who practices [[https://en.wikipedia.org/wiki/Qigong Quigong]]. He uses it to pull his entire lane of plants towards the front of the lawn.
1293----
1294* SupportPartyMember: Moves slowly, and his ability makes it easier for other zombies to eat or kill your plants, by bringing them closer.
1295* TacticalRockPaperScissors: Radish protects all plants behind them from getting pulled by Qigong Zombie.
1296
1297!! Exploding Zombie
1298A zombie that carries a bomb in his hands, explodes in a 3x3 area upon encountering a plant.
1299----
1300* ActionBomb: Carries one in his hands to blow up your plants.
1301* AllChinesePeopleKnowKungFu: {{Averted}}. His Almanac entry says that he doesn't even know Kungfu, despite living in Kungfu World.
1302* CartoonBomb: The bomb he carries seems to have the classic cartoon bomb design.
1303* SuicideAttack: His bomb exploding also kills him.
1304
1305!! Gong Zombie
1306Bangs on his gong to summon 1-4 Exploding Zombies from the ground around him.
1307----
1308* CriticalExistenceFailure: {{Averted}}. He can’t use his gong once he loses an arm.
1309* MookMaker: Summons Exploding Zombies from the ground.
1310
1311!! Swordsman Zombie
1312This monk zombie wields a sword that deals good damage.
1313----
1314
1315!! Nunchaku Zombie
1316The monk Version of Hammer Zombie. Carries Nunchucks that reflect projectiles just like Hammer Zombie. But also uses them as an attack.
1317----
1318* EliteMook: The elite version of Hammer Zombie.
1319* OneHitKill: Smacks plants off the lawn with his nunchucks in one hit.
1320* SpinToDeflectStuff: Spins around his nunchucks to deflect projectiles.
1321* TacticalRockPaperScissors: He cannot reflect lobbed shots.
1322
1323!! Torch Monk Zombie
1324
1325Monk version of Torch Kongfu Zombie. Spins multiple torches around in a wheel to instantly burn plants.
1326----
1327
1328!! Drinking Monk Zombie
1329
1330Monk version of Drinking Zombie. Drinks from his bottle after taking enough damage, which makes him faster and stronger. But also uses it as an attack, swinging it toward plants from range.
1331----
1332* EliteMook: The elite version of Drinking Zombie.
1333* LightningBruiser: Drinking from his bottle makes him this.
1334* PowerUpFood: Every sip from his bottle will make him faster and more muscular.
1335* TurnsRed: Drinks his bottle after taking enough damage, making him faster and stronger.
1336* RedEyesTakeWarning: He wants to eat the PlayerCharacter's brain and gains reddish eyes upon drinking from his bottle (which makes him more dangerous).
1337* ImprovisedWeapon: His bottle tied to a string, which he attacks with from range.
1338!! Imp Monk
1339
1340An imp that flies over your defenses.
1341----
1342
1343!! Admiral Helmet Zombie/Monk Helmet Zombie
1344
1345A heavily armored Zombie on the same level as Knight Zombie.
1346----
1347* HeavilyArmoredMook: Just like Knight, he is stronger than a buckethead.
1348* TacticalRockPaperScissors: His helmet can be removed by Magnet-Shroom.
1349
1350!! Knight Bronze
1351
1352One of three Gargantuars in Kungfu World. This Gargantuar uses a chain to attack. Also uses it to hook to the sky and move to the least-defended lane with a massive jump.
1353----
1354
1355!! Qigong Bronze
1356
1357One of three Gargantuars in Kungfu World. He’s A Gargantuar who pulls in plants closer to the front of the lawn and summons more zombies around him.
1358----
1359* CompositeCharacter: Is essentially a Gargantuar, with the abilities of both Qigong Zombie, and Gong Zombie. (but summons more than just Exploding Zombies)
1360
1361!! Han Bronze
1362
1363One of three Gargantuars in Kungfu World. This Gargantuar speeds up when close to defeat.
1364----
1365
1366!! Blade-Wielding Hero
1367
1368The final boss of Kungfu World. A large, armored zombie with a sword and shield.
1369----
1370
1371[[/folder]]
1372
1373[[folder:Sky City]]
1374[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hdcastlebasic.png]]
1375----
1376* AirborneMook: Every enemy in the Sky City can fly. Before you feel like easily removing them with Blover or Hurrikale, these plants are not allowed in any of its levels.
1377* AmbiguousTimePeriod: It is not specified which historical period Sky City takes place. It is commonly thought to be in UsefulNotes/WorldWarII due to the presence of air warfare and the DieselPunk aesthetics.
1378* LifeMeter: In Sky City, the Zombies aren’t trying to get inside your house, they’re trying to destroy it. Crazy Dave's ship where your house resides has a healthbar, and zombies will attempt to attack it.
1379* FireBreathingWeapon: All the basic zombies are equipped with flamethrowers, and will attack your house using it. Oddly enough, they don't ever try to use it to burn the flying plants in their way.
1380* RammingAlwaysWorks: Most of the larger aircraft have the capability to ram into your plants, dealing massive damage over time, and should they ram into the house they will deal massive damage to it and destroy themselves.
1381!! Zombie Fighter
1382An Imp that rides in on a small plane, using his machine gun to shoot plants and your house. If he reaches your house, he flies back into a different lane and keeps on shooting. If the Imp is killed via lobbed-shot plants, the fighter goes into a deadly charge.
1383----
1384* MoreDakka: Certainly, more than other zombies. He fires the gun on his plane constantly, until it's either destroyed or he falls off.
1385* LastDitchMove: If defeated by a lobbed-ranged plant, the imp will fall off, but the plane will remain. The plane then quickly charges at the house, dealing massive damage to plants, and the house if it reaches it.
1386* SnipingTheCockpit: It's possible to do this by using a lobbed-shot plant to damage the Imp and knock him off. This is actually a bad idea as the fighter craft will then charge straight for your house, dealing huge damage to plants in its way and massive damage if it crashes into your house.
1387
1388!! Double-Cabin Aircraft Zombie
1389Two zombie brothers in a large plane that takes up two lanes. Charges at the house at fast speeds, dealing massive damage to plants and the house they reach it.
1390----
1391* MultipleLifeBars: To destroy them, you need to defeat ''both'' cockpits, each on a different lane.
1392
1393!! Lightning Gun Zombie
1394An unusual zombie that fires electric plasma balls at plants. these shots have either positive or negative charges, each with different effects.
1395----
1396* DamageOverTime: If a plant gets hit with two positive charges, the plant takes continuous damage until they die.
1397* StatusEffects: Three of them, to be exact.
1398** Two positive charges gives DamageOverTime to the plant until it dies.
1399** Two negative charges stuns the plant for a few seconds.
1400** Both a positive and negative charge permanently slow down the plant.
1401* StatusInflictionAttack: His attacks apply status effects to plants.
1402* TheParalyzer: If two negative charges hit a plant, the plant becomes stunned and can’t do anything for a few seconds.
1403* LightningGun: It's in his name!
1404* StaticStunGun: Played with, his lightning gun only has this effect if two negative charges or a positive or negative charge hit the same plant, the former stuns it for a few seconds while the latter slows it permanently.
1405
1406!! Missile Zombie
1407Fires a missile that can deal massive damage to the house. Instead of attacking them with plants, you have to swipe them away.
1408----
1409* BigBulkyBomb: Fires a giant missile at your house to deal an incredible amount of damage to it.
1410* KungFuProofMook: They can't be attacked or damaged by plants. Instead, you need to swipe them enough times to defeat them.
1411
1412!! Arbiter-X
1413A zombie piloting a large arbiter plane that takes up 3 lanes. Creating a light that makes all zombies behind him invisible. (Effectively makes all zombies behind him invincible) Will ram the house, dealing massive damage.
1414----
1415* AchillesHeel: They have nearly as much health as a gargantuar, but by taking up three entire lanes and lacking MultipleLifeBars unlike Double Cabin Aircraft Zombie, they take three lanes worth of damage.
1416* NoSelfBuffs: They fortunately cannot make themselves or other Arbiter-X invisible.
1417* StatusBuff: Makes all zombies behind him invisible and practically invulnerable.
1418* StealthyMook: Isn't one by itself, but will make all zombies behind it into one. Stealthed zombies cannot be affected by attacks.
1419
1420!! Flying Imp Zombie
1421Imps that parachute onto the house from Transport Boats, land on the back row to eat your plants from behind, and jumps off safely.
1422----
1423* DungeonBypass: Parachutes to the back row of the house, to take out your defenses from behind.
1424
1425!! Flying Gargantuar
1426A gargantuar in a robotic flying suit, carrying two imps. Punches plants in one hit, and smashes your house for lots of damage.
1427----
1428
1429!! Zombot Vulture Fighter
1430The final boss of Sky City. A zombot in the shape of a vulture.
1431----
1432* SequentialBoss: Once it gets down to the last third of its health, the vulture bot loses its body and its cockpit goes to attack, changing its attacks into a deadly BulletHell move and an electrical barrier deployer.
1433* VileVulture: An AnimalMecha vulture piloted by [[BigBad Dr. Zomboss]] certainly isn't going to be friendly.
1434[[/folder]]
1435
1436[[folder:Steam Age]]
1437[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/steam_worker.png]]
1438----
1439* GayNineties: The era takes place during the UsefulNotes/IndustrialRevolution.
1440
1441!! Gentlemen Zombie
1442A sharply dressed zombie that uses an umbrella to fly over plants.
1443----
1444
1445!! Furnace Zombie
1446This zombie has an explosive furnace on his back, and will explode upon the first plant he encounters. Cold/Ice/Chill attacks will decrease his temperature, fire attacks will increase it. The higher his temperature, the bigger his explosion radius will be.
1447----
1448
1449!! Coal Miner Zombie
1450Wheels in a wheelbarrow full of coal. Dumps his wheelbarrow on the first plant he encounters, killing them and leaving behind his wheelbarrow as a tough obstacle, which leaves behind coal that can’t be planted on for a few seconds.
1451----
1452[[/folder]]
1453
1454[[folder:Renaissance Age]]
1455[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hd_aristocrat_zombie.png]]
1456----
1457* AristocratsAreEvil: Quite literally. The basic zombies of this world are Aristocrat Zombies, and every other zombie seems fairly high-class.
1458* TheLateMiddleAges: Takes place during UsefulNotes/TheRenaissance.
1459
1460!! Perfume Zombie
1461A zombie that lobs bottles of perfume at plants, which creates a poison effect wherever it lands.
1462----
1463* PercentDamageAttack: Her perfume bottles run on this, killing even the highest health plants at the same pace as normal health plants.
1464* PimpedOutDress: Wears a red and white one.
1465* LastDitchMove: Her death results in her perfume bottle dropping on the floor, creating the poison effect in a 1x3 area.
1466
1467!! Sculptor Imp
1468Imps that use an awl and hammer to chisel out zombies inside marble mounds.
1469----
1470* CriticalExistenceFailure: {{Subverted}}, as he can't sculpt after he loses an arm.
1471
1472!! Ballerina Zombie
1473A group of ballerina dancers who always come in groups of four.
1474----
1475
1476!! Leaper Zombie
1477This zombie has an old flying machine, which he uses to get over your plants.
1478----
1479* DungeonBypass: Leaps over plants to get by.
1480[[/folder]]
1481
1482[[folder:Heian Age]]
1483* {{Jidaigeki}}: Of course, taking place during the Heian Period.
1484
1485!! Firework Zombie
1486Holds a giant firework, which he sets off to set tiles on fire, and burn plants.
1487----
1488* PercentDamageAttack: His flames run on this, killing even the highest health plants at the same pace as normal health plants.
1489* PlayingWithFire: Uses a big firework to burn the plants.
1490
1491!! Ninjimp
1492A Ninja imp. Throws pufferfish at plants to deal damage.
1493----
1494* ShamFu: Throws pufferfish at plants.
1495
1496!! Sushi Chef Zombie
1497This zombie throws sushi on the ground, which gives all zombies around it a speed boost. Zombies that eat the sushi keep the speed boost for a few seconds.
1498----
1499* SupportPartyMember: He moves slowly, mostly helping other zombies move faster.
1500* SupremeChef: The almanac notes that, though not entirely a replacement for brains, the Sushi Chef's Zombie sushi is loved by his fellow zombies. In gameplay, the aroma of the sushi gives nearby zombies a speed boost.
1501
1502!! Onmyoji Zombie
1503A zombie with a fan that pushes zombies forward by summoning wind. Summoning wind also summons a tornado a few seconds later, which will blow away the first plant hit by it.
1504----
1505* BlowYouAway: Summons wind and tornadoes to help zombies.
1506* OneHitKill: His tornados shove plants off the lawn, killing them instantly. Even instant plants aren't immune to this if you time them wrong.
1507* TacticalRockPaperScissors: Windbreak Dendrobium blocks the tornado effect, though at the cost of one of his leaves.
1508
1509!! Mino Zombie
1510Uses a fish basket to steal plant food from the player.
1511----
1512* BanditMook: Steals Plant Food and stores it in his basket.
1513[[/folder]]
1514
1515! Chinese Exclusives: Secret Realms
1516
1517[[folder:Fairytale Forest]]
1518* FantasyKitchenSink: Fairytale Forest appears to have this aesthetic and theme.
1519
1520!! Guardgantuar
1521The version of the Gargantuar in the Fairytale Forest. Not only does he have much higher health, it also drops his shield when he dies, blocking the attacks of plants.
1522----
1523* DamageReduction: Has 75% resistance against all forms of attack.
1524* LuckilyMyShieldWillProtectMe: Not only does his shield grant him much higher health, he drops it on death, killing the plant on the tile he died on and blocking shots.
1525
1526!!Red Queen Imp
1527The Imp of the Fairytale Forest, and typically doesn't spawn on her own. After getting dropped from a Gaurdgantuar or getting knocked back, she will flee, summoning three cavalry zombies in her place.
1528----
1529* ScrewThisImOuttaHere: After getting knocked back, she will start to run away, summoning three Cavalry Guard Zombies in her place.
1530
1531!! Witch Zombie
1532Another variant of Wizard Zombie. Witch transforms plants into frogs, who then hop forward one space periodically.
1533----
1534* BewitchedAmphibians: Unlike Wizard Zombie's sheep, Witch Zombie turns plants into frogs. The main difference is that frogs will periodically hop foreword one tile.
1535* EliteMook: The (second) elite version of Wizard Zombie.
1536* OneHitKill: If they're not defeated, the transformed frogs will eventually hop off the lawn and won't come back.
1537
1538!! Mirror Queen Zombie
1539The final boss of Fairytale Forest. Mirror Queen throws apples to make poison plants and make them sleep, summon Cavalry Zombies, and makes mirrors which duplicate the zombies who walk through them.
1540----
1541
1542[[/folder]]
1543
1544[[folder:Haunting Halloween]]
1545* HalloweenEpisode: Obviously. The limited time world only comes around every October.
1546----
1547
1548!! Pumpkin Knight Zombie
1549An undying knight who refuses defeat. Pumpkin Knight Zombie serves as the final boss of Haunting Halloween, summoning Pumpkin Ghosts to attack plants, and riding on a horse to move faster in his second phase.
1550----
1551* HeadlessHorseman: Very obviously supposed to be this game's take on the Headless Horseman.
1552
1553!! Pumpkin Ghost
1554Ghosts summoned by Pumpkin Knight Zombie that fly towards plants to stun and damage them.
1555----
1556[[/folder]]
1557
1558[[folder:Celebreating Chinese New Year]]
1559* NewYearHasCome: A whole limited-time event world themed around the Chinese Lunar New Year.
1560----
1561
1562!! Money Tree Zombie
1563----
1564!! Nian Beast Zombie
1565----
1566[[/folder]]
1567
1568! Other game modes (Arena, Penny's Pursuit, Thymed Events)
1569[[folder:Arena]]
1570!! Zombie Hamster Ball
1571A giant hamster ball that zombies can ride in. It allows them to quickly crush plants while providing a massive amount of protection and immunity to negative statuses.
1572----
1573* AsteroidsMonster: When destroyed, it'll release the zombie that was inside.
1574* LethalJokeItem: How dangerous can a zombie in a huge hamster ball be? As it turns out, ''[[LightningBruiser very]]''.
1575* LightningBruiser: It moves faster than an Excavator, crushes plants even faster than a Barrel Roller, and can survive an instant kill. It does get slower for each plant it kills, however.
1576* MookMobile: Almost any zombie can ride in this allowing them to steamroll the plants in front.
1577* NoSell: It's completely immune to any negative status save for KnockBack. This includes chilling, freezing, slowing, stunning (via butter or gas), poison, shrinking, and even Caulipower hypnosis.
1578* OneHitKill: Appears to instantly destroy plants on contact, but it actually deals incredible damage over time.
1579* RollingAttack: Allows the zombie inside to flatten your plants by rolling over them quickly.
1580* TacticalRockPaperScissors: Thanks to being a rolling enemy, Spikeweed, Spikerocks and Cactus will destroy the Hamster Ball in one shot.
1581
1582!! Cardio Zombie
1583A Zombie running on a cardio treadmill. It doesn't attack the player's house and will stop at column 7, but will instead throw brains at fellow zombies to significantly buff them.
1584----
1585* BrainFood: Throws brains at zombies to permanently give them a health and speed buff.
1586* FitnessNut: The Cardio Zombie is a muscular zombie who is always running on a treadmill and throws boosting brains at other zombies. His Almanac entry lampshades his healthy lifestyle and even has him comment that the other zombies should be more health conscious.
1587--> '''Almanac:''' Cardio Zombie is all about health, healthiness and healthy lifestyles. He refuses to consume carbs, downing nothing but high-protein brains for every meal. In his opinion, other zombies really need to up their game. NO EXCUSES!
1588* OneHitKill: Any plant in his treadmill's way is crushed very quickly.
1589* StatusBuff: Zombies he throws brains to get a permanent boost in health and speed.
1590* SupportPartyMember: He doesn't attempt to attack your house, but the brains he throws will give zombies a health and speed buff.
1591* TopHeavyGuy: For all his muscle, he's seemingly skipped leg day, judging by his short, skinny legs.
1592
1593!! #caketank
1594A giant cake full of zombies. Reveals surprises as it takes damage. These surprises are a hypnotized Super-Fan Imp in the second lane (first layer), two hypnotized Birthdayz Jester Zombies in the third and fifth lanes, a sun, a silver coin, and a gem (third layer) and finally a half a dozen imps that die instantly.
1595----
1596* HelpfulMook: As it takes damage, its layers blow off and release zombies onto the lawn... and those zombies are ''hypnotized'', meaning they fight for you.
1597* MookMaker: When it takes enough damage to lose layers, it spawns zombies... that are hypnotized and fight for the player.
1598* OneHitKill: Any plant it runs over will be instantly crushed.
1599* ShowsDamage: It loses layers as it takes damage.
1600* StoneWall: Aside from instantly crushing any plant in its way to the 6th column, the #caketank has ''absolutely no attacks''. The zombies it spawns when its layers are destroyed are hypnotized to fight for the player.
1601[[/folder]]
1602
1603[[folder:Ancient Rome]]
1604* AncientGrome: These zombies are themed after Ancient Greece and Rome.
1605* DevelopersForesight: If the Snap Pea eats Zombie Medusa and spits out her head, any zombies near the point of impact will be turned into stone obstacles.
1606* {{Medusa}}: The Zombie Medusa, who is capable of turning any zombies facing her into [[TakenForGranite stone obstacles]]. Thankfully, her petrification doesn't affect plants, and if the Snap Pea eats her and spits out her head, it'll turn any zombies near the point of impact into stone obstacles too.
1607* MiniBoss: The Roman Caesar Zombie has massive amounts of health, more than a Gargantuar, and has a few devastating capabilities that will aid the zombies and hinder the plants.
1608* MookMaker: The Zcorpion enemies launch pots that contain zombies at your plants.
1609* MookMedic: Healer Zombies will heal zombies for a great amount of health while curing any negative status effects (including hypnotism). Even their Almanac Entry outright states that you should ShootTheMedicFirst.
1610* ObviousRulePatch: The Zombie Medusa and Healer Zombie have the abilities to counter the otherwise-overpowered Caulipower, by being immune to hypnotization plus either curing it or turning hypnotized zombies into tough obstacles.
1611* OneHitKill:
1612** The Zombie Medusa pushes a petrified zombie obstacle that crushes plants similar to Troglobite's iceblocks and Arcade Zombie's arcade machine. She also instantly kills zombies or zomboids that are facing her by turning them into [[TakenForGranite stone obstacles]].
1613** When the Healer Zombie is killed, he drops his staff, which will instantly kill any plant, zomboid or hypnotized zombie on its tile.
1614* NoSell: Zombie Medusa and Healer Zombie are immune to hypnotization, poison, stunning that isn't freeze or butter,
1615* ShootTheMedicFirst: The Healer Zombie's Almanac entry outright tells the player to kill it first if they don't want things to suck:
1616--> '''Almanac''': Hot tip: take this one out as fast as you can if you don't want your life turned into a pit of abject misery and despair.
1617* TakenForGranite: The Zombie Medusa is capable of petrifying other zombies or zomboids that are facing her, transforming them into stone obstacles and turning attempts at hypnotizing the horde against the player. Her head when spat out by Snap Pea will also do the same.
1618[[/folder]]
1619[[folder:[=ZCorp=]]]
1620* AmbiguousTimePeriod: It is hard to estimate where these zombies are from a specific timeline, whether it's takes place at the same time like the Modern Day zombies, or being a case of PresentDayPast.
1621* BeginWithAFinisher: [=ZCorp=] Chair Racers enter the lawn with a speeding [[SwivelChairAntics swivel chair]], dealing incredible damage to the first plant it hits ''and'' launching him into your defenses. After that, he loses his chair and eats about as fast as most normal zombies.
1622* ImprobableWeaponUser: [=ZCorp HelpDesks=] throw their exploding laptops at plants to deal incredible amounts of damage, although they can only use this once.
1623* PushyMooks: [=ZCorp=] Consultants push zombies in their lane into other lanes, disrupting your offensive strategies.
1624* RussianReversal: The Head Office Impgantuar is a giant Imp, while the Gargimp Legal it throws is a tiny Gargantuar, meaning that in [=ZCorp=], Imps throw Gargantuars.
1625* SwivelChairAntics: [=ZCorp=] Chair Racer rides a swivel chair, which he uses to run into your plants for massive damage.
1626[[/folder]]
1627[[folder:Backyard Big Top]]
1628* AmbiguousTimePeriod: It's hard to figure out where does these circus based zombies are from, but from their looks alone could mean they're from the late 1800s and early 1900s at best.
1629* AlwaysIdenticalTwins: Subverted with Carnie Imp Twins, who look like identical twins rather than fraternal ones. Despite this and their name, their Almanac entry reveals they actually aren't twins.
1630* AntiMagic: The Magician Zombie is immune to Enchant-Mint plants, meaning that he can't be hypnotized by Hypno-Shroom/Caulipower or turned into a shroom by Witch Hazel.
1631* AsteroidsMonster: When Carnie Imp Twins are killed, they split forwards into adjacent lanes in a manner similar to Barrel Roller's Barrel.
1632* BreathWeapon: The Firebreather zombie uses fire breath to take out plants from a distance.
1633* ConjoinedTwins: Subverted with Carnie Imp Twins. Their name suggests they're twins, they look like identical twins, seem to be attached to each other, and are part of a circus-themed event[[note]]Siamese twins have been at freak shows in circuses[[/note]]. However, not only does their Almanac entry confirm they aren't twins, their texture sheet and the fact they split ways after taking enough damage show they aren't attached to each other.
1634* DungeonBypass: Stiltwalker zombies bypass most plants including Tall-Nut and are immune to knockback when their stilts are intact.
1635* HumanCannonball: Well, Zombie Cannonball. The Carnie Imp is fired out from a cannon that appears at the right side of the lawn, and thanks to his helmet he has much more health than a normal Imp.
1636* LightningBruiser: Firebreather Zombie has a generous amount of health, moves ''very'' quickly, ''and'' his fire breath attack deals incredible damage to any plants in his way.
1637* LongRangeFighter: Firebreather Zombie attacks from a 3-square distance away, allowing it to counter most melee plants.
1638* OneHitKill: The Magician Zombie's doves can take your plants away just like how the Zombie Parrot does, except ''much'' quicker.
1639* PeskyPigeons: One of the Magician Zombie's tricks is to spawn doves from his hat, which fly over to your plants and ''very'' quickly attempt to abduct them.
1640* StageMagician: The Magician Zombie. He can use three different tricks, one teleports other zombies forwards, one teleports himself forwards, and the last spawns a flock of doves from his hat that can take your plants away.
1641* SupportPartyMember: Magician Zombie can teleport groups of other zombies forwards or summon doves to take away your plants.
1642[[/folder]]

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