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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''' - '''Plants''' - [[Characters/PlantsVsZombies2ItsAboutTimeZombies Zombies]] | ''[[Characters/PlantsVsZombiesGardenWarfare Garden Warfare]]'' (''[[Characters/PlantsVsZombiesBattleForNeighborville Battle for Neighborville]]'') | ''[[Characters/PlantsVsZombiesHeroes Heroes]]'' ([[Characters/PlantsVsZombiesHeroesTeammates Teammates]])-]]]
2
3Plants appearing in [[VideoGame/PlantsVsZombies2ItsAboutTime the second game]]. See [[Characters/PlantsVsZombiesPlants here]] for the entries of plants that make a return from the previous game.
4----
5[[foldercontrol]]
6
7!!Ancient Egypt
8Returning plants: Cabbage-pult, Grave Buster, Twin Sunflower (as a standalone plant), Repeater
9
10[[folder:Bloomerang]]
11[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bloomerang.png]]
12-->''As the first new member to your home defense team, Bloomerang enjoys long walkabouts with his friend, Koala Bear, and listening to his Bob Barley albums out back.''
13
14Bloomerangs throw boomerangs forward that will hit through up to 3 targets (more at certain levels) on his row before flying back at him, dealing 2 hits each. Costs 175 sun, recharges fast. If fed Plant Food, he'll throw a lot of boomerangs in 4 directions.
15----
16* BattleBoomerang: His projectiles are boomerangs, and they penetrate enemies while being thrown and while returning back to him. This also allows his boomerangs to damage Excavator Zombie on the return hit, which strikes from the back.
17* DevelopersForesight:
18** If Jester Zombie [[CatchAndReturn throws his boomerangs back to him]], he will simply retrieve them without taking any damage.
19** His boomerangs will be blocked by Excavator Zombie's shovel on the forward throw, but will hit him in the back on the return flight.
20* DreadlockRasta: His boomerang petals appear to resemble dreadlocks. Fittingly his costume is that of a Rastacap.
21* LandDownUnder: His almanac entry has quite a few references to Australia.
22* MoreDakka: If given Plant Food.
23* OneBulletAtATime: Unlike most constant-shooting plants, he has to wait for his boomerang to come back before he can throw again.
24* OneHitPolykill: He can hit up to 3 enemies with one boomerang throw. This increases as he levels up a good bit.
25* OvershadowedByAwesome: Once you get Laser Bean, chances are you won't be needing Bloomerang anymore. Even though he takes multiple levels in badass as he levels up, a leveled Laser Bean ''still'' outclasses him.
26* PunnyName: of "boomerang" and "bloom".
27* ShoutOut: To Music/BobMarley (called "Bob Barley") in his almanac; Bloomerang is a FanBoy of him. (That also explains his costume.)
28* TacticalRockPaperScissors: They can be used to hit a lot of grave stones at once, or to hit zombies behind the grave. Watch out for the 3-enemies limitation, however.
29* TookALevelInBadass: While initially overshadowed by Laser Bean and Fume-shroom, he gains levels faster than most plants, and his damage ''greatly'' increases every few level ups. At level 9, he's dealing three times the damage he used to do at Level 1. At maximum level, it's extremely effective, although he's still overshadowed by Laser Bean.
30[[/folder]]
31
32[[folder:Iceberg Lettuce]]
33[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/iceberg.png]]
34-->''Don't get lost staring into Iceberg's adorably cute eyes. If you do, it will be your last step... but only if you're a zombie.''
35
36Freezes the zombie who walks onto his tile for a few seconds. Based on the real life [[http://en.wikipedia.org/wiki/iceberg_lettuce iceberg lettuce]]. Costs 0 sun, recharges slowly. If given Plant Food, it'll freeze all zombies on screen. At level 11, it gains the ability to affect an area.
37----
38* AreaOfEffect: Once it reaches level 11, it becomes able to freeze zombies within an area. This makes its usefulness jump tenfold as it now affects a 1x3 area, allowing it to freeze all the zombies in three squares on its lane instead of the one closest too house. Level it up even further and that area becomes a 3x3 area like that of Stallia.
39* BewareTheCuteOnes: Don't get lost staring into his adorably cute eyes. If you do, it will be your last step... but only if you're a zombie.
40* EmergencyWeapon: It is good to be used to delay a tough zombie with it so your other offensive plant can hit it a bit longer.
41* GlowingEyesOfDoom: Its eyes will briefly glow when it uses its Plant Food power.
42* NoMouth: It doesn't have a mouth in its design.
43* PunnyName: Is an iceberg lettuce who is literally made of ice.
44* SupportPartyMember: By freezing zombies.
45* TacticalRockPaperScissors: Being frozen will make some of the zombies be unable to use their abilities.
46* TookALevelInBadass: While Iceberg Lettuce was pretty good for a 0 cost plant, leveling it up to level 11 makes its usefulness jump tenfold as it now deals AreaOfEffect freeze, meaning that you don't have to place it at the right moment to freeze an intended zombie- it will freeze ''all'' of them in its area. Furthermore, as it levels up, its freeze time also becomes ''longer than its recharge time'', meaning that it is possible to StunLock a group of grounded zombies in place.
47* WhatBeautifulEyes: The almanac entry mentions how cute his eyes are.
48[[/folder]]
49
50[[folder:Bonk Choy]]
51[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bonk.png]]
52-->''A freelance dentist on the side, he's offering a special this month - he'll knock two of your teeth out for the price of one!''
53
54Attacks zombies that come to a melee range (either in his front or back but not both) with quick punches. Costs 150 sun, recharges fast. If given Plant Food, he'll rapidly punches at the 3x3 area around him.
55----
56* BackwardsFiringGun: Can be used to hit zombies behind him, but it's somewhat impractical to use him in that way. He can be useful to free other plants from ice or octopi, however.
57* CloseRangeCombatant: Can only attack the zombie in front of or behind him.
58* ComicallyIneptHealing: Apparently his idea of being "dentist" (as revealed in the almanac) is to punch his patients' teeth out.
59* GoodOldFisticuffs: His method of attack is punching zombies at a fast rate.
60* MadEye: His eyes aren't drawn to be equally-sized and he likes punching out stuff, things you wouldn't expect a normal being to do.
61* OvershadowedByAwesome: Wasabi Whip's ability is basically like Bonk Choy's, but can reach further, deal more damage and can also thaw nearby plants. Even though Bonk Choy takes several levels in badass as he levels up, a leveled Wasabi Whip still outclasses him. However, Bonk Choy doesn't cost real money to use.
62* PunnyName: Of the bok choy vegetable and "bonk", an onomatopoeia of getting hit with blunt force.
63* RapidFireFisticuffs: If given Plant Food, he throws out a set of rapid punches in a 3x3 area around him.
64* TacticalRockPaperScissors: He's good to be used against Chicken Zombies as his hit rate is high enough to kill a lot of them coming at once.
65* TookALevelInBadass: He gains levels faster than most plants, and his damage ''greatly'' increases every few level ups. At level 1, he takes 12 or so punches to kill a normal zombie. At level 10, he kills ''Coneheads'' in less than that. At maximum level, he's dealing 5x the damage he used to.
66* TsurimeEyes: One of his eyes is like this, while the other is oval.
67[[/folder]]
68
69!!Pirate Seas
70Returning plants: Kernel-pult, Spikeweed, Cherry Bomb, Spikerock, Threepeater
71
72[[folder:Snapdragon]]
73[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/snapdragon.png]]
74-->''Although the most powerful dragon in the plant kingdom, he still dreams of wings and seeing the world beneath him.''
75
76Breathes fire that covers a 3x3 area (centered on the square in front of him), hitting all zombies on the area of effect. Costs 150 sun, recharges fast. If given Plant Food, he'll fly upward and then covers a 3x3 area in front of him (centered 2 cells in front of him) in flames and dealing heavy damage.
77----
78* AreaOfEffect: Hits a 3x3 area in front of him.
79* BirdsOfAFeather: With Torchwood. They both like to hang out in the Tiki Lounge or the Renaissance Faire.
80* BreathWeapon: Fires a 3x3 breath wave that hits any zombie in its path.
81* CallOfTheWildBlueYonder: His almanac says that he desires to get wings and see the world beneath him. He does get wings with his Plant Food, but it is implied that he can't fly very high.
82* CloseRangeCombatant: He will only attack when zombies are close.
83* FireWaterJuxtaposition: Between Cold Snapdragon and him. Both of them view temperature rather differently and Cold Snapdragon really doesn't like to discuss it.
84* {{Irony}}: His costume is a firefighter's hat. Now do the math.
85* OverlyNarrowSuperlative: He's described as "the most powerful dragon in the plant kingdom". Of course, he and Cold Snapdragon may be the ''only'' dragons there. Also, Cold Snapdragon is basically the same except it chills zombies, making it more powerful.
86* {{Planimal}}: Half flower, half dragon.
87* PlayingWithFire: Breathes fire and is immune to frozen winds.
88* PowerGivesYouWings: When fed Plant Food, he spouts wings.
89* PunnyName: He resembles less of an actual snapdragon flower, and more like a dragon head.
90* SupportPartyMember: Can be used as this in Frostbite Caves level, being able to thaw frozen plants.
91[[/folder]]
92
93[[folder:Spring Bean]]
94[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/spring_bean_hd.png]]
95-->''He's the strong, silent type and little is known about Spring Bean. What is known though: his fan club is a million followers strong. And the ladies love him.''
96
97Bounces a zombie back a tile when it gets close; also will throw it into the water if nearby. Costs 50 sun, recharges slowly. If given Plant Food, he'll jump a bit, then smash the ground and causes all zombies on screen to be blown back, or into the water if nearby.
98----
99* CloseRangeCombatant: Only affects zombies that get right on top of him.
100* CoolDown: He'll sleep everytime he throws a zombie off him, and he can't repeat it until he wakes up. Leveling him up decreases the cooldown period.
101* CrossDresser: His costume is... a bikini top and a skirt.
102* DistressedDude: You have to defend a bunch of Spring Beans in the Save Our Seeds level in the Pirate Seas.
103* FamedInStory: He apparently has a fan club that is a million followers strong. At least that's what the almanac says.
104%%ZCE * TheFamilyThatSlaysTogether: With Chili Bean, Laser Bean, and Sun Bean.
105* {{Knockback}}: Normally, the zombie that steps on him will get knocked backwards a tile. Leveling him up increases the knockback.
106* LazyBum: In Sun Bean's almanac entry, it is mentioned that Spring Bean is "plain lazy." In-game, he will fall asleep for a little while after he bounces a Zombie.
107* {{Nerf}}: Zombies knocked back by him are immune to the Blover instead of being instantly killed. This was likely done to prevent easy scoring in Battlez.
108* ObviousRulePatch: Using his Plant Food ability along with Blover made Battlez a cakewalk and gave massive scoring opportunities. As such, [=PopCap=] fixed this by making zombies pushed by it immune to the Blover.
109* OneHitKill: If the zombie's thrown into the water. Before an update, using his PF ability with Blover lets him OneHitKill a ''screen'' of zombies.
110* PunnyName: a pun of string bean (aka green bean) and spring.
111* TheStoic: He's mentioned as a strong, silent type.
112* TacticalRockPaperScissors: He can be used to crush the Surfer Zombie's surfboard should he use it to smash Spring Bean. He also separates the barrels off Barrel Rollers, making them unable to push the barrel anymore.
113[[/folder]]
114
115[[folder:Coconut Cannon]]
116[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hd_coconut_cannon2.png]]
117-->''Sure, he's a hairy old man, but Coconut Cannon can still fire on all cylinders. The reason he's so hairy: he's in-between waxings.''
118
119Fires a coconut forward as you click him; the coconut deals damage to the zombie it hit and the zombies nearby. Costs 400 sun, recharges fast. If given Plant Food, he'll grow big and then fire a bigger coconut that pushes all the zombie of his lane backward until the rightmost column (or until it hits an obstacle) and then explodes, dealing heavy damage to all zombies affected and in a 3x3 area around it.
120----
121* BigOlEyebrows: He sports some pretty big eyebrows on his angry eyes.
122* {{BFG}}: He's plant that fires a huge cannonball that destroys almost any zombie.
123* CoconutMeetsCranium: Fires huge coconut cannonballs that are quite likely to take off the head of the zombie it hits. [[SplashDamage As well as the heads of weaker zombies around it]].
124* {{Cooldown}}: He'll sleep after each firing. This cooldown time reduces as he levels up.
125* {{Knockback}}: His Plant Food ability projectile pushes back zombies that gets in its way.
126* OneHitKill: On most weaker zombies.
127* SplashDamage: The coconut it shoots deals this whenever it hits a zombie. The splash is weaker than the direct hit, though.
128* SuperSpit: As he fired his coconuts out of his "mouth", it counts as this.
129* TacticalRockPaperScissors: His Plant Food ability is effective for grouping zombies together as well as pushing them away from your side, including Gargantuars.
130[[/folder]]
131
132!!Wild West
133Returning plants: Split Pea, Tall-Nut, Melon-Pult, Winter Melon (as a standalone plant)
134
135[[folder:Chili Bean]]
136[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/inthebathroom.png]]
137-->''He's not blushing, he's trying to hold it in.''
138
139A single-use plant. When a zombie eats him, the zombie instantly dies and releases a stream of gas behind him that stuns other zombies behind the victim. Costs 50 sun, recharges slowly. If given Plant Food, he'll make 3 copies of himself which will fall onto random tiles.
140----
141* EmergencyWeapon: He's more effective on this than Potato Mine in that he doesn't need arming time and he gives a good additional effect. Though he fails against zombies that don't eat.
142%%ZCE * TheFamilyThatSlaysTogether: With Spring Bean, Laser Bean, and Sun Bean.
143* {{Fartillery}}: What happens to the zombie who eats him.
144* {{Gasshole}}: {{Implied|Trope}}. He tries to hold back, so much that he becomes red, although he sometimes does let go a bit. He does when he's given Plant Food.
145* IdleAnimation: Every 10 seconds or so he'll fart a bit.
146* OneHitKill: He kills most zombies that eat him.
147* TheParalyzer: The gas that the victim produced stuns other zombies.
148* SelfDuplication: If given Plant Food, he creates copies of himself that land on random, unoccupied tiles on the lawn. Normally produces three copies, but this increases as he levels up.
149* TacticalRockPaperScissors: He can be quite useful when dealing with zombies with tough armor. The bean will ignore the armor and kill the zombie instantly.
150* TooSpicyForYogSothoth: So much that it causes gastrointestinal distress on most zombies.
151* WorfBarrage: This plant won't affect those who don't eat plants (Explorer Zombie with his torch on, Wizard Zombie, and Gargantuar among others) and his gas is ineffective against robots (especially in Far Future).
152[[/folder]]
153
154[[folder:Pea Pod]]
155[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/peapod.png]]
156-->''Having studied Quantum Spatial Mechanics in Clown College, the peapod has been amusing families of all ages.''
157
158Another variant of a peashooter, a pea pod can be planted up to 5 times on the same tile for more firepower. Costs 125 sun, recharges fast. If given Plant Food, the pods will close and a big peashooter head comes out of the ground and fires 5 giant peas that deal high damage.
159----
160* {{BFG}}: If given Plant Food, it shoots five gigantic peas, each of which deal heavy damage.
161* EdibleAmmunition: Peas, of course.
162%%ZCE * FedoraOfAsskicking: He gets this as his costume. He gets three, as a matter of fact.
163* MoreDakka: 5 peashooter heads = even more dakka!
164* MultipleHeadCase: He can have up to 5 heads as you stack him on one tile. He can also reveal a giant sixth head hidden underground.
165* NonIronicClown: He's mentioned as a successful clown. He even graduates from a clown college.
166* PowerupLetdown: He isn't useful in stages where you're told to "never have more than x amount of plants at once" as upgrading the pea pod counts as additional amount of plants.
167[[/folder]]
168
169[[folder:Lightning Reed]]
170[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/lighting_reed.png]]
171-->''This may come as a shock, but Lightning Reed has a serious passion for ham radio. His call sign is [=El3ctric H1ccup=]. You can tune in every Tuesday to hear him read the classics to elderly plants. This week: Seeds and Sensibility.''
172
173Shoots a jolt of lightning at the closest enemy that will then jump onto 3 closest enemies around him. Can target the lane above or below his lane. Deals lower than normal damage. Uses 125 sun, recharges fast. If given Plant Food, he''ll create a thundercloud that directly targets enemies, shocking them one-by-one to death each time.
174----
175* AwesomeButImpractical: His Plant Food ability is a quick killer, but he targets random enemies and it isn't efficient on a large swarm of zombies.
176* ChainLightning: His lightning bounces from zombie to zombie, allowing for SplashDamage.
177* HiddenDepths: His almanac entry says that he's a ham radio host.
178* LampshadeWearing: Has a lampshade as his costume, which makes him look like a desk lamp.
179* LeetSpeak: The call sign for his ham radio is [="El3ctric H1ccup"=].
180* {{Nerf}}: The Plant Leveling System update halved his initial damage, so that it does the same amount of damage as a chained lightning bolt.
181* NoMouth: He doesn't have a mouth in his design.
182%%ZCE * PersonalRaincloud: His Plant Food ability gives zombies this.
183* PowerGlows: Among the few plants that glow.
184* PunnyName: of "reed/grass" and "lightning rod".
185* ShockAndAwe: The first electric plant in the game.
186* TacticalRockPaperScissors:
187** He's good to be used against a flock of Chicken Zombies and Weasel Zombies as they die in few hits and his ChainLightning ability can make hitting a lot of them at once easier.
188** The lightning is also one of the few things the Jester Zombie can't reflect, and its XRaySparks effect when it kills a zombie can also prevent Surfer Zombie from smashing his surfboard down when he dies.
189* XRaySparks: When his lightning kills a zombie, the zombie will suffer this.
190* TookALevelInBadass: It's going to take a while, but leveling him up past Level 5 will give him a pretty noticeable damage increase thanks to hitting more targets.
191[[/folder]]
192
193!!Far Future
194Returning plants: Blover
195
196[[folder:Laser Bean]]
197[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/firinmahlaser.png]]
198-->''After a laser eye surgery had gone horribly right, Laser Bean gained a sense of purpose and a new-found affinity for competitive staring contests.''
199
200Shoots a straight, continuous laser from his eyes forward, hitting all zombies on the line. Has half the rate of fire of a normal Peashooter but deals twice the damage. Costs 200 sun, recharges fast. If given Plant Food, he'll jump up and fire a stronger laser from his mouth that rips through the tiles in front of him, damaging the enemies as it goes.
201----
202%%ZCE; gains what? * BadassCape: Gains one as his costume.
203* BreathWeapon: When fed Plant Food, he fires a large laser from his mouth that deals massive damage to all zombies in front of him.
204* EnergyWeapon: The laser beams are {{hitscan}} attacks that hit all zombies in front of him.
205* EyeBeams: His normal laser shots are fired from his eyes.
206%%ZCE * TheFamilyThatSlaysTogether: With Chili Bean, Spring Bean, and Sun Bean.
207%%ZCE * GoneHorriblyRight: His "laser eye surgery" in the almanac is described as this.
208* OneHitPolykill: Laser Bean's eye beams can pierce through all enemies in front of him, making him a good anti-crowd weapon. He can let you shoot through obstacles as well, and even hits zombies that are ''offscreen''.
209* PowerCreep: For just 25 more than a Bloomerang, which doesn't mean much in a 50 sun meta, you can get a monster that hits all zombies on lane, even hitting zombies off screen. With how waves work, Laser Bean's biggest flaw over Boomerang is that it speeds up the waves because it does that much damage. Laser Bean also has the special ability of being able to hit a lot of special zombies consistently such as Wizard and Prospector, whose main line of defense is hiding behind hordes of bulkier zombies.
210* PunnyName: A laser beam and, well, a bean.
211* RedEyesTakeWarning: Red eyes that shoot piercing laser beams, making him a pretty dangerous threat to the zombies.
212* ShieldsAreUseless: His laser shot can pierce through Shield Zombie's shield and Excavator Zombie's shovel.
213* ShockAndAwe: The game officially classifies Laser Bean under the Electric Plants seed packet pinatas despite not causing XRaySparks when killing Zombies.
214* ShoutOut: His Plant food power is one to the "[[WebAnimation/TheLazerCollection Shoop Da Whoop]]" meme, even giving him a similar facial expression.
215* WaveMotionGun: When fed Plant Food, he fires a laser that deals massive damage to all zombies in front of him.
216[[/folder]]
217
218[[folder:Citron]]
219[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/citron.png]]
220-->''As the owner and primary user of "Vitamin C-U-Later" 20-hour energy shots, Citron is always on and always ready for action. "Let's make this happen!!"''
221
222Based on an orange, Citron charges a powerful ball of plasma that it'll then shoot forward, dealing high damage. It has a slow rate of fire. Costs 350 sun, recharges fast. If given Plant Food, it'll shoot a more powerful plasma ball that kills every zombie on its lane, but will stop if it hits Gargantuar or certain future zombies.
223----
224* BlownAcrossTheRoom: Any zombie hit by its Plant Food ability that isn't a machine or Gargantuar is sent flying off the screen.
225* ChargedAttack: It takes a long time to charge up, but once it fires, the zombie it hits will be taking huge damage.
226* DistressedDude: It has to be guarded in one Save Our Seeds level in the Far Future.
227* EnergyBall: It shoots plasma balls.
228* HotBlooded: The almanac states that it's always on and ready for action. "Let's make this happen!!"
229* MightyGlacier: Hits very hard with its plasma balls, but has a long charge-up time before firing.
230* OneHitKill:
231** Its Plant Food ability kills any zombie that isn't Zomboss, ''including'' the Jurassic Gargantuar. It's so powerful that Jester Zombie can't deflect it.
232** In fact, it's one of three attacks in the game that can '''instantly kill a Gargantuar''' without throwing them off-screen. [[note]]The other two being Electric Blueberry's lightning and Lost City's boulder traps.[[/note]]
233** OneHitPolyKill: If it hits a zombie other than a machine or Gargantuar, it keeps going.
234* PowerGlows: It glows as it charges a shot.
235[[/folder]]
236
237[[folder:E.M.Peach]]
238[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/empea.png]]
239-->''E.M.Peach has grown tired of people lazily calling him E.M.Pea. "There's a C and H there for a reason people! And I've got the stone to prove it!"''
240
241A single-use plant that disables machines in an area around him. Costs 25 sun, recharges slowly.
242----
243* AccidentalMisnaming: He gets irritated whenever people calls him "E.M.Pea".
244%%ZCE; gains what? * CoolHelmet: Gains one as his costume.
245* {{EMP}}: His ability in a nutshell.
246* TheParalyzer: On machine enemies.
247* PunnyName: on peach + EMP.
248* SituationalSword: His stunning ability only works on machines.
249* SupportPartyMember: By stunning machine enemies around him.
250[[/folder]]
251
252[[folder:Infi-nut]]
253[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/to_infinutty_and_beyond.png]]
254-->''As a young nut, he spent way too much time standing between two mirrors and trying to look into infinity.''
255
256A defensive plant in the vein of a Wall-nut; he isn't as durable, but he can regenerate himself over time. Costs 75 sun, recharges mediocre. If given Plant Food, he can project a durable barrier that covers a whole column in front of him and can also repel many zombie abilities.
257----
258* AntiAir: Anti-air defense, that is, but only with Plant Food.
259* ArtisticLicenseBiology: Technically, he's a holographic projection and not an actual plant. The projector is supposed to be the actual plant, but it's still odd. Then again, he came from the future.
260* DeflectorShields / ForceField: Creates one as his Plant Food ability.
261* DeployableCover: His function in a nut - er, holographic shell.
262* EnergyBeing: He's a holographic nut made from a projector.
263* GlowingEyes: His eyes are glowing. {{Justified}} due to being a holographic being, hence his eyes can glow.
264* HardLight: He's made of this, considering that zombies are blocked by him.
265* HealingFactor: He can regenerate himself if he isn't eaten for 15 seconds. Even if he's gone, he'll appear again after 15 seconds. He only truly dies if the projector is broken; only a few zombies can do it (such as Explorer Zombie, Parrot Zombie, Gargantuars, Troglobite, Glitter Zombie, All-Star Zombie, and Jurassic Rockpuncher).
266* PowerGlows: He glows when he uses the Plant Food power.
267* PunnyName: Of "infinite" and "nut". Also a MeaningfulName as he can potentially stay on the field until the stage ends.
268* StoneWall: Somewhat weaker than Wall-nut, but can stay on the field for longer.
269* SupportPartyMember: By acting as defense.
270* TacticalRockPaperScissors: The shield from his Plant Food ability counters a lot of nastier zombie abilities, such as the Fisherman Zombie's hook, the Explorer Zombie's torch, Surfer Zombies (unless they are in the same lane as the Infi-nut), Troglobite's ice blocks, Hunter Zombie's snowballs, Excavator Zombie's shovel, and Punk Zombie's kick. The shield also stays active if the Infi-nut is frozen, turned into a sheep, or has an octopus on him. Furthermore, his projector can still absorb Hair Metal Gargantuar's shockwaves even when the nut is "dead".
271[[/folder]]
272
273[[folder:Magnifying Grass]]
274[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/magnifying.png]]
275-->''Magnifying Grass understands the inherent power of a rainbow. Beneath her stoic features she takes great joy in delivering radiant multicolored destruction to the zombie horde.''
276
277Tap on her to fire a powerful beam that deals high damage onto zombies, at the cost of 50 sun each tap. Costs 50 sun, recharges fast. If given Plant Food, she can fire a concentrated beam onto the closest enemy until it dies, then jumps onto the closest one and so on until the duration expires; the duration is lengthened the more sun-producing plants (except Sun Bean) there are on the lawn. At level 7, she gains the ability to produce minute amounts of sun.
278----
279* ActionGirl: A female plant and a highly damaging attacker.
280* CastFromMoney: It requires 50 sun in order to fire a shot.
281* DeathRay: A rainbow one at that.
282* DifficultButAwesome: Does high damage to zombies, but it [[CastFromMoney requires sun to do it]], which makes it seem AwesomeButImpractical to rely on for continuous offense. However, it only costs 50 sun to plant, recharges quickly, and stays on the lawn, so it can be quickly deployed to dispose of a threatening individual zombie, particularly late in the round when the player is likely to have a lot of sun left over (for comparison, the one-use bomb plants have a long recharge time). Though it will waste precious sun if used improperly, it can be effective in the right situations.
283* EnergyWeapon: Notable for being one of the very few non-Plant Food projectiles that ''can't'' be deflected by the Jester.
284* EverythingsBetterWithRainbows: The beam that she shoots have the 7 colors of the rainbow. It's also plenty powerful; Jester Zombie can't deflect it, either. It's mentioned in the almanac that she knows that fact pretty well.
285* HiddenDepths: Beneath her [[TheStoic stoic]] persona, she enjoys using her colorful power to torch the zombie horde.
286* LightIsGood: Uses light-based powers and is one of the good guys.
287* NoMouth: Her design doesn't have a mouth on it.
288* ThePowerOfTheSun: Somewhat more directly than most, as she uses your sun stock to attack. At high levels, she also produces Sun like Sunflower, although only in minute amounts.
289* PunnyName: on "magnifying glass" and "grass".
290* SolarPoweredMagnifyingGlass: What she is based on, hence her using Sun to fire attacks. Her Plant Food ability exemplifies this, also burning any zombies it kills.
291[[/folder]]
292
293[[folder:Tile Turnip]]
294[[quoteright:125:https://static.tvtropes.org/pmwiki/pub/images/tile_turnip.png]]
295-->''DJ Tile Turnip changed dance floors with his underground hit "Turnip the Beet." What's his latest mix? When he lays it down, you'll feel the power.''
296
297When planted, he turns the tile he's planted on into a Power Tile.[[note]]Power Tiles is a feature in the Far Future levels that comes in sets; when a plant on one set of Power Tiles is given Plant Food, all plants on the other Power Tiles with the same pattern will also receive the effect.[[/note]] Costs 0 sun initially, 250 suns for the second, and then double the previous amount for each subsequent Tile Turnip planted. Recharges mediocre.
298----
299* AwesomeButImpractical: It is often unwise to plant more than 3 or 4 of this at a time due to his increasing cost, unless he's been leveled up a good few times.
300* DiminishingReturnsForBalance: His sun cost increases the more you plant him. At level 1, you can't plant him more than 7 times in one play because by that point, his cost will be more than your sun cap.[[note]] The maximum sun you can get is 9900 sun, while Tile Turnip after being planted seven times costs ''16000 sun''.[[/note]] As his level increases, said diminishing returns decrease, and at max level, the cost stays at a flat 200.
301* HornedHumanoid: Well, horned plant, but he gets a unicorn's horn as his costume. It's a reference to Bjorn from ''Peggle''.
302* MetaPowerup: He has the ability of sharing the Plant Food ability between the Power Tiles.
303* PurpleIsPowerful: Not just that, [[SuperEmpowering he makes other plants powerful as well.]]
304* SupportPartyMember: By creating Power Tiles for your plants.
305* TookALevelInBadass: As this plant levels up, he gains increasingly huge benefits. His second plantation cost decreases, the increase in sun cost decreases allowing later plantings to cost ''far'' less thanks to a lowered exponential increase, and finally, he gets more free plantations before he starts costing sun.
306[[/folder]]
307
308!!Dark Ages
309Returning plants: Sun-shroom, Puff-shroom, Fume-shroom, Magnet-shroom (without the day/night limitation on shrooms or the other plants)
310
311[[folder:Sun Bean]]
312[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sun_bean.png]]
313-->''As the eldest of the bean brothers, Sun Bean often finds his siblings exasperating. Chili Bean is a little crude, Laser Bean is too far out, and Spring Bean is just plain lazy. Still, he loves them just the same. That's how it is with family.''
314
315A single use plant; when a zombie eats him, the zombie's body will glow. Every hit that the zombie sustained afterward will yield small amounts of sun. The effect can stack by having the same zombie eating multiple Sun Beans. Costs 50 sun, recharges slowly. If given Plant Food, the Sun Bean will glow; when the zombie eats him, the zombie instantly dies and releases 15 sun times the zombie's remaining health prior to eating the bean.
316----
317%%ZCE; has what? * CoolCrown: Has one that resembles the Liberty Statue's crown as his costume.
318%%ZCE; doesn't explain they fight * TheFamilyThatSlaysTogether: His almanac mentions that he's the oldest of the Bean brothers.
319* LightEmUp: When given Plant Food, he begins glowing. Any Zombie that tries to eat him in this state will instantly be killed and drop a bunch of sun.
320* OneHitKill: When fed Plant Food, zombies that eat him are killed, releasing sun in the process.
321* {{Nerf}}: With the advent of the Plant Leveling System. One one hand, he gives a multiplied amount of sun when he's leveled up, meaning that even a normal zombie can drop 100-150+. However, this isn't much of an improvement as he now has a ''cap'' on the amount of sun he'll give (around 300, which increases slightly as he levels up).
322* PowerGlows: When fed Plant Food, he starts glowing. The zombie that eats him will also glow.
323* ThePowerOfTheSun: Makes zombies drop sun when damaged.
324* PunnyName: of "sun beam" and, well, bean.
325* SupportPartyMember: By supplying suns. He does it differently from Sunflower and the like, however.
326* WorfBarrage: Like Chili Bean, he is ineffective against zombies that don't eat.
327[[/folder]]
328
329!!Big Wave Beach
330Returning plants: Lily Pad, Tangle Kelp
331
332[[folder:Bowling Bulb]]
333[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bowling.png]]
334-->''Guess which team has won the League Championship for five years running now? Team Bowling Bulb, that's who. They are on a ROLL. You and your pals think you got what it takes to stop 'em? Yeah sure. Keep dreamin, bub.''
335
336Rolls out shots that can bounce to multiple zombies. They can roll a larger bulb that deals higher damage (there are 3 levels) if there's enough delay between the previous and next roll. Costs 200 sun, recharges fast. If given Plant Food, they'll roll 3 giant bulbs that explode and deal high damage each time they hit a zombie, and also restore the bigger bulbs instantly. At level 3 and 7 it recharges the bulbs in a different order.
337----
338* ArrogantKungfuGuy: Not themselves, strangely enough, but the almanac pretty much brags about how they're undefeatable League Championship winners for 5 years straight.
339* AwesomeButImpractical: Before the Plant Leveling System, they were this thanks to constantly recharging the weakest bulb first and firing it out if there was a zombie in their lane. Averted once it gets to Level 3 where it will recharge the medium bulb first, which is 3x as strong as the weakest bulb.
340* BowledOver: Their concept, basically.
341* TheDividual: they're 3 beings in one: Aquamarine bulb, blue bulb and orange bulb.
342* PinballProjectile: They fire ''themselves'' as projectiles, bouncing around with each Zombie that they hit. If you were familiar with Wall-nut Bowling in the first game, Bowling Bulb does similar to what Wall-nut does in the bowling minigame.
343* PunnyName: On "bowling ball" and "bulb".
344* SituationalDamageAttack:
345** Depending on how much delay is present between rollings and depending on their level, they can roll stronger kinds of bulbs. There's a trick around this in the Wild West levels: Plant it on a minecart and then try avoiding it from a lane filled with zombies until the bulb is fully "charged".
346** The more zombies there are spread out over the map, the more effective they are since they can bounce more often.
347* SplashDamage: In their Plant Food attack, the explosion that the bulbs cause deals splash damage in an area.
348* TookALevelInBadass: Normally, Bowling Bulb would keep regenerating and firing out the green (weakest) bulb if there were zombies in its lane constantly. This made it very inefficient when there were large constant hordes. Leveling Bowling Bulb to level 3 makes a great difference- it regenerates from green (weak) > blue (moderate) > orange (strong) to blue > orange > green. This makes it deal 3x as much damage as it used to if a zombie was always in its lane[[note]]Blue bulbs do 3x the damage of a green bulb[[/note]]. At level 7, it regenerates from orange > blue > green, making it 1.5x as useful as it was at level 6[[note]]Orange bulbs do 1.5x the damage of a blue bulb[[/note]].
349[[/folder]]
350
351[[folder:Guacodile]]
352[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/guacodile.png]]
353-->''Ask Guacodile to tell you a little bit about himself and he'll give you a wry smile. "I'm a Guacodile. I've got a bite like a bear trap. I spit rock-hard pits with a force, speed and accuracy envied by every plant on the battlefield. Heck, I've been known to walk on water. I'm pretty much the whole enchilada." Yeah, the guy is a bit of a braggart but he's good at what he does.''
354
355Fires pits at zombies normally. When a zombie comes close, he'll rush forward and bite zombies 2-3 times, dealing heavy damage each and then go away from the battlefield (sort of like a weaker lawnmower). They can be planted on water, but they won't fire their seeds there. Costs 125 sun, recharges fast. If given Plant Food, he'll push nearby zombies back and release two rushing Guacodiles.
356----
357* ArrogantKungfuGuy: The almanac has him bragging about what he can do. He's indeed good at all of them, though.
358* CounterAttack: If they're damaged by any zombie (even via getting pushed/pulled, with the exception of Explorer's torch and Excavator Zombie's shovel), they perform a rushing attack that hits everything in front.
359* DistressedDude: You have to guard a bunch of Guacodiles against zombies in one level in Big Wave Beach. Beware, as their rushing attack means you lost your objective.
360* FoeTossingCharge: If he's given plant food while there are zombies right near him, he will push them up in the air briefly where Blover and Draftodil can instantly kill them.
361* GameplayAndStorySegregation: His projectiles are claimed to have the "force, speed and accuracy envied by every plant on the battlefield.". In his base form, he does the same amount of damage ''as a Peashooter.''
362* JackOfAllTrades: He can be used either as a projectile-shooting plant or a disposable strong-damaging plant. He isn't the best at either, however.
363** Also one of the few plants that can be planted both on land/Lily Pad and in the water (though he can't shoot in the water)
364* LoopholeAbuse: Triggering his rushing attack ''does not'' count as losing a plant in "Don't lose more than X plant" levels, since he ran offscreen alive and technically didn't die. Endangered Guacodiles doing this automatically make you fail, however.
365* NeverSmileAtACrocodile: Downplayed. While not a crocodile in actual size, and therefore too small to eat anything, his bites are no slouch and can do heavy amounts of damage to everything in it's lane. A low cost and fast recharge rate means it can be spammed to make sure any zombie stays down.
366* {{Planimal}}: Half avocado, half crocodile.
367* PunnyName: on "guacamole" (a sauce made from an avocado) and "crocodile".
368* StealthPun: In addition to the obvious PunnyName listed above, avocados are sometimes nicknamed "alligator pears."
369* TacticalRockPaperScissors:
370** Fisherman Zombie's hook will trigger his rushing attack, making him a good defense against said zombie. If a Mecha-Football Zombie is about to push him, he'll prevent the other plants from being pushed backwards because of his rushing attack.
371** He's also a bit of a Surfer Zombie counter, rushing off before he can be flattened by the surfboard.
372[[/folder]]
373
374[[folder:Banana Launcher]]
375[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/im_a_banana.png]]
376-->''It's important to avoid stereotyping as much as possible. Stereotypes are often flat-out wrong. And also hurtful. But honestly ... Banana Launcher is TOTALLY bananas.''
377
378Fire explosive bananas (explodes in a 1x3 area) at any tile on the lawn, in a similar vein to the Cob Cannon (click on it, then click on the target tile). Costs 500 sun, recharges fast. If given Plant Food, it'll fire 4 bananas at random tiles on the lawn.
379----
380* BunnyEarsLawyer: It might be "totally bananas" but it's a very powerful plant.
381* CallingYourAttacks: It loudly exclaims "BANANA!" when it fires a banana.
382* {{Cloudcuckoolander}}: If it almanac entry is any indication...
383* {{Cooldown}}: Much like Cob Cannon, it needs a reload time after each firing. This gradually decreases as it levels up.
384* DeathFromAbove: After launching one, the banana will drop from above like a missile.
385* DevelopersForesight: Due to how clicking on the Banana Launcher activates the targeting beacon, it can't be placed on a minecart. If you try, a message will appear: "Bananas are too slippery for mine carts".
386* DistressedDude: You have to save some of them in a Save Our Seeds level in the Big Wave Beach.
387* EdibleAmmunition: Bananas, obviously.
388* HypocriticalHumor: Its almanac entry mentions that stereotyping is bad... before calling Banana Launcher "TOTALLY bananas".
389* OneHitKill: On weaker zombies, at least.
390* OvershadowedByAwesome: The Banana Launcher is a powerful plant, but the Missile Toe can basically do everything that it can, while also causing slowing in a 3x3 area around the point of impact, and its Plant Food power refreshes her shot too.
391* PokemonSpeak: Only says "banana" (his name) whenever he fires off his projectiles.
392* TacticalRockPaperScissors: It can be used to reliably hit Fisherman Zombies and Zombie Kings as they don't move at all, as well as key targets like Wizard Zombies and Octo Zombies who tend to hide behind other zombies.
393[[/folder]]
394
395!!Frostbite Caves
396Returning plants: None
397
398[[folder:Hot Potato]]
399[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hot_potato_off_with_his_drawers.png]]
400-->''How does Hot Potato stay so positive and even-peeled all the time? Yoga, that's how. She never misses a class. Also, regular meditation. It's the only way she can handle the hard work of fighting zombies, day in and day out, without melting down.''
401
402A single-use plant that thaws out frozen plants and ice blocks. Costs nothing, has a mediocre recharge. At Level 5, she gains the ability to melt any Octopi binding plants.
403----
404* AntiStructure: Is capable of melting the iceblocks instantly.
405* BlushSticker: It's subtle, but it's there.
406* BoringButPractical: She can thaw out plants instantly, while fire plants take a while to thaw out plants. Later on she also gains the ability to remove Octopi instantly, especially if a plant in the first column has been bound.
407* PowerGlows: She glows red-hot.
408* PunnyName: On the game of the same name.
409* SituationalSword: In the same way as Grave Buster on graves, she's only useful on the Frostbite Cave stages. At level 5 she becomes useful in Big Wave Beach and Modern Day by melting any octopi binding plants too.
410* SupportPartyMember: By melting ice, either your frozen plants or the ice blocks obstacle. At level 5 onwards, she also gains the ability to melt Octopi in Big Wave Beach and Modern Day.
411* TaremeEyes
412[[/folder]]
413
414[[folder:Pepper-pult]]
415[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/pepperface.png]]
416-->''Some say Pepper-pult is a hot head. Some find his fiery disposition off-putting. But the truth is, he's just very focused and determined. He loves what he does. He appreciates everything he has. "I came from the weedy side of the lawn," Pepper-pult explains. "I worked hard to pull myself up by my roots. I'm a self-made pepper and I don't take a single thing for granted."''
417
418A bell pepper that lobs flaming projectiles for 2.5 damage. He, like all of the lobbed shot family, is best used when shooting straight is not an option (in Egypt and Dark Ages). Also heats up plants around him, preventing them from being frozen. Costs 200 sun, recharges slowly. If given Plant Food, he'll fire multiple flaming peppers to the air which will fall onto all zombies. Each peppers will then split into smaller ones, dealing additional damage on an area. At levels 4, 7, 10, 13, and 15 his warming radius increases.
419----
420* BlazingInfernoHellfireSauce: Likely the reason why he deals fire damage and warms up plants.
421* DeathFromAbove: Much like the other pult plants, he lobs his projectiles at the zombies. His Plant Food ability instead launches huge projectiles down at three random groups of zombies at level 1.
422* DistressedDude: You need to guard a bunch of them against zombies in one level in the Frostbite Cave.
423* EdibleAmmunition: He lobs bell peppers.
424* HotBlooded: He's mentioned as a hot-head with off-putting fiery disposition. It's simply because he loves what he does.
425* MagikarpPower: Initially, Pepper-pult starts out weak. It has a high 200 cost for a rather basic attacker, deals rather weak damage and negligible SplashDamage, and its main use is to warm your plants in a 3x3 area around it. However, it starts getting far better as it levels up, as the warming area increases in size, eventually being able to cover nearly the entire map, turning it into a useful SupportPartyMember in Frostbite Caves. It helps that its damage and Splash Damage also get a neat increase.
426* NoMouth: He doesn't have a mouth in his design.
427* NoSell: He's immune to [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs thanks to being a fire plant.
428* OvershadowedByAwesome: To an extent. The Fire Peashooter has a better damage per second and a stronger plant food ability... however, Pepper-Pult's splash damage will allow him to outdamage Fire Peashooter when it comes to facing hordes. Furthermore, he becomes far better at warming utility once he's leveled up, having an increased warming radius.
429* PlayingWithFire: Not only does he launch fiery peppers, but can also warm nearby plants.
430* RecursiveAmmo: His Plant Food ability splits into smaller peppers that deal additional damage in an area.
431* SelfMadeMan: According to his almanac entry, he came from the weedy side of the lawn, implying a low income area. Hence, he worked hard to pull himself out of that area and never relied on anyone or any other plant.
432* ShieldsAreUseless: The lobbed-shot plants (that includes him) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
433* SplashDamage: His lobbed flaming peppers will do this once they fall onto the ground. This is also the case with his Plant Food ability.
434* SupportPartyMember: By slowly thawing frozen plants around him. Downplayed in that he can also deal damage. Taken even further once he's leveled up, increasing the size of his warming radius which is a ''very'' useful utility.
435[[/folder]]
436
437[[folder:Chard Guard]]
438[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/chard.png]]
439-->''You might remember Chard Guard from his days in the WWF (that's World Wrestling Foliage). When he was in the ring - boy-oh-boy - he was something to behold! His moves! His style! His attitude! The crowd loved him. He was quite the star for a while there. Sure, those days are behind him. But if you watch carefully, when Chard Guard is fighting zombies, you'll see him use the wrestling move he made famous. The ol' Knock 'Em Dead maneuver - it gets 'em every time.''
440
441Knocks away zombies that get near him three squares away while dealing minor damage, losing one of his leaves in the process. He can do this three times before turning into a defensive blocker, though you can restore his leaves with Wall-nut First Aid (or Plant Food), or if Aloe heals him. Costs 75 sun, and has a mediocre recharge. If given Plant Food, he'll damage and hurl away zombies on the tiles next to him and on the tiles of 2 columns + 3 rows ahead of him, and regains all his leaves. At levels 5 and 10 he gains an additional three throws.
442----
443* AntiAir: Anti-air defense, that is.
444* DistressedDude: You need to guard a bunch of them against zombies in one level in the Frostbite Cave. Beware: There will be exactly two snowstorms of zombies that will cause them to lose two of their leaves, meaning that you can only afford a zombie to reach them once.
445* DeployableCover: When out of leaves. Weaker than a Wall-nut but it certainly buys time to restore the leaves.
446* FamedInStory: It's stated that he was famous as a professional wrestler.
447* IKnowMaddenKombat: He puts his wrestling moves to good use against zombies.
448* {{Knockback}}: Specializes in knocking back zombies that get near him.
449* OneHitKill: Much like the Spring Bean, he can toss zombies in the water in Pirate Sea levels (though only in the same lane) and zombies launched in the air by him can be finished off with a Blover.
450* PokemonSpeak: If you listen closely during his plant food effect, it sounds like he's saying "CHARD... GUARD!"
451* StoneWall: Becomes this when paired with [[TheMedic Aloe]]. When all of Chard Guard's leaves are exhausted and he goes into helpless mode, after being damaged enough, Aloe will heal him and it regenerates his leaves, making him near-indestructible unless he's swarmed too much or is taken out via transformation or OneHitKO.
452* SupportPartyMember: By acting as defense.
453* TacticalRockPaperScissors: He can fling Gargantuars away before he can be smashed. He's also effective against Mecha-Football Zombie which normally pushes plants forward. He's also a bit of a Zombie Parrot counter if he has leaves, since he will bend down if Zombie Parrot attempts to abduct him, causing the parrot to retreat back to its Captain since he turns into a low-lying plant when he bends down.
454[[/folder]]
455
456[[folder:Stunion]]
457[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/stonkeh.png]]
458-->''Oh sure, everyone knows Stunion as the battle-hardened warrior with the potent breath. But he's so much more than that. He's an accomplished pianist. He speaks five languages fluently. Heck, he's the leader of a Cub Shallots group in his spare time. Dude's got layers. Go on, peel 'em back. You'll see.''
459
460A single-use plant; breathes a stinky breath on zombies that get close to him. Costs 25 sun, and has a sluggish recharge. If given Plant Food, he'll release a burst of gas on a 4x3 area around him, stunning all zombies on the area. At level 5 he gains the ability to poison zombies through their armor.
461----
462* ArmorPiercingAttack: When he gets to level 5, his breath becomes able to poison zombies. It works the same way as Shadow-Shroom's poison, meaning that neither cones nor buckets are going to save the affected zombie.
463* BreathWeapon: His stinky breath immobilizes zombies. At level 5 and above it even poisons them.
464* DamnedByFaintPraise: Penny says that "Stunion would make for a... potent... ally".
465* DivergentCharacterEvolution: ZigZagged with Iceberg Lettuce. As they level up, they get different effects to abilities. At level 11, Iceberg lettuce obtains longer freezing time and a splash effect like Stunion, making it similar, but at Level 5, Stunion gains the ability to poison zombies, making it have a different yet very useful niche.
466* HiddenDepths: Or, as the almanac puts it, [[{{Pun}} "Dude's got layers"]]. He's an accomplished pianist and can speak in 5 languages.
467* TheParalyzer: His stinky breath immobilizes zombies.
468* PoisonousPerson: At level 5 and above, his stinky breath also deals DamageOverTime to zombies that get stunned. And like Shadow-Shroom's poison, it also pierces armor.
469* PunnyName: On Stun and Onion.
470* StatusEffects: Gives zombies a Stun/Paralyzed status, and at level 5 and above, a Poison status as well.
471* SupportPartyMember: By stunning zombies.
472* TacticalRockPaperScissors:
473** You can stun Jester Zombie with this; if he's stunned, he can't reflect projectiles.
474** It's also very useful for Chicken Wranglers and Weasel Hoarders as they cannot release their animals if they're killed when stunned. Furthermore, at level 5 its poison effect should be able to kill them off while they're still stunned.
475* TookALevelInBadass: Stunion is already a useful plant, but once he reaches level 5, he gets even better as he gains the ability to cause armor-piercing poisoning on zombies he affects. At level 8 it even becomes free to use with no sun cost.
476%%* TsurimeEyes
477* WorfBarrage: He's ineffective against robotic enemies.
478* YouNeedABreathMint: His ability is basically this. Stunion's breath is so stinky it ''stuns zombies'' and once he reaches level 5 it even ''poisons'' them!
479[[/folder]]
480
481[[folder:Rotobaga]]
482[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/rotoswede.png]]
483-->''Sometimes Rotobaga hears the plants gossiping about each other. "Did you notice so-and-so has been putting on weight?" they might say. Or "I hear that so-and-so is dating so-and-so. Can you believe it?" But Rotobaga isn't the kind of plant to engage in idle gossip. She's not interested in talking about anyone behind their leaves. She does her best to just rise above it.''
484
485A flying rutabaga that shoots three seeds in four different diagonal directions. Costs 150 sun, and has a fast recharge. If given Plant Food, she'll rapidly fire rutabagas in 4 directions.
486----
487* ActionGirl: A female offense-based plant.
488* DamselInDistress: You need to guard a bunch of them against zombies in one level in the Frostbite Cave.
489* GossipyHens: Defied; her almanac states that she hears gossips often but she isn't the type to tell people around.
490%%ZCE * HelicopterHair: More like Helicopter Sprout, but she hovers with this.
491* MoreDakka: If given Plant Food.
492* PowerFloats: As she floats over the ground, she doesn't need Lily Pad to be planted on water.
493* PunnyName: On "rotor" and "[[http://en.wikipedia.org/wiki/Rutabaga rutabaga]]".
494* SpreadShot: She fires projectiles in four directions.
495[[/folder]]
496
497!!Lost City
498Returning plants: None
499
500[[folder:Red Stinger]]
501[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/red_stinger_back.png]]
502-->''Flexibility is of key importance to Red Stinger. "I do stretching exercises every morning," he says. "It's important to stay physically and mentally nimble."''
503
504A [[https://en.wikipedia.org/wiki/Etlingera_elatior torch ginger]] that acts differently depending on his location on the lawn. Costs 150 sun and has a fast recharge. If given Plant Food, he fires a pink laser that pierces all zombies in the lane while slowing them down.
505----
506* AllAnimalsAreDogs: When watered in the Zen Garden, he shakes the water off himself like a dog.
507* CrutchCharacter: When it comes to the Plant Leveling system. At level 1, Red Stinger at the left end is very powerful for its cost, beating out Repeater in terms of damage while being cheaper too However, his damage doesn't increase by much compared to many other plants upon leveling up, to the point where a maxed out Repeater costs the same and deals very nearly as much damage per shot as a maxed-out Red Stinger (110 vs 120), but the Repeater can be buffed by Torchwood.
508* DeployableCover: Acts as one when planted in columns 7-9, though not a very strong one.
509* LovableCoward: Implied by [[http://plantsvszombies.wikia.com/wiki/Red_Stinger/Gallery?file=IMG_0882-1-.PNG his expression when placed further away from the house]], regardless of what the Almanac says.
510* MultiformBalance: When placed in the 3 back columns, he's a GlassCannon, in the middle 3 columns he's a JackOfAllStats, and in the front 3 columns he's a StoneWall.
511* PetalPower: He attacks by firing his petals at enemies. These are 1.5x as strong as normal pea shots, and he can fire out two at a go if he's in the leftmost 3 columns.
512* PunnyName: His name is apparently a pun on 'Red Ginger', though he doesn't actually sting anything so it's not really clear what they were going for.
513%%ZCE; what is he saying? * SayingSoundEffectsOutLoud: It's somewhat hard to make out, but he seems to be doing this during his Plant Food effect.
514* ShieldsAreUseless: His Plant Food laser shot can pierce through Shield Zombie's shield and Excavator Zombie's shovel.
515* ShoutOut: One of his costumes resembles a WesternAnimation/PeterPan or Myth/RobinHood hat.
516* ShowsDamage: Only when he's in the frontmost 3 columns.
517* StoneWall: When he's in the frontmost 3 columns, he closes up and becomes entirely defensive. He's however not very good at it, going down in just 15 bites (less than half the health of a Wall-Nut for triple the price)
518* TacticalRockPaperScissors: His balance shift can be helpful against Excavator Zombie and Fisherman Zombie moving him closer to the front lines, where most other plants will be quickly eaten by other Zombies.
519%%ZCE * TsurimeEyes: Only when he's planted on the far left of the lawn. In the middle, he has round eyes and on the far right, his eyes aren't visible.
520* WaveMotionGun: His Plant Food ability. It's not very strong, but it does penetrate all enemies in the row and also slows them a bit.
521[[/folder]]
522
523[[folder:A.K.E.E.]]
524[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/akee.png]]
525-->''Autonomous Katapulting Ejectomatic Emitter is actively looking for a different acronym for A.K.E.E., because let's face it, "Katapulting" is just not working.''
526
527An ackee fruit that fires lobbed seeds that bounce to zombies behind, dealing further damage. Costs 175 sun and has a fast recharge. If given Plant Food, it lobs a large Ackee seed to the first zombie in each lane, which then repeatedly bounce off to all the other zombies behind.
528----
529%%ZCE * CoolHelmet: One of its costumes.
530* DistressedDude[=/=]DamselInDistress: You have to save two of them in one level of Lost City.
531* FunWithAcronyms[=/=]XtremeKoolLetterz: A.K.E.E. stands for Autonomous Katapulting Ejectomatic Emitter. Of course, A.K.E.E. isn't too keen on the word "Katapulting".
532* HerdHittingAttack: Its attack hits the first zombie then bounces to other zombies behind. If it hits two or more zombies close to each other, they all take the damage from the bounce.
533* HyperDestructiveBouncingBall: Its projectiles bounce to zombies behind the initial target.
534** PinballProjectile: And they always leap the correct distance to the next zombie in line, unless said zombie is too far.
535* PerpetualSmiler: Always has a cheeky grin on its face.
536* PunnyName: It's an [[http://en.wikipedia.org/wiki/Ackee Ackee fruit]] but its name is supposed to sound like an acronym for a weapon system.
537* ShieldsAreUseless: The lobbed-shot plants (that includes him) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
538[[/folder]]
539
540[[folder:Endurian]]
541[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/blue_coins.png]]
542-->''"When other plants talk about me, they say I'm too gruff. They say I'm difficult to approach, that I'm afraid to let others get too close to me. Also, I smell terrible," said Endurian. But deep down inside, he knows that he's so much more than that. He's also short-tempered.''
543
544A durian that has elevated toughness and also damages zombies eating him. Costs 100 sun and has a mediocre recharge. If given Plant Food, he gains a spiked metal armor that can take a much higher amount of damage while also increasing his damage output.
545----
546* DeployableCover: His function in a nutsh- err, durian shell. But with the added ability to deal damage.
547* JerkWithAHeartOfJerk: Invoked by his almanac entry, which states that he's too gruff, difficult to approach, afraid to let others get too close him, and smells bad. However, deep down inside, he's [[JerkWithAHeartOfGold so much more than that]]... [[SubvertedTrope he's also short-tempered]].
548* PunnyName: Endure+[[http://en.wikipedia.org/wiki/Durian Durian]]. He's a Durian that endures.
549%%ZCE * ShowsDamage: When he's been damaged enough.
550* SpikeBallsOfDoom: He's basically a spike ball that can also take damage.
551* SpikesOfDoom: He uses the spikes on his body to attack any zombies eating him.
552* StoneWall: He can absorb a lot of damage, while having rather weak offense. Giving him Plant Food gives him a metal armor that increases both his offensive and defensive capabilities.
553* SuperToughness: His Plant Food gives him an armor that can withstand a Gargantuar smash as well as a Turquoise Skull's laser, the latter being an attack that ''can kill a hypnotized Gargantuar instantly''.
554* SupportPartyMember: By acting as defense. Downplayed in that he can also deal damage.
555%%ZCE * TsurimeEyes
556[[/folder]]
557
558[[folder:Stallia]]
559[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/stallia.png]]
560-->''"Life moves too quickly in our modern world," says Stallia. "Folks need to slow down and smell some spores."''
561
562A dahlia that sprays slowing spores on the squares around it. Costs 0 sun, and has a sluggish recharge. If given plant food, it slows every zombie on the screen. At Level 5 it gains the ability to KnockBack affected zombies.
563----
564* AreaOfEffect: Affects all zombies in a 3x3 area around it.
565* BoringButPractical: It seems worse than Iceberg Lettuce due to having the same recharge and cost as him, but it has splash, meaning it can slow multiple zombies at once. Later on, it also gets the ability to KnockBack zombies.
566* KnockBack: Once it reaches level 5, it gains the ability to knock back zombies alongside stalling them.
567* OneHitKill: At level 5 and above, she gains the ability to KnockBack zombies. If this pushes a grounded zombie over a plankless lane in the Pirate Seas, or if Blover is used with her, it's an instant kill, even against Gargantuars.
568* PunnyName: Stall+Dahlia. It's a Dahlia that stalls zombies.
569* StatusEffects: Slows down zombies for a good period of time.
570* SupportPartyMember: By slowing zombies.
571%%* TaremeEyes
572[[/folder]]
573
574[[folder:Gold Leaf]]
575[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/honeyhive.png]]
576-->''"For a small initial investment, you too can generate huge sun," says Gold Leaf. She's a firm believer in solar markets.''
577When planted, she turns the tile she's planted on into a Gold Tile[[note]]Gold Tiles is a feature in the Lost City. A Gold Tile will periodically produce sun if a plant is on it.[[/note]]. Costs 80 sun and has a slow recharge.
578----
579* GoldMakesEverythingShiny: Including the tiles she is planted on!
580* MetaPowerup: She turns the tile she's planted on into a Gold Tile, which will then produce sun for you if a plant is on it.
581* SituationalSword: She used to be only plantable in Lost City levels, but can now be used outside of Lost City.
582* SupportPartyMember: By creating power tiles for other plants to use.
583[[/folder]]
584
585!!Neon Mixtape Tour
586Returning plants: Garlic
587
588[[folder:Phat Beet]]
589[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/fat_beet.png]]
590-->''Phat Beet has been known to drop sick rhymes, dope grooves, and highly satisfactory jams, often within seconds of each other.''
591Attacks all zombies in a 3x3 radius around it at a high rate with sound waves. When given Plant Food, it lets out a huge soundwave that deals damage to all zombies within a 5x5 radius. Costs 150 sun and has a fast recharge.
592----
593* AreaOfEffect: It hits zombies in an approximately 3x3 radius around it.
594* CloseRangeCombatant: Like Gloom-shroom, it can only hit zombies around it.
595* ClothingAppendage: Those headphones? They're leaves attached to the Phat Beet.
596* CriticalHit: It normally does 0.75 normal damage shots, but every fifth time it attacks, it uses a much more powerful burst that deals three times that amount.
597* MakeMeWannaShout: It attacks with powerful soundwaves.
598* NoSell: Is immune to certain sound-based moves such as Boombox Zombie's melody due to his [[HeadphonesEqualIsolation headphones]]-like leaf covering.
599* PunnyName: Phat Beat + Beet.
600%%* TsurimeEyes
601[[/folder]]
602
603[[folder:Celery Stalker]]
604[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/profchestersthingy.png]]
605-->''Celery Stalker resents the implication that there's anything unsavory about his attack style. He simply believes that discretion is the better part of vegetation.''
606A piece of celery that hides in the ground until a zombie passes him, at which point he pops up and deals rapid, heavy damage to them while also enduring damage. Costs 50 sun and has a mediocre recharge. If given Plant Food, he spawns three other copies of himself on random, unoccupied tiles on the lawn.
607----
608* BackStab: He can only attack zombies from behind, but deals great damage to them.
609* CloseRangeCombatant: Can only attack zombies that get behind him.
610* CombatPragmatist: His Almanac states that others imply that his attack style is unsavory, due to being a BackStab.
611* LightningBruiser: He has a ''very high'' attack rate and damage per second (enough to beat a Conehead) and can survive quite a bit of damage, but he can only attack a single zombie behind himself at a time.
612* MultipleHeadCase: Has 2 heads, but they seem to have a single mind.
613* PunnyName: Celery stalk + stalker.
614* SelfDuplication: When given Plant Food, he creates multiple copies of himself on random, unoccupied tiles on the lawn.
615* ShowsDamage: When he has been damaged enough, his s get bite marks in them.
616* TacticalRockPaperScissors: He can stop zombies being pushed by the ''Ankylosaurus'' without being pushed back.
617%%ZCE * TsurimeEyes: All four of them.
618[[/folder]]
619
620[[folder:Thyme Warp]]
621[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/itsjustajumptotheleft.png]]
622-->''"Possibilities other to open be to need we." Warp Thyme says, "Limited too far was time to approach unidirectional the that felt always I've."''
623
624When planted, it warps all zombies back to the starting point while healing them (i.e. the right of the screen) before disappearing. Costs 100 sun and has a very slow recharge.
625----
626* HealingShiv: It heals all zombies warped, including their headwear. ''However'', it ''does not'' restore any headwear dropped due to damage. Leveling up Thyme Warp reduces the amount of health a zombie can get back to from being warped, down to 50% at maximum level.
627* MookBouncer: Inverted, using this sends all mooks back to the starting square.
628* PunnyName: Time Warp + Thyme
629* ShoutOut: The dance it does when planted is a reference to the Time Warp from ''Film/TheRockyHorrorPictureShow''.
630* SituationalSword: Before a much later update, they could only be used in Neon Mixtape Tour and a certain Modern Day level.
631* StrangeSyntaxSpeaker: Backwards sentences its all speaks it.
632* SupportPartyMember: By sending all zombies back to the starting square, giving the player some extra time, and also grouping them together and making them more vulnerable to SplashDamage.
633* TimeMaster: It's able to warp time to bring all zombies on-screen back to the starting position.
634* WeaponizedTeleportation: Its in-game effect is a more defensive sort, bringing all zombies back to the starting position.
635[[/folder]]
636
637[[folder:Spore-shroom]]
638[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/voirus.png]]
639-->''"My favorite arithmetic operation?" wonders Spore-shroom. "I guess I'd have to say, um, addition. Hang on, no... multiplication."''
640
641Attacks zombies with lobbed spores. When it kills a zombie, another Spore-shroom spawns on the square the zombie was on. Costs 150 sun and has a fast recharge. If given Plant Food, it shoots 3 giant spores at random zombies, dealing massive damage each hit.
642----
643%%ZCE * DeathFromAbove: His Plant Food ability is this.
644* ShieldsAreUseless: The lobbed-shot plants (that includes it) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
645* TacticalRockPaperScissors: If it kills a Bug Zombie's bug it instantly removes both bug and Zombie, even if the carried zombie was a Buckethead.
646* TheVirus: A rare heroic version. When zombies are killed by it, they spawn another Spore-Shroom.
647* WeaponizedHeadgear: Like Fume-shroom, it fires spores from its mushroom cap.
648[[/folder]]
649
650[[folder:Intensive Carrot]]
651[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hd_intensive_carrot.png]]
652-->''"How do I revive eaten plants?" asks Intensive Carrot. "In a word: vitamins. Vitamins and sorcery."''
653
654When planted, it brings a plant that was previously killed back to life, at half health, before disappearing. Costs 100 sun and has a sluggish recharge.
655----
656* AWizardDidIt: It claims that sorcery is what made his revival technique possible.
657* BackFromTheDead: It can revive plants that were previously eaten by the zombies. Useful for reviving expensive plants that get killed.
658* TheMedic: Revives a previously killed plant on the square it was planted on. One of its costumes is that of a doctor.
659* PunnyName: Intensive Care + Carrot
660* TookALevelInBadass: Its cost is initially expensive and generally not worth using to revive a plant with at half health. As it levels up, its cost and recharge decrease and it gives back more health to revived plants.
661[[/folder]]
662
663!!Jurassic Marsh
664
665[[folder:Primal Peashooter]]
666[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/primal_peashooter.png]]
667-->''Primal Peashooter may be primitive, but that doesn't stop him from enrolling and excelling in several software development correspondence courses.''
668
669It fires Primal Peas that stun zombies for a short while and have a chance at knocking them back, at a slow rate. Costs 175 sun and has a fast recharge. If given Plant Food, he fires five large peas that deal SplashDamage and are guaranteed to knock the zombies back (unless they're [[ImmuneToFlinching Jurassic Bullies]]).
670----
671* CombinationAttack: Can be performed with Blover - any zombie knocked back is vulnerable to the Blover and will be {{One Hit Kill}}ed.
672* GeniusBruiser: He apparently studies software development in his spare time.
673* KnockBack: His peas have a chance of knocking back zombies. His Plant Food ability always causes this, unless he hits a [[ImmuneToFlinching Jurassic Bully]].
674* MightyGlacier: Attacks at a slow rate, but his peas deal a good amount of damage, stun, and may knock back.
675* OlderIsBetter: The Primal Peashooter is more powerful than his modern version and has potential for KnockBack, at the expense of costing more sun.
676* OneHitKill: If his KnockBack pushes a grounded zombie over a plankless lane in Pirate Seas, they fall in the water, immediately killing them.
677* TheParalyzer: If his attack doesn't knock back zombies, it will stun them for a short while.
678* RandomNumberGod: It's random whether the zombie he hits gets knocked back, meaning that if you're unlucky, the zombies will be able to advance (thanks to the stun being shorter than his fire rate), while if you're lucky, the zombie won't even be able to move forward at all. Averted for his Plant Food effect which will always knock back, or if used against a Jurassic Bully or Jurassic Rockpuncher (who NoSell the knockback).
679* SplashDamage: His peas deal splash damage when he's given Plant Food.
680[[/folder]]
681
682[[folder:Primal Wall-nut]]
683[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/primal_wall_nut.png]]
684-->''"Grunt," explains Primal Wall-nut. "Grunt oog grunt-grunt," he goes on to say. "Ook-urg grunty grunt grunt," he concludes. A nut of many opinions, is Primal Wall-nut.''
685
686A wall that has a ''much'' faster recharge time than Wall-nut, but costs more. Can also survive up to three Gargantuar smashes. Costs 75 Sun and has a fast recharge. If given Plant Food, he encases himself in a stone slab with a drawing of a Wall-nut on it, giving him much better defense.
687----
688* DeployableCover: His ability in a primal [[{{Pun}} nutshell]]. However, unlike most other defensive plants, he comes with a fast recharge.
689* GuideDangIt: Nowhere does the game ever tell the player that he can resist Gargantuar smashes or All-Star tackles- the player has to find this out by themselves.
690* OlderIsBetter: The Primal Wall-nut isn't any more durable than its modern counterpart against normal attacks, but it takes 67-75% reduced damage against most OneHitKill attacks like Gargantuar smashes and has far less recharge. It does cost 25 more sun than the modern version but that is small price to pay.
691* RockBeatsLaser:
692** When it comes to defending against Gargantuars, at least. Who would've thought that a primitive Wall-Nut can last much longer than the futuristic Infi-Nut against Gargantuar smashes?
693** Also a literal example against Zomboss's mech. The EyeBeams won't disintegrate the Primal Wall-nut in one shot.
694* ShowsDamage: As he takes damage, his mouth begins to get a disappointed gape and his eyes derp.
695* StoneWall: Much the same as Wall-nut, and literally with Plant Food.
696* SuperToughness: While he is normally as durable as a Wall-nut, he can withstand a few Gargantuar smashes' worth of damage in his base form. Level him up to increase his health and he'll survive even more smashes- every three levels starting from level 3, he will survive an extra one!
697* TacticalRockPaperScissors: He's of excellent use against Gargantuars, All-Stars, and Jurassic Rockpunchers due to his resistance to OneHitKill smashing attacks. However, he's still vulnerable to being pushed/pulled off the lawn or into the water, burned by Explorer Zombie's torch, crushed by iceblocks or arcade machines, or vaporized by Glitter Zombie during her Jam. Furthermore, Barrels and Pianos will still whittle his health down very quickly.
698* TheUnintelligible: Is only able to speak in grunts and "oogs".
699[[/folder]]
700
701[[folder:Perfume-shroom]]
702[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/loveyouloveyouloveyoulove.png]]
703-->''Perfume-shrooms emit a pure, concentrated mist of aerosolized love''
704A mushroom that sprays sweet perfume down its lane, charming any dinosaurs caught within to harm the zombies. Costs 150 sun and has a sluggish recharge; its recharge time can be shortened by leveling it up.
705----
706* CharmPerson: It uses perfume to temporarily turn the dinosaurs to the player's side.
707* MookFaceTurn: Causes this on dinosaurs, making them fight for the player.
708* SituationalSword: It only works on dinosaurs, and thus only useful in Jurassic Marsh levels.
709* StatusEffects: Causes a Charm effect on dinosaurs only, turning them to the player's side to hinder the zombies.
710[[/folder]]
711
712[[folder:Primal Sunflower]]
713[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sunorbesunned.png]]
714-->''Primal Sunflower is new to all this sun-giving business, so be patient with her. She's an early adopter of the all-you-can-stuff-yourself buffet style of sun production.''
715Primal Sunflowers produce 75 sun which the player needs to plant plants. Costs 75 sun and has a fast recharge. When given plant food, Sunflower will produce 225 sun.
716----
717* ConstructAdditionalPylons: Produces 75 Sun each time but is more expensive than the normal Sunflower.
718* OlderIsBetter: Despite costing 25 more Sun than her modern counterpart, Primal Sunflower can produce 75 Sun, allowing you to produce some of the more expensive plants much faster.
719* PerpetualSmiler: Like her normal counterpart, she's always smiling. She even has cute fangs in her mouth!
720* PowerGlows: Whenever she's about to produce sun, she glows bright.
721* ThePowerOfTheSun: While this includes all plants except a choice few, the Sunflower specifically makes bundles of sunlight.
722* SunnySunflowerDisposition: A smiling, happy bouncing sunflower.
723* SupportPartyMember: By giving sun.
724[[/folder]]
725
726[[folder:Primal Potato Mine]]
727[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/what_killed_the_ice_age.png]]
728-->''Primal Potato Mine doesn't consider himself to be primal. As far as he's concerned he's state-of-the-art. And who knows? Maybe he is.''
729Explodes and damages all zombies in a 3x3 area around him when stepped on. Takes 5 seconds to be activated. Costs 50 sun and has a sluggish recharge. If given Plant Food, he will instantly arm himself and then releases 2 armed mines in 2 leftmost empty tiles. At Levels 4 and 10 his explosion radius increases.
730----
731* ActionBomb: Works much like a land mine.
732* EmergencyWeapon: Can be used at the start of any level when there isn't much zombies to attack yet, to conserve suns for your stronger plants. He's a bit more expensive than regular Potato Mine, however.
733* NotEnoughToBury: When zombies are killed by him, only their heads remain and drop to the ground.
734* OlderIsBetter: The Primal Potato Mine arms ''far'' faster than it's modern counterpart, has a bigger explosion radius, and deals more damage. It does cost 25 more sun, but it is well worth it.
735* OneHitKill: His explosion instantly kills most zombies. In fact, he's stronger than most instant kills, and at merely level 2 he can instantly destroy a Robo-Cone Zombie!
736* SelfDuplication: If given Plant Food, he produces multiple copies of himself that land on the leftmost unoccupied tiles on the lawn
737* SplashDamage: Unlike Potato Mine, he explodes in a 3x3 area similar to Cherry Bomb. If upgraded to level 4, he explodes an even bigger area- enough to hit two lanes away!
738* UnsoundEffect: "SPUD-OOP!" for his explosion.
739* WorfBarrage: Due to being an underground plant, he cannot trigger if an AirborneMook gets near him, and his explosion will leave flying foes unaffected.
740[[/folder]]
741
742!!Modern Day
743Returning Plants: None
744
745[[folder:Moonflower]]
746[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/curseofthemoon.png]]
747-->''Moonflower is a fierce collaborator. She'll collaborate with anything. She'd collaborate with a table if she could.''
748
749Moonflowers produce suns depending on how many shadow plants are around her and emits a [=3x3=] aura which can empower shadow plants (including duplicates of herself). When powered, she produces 100 sun. Costs 50 sun and has a Mediocre recharge. When given Plant Food, she will produce sun depending on how many shadow plants are around her and creates a shield which withstands 10 bites or a Gargantuar smash.
750----
751* DarkIsNotEvil: Despite being a shadow plant, she's one of the good guys.
752* {{Lunacy}}: Instead of using ThePowerOfTheSun like Sunflowers, Moonflower seems to be based on the moon, which basically glows from reflected sunlight in the night. This also explains why she initially provides less sun at first.
753%%ZCE * MagicWand: One of her costumes gives her this, making her resemble a MagicalGirl.
754* MagikarpPower: She costs 50 sun, but only returns 25. However, the more shadow plants there are around her (up to four, includes herself and other Moonflowers), the more sun she produces.
755* PowerMakeover: When she powers up other shadow plants (including copies of herself), they'll gain glowing eyes as well as dark purple coloring.
756* PowerupFullColorChange: When fully powered up by having enough shadow plants around her, her body glows blue, her petals glow purple and her eyes glow white.
757* SuperEmpowering: She charges other shadow plants around her, making them gain more powerful effects.
758* SupportPartyMember: Not only does she produce sun, she also [[SuperEmpowering charges other shadow plants around her]]. Her Plant Food ability also lets her [[DeployableCover deploy a protection for her and other plants]].
759[[/folder]]
760
761[[folder:Nightshade]]
762[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/nightlock.png]]
763-->''For Nightshade, smacking is a duty and a privilege. He comes from a long line of ardent smackers, and his family counts three kings, four ambassadors and a president as among those proudly slapped around.''
764This plant uses up one of his three petals to slap zombies near him for heavy damage. When powered, he can fire his petals further and able to recharge his petals. Costs 75 sun and has a Fast recharge. When given Plant Food, he will fire three powerful petals at zombies, and gain a permanent buff where his attacks deal more damage.
765----
766* CloseRangeCombatant: When not charged, he uses his petals to slap zombies silly when they get near. Averted when charged as he will hurl his leaves. As a tradeoff, his melee attack deals twice as much damage as his ranged attack.
767* DarkIsNotEvil: Despite being a shadow plant and based on an ''extremely'' deadly toxic plant, he's one of the good guys.
768* EmergencyWeapon: Can be used at the start of the level as a CloseRangeCombatant that instantly kills most regular zombies and imps in one hit, up to three times. He can then be turned into a proper attacker with a nearby Moonflower.
769* GloveSlap: Essentially does this, except with petals. His almanac entry even states that he's from a family that has done it to kings, ambassadors, and presidents!
770* MightyGlacier: When powered, he attacks at half the rate of a Peashooter, but he deals 5 times the damage per petal. This is strong enough to ''outdamage Repeater at less than half the cost''.
771* MultiformBalance: When not charged, he will slap zombies for heavy damage, but he needs to be close range to do so and can only do it three times. When charged, he will fire off and regenerate his petals, giving him good range but weaker damage than the melee attack.
772* PetalPower: He fires his petals at zombies when charged with Moonflower.
773* PowerupFullColorChange: When powered up by Moonflower, his body will glow purple and his eyes will glow white.
774* RuleOfThree: Has three petals, one of which is used up whenever he attacks. If charged, he will regenerate them.
775* StatusBuff: After he is given Plant Food, his attacks will deal increased damage permanently, especially his melee attack which ''will kill a conehead in one hit''.
776[[/folder]]
777
778[[folder:Shadow-shroom]]
779[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/creepy.png]]
780-->''Despite being such a poisonous and profoundly inedible fungus, Shadow-shroom is nonetheless a total cutie-pie.''
781
782This fungus poisons zombies when eaten, dealing heavy, armor-piercing NDS over a course of time. When powered, the poison can spread to every zombie around the poisoned zombie. Costs 50 Sun and has a Sluggish recharge. When given Plant Food, it will poison every zombies on-screen unless they're already poisoned, in which case it de-poisons them but deals instant heavy non-armor piercing NDS.
783----
784* ArmorPiercingAttack: Protection like cones, buckets, knight helmets, ice blocks, fossil skulls and newspapers are useless against the poison, which directly damages the zombie itself.
785* DarkIsNotEvil: Despite being a shadow plant and having poison-based abilities, it's one of the good guys.
786* KillerRabbit: Its Almanac entry states that it's a "cutie-pie" despite being poisonous.
787* PoisonIsEvil: Subverted, despite being poisonous it's one of the good guys, and it's also rather cute for something with deadly poison.
788* PoisonMushroom: Literally! Also acts as one to the zombies, as any zombie that eats it will be poisoned and die within seconds.
789* PowerupFullColorChange: When powered up by Moonflower, his body will glow blue, his cap will glow purple, and his eyes will glow white.
790* StatusEffects: It causes Poison to any zombie that eats it, killing them within seconds.
791* TechnicolorToxin: Its cap produces purple poison, and when zombies are poisoned by it they will turn a dark purple hue.
792* TheVirus: If charged with Moonflower, it will cause poisoned zombies to spread the poison to other zombies.
793* TheWorfBarrage: When not powered, it cannot affect zombies that don't eat it such as Gargantuars or Barrel Rollers. ''However'', if powered by Moonflower, it can spread poison to them from another zombie that eats it.
794[[/folder]]
795
796[[folder:Dusk Lobber]]
797[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dusk_lobber.png]]
798-->''Lobbing comes easily for Dusk Lobber, but that's only because she's had extensive training and really enjoys parabolas.''
799A prickly pear cactus that lobs explosive buds down a lane, dealing SplashDamage. When powered, it will lob buds down three lanes instead of one. Costs 150 sun and has a fast recharge. When given Plant Food, it drops four explosive buds onto four squares with zombies on them, which then explode in a 3x3 area for big damage.
800----
801* ActionGirl: The only offense-based shadow plant that's female.
802* AreaOfEffect: Its specialty. The buds it lobs explode in a 3x3 area to damage all zombies within.
803* DarkIsNotEvil: Despite being a shadow plant, she's one of the good guys.
804* DelinquentHair: The spikes on top of her head are arranged like a mohawk.
805* HerdHittingAttack: Its damage per second is even lower than Cabbage-pult, but its projectiles deal a large area of SplashDamage, and with its triple SpreadShot ability when powered, it can pile on a huge amount of damage to grouped zombies.
806* PowerupFullColorChange: When powered up by Moonflower, her body will glow blue, and her eyes will glow white.
807* SplashDamage: Its explosive buds hit a 3x3 area.
808* SpreadShot: When powered, it will fire a spread of shots depending on where the zombies are on its lane and adjacent ones.
809* ShieldsAreUseless: The lobbed-shot plants (that includes her) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
810* ThrowDownTheBomblet: Its buds are basically miniature explosives that deal SplashDamage. Its Plant Food places four much stronger ones on the field.
811[[/folder]]
812
813[[folder:Grimrose]]
814[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/grimrose.png]]
815-->''"When you think about it, the proper place for a zombie is in the ground," says Grimrose. "So, really, I'm just expediting the process."''
816
817A primrose that drags the strongest zombie in its lane into the ground to kill them. When powered, it can do this three times. Costs 75 sun and has a sluggish recharge. If given Plant Food, it will drag the strongest zombie on the screen into the ground to kill them.
818----
819* BuriedAlive: It drags zombies back into the ground where they ought to belong.
820* CastingAShadow: Uses shadowy power to drag zombies into the ground.
821* DarkIsNotEvil: Despite being a shadow plant and using a dark-based power, he's one of the good guys.
822* DeployableCover: Not the intended use, but a powered one can be used to stall Gargantuars thanks to being invulnerable to damage when attacking.
823* InvulnerableAttack: Can't be damaged when attacking.
824* OneHitKill: It drags down most zombies into the dirt, killing them instantly.
825* PowerupFullColorChange: When powered up by Moonflower, his body and stamens glow blue, his leaves and petals glow purple, and his eyes glow white.
826* PunnyName: Grim Reaper + Primrose.
827* RuleOfThree: It can drag zombies underground three times when powered.
828[[/folder]]
829
830!!Premium Plants
831Not found in any particular world, these plants are unlocked either with gems, real money, or in the case of the seed packet premium plants, collecting enough seed packets for that plant.
832
833Returning plants: Snow Pea, Squash, Torchwood, Jalapeno, Imitater, Starfruit, Hypno-Shroom, Chomper, Cactus (although it works rather differently), Explode-O-Nut (also works differently), Pumpkin, Gatling Pea (now known as Mega Gatling Pea), Scaredy-shroom, Ice-shroom (also works differently), Sea-shroom.
834----
835* DownloadableContent: More like MicroTransactions, but the basic principle is still there, as most of them must be bought with real-world currency, or in-game Gems for some of them.
836
837[[folder:Power Lily]]
838[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/power_lily.png]]
839-->''From seedling to sapling, to full grown foliage, Power Lily's experience as a life coach has shown her the best way to empower and support plants everywhere.''
840
841When planted, she gives one Plant Food and immediately disappears. Costs 175 sun, recharges very slowly (second-slowest in the game).
842----
843* SupportPartyMember: By [[SuperEmpowering supplying Plant Food]]. Her Almanac entry even lampshades this.
844[[/folder]]
845
846[[folder:Pea-nut]]
847[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/legume.png]]
848-->'' Pea-nut knows that some folks have an aversion to him. He tries to be sensitive to their concerns and give them the space they need. Still, he can't help but miss the good old days - back when he was the most popular nut around.''
849
850A peanut that combines the offensive capability of Peashooters with the defensive capability of a Wall-nut. Costs 150 sun and has a mediocre recharge. Its rate of fire is halved below 50% health since the top and bottom half fire in an alternating pattern and the top half is gone at that point. Giving it plant food also yields the results of both its parent plants (firing 60 peas quickly and gaining additional defense).
851----
852* CompositeCharacter: He blocks off zombies with his hard shell like Wall-nut while firing peas like Peashooter.
853* CoolHelmet: Gains a viking helmet when given Plant Food, which is able to absorb damage from Zombies.
854* CriticalExistenceFailure: Averted; his effectiveness halves as he gets eaten halfway.
855* DeployableCover: His function in a [[{{Pun}} nutshell.]]
856* EdibleAmmunition: He fires peanuts, of course.
857* FamedInStory: Downplayed. He's mentioned to have been the most popular nut around, but now some people have an aversion to him. It's a reference of the peanut allergy in RealLife, which was rare in the past but became more common over time.
858* InjuredVulnerability: His attack rate gets cut in half during his final degrade.
859* JackOfAllTrades: Combines the cost and effect of its parent plants, but obviously can't keep up with a Tall-nut defensively or most attacking plants offensively.
860* MasterOfNone: Despite trying to act for both Peashooter and Wall-nut, it doesn't exactly perform well for either.
861* MultipleHeadCase: He has [[AHeadAtEachEnd a top head and a bottom head.]]
862* PunnyName: It's a peanut, and literally combines a ''Pea''shooter with a Wall''-nut''.
863* SupportPartyMember: By acting as defense. Downplayed as he can also deal damage to zombies.
864[[/folder]]
865
866[[folder:Homing Thistle]]
867[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/maybecattail.png]]
868-->''Don't even think about trying to pull one over on Homing Thistle. He's got a bead on you. He sees right through your facade. It's like he has a laser beam ... aimed at your soul.''
869
870Fires homing thistles (duh) at the zombies closest to the home. Costs 250 sun and has a mediocre recharge. If given plant food it tosses out a bunch of highly damaging thistles at once.
871----
872* AntiAir: Can fire at pretty much anything, including Prospectors in the middle of their jump and Swashbucklers while they are swinging on their ropes (the projectile will "wait" for them where they land)
873* TheAnticipator: As the almanac states, he can pretty much predict your actions and thoughts.
874* HomingProjectile: He fires projectiles that home into the zombies closest to the house.
875%%ZCE * MacrossMissileMassacre: As his Plant Food ability.
876* PunnyName: A pun on "homing missile" and "thistle".
877* SpikeShooter: Shoots homing spikes at the zombies nearest to the house. These however cannot pop a Balloon Zombie's balloon, unlike Cattail's.
878%%ZCE * TsurimeEyes
879[[/folder]]
880
881[[folder:Ghost Pepper]]
882[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/spoopy.png]]
883-->''You might not know it looking at her, but Ghost Pepper didn't always wear that white sheet everywhere she went. She first put it on as a lark for a Halloween party one year. Everyone else had these elaborate costumes, and she thought that it would be funny to dress like a plain ol' ghost. But she fell in love with that costume. It spoke to her. She'd found her calling.''
884
885She haunts zombies at 2 tiles range in front of her and 1 tile behind, dealing damage per second. 10 seconds after her first haunting, she would explode and deal damage in a 3x3 area around her. Costs 75 sun, recharges mediocre. Named after the ''bhut jolokia'', a.k.a the ghost pepper. If given Plant Food, she haunts zombies in a 4x3 area and dealing high damage, and also resets her timer.
886----
887* ActionBomb: She explodes after 10 seconds of attacking, and dealing moderate damage.
888%%* ActionGirl
889%%ZCE; no mention of bedsheets * BedsheetGhost: The almanac says that she went on a Halloween party with it and she got stuck with it ever since.
890* CloseRangeCombatant: Affects zombies up to two squares away from her on the same lane.
891* CuteGhostGirl: She's generally very adorable for a ghostly plant. Although she becomes [[NightmareFace significantly less cute]] when attacking.
892%%ZCE * DemonHead: When she's haunting.
893* ExpressiveMask: The white sheet over her head conforms perfectly to her nightmarish expressions.
894* TheFaceless: We never see what's underneath that white sheet.
895* NighInvulnerability: Most zombies will ignore her and walk past her. Wizard Zombie also can't turn her into sheep. She still can be killed by other means such as getting crushed by a Zombie King or Surfer Zombie's surfboard, Troglobite's ice blocks and Fisherman Zombie's and Mecha Football Zombie's dragging effect on another plant that is adjacent to her.
896%%* OurGhostsAreDifferent
897* PowerFloats: She can hover above the water much like Rotobaga.
898* PunnyName: She's a ghost pepper that's an actual ghost.
899* YourDaysAreNumbered: Like Puff-shroom before her, she doesn't last long. However, she goes out with a [[StealthPun boom]] instead of a puff. Her countdown can be reset with Plant Food.
900[[/folder]]
901
902[[folder:Sweet Potato]]
903[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/diabetes.png]]
904-->''Sweet Potato really is as sweet as she looks. Her favorite animal is the unicorn. Her favorite color is (and this is a direct quote) "all the colors in the rainbow." When she writes the letter "i", she draws a little heart where the dot belongs. Frankly, if it were anyone else, this amount of syrup would be sickening. But on her, well, it just seems right.''
905
906Attracts zombies from the lane above and below hers; effect occurs on the column in front of her. Costs 150 sun (formerly 300), recharges slowly. If given Plant Food, she'll fully heal herself and attracts zombies on a 4x3 area near her (including the ones behind).
907----
908* BalanceBuff: She got her cost halved from 300 to 150, making her ''much'' more useful for her cost.
909* DeployableCover: with a bonus effect of attracting zombies as well.
910* DrawAggro: Her ability diverts zombies towards her lane to attack her.
911%%ZCE * FishingForMooks: Her ability in a nutshell.
912* SupportPartyMember: By diverting zombies towards her lane, and acting as defense.
913* WorfBarrage: Some zombies can't be attracted by her, such as Zombie Bulls and Jetpack Zombies.
914[[/folder]]
915
916[[folder:Sap-fling]]
917[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sap_fling.png]]
918-->''You've gotta see Sap-fling's throwing arm to believe it. He may be young, but everyone agrees ... the kid's got TALENT. Scouts from some of the biggest Pinecone Ball teams have been keeping a close eye on him. He could be headed to the majors. Oh sure, some knock him for his incredibly sticky spitball. But he only uses all-natural sap, so it's entirely legal.''
919
920A pine tree sapling that throws sap-covered pinecones at the enemies. The pinecones do not deal damage, but will leave puddles of sap on their landing places that slow down zombies. He, like all of the lobbed shot family, is best used when shooting straight is not an option (in Egypt and Dark Ages). Costs 150 sun, recharges fast. When given Plant Food, he'll throw a lot of pinecones on random tiles that will cover the tiles they land on with sap puddles for 15 seconds.
921----
922* ChildProdigy: He's mentioned to be young and talented on throwing.
923* CoolButInefficient: His Plant Food ability can be replicated simply by planting one Sap-fling on each lane. It's still good to be used in a pinch, though.
924* NoMouth: He doesn't have a mouth in his design.
925* PunnyName: On "sapling" and "fling". Also the fact that he flings, well, sap around. Also a subtle pun of his apparent young age.
926* SupportPartyMember: By slowing down zombies without harming them.
927* WorfBarrage: His ability is ineffective in Big Wave Beach or against flying zombies.
928[[/folder]]
929
930[[folder:Hurrikale]]
931[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hurrikale.png]]
932-->''You could say Hurrikale is a "blow hard" in the truest sense of the phrase. He is the first chair trombonist in the Biennial Philharmonic Orchestra. He is also proficient in the trumpet, saxophone and the tuba. But man o' man, you should really see him on the flugelhorn. Dude absolutely kills it.''
933
934Blows zombies back to the previous columns, and slows them down in the process. Costs 100 sun, has a mediocre recharge.
935----
936* AnIcePerson: Chills zombies with freezing wind.
937* AntiAir: Kills airborne zombies in his lane.
938* BlowYouAway: Blows zombies back with freezing wind.
939* CompositeCharacter: Looks like a mixture of Blover, Cabbage-pult, and Iceberg Lettuce.
940%%ZCE * {{Knockback}}: Part of his ability.
941%%* NoMouth
942* OneHitKill:
943** He blows away flying zombies off the screen, killing them instantly; unlike Blover, however, he only does it on zombies on his lane.
944** He can blow away zombies into the water in Pirate Seas, killing them instantly.
945** If he blows away a grounded Dodo Rider over an ice floe, it kills the zombie instantly.
946* PunnyName: On Hurricane, and [[http://en.wikipedia.org/wiki/Kale Kale]].
947* SupportPartyMember: By pushing zombies backwards and slowing them down. Also can help Dandelion fire lots of bombs.
948[[/folder]]
949
950[[folder:Fire Peashooter]]
951[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/fire_peashooter.png]]
952-->''Fire Peashooter knows that what she does looks exciting. But working with an open flame is serious and, more importantly, dangerous business. That's why, in her spare time, she talks to children about the importance of fire safety. "I'm a trained professional," she explains. "Don't try this at home, kids."''
953
954Shoots fire peas that do twice as much damage as normal peas. Costs 175 sun, and has a fast recharge. If given Plant Food, she'll cover the tiles ahead of her on fire. At Level 5 and above she gains a small chance to shoot Plasma Peas for extra damage.
955----
956* ActionGirl: One of the first female peashooters in the series.
957* BreathWeapon: Her Plant Food effect has her breathing a stream of fire down her lane that deals significant damage.
958* CompositeCharacter: She's a mixture of Peashooter and Torchwood (and to an extent, Jalapeno with her PF ability).
959* CriticalHit: As she levels up, she gets a small chance to shoot Plasma Peas that deal 3x the damage.
960%%ZCE * DontTryThisAtHome: At the end of her almanac entry, concerning playing with fire.
961%%ZCE * FlamingHair: The flames on her body appear to look like this.
962* GlowingEyesOfDoom: Her eyes glow with fire too, thanks to her fire powers.
963* ImpromptuCampfireCookout: Her costume is a piece of sausage on a fork roasting on her head.
964* MundaneUtility: Apparently, her costume is a piece of sausage with a stick being stuck onto her "head", being burned by her fire.
965* NoSell: She's immune to [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs thanks to being a fire plant.
966* OneHitKill: Her Plant Food ability kills anything short of a Gargantuar or machined robot zombies.
967* PlayingWithFire: Shoots fire peas at enemies.
968* SamusIsAGirl: Until now, we've never seen a female peashooter[[note]]Unless you count Flaming Pea and Ice Queen Pea that appeared on now-defunct Plants vs Zombies Adventures. [[/note]], so you'd expect Fire Peashooter to follow this trend. Nope.
969* SupportPartyMember: By warming up plants near her. Downplayed as she can also deal damage.
970[[/folder]]
971
972[[folder:Dandelion]]
973[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dandelion.png]]
974-->''"Look," says Dandelion, shaking his head, "I'm not a leprechaun and I'm not a genie. You can blow my seeds off all you want, but I can't make your wish come true. I don't even know how that rumor got started."''
975
976A dandelion - obviously - that shoots exploding seeds in alternating lanes. If you use a Blover or Hurrikale with Dandelion on the field, he can release 12 small bombs that spread out in range, but he'll be unable to fire for a few seconds afterwards. Costs 109 gems to buy, and costs 275 sun to use, and has a mediocre recharge. If given Plant Food, he'll throw 10 big dandelion seeds to the air which fall onto random zombies on the field, dealing high damage.
977----
978* CombinationAttack: With Blover or Hurrikale, he can launch a stronger attack.
979* CoolDown: After you used his special ability with those two wind-blowing plants, he needs some recharge time. As usual, he can regrow his leaves quickly if given Plant Food.
980%%ZCE * DeathFromAbove: His Plant Food ability is this.
981* SplashDamage: His bombs deal splash damage to all zombies in the explosion radius.
982* YouDontLookLikeYou: Has a different appearance on Chinese version.
983[[/folder]]
984
985[[folder:Lava Guava]]
986[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/guava.png]]
987-->''Lava Guava frowns with barely-repressed rage. He's trying to keep it in check. But one day some zombie's going to push him too far and he can't be held responsible for the consequences.''
988
989Erupts when a zombie gets near him with a 3x3 area of effect, then leaves lava puddle on his tile that deals damage when the zombies step on it. Costs 109 gems to buy, and costs 75 sun to use, and has a mediocre recharge. If given Plant Food, he'll create fissure on the tiles in front of him, which damages all zombies on them.
990----
991* ActionBomb: Bit of an unusual one as the erupted lava lingers for a short time, continuing to damage zombies that walk over it.
992* AreaOfEffect: The initial eruption deals damage in a 3x3 area around it.
993* AngstNuke: He literally erupts in a fit of rage. A zombie getting near him is enough to push him too far.
994* ConvectionSchmonvection: ZigZaggedTrope. It doesn't burn up any of your nearby plants (thankfully), but in Frostbite Caves, it (and the lava pool) provide a warming effect to all plants around it.
995* DamageOverTime: Any zombie standing in the lava pool takes damage over time.
996* DeployableCover: It's not his intended use, but he can be used as this against the Gargantuar as he would keep smashing the tile where the Lava Guava's planted even after he erupts, until the lava is gone.
997* EmotionSuppression: He can barely control his rage. But one day some zombie's going to push him too far and he can't be held responsible for the consequences.
998* MagmaMan: He contains lava and erupts like a volcano.
999* NoSell: He's immune to [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs thanks to being a fire plant.
1000* SupportPartyMember: Can be used to thaw nearby frozen plants. Downplayed in that he can also deal damage.
1001%%* TsurimeEyes
1002[[/folder]]
1003
1004[[folder:Toadstool]]
1005[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/frog_6.png]]
1006-->''Toadstool just can't stand being idle. "I keep everything that I want to do on lists, and keep the lists where I can see them so that I'm always motivated!" she said. Whenever there's work to be done, she's always the first to hop to it.''
1007
1008A frog-like mushroom that uses her tongue to eat a zombie up to three squares away. She will be left vulnerable when chewing, after which she produces 50 sun. Costs 200 sun and has a Fast recharge. When given Plant Food, she will eat up to four zombies on any lane in front of her, then immediately produce sun according to the number eaten.
1009----
1010* AnimalGenderBender: Has a visible vocal sac in her animation despite being female. Only male Toads have a vocal sac.
1011* BigEater: Can eat as many zombies as she wants to. Especially if given plant food.
1012* CloseRangeCombatant: She can only attack zombies that are up to three tiles away.
1013* CompositeCharacter: Similar to a cross between Chomper and Sunflower, being able to produce 50 sun after instakilling and digesting a zombie. However, she has much better range.
1014* CoolDown: She needs to finish eating a zombie before swallowing another. This duration decreases as she levels up.
1015* JustEatHim: Subverted; she chews the zombie to death before swallowing it.
1016* LoopholeAbuse: Was once allowed to be used to produce sun in Last Stand levels where you are otherwise not allowed to bring sun-producing plants.
1017* ManEatingPlant: More like a Zombie-Eating Fungus.
1018* OneHitKill: She eats most zombies that aren't Gargantuars or Far Future machines, defeating them instantly.
1019* OverlyLongTongue: Justified as she's based on a toad.
1020* {{Planimal}}: Half toad, half fungus.
1021%%ZCE * PowerGlows: Whenever she's about to produce sun.
1022* PowerCreep: Downplayed. While Toadstool has more range than Chomper and produces sun making Toadstool infinitely more spammable, due to how waves work in PVZ2 where waves speed up on how much damage is done to a zombie, Chomper can function as an competent early to mid game threat that can take down zombies one by one thanks to it's limited range. They've fully separated themselves now that Chomper has been buffed.
1023* PunnyName: She's a toadstool that looks and acts mostly like a toad.
1024* SquishyWizard: Can swallow a zombie whole, but is then vulnerable because she has to digest it.
1025%%ZCE * SpamAttack: When given Plant Food.
1026[[/folder]]
1027
1028[[folder:Strawburst]]
1029[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/straw_hat.png]]
1030-->''"Big is good," says Strawburst. "Though small's pretty choice as well. And you should never discount medium. I just like sizes, really."''
1031
1032A strawberry with a projectile that grows from small, medium to large, and can be launched by tapping on it. Takes 8 seconds to regrow after launching. If attacked, it explodes like a potato mine. Costs 400 sun and has a fast recharge. When given Plant Food, it grows to maximum size and summons a huge strawberry that explodes all zombies on the lawn for 20 damage.
1033----
1034* ChargedAttack: Its berry gets bigger and stronger if more time passes.
1035* CooldownManipulation: When using its Plant Food, it instantly grows to largest size, bypassing any waiting needed.
1036* TheHyena: Laughs whenever it is fired out or whenever it uses its Plant Food power.
1037* LosingYourHead: It fires out its own head to attack, but its base will grow a new one shortly.
1038* LongRangeFighter: Attacks with powerful long-range, explosive strawberries, but if a zombie manages to reach it while it has a berry, the strawburst explodes and dies instantly.
1039* MadEye: It has a staring right eye and a half-closed left one.
1040* PunnyName: Strawberry + Starburst
1041%%ZCE * SlasherSmile: When he's fully charged up.
1042* SmartBomb: Its plant food is essentially a weak version of this.
1043* SplashDamage: When medium or large sized, it can hit zombies in adjacent rows.
1044* SquishyWizard: It can deal huge damage to groups of zombies and has a powerful Plant Food ability. However, if a zombie manages to reach it when it has a berry, it goes down instantly thanks to its self-destruct ability.
1045* StuffBlowingUp: Exploding strawberries!
1046* TakingYouWithMe: If attacked (with a strawberry on it), it will explode dealing the amount of damage the projectile would have dealt.
1047* YourHeadASplode: When tapped, it essentially fires out its own head, which explodes.
1048[[/folder]]
1049
1050[[folder:Electric Blueberry]]
1051[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bluedaboodee.png]]
1052-->''Electric Blueberry prides herself for being eclectic as well as electric. "I like to keep'em guessing," she says. "A zombie should always be like, 'Whoa, didn't see that coming,' when they're disintegrated."''
1053
1054A blueberry that charges up for a few seconds, then sends a thundercloud to electrocute a random zombie on the screen for a OneHitKill, ''even Gargantuars''. Costs 150 sun and has a Very Slow recharge. If fed Plant Food, she electrocutes three random zombies on the screen in quick succession.
1055----
1056* ActionGirl: A female plant, and an extremely deadly one to boot.
1057* AlwaysAccurateAttack: Once charged, it will send in a fast homing thundercloud that will zap a zombie with 100% accuracy. If the zombie takes more than one hit like the Pharaoh, it will zap him ''again''. If the zombie is protected by Glitter Zombie's rainbow, it will continuously zap him until his protection wears off. The only way for it to "miss" is for the zombie to die before the cloud can reach it, in which case the cloud dissipates.
1058* ChargedAttack: Like Citron, it takes time for it to charge its lethal shot.
1059%%ZCE * DidntSeeThatComing: It's mentioned in her almanac that she likes to make zombies think this.
1060* GlassCannon: One of the ''very'' few plants that can kill a Gargantuar in one hit, but still has the durability of a normal plant, which is rather low.
1061* HomingProjectile: Can attack from anywhere on the lawn, as its thundercloud will home in on the targeted zombie and repeatedly zap it until it dies, or the zombie dies by other means.
1062* {{Nerf}}: Was heavily nerfed in the Neon Mixtape Tour Side B update, where she now almost always prioritizes the regular and special zombies before any Gargantuars, pretty much destroying her main selling point.
1063* OneHitKill: Much stronger than most instant-kill plants -- she destroys ''Gargantuars'' in ''one'' hit. Even zombies protected by Glitter Zombie's rainbow are not safe -- as soon as their protection is gone, she will zap them. Against Pharaohs, it's a two-hit kill as the cloud will zap the sarcophagus, then it will immediately zap the Pharaoh. Ditto for the Jurassic Gargantuar, [[SuperToughness which has health so massive]] that he can ''survive'' the Blueberry's attack... and then the cloud gets zaps it ''again'' to finish it off.
1064%%ZCE * PersonalRaincloud: It gives the zombies one... that instantly fries them with a lightning bolt.
1065* PintsizedPowerhouse: It's one of the smallest plants in the game. It's also one of, if not ''the deadliest'' plants in the game.
1066* RandomNumberGod[=/=]UnpredictableResults: It has a 55% chance of targeting a zombie from the basic trio, 40% of targeting a special zombie, and 5% for targeting a Gargantuar.
1067* ShockAndAwe: Its main ability, similar to Lightning Reed's Plant Food powerup, is a lightning cloud that electrocutes zombies. Unlike Lightning Reed, this one is MUCH stronger.
1068%%* TsurimeEyes
1069[[/folder]]
1070
1071[[folder:Jack O'Lantern]]
1072[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/candle_jack_o_lant.png]]
1073-->''"Boo! Mwah-ha-ha-haaaaah," opines Jack O' Lantern. Oh, yes. Things and stuff are scheduled to be seriously spooky when he's around. Count on it.''
1074
1075A pumpkin that can be tapped on to use a burst of flame, or tapped and held down for a longer duration flamethrower, both of which burn the three tiles in front of him. Costs 225 sun and has a sluggish recharge. If fed Plant Food, he spawns rows of ghostly flames around the lawn (usually on enemies) that deal DamageOverTime. At Levels 3 and 7 his flame length increases.
1076----
1077* BuffySpeak: The Almanac says that "things and stuff" are spooky when he's around.
1078* ChargedAttack: He has five charges, which can be used one at a go if tapped, or gradually if held down. The charges recharge over time, or instantly if fed Plant Food.
1079* CloseRangeCombatant: His attack hits the three squares in front of it- a decent range for VERY heavy damage. Subverts it as he levels up -- leveling him up to level 3 allows him to burn ''four'' tiles in front, while leveling him to 7 allows it to burn ''five'' tiles in front.
1080* FireBreathingWeapon: His ability is basically a ground flamethrower.
1081* HerdHittingAttack: Hits all zombies within his attack range, allowing it to deal great damage to multiple groups.
1082* NoSell: He's immune to [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs thanks to being a fire plant.
1083* PerpetualSmiler: He always boasts a smile like a real jack o'lantern.
1084* PlayingWithFire: He uses a flamethrower attack to burn zombies for very heavy damage. Also counts as being a fire plant and is thus immune to cold winds or snowballs.
1085%%* TsurimeEyes
1086[[/folder]]
1087
1088[[folder:Grapeshot]]
1089[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/grape_ape.png]]
1090-->''"Spa-BOOM!" enthuses Grapeshot. "You liked that? I got a million of 'em! Wa-POW! Buh-BLAM! Za-... um... Ker-... hmmm... Okay, I guess I've only got the three."''
1091
1092An exploding bunch of grapes. Deals instakill damage in a 3x3 area and sends an 8-way SpreadShot of grapes that can bounce around five times. Costs 150 sun and has a slow recharge.
1093----
1094* ActionBomb: Explodes a 3x3 area upon planting while also forming 8-way bouncy collateral damage.
1095* CooldownManipulation: When used together with Cherry Bomb, it effectively halves the recharge time for a devastating 3x3 area attack. If paired with Imitater, the recharge is now 1/3 the usual.
1096* HyperDestructiveBouncingBall: Each of the projectiles bounce around the area and deal rather heavy damage.
1097* MultipleHeadCase: Thanks to being a bunch of grapes.
1098* OneHitKill: The initial explosion can kill most zombies, while the bouncing grapes can instantly kill any zombies that have less or equal to 10 hp on contact. If both sources of damage hit, it can have the potential to kill a Gargantuar.
1099* RecursiveAmmo: Explodes into 8 smaller shots.
1100* PowerCreep: Has the exact same damage, recharge time, and cost as Cherry Bomb, but it also produces great amounts of bouncy collateral.
1101* PunnyName: Of [[https://en.wikipedia.org/wiki/Grapeshot Grapeshot]] and actual grapes.
1102* SayingSoundEffectsOutLoud: Spa-BOOM! Wa-POW! Buh-BLAM! are the three sound effects he likes to say.
1103* SplashDamage: Hits all zombies in a 3x3 area for the initial explosion.
1104* SpreadShot: Explodes into 8 shots.
1105%%* TsurimeEyes
1106[[/folder]]
1107
1108[[folder:Cold Snapdragon]]
1109[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/freezinatingthecountryside.gif]]
1110-->''Cold Snapdragon gets chilly when anyone brings up his cousin Snapdragon. "We just view temperature very differently, and I'd really rather not discuss it," he says. Yikes.''
1111An ice-themed Snapdragon that breathes icy mist covering a 2x3 area in front and slowing zombies within. Costs 150 sun and has a fast recharge. If given Plant Food, he attacks a 3x3 area in front of it, freezing zombies while doing 60 shots worth of damage.
1112----
1113* AnIcePerson: In contrast to the fire-based Snapdragon, he breathes ice to chill zombies in the 2x3 area in front of him.
1114* AreaOfEffect: He hits in a 2x3 area in front of him. Unlike Snapdragon, it ''does not'' hit the square directly above and below it.
1115* BreathWeapon: Like Snapdragon, except it uses icy breath instead of flame breath.
1116* CloseRangeCombatant: He will only attack when zombies are close.
1117* EyesOutOfSight: His eyes are always concealed by his shaggy fur.
1118* FireWaterJuxtaposition: Between Snapdragon and it. Both of them view temperature rather differently and Cold Snapdragon really doesn't like to discuss it.
1119* IcyBlueEyes: His eyes show from under his bangs during a Plant Food attack, and they're icy blue in colour to match with his element.
1120* NoodleIncident: His former Almanac entry. It apparently had an incident with his cousin Snapdragon. What happened is unknown, although it did cause strained relations.
1121-->"It happened a long time ago, and I'd really rather not discuss it."
1122* NoSell: He's immune to Frostbite Caves' [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs thanks to having a fur coat to keep himself warm.
1123* {{Planimal}}: Half flower, half dragon.
1124* PowerCreep: Pretty much a direct upgrade to the Snapdragon with same cost and damage, chilling enemies instead of thawing them, and being immune to cold winds in Frostbite Caves. The only downside is the weaker Plant Food power, but that even causes freezing to those it doesn't kill.
1125* PowerGivesYouWings: When fed Plant Food, he spouts wings.
1126* PunnyName: Besides having a dragon theme thanks to Snapdragon, his name is a pun to the term "ColdSnap" and Snapdragon.
1127* StatusEffects: Causes a slow status via chilling. If given Plant Food, it causes freezing on zombies in its area of effect.
1128* TacticalRockPaperScissors: As he can't get frozen, it's a good idea to put him in front in Frostbite Caves, making the Hunter Zombie's snowballs useless.
1129[[/folder]]
1130
1131[[folder:Shrinking Violet]]
1132[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/flowershy.png]]
1133-->''Shrinking Violet started out shy, but it's remarkable how discovering a magical talent for zombie-reduction can change your whole outlook.''
1134A violet that shrinks all zombies in a 3x3 area around it, causing them to take double damage and eat slower. It also shrinks Imps into oblivion. Costs 50 sun and has a sluggish recharge. If given Plant Food, it shrinks all zombies on the lawn.
1135----
1136* DamageIncreasingDebuff: Shrunken zombies take twice the damage from attacks. This damage multiplier increases as Shrinking Violet levels up, eventually making them 3x the damage from attacks instead at level 5.
1137* DePower: Removes the abilities of certain zombies, such as Gargantuars' and Zombie Bull's Imp throw, Troglobite and Arcade's pushing, Chicken Wrangler's and Weasel Hoarder's animal rush, etc.
1138* DevelopersForesight: Using her against the Dodo Rider will actually shrink the Rider Imp into oblivion, as will using it against Gargantuars and Zombie Bulls.
1139* HeliumSpeech: Shrunken zombies all make high-pitched noises. That also includes Pianist Zombie's music, among other things.
1140* IncredibleShrinkingMan: Any zombies affected by it are shrunk to tiny size, causing them to take double damage and deal half damage.
1141* OneHitKill: Against the already-small [[DepravedDwarf Imps]], Zombie Parrots, Zombie Chickens, and Ice Weasels, it shrinks them into oblivion. Against the Seagull Zombie, it shrinks his seagull into oblivion, causing it to drop him and kill him instantly.
1142* ShrinkRay: Its effect on zombies, turning them small, and hence doubling the damage they take and halving the damage they deal.
1143* ShrinkingViolet: ''Literally''. It's a violet that shrinks zombies. Subverted otherwise, as her almanac states that she ''used'' to be shy until she discovered her zombie-shrinking talent.
1144* StatusEffects: The Weird Transformation sort, as it makes zombies tiny, causing them to become more vulnerable to damage as well as decreasing their attack power.
1145* SupportPartyMember: It shrinks zombies, causing them to take double damage, as well as halving their eating speed. It also removes the abilities of certain zombies, makes them more manageable, and in certain cases, instantly kills them.
1146* TacticalRockPaperScissors: It instantly kills Imps, and if used against Chicken Wrangler and Weasel Hoarders, they will not be able to release their animals. It also shrinks MC Zom-B's attack range, preventing him from killing plants in adjacent lanes. If used against Troglobites and Arcade Zombies, they'll become too weak to push their respective obstacles.
1147[[/folder]]
1148
1149[[folder:Blooming Heart]]
1150[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/blooming_heart.png]]
1151-->''Blooming Heart loves zombies. She gets guff from her fellow plants over it, but she stands firm. She's into zombies and makes no apologies about it.''
1152A Bleeding Heart flower that fires heart projectiles that infatuate zombies, causing more damage the more they hit. Costs 150 sun and has a fast recharge. If given Plant Food, it lobs a more powerful heart projectile at all zombies on screen.
1153----
1154* ActionGirl: Another female offense-based plant.
1155* DamageIncreasingDebuff: A strange variation; each hit from her projectiles only makes other Blooming Heart projectiles deal increased damage.
1156* GameBreakingBug: In her initial release, her projectiles were glitched, sometimes dealing massive amounts of damage (a OneHitKill), but more often dealing no damage at all to a certain zombie.
1157%%ZCE * HeartBeatDown: Her ability in a nutshell.
1158* HeroicSeductress: Although she's attracted to zombies and infatuates them with her abilities, she's ultimately on the side of good.
1159* InterspeciesRomance: She's into zombies, which the other plants unsurprisingly are against. Though she still has no problem with killing them.
1160* MagikarpPower: She deals weak damage at first, but each following projectile on the same zombie will deal increasingly higher amounts of damage.
1161* ShieldsAreUseless: The lobbed-shot plants (that includes her) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
1162* StatusEffects: Despite visually resembling Charm, her projectiles cause more of a specific defense-down debuff.
1163[[/folder]]
1164
1165[[folder:Escape Root]]
1166[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/moley.png]]
1167-->''The other plants put on a big surprise party for Escape Root last week, but he did his thing and suddenly it was a surprise party...FOR THEM!''
1168A strange-looking root that can be tapped on to swap places with another plant, arming itself and when armed it releases a Potato Mine, Primal Potato Mine, Cherry Bomb or Grapeshot on contact. Costs 50 sun. If given Plant Food, it will spawn two armed Escape Roots around the zombies which immediately explode.
1169----
1170* ActionBomb: It reveals an explosive plant when it comes into contact with a zombie.
1171* BaitAndSwitch: Its intended use is to swap places with plants that are in danger. Its Almanac Entry describes it as being fond of doing this, such as using it to pull a ''reverse'' surprise party on the plants during his birthday.
1172* NinjaLog: His main ability is a nasty, explosive variant of this.
1173* OneHitKill: Its explosion can kill off most zombies in one hit.
1174* PunnyName: Root + Escape Route.
1175* RussianReversal: Pulls this off during his SurpriseParty held for him by the plants, so that it becomes a surprise party... '''FOR THEM'''.
1176* SurpriseParty: {{Inverted}}. Thanks to his ability to swap positions, a regular surprise party becomes a RussianReversal instead where the plants get surprised by him instead.
1177* WorfBarrage: Due to being an underground plant, it cannot be triggered if an AirborneMook gets near it.
1178[[/folder]]
1179
1180[[folder:Wasabi Whip]]
1181[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/idontlikewasabi.png]]
1182-->''"The trick to proper whipping is all in the wrist," says Wasabi Whip. "Well, not the wrist, exactly, since I don't have any. You have to, like... BE the wrist."''
1183
1184A wasabi plant that hits zombies with a flaming whip and will thaw any nearby plants in the Frostbite Caves. Costs 150 sun and recharges quickly. If given Plant Food, he'll spin his whip around him, damaging enemies in a 3x3 radius around him. At Levels 5 and 9 it gains the ability to hit more zombies at a go.
1185----
1186* BlazingInfernoHellfireSauce: It's based on wasabi, a very spicy radish, and is appropriately enough a Fire-elemental plant.
1187* CloseRangeCombatant: He can only attack zombies in a 2 square range ahead and behind him. In exchange, his attack is both pretty strong ''and'' really fast firing.
1188* CompanionCube: When watered in the Zen Garden, he will take out a piece of sushi and snuggle it.
1189* NoSell: He is immune to being frozen thanks to being a [[PlayingWithFire thawing plant]].
1190* OneHitPolykill: Leveling it up allows it to be able to damage more than one zombie at a time.
1191* PlayingWithFire: Deals fire damage to zombies and burns those it kills.
1192* PowerCreep: Is pretty much a straight upgrade to the Bonk Choy in terms of cost, damage and plant food power and with extra range, with the only drawback being the inability to hurt Imp Dragon zombies.
1193%%* SpinAttack: His Plant Food attack.
1194* SupportPartyMember: Thaws any nearby plants in Frostbite Caves levels. Downplayed in that it also damage zombies.
1195* VineTentacles: It fights by snapping a stalk tipped with a burning leaf like a whip.
1196* TheWorfBarrage: It can't hurt Imp Dragon zombies.
1197[[/folder]]
1198
1199[[folder:Explode-O-Nut]]
1200[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/explode_2.png]]
1201-->''"My only regret," says Explode-O-Nut, "is that I have but one chewy center full of nitroglycerine to give in defense of this lawn."''
1202A Wall-Nut that explodes in a 3x3 radius like a Cherry Bomb on defeat. Recharges mediocre, costs 50 sun. If given Plant Food, he'll add a layer of armor that boosts his health AND explodes too when removed.
1203----
1204* AchillesHeel:
1205** He'll only explode if he's defeated normally; meaning that his weaknesses are Explorer Zombie, Gargantuar Prime's EyeBeams, Excavator Zombie, Turquoise Skull Zombie, and launched Super-Fan Imps.
1206** Zombies that push or pull plants will also not trigger the effects, such as Mech-Football Zombie, Fisherman Zombie and Punk Zombie.
1207* ActionBomb: Blows up in a 3x3 radius on defeat.
1208* AscendedExtra: Was first seen as a special power-up in Wall-nut Bowling, but is now an actual character.
1209* DeathActivatedSuperpower: When killed (except via burning or being pushed off the lawn), he will explode and deal massive damage in the area around him.
1210* DeployableCover: His function in an explosive [[{{Pun}} nutshell.]]
1211* DyingSmirk: Unlike most defensive plants, he retains a smiling expression as his health decreases, knowing that his being eaten will cause a damaging explosion.
1212* LastDitchMove: Upon having his health depleted, he'll explode like a Cherry Bomb.
1213* MightyGlacier: Unlike Wall-nut or Tall-nut who's a StoneWall, Explode-o-nut can both defend AND attack - and its attack is pretty powerful to boot. His only downside, however, is that he's not as durable as Wall-nut (which actually helps with his attack) and only explodes when killed.
1214* OneHitKill: An explosion from him kills most zombies save for Gargantuars.
1215* PlayingWithFire: Its explosion does fire damage, which will defrost zombies it doesn't kill and also cannot affect Imp Dragon Zombies.
1216* PowerCreep: For some ungodly reason, his explosion is the same as a Cherry Bomb, making it the infinitely better option thanks to a nifty 50 sun and a 10 second recharge. It has the issue of being required to be eaten, though this can be solved by planting another one where zombies weren't hit. Along with that, hordes of zombies are likely to tear it down quickly anyways, being less than a Wall-nut.
1217* PromotedToPlayable: While he was part of a minigame in the first game, it wasn't until the sequel where he became an actual deployable unit on his own.
1218* PunnyName: His name is a pun of "[[PerfectlyCromulentWord explodonate]]".
1219* RedEyesTakeWarning: On his last degrade, his eyes turn red.
1220* RollingAttack: Only during Wall-nut Bowling in the first game.
1221%%ZCE * ShowsDamage: When he gets eaten enough.
1222* SplashDamage: Hits all zombies in a 3x3 area when it explodes.
1223* SuperToughness: Its Plant Food gives it an armor that can withstand a Gargantuar smash as well as a Turquoise Skull's laser. The latter being an attack that ''can kill a hypnotized Gargantuar instantly''.
1224* SupportPartyMember: By acting as defense.
1225* TakingYouWithMe: When its health is depleted, it performs a massive damage explosion, most probably taking out any non-Gargantuar, non-mech zombies that killed it.
1226* WhyAmITicking: It starts beeping when it's on its last legs.
1227* WorfBarrage: It's unable to kill Imp Dragon Zombies which NoSell its fiery explosion.
1228[[/folder]]
1229
1230[[folder:Kiwibeast]]
1231[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/featuring_kiwibeast.png]]
1232-->''"I like to keep an even keel," says Kiwibeast. "But zombies... oooh... zombies make me so mad! And when I get mad... RARRRRRGGG!"''
1233A beastly Kiwi fruit that grows in size, strength, and range while knocking back zombies as it takes damage, with three stages of growth. Costs 175 sun and has a mediocre recharge. If given Plant Food, it grows to maximum size while emitting three powerful shockwaves.
1234----
1235* AchillesHeel: Zombies that kill plants instantly or push them will render it useless.
1236* AreaOfEffect: Hits all zombies within its range. At maximum size, it gains a 5x5 range!
1237* BerserkButton: According to its Almanac, it tries to keep a cool composure, but zombies make him really pissed.
1238* CriticalStatusBuff: Grows bigger and stronger as it takes damage, eventually using a 5x5 area attack that deals incredible damage.
1239* HeliumSpeech: When it's in its smallest size its voice is fast and high-pitched.
1240* {{Knockback}}: It will push away zombies in contact with a sudden growth spurt after they have dealt enough damage.
1241* LightningBruiser: In its final stage, it deals a good amount of area damage over time, and can take a good beating. In fact, taking a beating is what allows it to output a great amount of damage.
1242* MagikarpPower[=/=]SituationalDamageAttack: It initially starts out with a 1x1 attack radius, a small size, and low damage. But when it takes enough damage, it grows once, attacking in a 3x3 area for moderate damage. And if it takes even more damage, it becomes big, hitting a ''5x5'' area for heavy damage!
1243* ShockwaveStomp: It attacks by stomping the ground, causing a shockwave that affects zombies in a radius.
1244[[/folder]]
1245
1246[[folder:Bombegranate]]
1247[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bombegranate.png]]
1248-->''Bombegranate is explosive, but she likes to think that there's more to her than that. She's also deciduous and exarillate!''
1249
1250An exploding pomegranate that detonates a 3x3 area, leaving 9 patches of explosive pomegranate seeds. Costs 150 sun and has a slow recharge.
1251----
1252* ActionBomb: Explodes a 3x3 area upon planting while also turning said area into a minefield of sorts after that.
1253* ActionGirl: One of the most lethal female plants in the game.
1254* CooldownManipulation: When used together with Cherry Bomb and Grapeshot, she effectively turns the recharge time for a devastating 3x3 area attack to a third of the original. If paired with Imitater, the recharge is now 1/4 the usual.
1255* LandMineGoesClick: Each of the patches of pomegranate seeds essentially acts like one, dealing good damage to zombies that step on them.
1256* OneHitKill: The inital explosion can kill most zombies, while the pomegranate seed mines can instantly kill any zombies that have less or equal to 10 hp on contact.
1257* PlayingWithFire: All her damage is fire-based, burning zombies on killing them. Strangely enough, her seeds are able to kill Imp Dragons despite their fire immunity.
1258* PowerCreep: Has the exact same damage, recharge time, and cost as Cherry Bomb, but she also produces a deadly minefield of seeds.
1259* PunnyName: Of pomegranate and bomb.
1260* RecursiveAmmo: Explodes into 9 patches of exploding seeds.
1261* SplashDamage: Hits all zombies in a 3x3 area for the initial explosion.
1262* TheWorfBarrage: {{Subverted|Trope}}. While the explosion damage she inflicts is fire-based, and cannot harm Imp Dragons, the pomegranate seeds ''can'' and will kill them, even though they cause fire damage too.
1263[[/folder]]
1264
1265[[folder:Apple Mortar]]
1266[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/apple_mortar.png]]
1267-->''Apple Mortar stuns three zombies dead in their tracks. SPAF! That'll show 'em! That'll show ALL of them!''
1268
1269An apple that fires a spread of apple cores that stun zombies on three lanes for a short while. Costs 250 sun and has a mediocre recharge. If given Plant Food, it launches a weak but paralyzing apple at all zombies on the lawn, dealing a small bit of splash damage too.
1270----
1271* CoconutMeetsCranium: Apple version. Its lobbed apple cores rain on zombies and stun them for a short while. Its Plant Food fires whole apples that deal higher SplashDamage and stun for longer.
1272* TheParalyzer: Its attack will stun zombies it hits for a short while.
1273* SplashDamage: Its Plant Food fires whole apples at all zombies on the lawn, which cause both impact damage and a small area of splash damage on landing.
1274* SpreadShot: Fires single shots down 3 lanes that stun zombies.
1275* ShieldsAreUseless: The lobbed-shot plants (that includes her) can safely hit zombies who cover themselves by holding a shield-like object, except for Surfer Zombie who holds his surfboard upward (at least once he's out of the water) and the Parasol Zombie whose parasol deflects them off.
1276* SupportPartyMember: Is mainly used as a delayer/stunner thanks to the rather low damage per second of the apple cores.
1277* ThrowDownTheBomblet: Its buds are basically miniature apple core explosives.
1278[[/folder]]
1279
1280[[folder:Witch Hazel]]
1281[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/grunty.png]]
1282-->''Witch Hazel paused, unsure how to proceed. Then, all at once, she knew: Use magic, like, ALL THE TIME!''
1283
1284A Witch Hazel that zaps zombies in its lane as well as adjacent ones, turning them into Puff-Shrooms. It will prioritize Wizard Zombies first over other zombie types. Costs 200 sun and has a mediocre recharge. If given Plant Food, it will zap a zombie and turn it into a Toadstool. At Level 7 and above, she turns zombies into Fume-Shrooms instead of Puff-Shrooms.
1285----
1286* BewitchedAmphibians: When given Plant Food, she turns a zombie into a Toadstool, a toad/mushroom-based plant.
1287* CoolDown: Takes 18 seconds between zaps.
1288* EyesOutOfSight: Her petals always obscure her eyes (if she even has any to begin with).
1289* ForcedTransformation: She zaps zombies and turns them into Puff-shrooms (or at higher levels, Fume-shrooms), or if fed Plant Food, Toadstools.
1290* GoodCounterpart: Of the Wizard Zombie. She zaps zombies and [[ForcedTransformation turns them into mushrooms]] from afar, even being able to affect other lanes. Furthermore, she actually attempts to prioritize Wizard Zombies.
1291* OneHitKill: Her attack turns all enemies including Far Future machines but excluding Gargantuars into Puff-Shrooms, essentially killing them. Against Gargantuars, it deals hefty damage instead.
1292* PunnyName: Based on a Witch and a Witch Hazel.
1293* RobeAndWizardHat: Lacks the robe (thanks to being a plant) but has a very obvious witch hat.
1294* WizardDuel: She'll prioritize Wizard Zombies first over other zombie types. According to WordOfGod in a "Live from PopCap" episode, she is the arch-nemesis of the Wizard Zombie.
1295[[/folder]]
1296
1297[[folder:Parsnip]]
1298[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/parsnip.png]]
1299-->''"Snip!" said Parsnip. "Snip snip snip! If it wasn't for my scrapbook, my coupons, and snipping zombies to death, I just don't know what I'd do with myself!"''
1300
1301A parsnip that pinches at zombies within a 2 tile distance forward for heavy damage. If approached, it will rush forward in a manner similar to Guacodile. Costs 150 sun and has a fast recharge. If given Plant Food, it will dig into the ground and send 2 mini Parsnips forward, snipping anything in their path.
1302----
1303* CloseRangeCombatant: Snips at zombies up to 2 tiles in front of it, but deals incredible damage at a fast rate- enough to kill a zombie in 3 hits at level one.
1304* CounterAttack: If they're damaged enough by any zombie, they perform a rushing attack that hits everything in front.
1305* FoeTossingCharge: Both its rushing attack and Plant Food ability causes this.
1306* GiantEnemyCrab: Appears to be a parsnip crossed with a crab, as evidenced with its pincers and crab-like legs when it rushes.
1307* BreadMilkEggsSquick: In the Almanac he states that his favorite things are his scrapbook, coupons, and snipping zombies to death.
1308* {{Planimal}}: Part Parsnip, part crab.
1309* PowerPincers: Snips at zombies with a crab-like pincer for very heavy damage.
1310* PunnyName: On "parsnip" and "snip".
1311[[/folder]]
1312
1313[[folder:Missile Toe]]
1314[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/missile_toe_is_very_pretty.png]]
1315-->''While she is called Missile Toe, Missile Toe has no toes and, properly speaking, lacks missiles. How'd she get her name? Nepotism! Pure favoritism!''
1316
1317A mistletoe that fires explosive ice shots (explodes in a 1x3 area, with a 3x3 area chilling effect) at any tile on the lawn, in a similar vein to the Cob Cannon and Banana Launcher. She is also immune to freezing in Frostbite Caves. Costs 500 sun, recharges fast. If given Plant Food, she'll fire 3 ice shots at random zombies on the lawn. At Level 5 and above she gains the ability to freeze zombies.
1318----
1319* AreaOfEffect: Has two. Her direct projectile causes heavy damage in a 1x3 area, as well as a 3x3 area slowing effect.
1320* {{Cooldown}}: Much like Cob Cannon and Banana Launcher, it needs a reload time after each firing.
1321* CooldownManipulation: Unlike Banana Launcher, using a Plant Food on Missile Toe will reset her firing cooldown.
1322* DeathFromAbove: After launching one, the ice shot will drop from above like a missile.
1323* DevelopersForesight: Due to how clicking on the Missile Toe activates the targeting beacon, she can't be placed on a minecart. If you try, a message will appear: "Missile Toes are too icy for mine carts".
1324* AnIcePerson: Her attacks cause a 3x3 area chilling effect, if her attack doesn't kill her targets outright. At level 5 and above she also freezes zombies in her area of effect.
1325* NonIndicativeName: [[{{LampshadeHanging}} Lampshaded]] in her Almanac entry, her name is Missile Toe but she doesn’t have either.
1326* NoSell: As an ice-themed plant, she's immune to the [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs in Frostbite Caves.
1327* OneHitKill: On weaker zombies, at least.
1328* PowerCreep: She can basically do everything that Banana Launcher can, while also causing slowing (and if upgraded, freezing) in a 3x3 area around the point of impact, and its Plant Food power refreshes her shot too.
1329* TacticalRockPaperScissors: She can be used to reliably hit Fisherman Zombies and Zombie Kings as they don't move at all, as well as key targets like Wizard Zombies and Octo Zombies who tend to hide behind other zombies.
1330[[/folder]]
1331
1332[[folder:Hot Date]]
1333[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/omg_so_hot.png]]
1334-->''Hot Date's a charmer. He's polite, well-read, has lots of interesting opinions, and practices active listening. Zombies line up around the block to be incinerated by him.''
1335Attracts zombies from the lane above and below his; effect occurs on the column in front of him. When eaten, he explodes into a very damaging line of flames that hit the entire row. Costs 175 sun, recharges sluggishly. If given Plant Food, he'll fully heal himself and attracts zombies on a 4x3 area near him (including the ones behind).
1336----
1337* AchillesHeel:
1338** He'll only explode if he's defeated normally; meaning that his weaknesses are Explorer Zombie, Gargantuar Prime's EyeBeams, Excavator Zombie, Turquoise Skull Zombie, and launched Super-Fan Imps.
1339** Zombies that push or pull plants will also not trigger the effects, such as Mecha-Football Zombie, Fisherman Zombie and Punk Zombie.
1340* ActionBomb: Explodes into a lane of flames on defeat.
1341* CharmPerson: His Almanac Entry states that he's a charmer, and his in-game ability causes zombies to be attracted to his lane.
1342* CompositeCharacter: Combines the drawing aggro and defensive effect of Sweet Potato, exploding when eaten like Explode-O-Nut, and turning into a line of flames when exploding in a manner similar to Jalapeno.
1343* DeployableCover: With a bonus effect of attracting zombies as well and burning them when he's eaten.
1344* DrawAggro: His ability basically does this, by drawing zombies to attack him. He then explodes in a line of flames similar to Jalapeno to deal huge damage to the attracted zombies.
1345* EvenTheGuysWantHim: Most of the zombies are male, yet they are all attracted to his lane. [[https://www.youtube.com/watch?v=z-tzYcZWb5E The Valenbrainz advertisement showcasing him]] even has a male zombie attracted to him on a dating site!
1346* FishingForMooks: His ability in a nutshell, followed by burning those he attracted.
1347* LastDitchMove: Upon having his health depleted, he'll explode like a Jalapeno.
1348* NoSell: As a fire-themed plant, he's immune to the [[ProtectionFromTheElements freezing winds]] and Hunter Zombie snowballs in Frostbite Caves, and can actively warm other plants around him.
1349* OneHitKill: His flame explosion is this on most zombies.
1350* PlayingWithFire: Explodes into a line of flames when eaten. As a fire plant, he can't be frozen, and warms up plants around him.
1351* ShowsDamage: When he gets eaten enough.
1352* SupportPartyMember: By diverting zombies towards his lane, and acting as defense, as well as warming plants near him. Downplayed in that he can also attack when killed.
1353* TakingYouWithMe: When its health is depleted, it bursts into a lane of flames that OneHitKill most zombies.
1354* WorfBarrage: Some zombies can't be attracted by him, such as Zombie Bulls and Jetpack Zombies. His flame explosion is also useless against Imp Dragon Zombies.
1355[[/folder]]
1356
1357[[folder:Caulipower]]
1358[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/the_hypnotiser.png]]
1359--> ''Caulipower's eyes spin with distress. He's just thought of a really great ending for his novel, but he's afraid his cousin won't understand it.''
1360
1361A cauliflower that hypnotizes a random zombie on the field every few seconds. Costs 250 sun and has a Very Slow recharge. If given Plant Food, it uses its powers to toss five random zombies off the lawn.
1362----
1363* CompositeCharacter: He's essentially Electric Blueberry mixed with Hypno-shroom, hypnotizing a random zombie on the lawn between long intervals.
1364* GlassCannon: One of the ''very'' few plants that can kill a Gargantuar in one hit (technically, via hypnotizing them and removing their threat), but still has the durability of a normal plant, which is rather low.
1365* HeelFaceBrainwashing: He induces this in zombies.
1366* MindControlEyes: Spiraly eyes, just like Hypno-shroom.
1367* MindOverMatter: His Plant Food powerup tosses three random zombie out of the screen via psychic powers.
1368* NoZombieCannibals: {{Averted|Trope}} when a normal zombie and a hypnotized zombie meet, as they start ''eating each other''.
1369* OneHitKill: Essentially this in a nutshell, since a hypnotized zombie is pretty much removed from the fight. Its Plant Food powerup also does this, although it only tosses Gargantuars backwards.
1370* PowerCreep: It essentially does what Electric Blueberry does except it also turns the zombie to your side.
1371* PowerFloats: Floats with his psychic powers. This allows him to float over the water in Big Wave Beach.
1372* PsychicPowers: Uses his mental powers to turn zombies against each other, or [[MindOverMatter toss them away]] for a OneHitKill if given Plant Food.
1373* SupportPartyMember: By turning zombies to fight for you.
1374[[/folder]]
1375
1376[[folder:Gold Bloom]]
1377[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/goldblum.png]]
1378-->''"Your botanists were so preoccupied with whether they could," says Gold Bloom, about nothing and to nobody in particular, "they didn't stop to think if they should."''
1379
1380A golden flower that produces a burst of 375 sun then disappears. Costs 0 sun and has a very slow recharge rate (the slowest in the game).
1381----
1382* DistressedDude: In order to be able to use it, you originally needed rescue it from the Epic Quest, a series of 10 {{Remixed Level}}s.
1383* LeaningOnTheFourthWall: Despite the Almanac claiming otherwise, Gold Bloom most likely refers to the mere existence of the mutant plants ([[SerialEscalation and the numerous variants of them]]) in ''Plants vs. Zombies'' universe.
1384* ShoutOut: Its name is based on Creator/JeffGoldblum, and its Almanac references a quote by Dr Ian Malcolm from ''Film/JurassicPark'', who is played by Goldblum.
1385* SupportPartyMember: Gives off a huge burst of 375 sun for free.
1386[[/folder]]
1387
1388[[folder:Electric Currant]]
1389[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/shocking_6.png]]
1390-->''"Electricity is all very well and fine as a phenomenon," says Electric Currant, "but electromagnetism as a whole is where it's really at."''
1391A red currant, that, when two of them are placed in a row or column, will produce an electrical line that damages all zombies touching it. Costs 150 sun and has a mediocre recharge rate. If given Plant Food, the plant will produce a much stronger electric current.
1392----
1393* AreaOfEffect: Damages all zombies within the "fence".
1394* DistressedDude: In order to be able to use it, you originally needed to rescue it from the Epic Quest, a series of 10 {{Remixed Level}}s.
1395* PunnyName: of "electric current" and "currant".
1396* ShockAndAwe: Zaps all zombies within the area of effect.
1397* WonderTwinPowers: It requires two of them to be connected (by being directly across from each other) for their power to even work.
1398[[/folder]]
1399
1400[[folder:Aloe]]
1401[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/aloe_aloe_aloe.png]]
1402-->''Aloe likes to soothe. He likes to alleviate, he likes to restore, he likes to mend. But don't ask him to revive. He's touchy about revival.''
1403
1404An Aloe plant that heals the plant in front of it. Costs 75 sun and has a sluggish recharge. If given Plant Food, it will heal all plants in a 3x3 area around it. In the Chinese version, it heals all plants in a 3x3 area and its Plant Food ability allows it to fling five droplets which create puddles that chill and slow zombies and heal all plants in a 3x3 area.
1405----
1406* DistressedDude: In order to be able to use it, you originally needed to rescue it from the Epic Quest, a series of 8 {{Remixed Level}}s.
1407* ShesAManInJapan: Aloe is refered to as female in the Chinese version of the game.
1408* SupportPartyMember: By [[TheMedic healing the plant in front of him or in the Chinese version, all plants in a 3x3 area.]] He will also replenish Chard Guard's leaves and Holly Barrier's berries if he heals them.
1409[[/folder]]
1410
1411[[folder:Solar Tomato]]
1412[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sunny_day.png]]
1413--> ''Solar Tomato wishes folks would just stop and enjoy the sunshine sometimes. "Stop," she says. "Enjoy the sunshine. I said stop! Hold it right there! Don't move! I MEAN IT!!!"''
1414
1415A tomato that stuns all zombies in a 3x3 area, while causing them to drop 50 sun each. Costs 100 Sun and has a Sluggish recharge time.
1416----
1417* AreaOfEffect: Affects all Zombies in a 3x3 area. Using it on a huge group of them will provide a very hefty amount of sun.
1418* BerserkButton: She gets really ticked off when people don't stop and enjoy the sun, screaming for people to do so.
1419* CompositeCharacter: Causes Zombies to drop sun like Sun Bean, stuns them like Iceberg Lettuce, and hits a 3x3 area like Stallia (or a Level 16+ Iceberg Lettuce).
1420* ThePowerOfTheSun: She uses this to stun zombies and cause them to drop 50 sun each.
1421* StatusEffects: Causes a Stun by blinding zombies in a 3x3 area around her. The duration increases as she levels up.
1422* SupportPartyMember: By stunning groups of zombies and causing them to drop sun.
1423[[/folder]]
1424
1425[[folder:Electric Peashooter]]
1426[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/electric_peashooter.png]]
1427-->''Electric Peashooter expects resistance, but he doesn't want to ohm anybody.''
1428
1429An electric-themed Peashooter who fires electric balls forward that pierce zombies. Any zombies within proximity of the electric balls gets zapped for electrical damage. Costs 200 Sun. If given Plant Food, it fires three large electrical balls at the nearest zombies, and upon contact they explode into a SpreadShot of smaller electrical shots.
1430----
1431* FireIceLightning: Completes the trio of Fire Peashooter and Snow Pea by being lightning elemental.
1432* OneHitPolykill: His electrical peas penetrate all zombies in their path. This also means it ''can't'' be reflected by Jester Zombies or blocked by Excavator Zombies.
1433* ShockAndAwe: Shoots electrical peas that shock nearby zombies.
1434* SpreadShot: His Plant Food is twofold- he fires a spread of three electric balls at the three closest zombies to the house, ''then'' each of these explode into a spread of even smaller electrical balls.
1435* TacticalRockPaperScissors: Excels at taking down Zombie Chickens since the chickens die as soon as they contact the projectile, and there is NO limit as to how many zombies it can hit.
1436[[/folder]]
1437
1438[[folder:Holly Barrier]]
1439[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/jingle_bells.png]]
1440-->''Holly Barrier would like to advise folks not to eat his berries. "It's rude to eat somebody's berries without asking," he says. "In addition, they are highly toxic."''
1441
1442A defensive holly plant that uses a spiked leaf to block and damage to zombies attacking it. It is also capable of launching berry projectiles onto a targeted area on the lawn up to 3 times. These cause minor SplashDamage and KnockBack on impact, leaving a barrier behind that blocks zombies while damaging them. Costs 150 Sun and has a Mediocre recharge. If fed Plant Food, it will fire out three projectiles at random zombies that spawn metal-spiked barriers that deal more damage, while regenerating its berries.
1443----
1444* AntiAir: Strangely enough, his deployed barriers act as Anti-air defense and can block airborne zombies. Holly Barrier itself is unable to, however.
1445* DeathFromAbove: After launching one, the holly leaf will drop from above like a missile and deal 3x3 area splash damage with knockback.
1446* DeployableCover: Can use one of its berries to drop a holly leaf barrier onto the battlefield, blocking zombies while damaging them. It also damages and knocks them back in a 3x3 area upon landing.
1447* CompositeCharacter: It's a cross between Endurian, Banana Launcher/Missile Toe and Chard Guard, being a defensive unit that damages zombies but with the capability of targeting a square on the lawn up to three times to knock back zombies in an area it hits.
1448* KnockBack: The holly berries it can launch will deal a 3x3 area knockback on zombies when they land.
1449* MultipleHeadCase: Has four berries as its heads, although it can willingly launch the three smaller ones as DeployableCover.
1450* OneHitKill: His projectiles cause knockback. If this pushes a grounded zombie over a plankless lane in the Pirate Seas, or if Blover is used, it's an instant kill, even against Gargantuars.
1451* PowerCreep: It basically does what Endurian can do, except it also can drop area KnockBack DeployableCover holly leaf barricades.
1452* RuleOfThree: It can only hold up to 3 launchable berries at a go. That said, it will regain all used berries if Aloe heals it.
1453* SpikesOfDoom: What it uses to hurt zombies with.
1454* SplashDamage: The holly projectiles deal damage in a 3x3 area where they land, and more importantly knock back zombies it affects too.
1455* StoneWall: Like Endurian, it isn't too good in the offensive department, but can definitely hold the zombies back for a good while. Its offensive stats do go up as it levels up, but not by much.
1456* YouWontLikeHowITaste: Holly Barrier would advise others not to eat his berries, not just because it's rude, but also because they're highly toxic.
1457[[/folder]]
1458
1459[[folder:Shadow Peashooter]]
1460[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/shadowpea.png]]
1461
1462-->''"Phoot," Shadow Peashooter says, emitting a shadowy, ah, hmmm, I guess you could call it a pea, at a distant zombie. "Uph!" gasps the zombie in evident surprise. There's a lot going on under the surface between these two.''
1463
1464A Peashooter plant that fires out balls of shadow when unpowered and piercing beams that slow zombies when powered by Moonflower. When a zombie comes near, he hides in the ground and any zombie stepping on it will get dragged into the ground. Costs 125 sun and has a Fast Recharge. If fed Plant Food with 2 or less Moonflowers on the lawn, he will fire a shadow ball forward that explodes a 3x3 area, otherwise he will drop a huge shadow bomb that deals huge damage to all zombies on the field.
1465----
1466* BuriedAlive: What he does to zombies that get near, dragging them back into the ground for a OneHitKill.
1467* CastingAShadow: Fires shadowy peas and shadow-based lasers at zombies. When fed Plant Food while powered, he drops a shadow nuke.
1468* CompositeCharacter: Hoo Boy. He fires peas like Peashooter when unpowered, fires a piercing laser that slows like a cross between Laser Bean and Stallia, hides when zombies get near like Scaredy-shroom, drags most zombies that get close into the ground for a OneHitKill like Tangle Kelp, and his Plant Food power is a SmartBomb like Strawburst.
1469* DarkIsNotEvil: Despite being a shadow plant and even [[CastingAShadow using darkness as a power]], he's one of the good guys.
1470* EvenTheSubtitlerIsStumped: About what his projectiles are supposed to be.
1471-->''"Phoot," Shadow Peashooter says, emitting a shadowy, ah, hmmm, I guess you could call it a pea, at a distant zombie.
1472* LongRangeFighter: Similar to Scaredy-Shroom, he will hide in the ground and stop attacking should zombies get near. If a zombie does touch him, he'll drag that zombie down but destroy itself in the process (unless he's powered by Moonflower).
1473* OneHitKill: Drags zombies that get near into the ground to kill them instantly. It doesn't work on AirborneMooks, of course.
1474* OneHitPolykill: When powered, his shadow lasers can pierce through all enemies in front of him, making him a good anti-crowd weapon. He can let you shoot through obstacles as well, and even hits zombies that are ''offscreen''.
1475* ShoutOut: According to [=PopCap=] representatives, his SmartBomb Plant Food power when there's at least 3 Moonflowers on the lawn is called "[[Anime/DragonBallZ Spirit Bomb]]", and it certainly looks the part too.
1476* SmartBomb: His Plant Food power when powered makes drops a huge shadowy nuke that hits every zombie on the screen for massive damage.
1477* SwissArmyWeapon: Can be used as a regular peashooter, a long-range piercing and slowing attacker, an instant-death plant on nearby targets, or even a SmartBomb if boosted.
1478[[/folder]]
1479
1480[[folder:Sling Pea]]
1481[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/slingpea.png]]
1482-->''Sling Pea keeps a keen eye on the whole battle space. He's alert and attentive. "If something slips through," he muses quietly, "it would be my fault. And I just couldn't forgive myself if that happened."''
1483
1484A Peashooter plant that fires five peas in a burst, targeting the zombies closest to your house each time. Costs 125 sun. If fed Plant Food, he'll fire five massive peas at the closest zombie to the house thrice, for a total of 15 peas.
1485----
1486* DeathFromAbove: His main shtick, which is unusual for a peashooter.
1487* EdibleAmmunition: Peas, as usual.
1488* PowerCreep: It's a better version of Homing Thistle, being cheaper, able to target up to five zombies, ''and'' deal SplashDamage with its projectiles.
1489* SplashDamage: Sling Pea's projectiles deal splash damage when they hit.
1490* SpreadShot: Fires a spread of shots at the five nearest zombies on the lawn.
1491[[/folder]]
1492
1493[[folder:Goo Peashooter]]
1494[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/goopeashooter.png]]
1495-->''Goo Peashooter is a goopy shooter. See? See how that works? It's a play on words. Words are often playful, folks!''
1496
1497Another Peashooter plant, this time with the ability to poison and slow down zombies. Costs 125 sun. When fed Plant Food, Goo Peashooter will fire a giant ball of poison that knocks back, poisons and heavily slows all zombies in his lane.
1498----
1499* PoisonousPerson: His peas are poisonous.
1500%%* PunnyName: As noted in his Almanac entry.
1501* StatusEffects: Poisons ''and'' slows zombies.
1502[[/folder]]
1503
1504[[folder:Snap Pea]]
1505[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/snappeahd.png]]
1506-->''"I'm a picky eater, I'll admit it," admits Snap Pea casually. "I'll eat a zombie, no problem, but there's just something about heads. I feel like they're looking at me."''
1507
1508A Peashooter with an unusual battle style. It dives underground, burrows towards a zombie, and swallows them whole. It will then return to its original position, chew on the zombie momentarily, and then spit out their head to damage other zombies. If faced with a foe it can't eat in this manner (such as a Gargantuar), it will instead shoot three peas at them when it emerges near them. Costs 200 sun. When fed Plant Food, Snap Pea will burrow underground and snap up five random zombies, and then return to shoot all five heads in its lane, with each head dealing incredibly high damage. If its only targets are machines or Gargantuars, it will shoot three peas at them instead.
1509----
1510* CompositeCharacter: Of Peashooter and Chomper.
1511* DevelopersForesight: Eating a [[{{Medusa}} Zombie Medusa]] will cause the head it spits out to petrify the zombie it hits as well as those near the point of impact.
1512* GrievousHarmWithABody: When it's done chewing on a zombie, it will spit that zombie's head at the rest of the horde for additional damage.
1513* ManEatingPlant: Just like Chomper. Although in Snap Pea's case, it'll spit out the head.
1514* OneHitKill: Instantly kills any zombie that's considered edible.
1515* PickyEater: A self-admitted one. They eat everything but the head, which they spit out.
1516* PowerCreep: It's essentially the Chomper, but with the ability to attack any zombie at any range in front of it, and then spit the head out for good measure.
1517* TakenForGranite: As a form of DevelopersForesight, if they eat a Zombie Medusa the head it spits out will petrify the zombie it hits as well as those in an area around it.
1518[[/folder]]
1519
1520[[folder:Zoybean Pod]]
1521[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hd_zoybean_pod.png]]
1522-->''"Developing plant zomboids in eerie mimicry of zombie life is well within the boundaries of human experience," Zoybean Pod insists with a calm, unvarying steadiness.''
1523
1524A soybean plant that generates helpful zombie-like beings called "zomboids" to attack zombies. Costs 200 sun. When given plant food, it summons a zomboid Gargantuar.
1525----
1526* CreepyGood: Creates humanoid plant creatures out of thin air and if his almanac entry is anything to go by, his personality doesn't make it any less creepier.
1527* MookMaker: A heroic version with its zomboids.
1528* ShoutOut: To the Pod People from ''Film/InvasionOfTheBodySnatchers'', being a plant that spawns replicas of humanoids.
1529[[/folder]]
1530
1531[[folder:Dazey Chain]]
1532[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hd_dazey_chain.png]]
1533-->''"I use they/them pronouns," says Dazey Chain. "Duh," they add.''
1534
1535An offensive straight-shooting plant that grows through three stages, growing more powerful and releasing a stunning puff of gas at each stage. Costs 150 sun. When given Plant Food, Dazey Chain will grow straight to their final stage and release a large puff of stunning gas in their lane and adjacent lanes.
1536----
1537* AmbiguousGender: They use they/them pronouns, according to the Almanac.
1538* TheParalyzer: Their gas stuns enemies.
1539* PunnyName: Daze + daisy chain.
1540[[/folder]]
1541
1542[[folder:Electrici-tea]]
1543[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/electrici_tea_hd.png]]
1544-->''"I want to be eaten. I NEED to be eaten," says Electrici-tea. "However, I am perfectly content to fry zombies in the meantime."''
1545
1546A plant that lets out electrical discharges all around until eaten, at which point the zombie who landed the killing bite explodes into a flurry of electricity. Costs 125 Sun. Its Plant Food effect is to unleash lethal bolts of lightning upon every zombie nearby for a few seconds.
1547----
1548* AchillesHeel: Like its Almanac entry suggests, it ''needs'' to be ''eaten'' to trigger its area-damage OneHitKill effect. Any zombie that doesn't eat can deal with it more safely.
1549* DeathSeeker: They actually ''want'' to be consumed.
1550* EmergencyWeapon: Much like Chili Bean, it's better than Potato Mine in this aspect in that it needs no time to arm and has an additional effect besides killing off the target.
1551* OneHitKill: Any zombie who lands a killing bite on it will be explode into electricity, health be damned.
1552* PunnyName: Electricity + tea.
1553* ShockAndAwe: The clue's in the name.
1554[[/folder]]
1555
1556[[folder:Blastberry Vine]]
1557[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/blastberryhd.png]]
1558-->''Blastberry Vine snickers to himself. He imagines lobbing bomblets. He's been reading up on it and he knows it's gonna make a big splash when it happens. "Soon," he whispers.''
1559
1560One of the new vine plants, which can be planted on top of other plants, much like Pumpkin. He lobs projectiles that burst into explosive bomblets. Costs 175 sun. When given Plant Food, he launches a barrage of explosive berries in his lane. Like all vine plants, this will also trigger the Plant Food effect of whatever he's planted on top of.
1561----
1562* AreaOfEffect: The bomblets will hit an entire area on the ground.
1563* EquippableAlly: As a vine plant, he can be planted on top of other (non-vine) plants.
1564* RecursiveAmmo: His projectiles split into smaller bomblets.
1565* TacticalRockPaperScissors: It's notable for being one of the few automatic-firing plants that can hit zombies that have at least one natural immunity -- Jesters cannot reflect it, Excavators and Parasols can't block it, flying enemies and Imp Dragons are not immune, and it can target and hit submerged Snorkel Zombies. It's also capable of bypassing Shield Zombie's forcefield.
1566* ThrowDownTheBomblet: His main form of attack.
1567[[/folder]]
1568
1569[[folder:Imp Pear]]
1570[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/imp_pear_hd.png]]
1571-->''Imp Pear impairs zombies. Of course, Imps don’t appreciate this characterization, but who cares?''
1572
1573When a zombie eats Imp Pear, that zombie is transformed into an Imp. If the zombie already was an Imp, then he has the same effect as a Chili Bean. Costs 0 sun. When given Plant Food, Imp Pear will apply his effect to several zombies at once.
1574----
1575* {{Fartillery}}: Has the same effect as a Chili Bean if an Imp eats him.
1576* ForcedTransformation: Turns zombies into Imps.
1577* MultipleReferencePun: See PunnyName.
1578* OneHitKill: Any Imp that eats one will die instantly as if they had eaten a Chili Bean.
1579* PunnyName: A pear that impairs zombies by turning them into Imps.
1580[[/folder]]
1581
1582[[folder:Pokra]]
1583[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/pokra_pvz2.png]]
1584-->''Pokra's scrappy, she's a fighter, she's not afraid to jab below the belt to get job done. She won't, because that would be cheating, but she's not afraid to. "Just so we're clear," she says with a resolute glint in her eye.''
1585
1586A close-range plant whose jabs slow zombies down and increase in intensity with every consecutive blow. If she lands enough hits in a row, she launches a drill-like projectile that pierces through zombies and slows them down. She then rests for a few seconds before starting again. Costs 175 sun. When given Plant Food, Pokra launches three of her piercing and slowing projectiles one after another.
1587----
1588* ActionGirl: A female plant, and the Almanac mentions she's a fighter.
1589* CloseRangeCombatant: Zig-zagged. Normally she fights up close, but she can shoot a projectile if she lands enough attacks in a row.
1590* CombatPragmatist: The Almanac mentions that she's not afraid to hit below the belt. (She won't, because it would be cheating, but she's not afraid to.)
1591* PunnyName: Poke + okra.
1592* StatusEffects: Her jabs slow zombies down.
1593[[/folder]]
1594
1595[[folder:Pyre Vine]]
1596[[quoteright:165:https://static.tvtropes.org/pmwiki/pub/images/pyrevinehd.png]]
1597-->''Pyre Vine considers his holdings, his fortune, his vast hoard of wealth. He feels it should please him, and yet nevertheless he is anxious and fearful.''
1598
1599A vine plant that can use a close-range fire attack. Costs 125 sun. When fed Plant Food, he sets his entire lane on fire, heavily damaging all zombies in it.
1600----
1601* CloseRangeCombatant: Starts out with a measly range of 2 squares in front, but as it levels up it becomes able to hit more squares, eventually maxing out at 5.
1602* DeathOfAThousandCuts: Deals very weak but very rapid damage to zombies within range, at a rate that's even faster than Spikerock. It hits fast enough to instantly kill chickens that enter its attack zone.
1603* EquippableAlly: As usual for a vine plant.
1604* HerdHittingAttack: Its attack hits all zombies within its range.
1605* MagikarpPower: Starts out costing 125 sun with a weak 2-tile range flame at level 1, and ends with a strong 5-tile range flame at the mere cost of 50 sun at level 10.
1606* NoSell: Not only is it immune to [[ProtectionFromTheElements freezing]], any plant placed within it will also become immune to freezing.
1607* PlayingWithFire: Has a close-range flamethrower attack and can set his whole lane on fire with Plant Food.
1608* TacticalRockPaperScissors: One of these on a lane attacks so quickly that it will instantly put an end to any Zombie Chickens or Ice Weasels that get into range. As with all fire plants, it's also very useful in Frostbite Caves.
1609* TheWorfBarrage: As with almost all other fire plants, it can't do much against Imp Dragons.
1610[[/folder]]
1611
1612[[folder:Ice Bloom]]
1613[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/icebloomhd.png]]
1614-->''The last time Ice Bloom had pancakes for breakfast, she wasn't satisfied. She can't say why, exactly, but there was something subtly wrong with them. The shocking reason? Substandard maple syrup.''
1615
1616A plant that will freeze, chill and damage every zombie on the lawn when planted. The effect is stronger on zombies that are in a 3x3 area around her, and any zombies killed by her effect will be frozen in blocks of ice and become obstacles for other zombies (although Frostbite Caves zombies are immune to this). Costs 200 sun.
1617----
1618* ActionBomb: When planted, she explodes to freeze, chill and damage every zombie on the lawn.
1619* AnIcePerson: Naturally.
1620* DeployableCover: An unusual variant. Any zombies killed by her effect will be turned into ice blocks, that act as cover.
1621* HarmlessFreezing: Averted. She deals miniscule damage to zombies frozen outside a 3x3 area around her, while zombies within it take a lot more -- enough to kill a Basic zombie at level 1.
1622* InstantIceJustAddCold: Any zombies killed by her effect will turned into ice blocks that become obstacles.
1623* SuspiciouslySimilarSubstitute: To Ice-Shroom and Iceberg Lettuce's Plant Food effect, being capable of freezing all zombies on the lawn and chilling them when they thaw out.
1624[[/folder]]
1625
1626[[folder:Ultomato]]
1627-->''Ultomato yawns as unimaginable energies build up inside his being. It's cool. He can afford to wait. He's got allllll day.''
1628
1629A plant that charges up to fire a devastating beam that damages zombies for as long as the charge lasts. He can be planted on up to three times to increase his damage output even further. Costs 250 sun and costs 50 more for every time you plant him. When fed Plant Food, Ultomato will self-destruct and heavily damage everything in a 5x7 area around him.
1630----
1631* ActionBomb: Explodes for very heavy damage around him if fed Plant Food.
1632* AwesomeButImpractical: At maximum power, his damage output is a sight to behold, but he gets more expensive the more you plant him.
1633* EyeBeams: Fires extremely powerful beams from his eyes.
1634* MightyGlacier: Deals insane amounts of damage with his beams especially at maximum power, but has a long cooldown between attacks.
1635* PunnyName: Ultimate + tomato.
1636* SelfDestructMechanism: He explodes when given Plant Food.
1637* ShockAndAwe: He's considered a Fila-Mint family plant, even though his beams aren't electrical.
1638* TacticalRockPaperScissors: Jester Zombie cannot reflect his beams, and it will hit Excavator Zombie and Shield Zombie past their protection.
1639* WaveMotionGun: His main form of attack.
1640[[/folder]]
1641
1642[[folder:Dartichoke]]
1643[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/pvz2_dartichoke.png]]
1644-->''"Why waste shots on foot soldiers when you can win the battle with one well-chosen dart to the dome?" wonders Dartichoke. "Why would you do it? Why would ANYONE do it?"''
1645
1646This plant fires artichoke spines at zombies in its lane, but has limited ammunition and will stop to reload after firing the maximum amount of spines. It will prioritize especially dangerous zombies such as Octo Zombies, Roman Healer Zombies and Wizard Zombies. Costs 225 sun. When given Plant Food, Dartichoke will launch powerful blue darts at several zombies on the lawn.
1647----
1648* AmbiguousGender: It is never referred to with gendered pronouns in its almanac entry, but in two official Reddit posts it was referred to initially with masculine pronouns, and then later with feminine pronouns.
1649* BottomlessMagazines: {{Averted|Trope}}. Dartichoke's shots have limited ammo, and it will stop to reload upon running out.
1650* CriticalHit: Has a chance to shoot a much more powerful dart that deals 3x the damage. This chance starts low but increases as it levels up.
1651* HomingProjectile: Zig-zagged. Usually, its darts act like normal straight-shot projectiles, but if a more dangerous zombie shows up, its shots will hunt them down.
1652* PunnyName: Dart + artichoke.
1653* ShootTheMageFirst / ShootTheMedicFirst: Its gimmick is that its shots will home in on the zombies' {{Elite Mook}}s and/or {{Support Party Member}}s like Wizard Zombie or Roman Healer Zombie.
1654[[/folder]]
1655
1656[[folder:Shine Vine]]
1657-->''"Peek-a-boo!" giggles Shine Vine, staring directly at you, the player. "Consider that fourth wall SHATTERED!"''
1658
1659A vine plant that produces sun and amplifies the sun production of sun-producing plants bar Moonflower. Costs 75 sun. When fed Plant Food, it produces 100 sun and stuns the zombies in a 3x3 area around her.
1660----
1661* BlindedByTheLight: Her last-ditch defense if a zombie gets too close.
1662* BreakingTheFourthWall: In her Almanac entry.
1663* ConstructAdditionalPylons: As usual for sun-producing plants.
1664* EquippableAlly: Can be planted on other plants, similar to the other vines.
1665* EverythingsBetterWithRainbows: She creates rainbows when producing sun.
1666* LightIsGood: She has light-based abilities and is one of the good guys.
1667* SupportPartyMember: By producing Sun and also boosting the sun production of sun-producing plants (except Moonflower).
1668* SuspiciouslySimilarSubstitute: To Gold Leaf, being a plant that can be planted on the same spot as another plant and produce sun. Unlike Gold Leaf, she can be used outside the Lost City (and a few specific Pinata Party/Battlez/Penny's Pursuit levels).
1669[[/folder]]
1670
1671[[folder:Gumnut]]
1672-->''"I only chew ham-flavored gum," exudes Gumnut. "Ham and salt."''
1673
1674A single-use plant that blows bubble gum that pops on the first zombie that approaches it, which immobilizes them and causes them and zombies that pass it to attack the gum. Costs 125 Sun. When fed Plant Food, he blows a huge bubble gum that explodes and covers 5-10 zombies depending on level.
1675----
1676* BizarreTasteInFood: Only chews ham-flavored gum according to the Almanac.
1677* DeployableCover: It places a blob of gum on the zombies it hits, which zombies are forced to eat.
1678* StickySituation: Causes the zombie that attacks it to be covered in sticky chewing gum, which holds it in place, stops zombies, and has to be eaten to be removed.
1679* SuperToughness: The bubblegum is exceptionally tough, taking regular damage from Gargantuar smashes and All-Star tackles that are otherwise a OneHitKill on most other plants.
1680[[/folder]]
1681
1682[[folder:Tumbleweed]]
1683-->''This zesty little guy can't wait to get at it! Places to do! Things to go! It works because he planned thoroughly ahead of time.''
1684
1685An instant-use plant that tumbles down the lane and bounces off zombies, much like Bowling Bulb. Zombies it hits will be stunned for a few seconds, and can be knocked back, or rarely, out of the lawn. It can sometimes be spawned in multiples, and will be set on fire by Torchwood to deal extra damage. Costs 50 sun and has a very fast recharge time.
1686----
1687* KnockBack: Has a chance to knocks back the zombies it collides with, which increases with his level.
1688* OneHitKill: Has a very small chance to knock a zombie out of the lawn entirely.
1689* TheParalyzer: Stuns the zombies he collides into.
1690* PinballProjectile: He ''is'' one.
1691* SelfDuplication: There's a chance that more than one can appear when planted, which increases at higher levels.
1692* ShownTheirWork: His ability to be set on fire is based on the real life tumbleweed's extreme flammability, and his capability to be duplicated when planted is based on its highly aggressive reproduction rate.
1693[[/folder]]
1694
1695[[folder:Olive Pit]]
1696-->''Olive Pit lies buried deep underground, thinking furiously. What about? Hard to say. Maybe airplanes? Do helicopters count as airplanes?''
1697
1698A grounded plant that buries itself in the ground and acts as a pitfall trap, swallowing most zombies that walk over it. After burying itself, Olive Pit will constantly spit out zombie-slowing olive oil in the tile to its right, slowing zombies' speed by 33%. Costs 175 sun. When fed Plant Food, it will swallow zombies in a 3x3 area around it, the spit out olive oil onto the 8 tiles around it.
1699----
1700* AchillesHeel: As it's a grounded plant, it cannot eat [[AirborneMook airborne zombies]], and larger zombies like machines and Gargantuars cannot be swallowed at all, the latter of which can also notice and crush it. Jurassic Rockpuncher will also notice and kill it.
1701* BigEater: Unlike Chomper, Toadstool, and Snap Pea, Olive Pit can swallow more than one zombie before [[{{Cooldown}} having to digest]]. It starts out with a capacity of 2 at level 1, which increases to 3 at level 2, 4 at level 4, 5 at level 7, and 6 at level 10.
1702* CompositeCharacter: A cross between Chomper, Spikeweed/Spikerock, and Sap-Fling, being a low-lying trap plant that most zombies will pass over, but also instantly kills any zombie that can be eaten, and also produces a slowing puddle.
1703* {{Cooldown}}: Has to digest zombies for a short while after filling up. This thankfully doesn't prevent it from becoming more vulnerable to zombies.
1704* DevelopersForesight: If the player tries to plant it on a minecart, the message "Olive Pits make holes. No railcarts!" will appear.
1705* LogicalWeakness: As Olive Pit creates a human-sized hole in the ground, any flying zombie can simply fly over it and it can't eat zombies that are too big. It also cannot be planted on minecarts as the hole would destroy the cart and the track.
1706* OneHitKill: Any zombie that's vulnerable to it will fall into the pit and be instantly killed.
1707* PitTrap: It's a pit that will OneHitKill most zombies that walk onto it. This however also means that it can't be planted on places that can't logically have pitholes, such as plank lanes in Pirate Seas, Wild West railcarts, and Lily Pads.
1708* PortableHole: Zig-zagged. It cannot be planted on railcarts, but it can still be moved by Escape Root.
1709* PunnyName: It's an olive that can create a pit for zombies to fall into.
1710* StealthExpert: Apart from Gargantuars and Jurassic Rockpuncher, most Zombies will not even notice Olive Pit. Not even Wizard, Octo, or Excavator will attempt to interact with it and will simply walk over it.
1711* TrapMaster: Stays underground as a trap that will kill most zombies that walk over it.
1712* TacticalRockPaperScissors: It instantly eats zombies, preventing zombies from using abilities that activate on damage or upon death. As a low-lying plant most zombies will walk over it, but even those that otherwise affect most low-lying plants cannot target it, such as Barrel Roller Zombie, Pianist Zombie, Wizard Zombie, Octo Zombie, and Excavator Zombie. Furthermore, the oil it spits out will obstruct pushed Ice Blocks, Arcade Machines, and petrified Bust Head Zombies.
1713[[/folder]]
1714
1715[[folder:Puffball]]
1716-->''"You think cuz I'm Puffball that I'm puffy, that I'm soft, that I'm insubstantial?" fumes Puffball. "You need to change that thinking. PRONTO."''
1717
1718An instant-use plant that explodes into toxic spores on three entire columns when planted, stunning and permanently poisoning zombies caught in it. Costs 150 sun.
1719----
1720* ActionBomb: An instant-use plant whose explosion affects three columns when planted.
1721* AreaOfEffect: Hits three entire columns of zombies instead of Cherry Bomb's, Grapeshot's or Bombegranate's 3x3 square.
1722* MagikarpPower: Puffball starts out rather weak for an instant, costing 150 sun and stunning zombies for only 3 seconds while unable to kill a basic zombie before the stun wears off. Its poison damage and stun grow ''a lot'' as it levels up, and at level 10 it's capable of killing a Robo-Cone before its stun wears off. Its sun cost drops by a lot as well, costing 100 at level 3, and then a mere 50 sun at maximum level.
1723* PoisonousPerson: Poisons any zombies that he explodes on causing them to take damage over time. The poison also gets stronger if an enemy is damaged by it again.
1724* TheParalyzer: It temporarily stuns the zombies that are hit by the explosion.
1725* TacticalRockPaperScissors: Thanks to his ability to stun AND poison enemies at the same time, it becomes a solid counter to Chicken Wrangler and Weasel Hoarder zombies who will not release their animals if stunned when the poison kills them.
1726* YouAreAlreadyDead: Any zombie that is hit by the poison will take continuous damage and it ''does not wear off'' unless cured by Glitter Zombie or Healer Zombie.
1727[[/folder]]
1728
1729[[folder:Explode-o-Vine]]
1730-->''Explode-O-Vine is sooooooooooooooo ready to explode. Just ridiculously ready. He's got the color picked out and everything.''
1731
1732A vine plant that releases a 3x3 explosion with knockback when planted, and when destroyed, releases another one with twice as much power. Costs 150 sun. When given Plant Food, Explode-o-Vine releases a powerful explosion and gains some weak armor that explodes when destroyed.
1733----
1734* ActionBomb: Explodes when eaten.
1735* DeathActivatedSuperpower: Explodes when eaten or killed via most methods.
1736* DudeLooksLikeALady: Explode-o-Vine is explicitly stated to be male, and yet he has eyelashes, which can easily throw viewers off at first glance.
1737* EquippableAlly: Like the other vines, he can be planted on top of other non-vine plants.
1738* HavingABlast: Causes an explosion when planted, killed or when given Plant Food.
1739* PowerCreep: While its main ability is to be planted on top of other non-vine plants, there's little risk using as an instant-use plant like a Cherry Bomb as they both have the same damage output. The end result is an Cherry Bomb that explodes twice, with a faster recharge to boot.
1740* TakingYouWithMe: When he's eaten, he blows up on the offending zombie.
1741[[/folder]]
1742
1743[[folder:Murkadamia Nut]]
1744-->''"Some say that encasing yourself in gelatin is no way to conduct an offense," says Murkadamia Nut with an infectious twinkle. "I say they just haven't planted ME yet!"''
1745
1746A shadow wall plant that grows a layer of gelatinous murk when powered up by Moonflower or Conceal-mint. The murk regenerates over time and damages attacking zombies. Costs 100 sun. When given Plant Food, Murkadamia Nut regrows its murk (if powered up) and gains a shield for further protection.
1747----
1748* CastingAShadow: Creates a gel-like layer of shadowy murk when powered up by Moonflower which acts as defense as well as damaging zombies attacking it.
1749* CompositeCharacter: Of Infi-nut and Endurian when powered up.
1750* DarkIsNotEvil: Despite being a shadow-based plant with darkness powers, it's one of the good guys.
1751* DeployableCover: Par for the course as a wall plant.
1752* PunnyName: Murk + macadamia nut.
1753* ShowsDamage: Like the other wall plants.
1754* SpikesOfDoom: When powered up.
1755* StoneWall: On its own, it's between Infi-nut and Wall-nut in terms of defense. Its defenses increase even more when powered up by Moonflower or Conceal-mint thanks to its murk.
1756[[/folder]]
1757
1758[[folder:Turkey-pult]]
1759-->''Turkey-pult's turkeys are so delicious, you'd never know they were actually made of tofu! Almost never. You might know. Okay, fine, cards on the table: there is absolutely no way you could ever mistake these turkeys for the real thing.''
1760
1761A lobbed-shot plant that hurls tofu turkeys at zombies. The turkeys damage zombies on the initial impact, then rush off down the lane like hypnotized Zombie Chickens. Costs 150 sun. When given Plant Food, Turkey-pult will launch 6 tofu turkeys at random zombies on screen. These turkeys will spawn hardier, more powerful Turkzillas after hitting a zombie.
1762----
1763* DeathFromAbove: As a lobbed-shot plant.
1764* EdibleAmmunition: Launches turkeys made of tofu. Even by [=PvZ=] standards, that's just plain ''bizarre''.
1765* FragileSpeedster: Its tofu turkeys are fast, but they can't take much punishment.
1766* MookMaker: Its tofu turkeys provide a heroic example.
1767[[/folder]]
1768
1769[[folder:Headbutter Lettuce]]
1770-->''Headbutter Lettuce yawns. "Oh, is it that time? Time to headbutt zombies? Let me put on my butting face and I'll be right out!" He's a champ.''
1771
1772A close-range plant that headbutts zombies and has a chance to stick immobilizing butter to their faces like Kernel-Pult. Costs 175 sun. When given Plant Food, Headbutter Lettuce will wildly headbutt every zombie around him, throwing butter around as he does so.
1773----
1774* CloseRangeCombatant: Headbutts zombies that are close to it and even has a chance to stun them, opening them for more damage. He also has extra HP to survive more attacks should the zombies get to him.
1775* CompositeCharacter: Of Bonk Choy and Kernel-Pult.
1776* CycleOfHurting: Every time he attacks, he has a chance to butter the zombies in front, which increases as he levels up. Thanks to his fast attack rate, he can keep a Gargantuar in front of him permanently stunned while being at the mercy of his ''insanely'' high damage per second.
1777* EyesOutOfSight: His lettuce leaves always cover his eyes, giving him this look. His eyes can occassionally be glimpsed when he bounces in his idle animation.
1778* LightningBruiser: Not only does he attack very hard and fast, he also has elevated HP compared to most non-defensive plants. He kills basic zombies in only two fast hits ''at level one''.
1779* TheParalyzer: Like Kernel-pult, his butter stuns zombies.
1780* PowerCreep: He outclasses both Bonk Choy and Wasabi Whip by having similar capabilities (and only slightly less range than the latter), but with far greater damage and the added ability to butter zombies too.
1781* PunnyName: A butter lettuce that headbutts zombies and applies butter to them.
1782* UseYourHead: His main form of attack, as his name implies, is headbutting zombies.
1783[[/folder]]
1784
1785[[folder:Boingsetta]]
1786-->''Boingsetta's a springy plant whose positive outlook is infectiously delightful! The chilling effect is merely a secondary consequence.''
1787
1788A plant that, when planted, slams the ground with a "boing" that does heavy damage to all obstacles like tombstones and octopi and bounces back and chills all zombies on the board. After her initial planting, all subsequent uses of this ability will only affect zombies and obstacles in her lane. She will also need time to recharge after each use of her ability. Costs 150 sun. When fed Plant Food, Boingsetta will unleash a more powerful version of her initial attack.
1789----
1790* AntiStructure: Her attacks utterly destroy board items like gravestones, octopi, surfboards and ice blocks.
1791* AnIcePerson: Chills zombies in addition to bouncing them.
1792* {{Knockback}}: She bounces zombies back.
1793* ObviousRulePatch: Zombies bounced by her cannot be blown away by the Blover.
1794* OneHitKill: Any Zombies bounced onto plankless rows in Pirate Seas will be instantly killed. However, she can't be used alongside the Blover.
1795* PunnyName: Boing + poinsetta.
1796* SupportPartyMember: Her main use is to knock back enemies and destroy grid items, as her damage against zombies is far weaker.
1797[[/folder]]
1798
1799[[folder:Stickybomb Rice]]
1800-->''Stickybomb Rice has extreme confidence in bombs, rice, and the abstract concept of stickiness. She's pulished scholarly articles about all three.''
1801
1802A lobbed-shot plant that hurls {{Sticky Bomb}}s made of rice at zombies. These bombs will explode after a while, and each sticky bomb explosion can activate other sticky bombs nearby. Costs 225 sun. When given Plant Food, Stickybomb Rice will lob a sticky bomb at every non-flying zombie on the lawn.
1803----
1804* AchillesHeel: Can't directly affect {{Airborne Mook}}s and will not target them, although the SplashDamage from explosions can.
1805* ActionGirl: A female plant boasting offensive power that is quite literally explosive.
1806* DeathFromAbove: As a lobbed-shot plant.
1807* RuleOfThree: A maximum of 3 sticky bombs can be attached onto a zombie at one go.
1808* ScissorsCutsRock: Unlike most lobbed-shot plants, Stickybomb Rice's projectiles cannot be bounced away by Parasol Zombie, reflected by Jester Zombie, or defended against via Shield Zombie's shield and Surfer Zombie's surfboard.
1809* SplashDamage: When her bombs explode, they deal a huge amount of area damage.
1810* StickyBomb: Fires these out at zombies, which stuns them for a short while before exploding. The explosion can chain with other sticky bomb explosions.
1811* StickySituation: Her {{Sticky Bomb}}s immobilize zombies when they hit, and keep them stuck until the bombs explode.
1812[[/folder]]
1813
1814[[folder:Hocus Crocus]]
1815-->''"Observe," says Hocus Crocus. "Have I got anything up my sleeve? Do I even have sleeves? No? Prepare, then, to have your quaint and old-fashioned notions of spatial location SHATTERED FOREVER!!!"''
1816
1817A plant that can periodically teleport the leftmost zombie back to the beginning of the lawn, damaging them in the process. Costs 200 sun. When given Plant Food, they will teleport three leftmost zombies back.
1818----
1819* CompositeCharacter: Essentially crosses Witch Hazel's ability to zap zombies in other lanes with a powerful effect at a slow rate, with Thyme Warp's ability to teleport zombies to the back of the lawn.
1820* MagiciansAreWizards: Has the attitude and mannerisms of a stage magician, but they have actual magic powers that teleport zombies.
1821* PunnyName: "Hocus pocus" + crocus.
1822* SpaceMaster: Uses space-based magic to teleport zombies to the starting end of the lawn.
1823* StageMagician: Appears to be based off one, although they're actually capable of using magical powers to teleport zombies while damaging them.
1824* SupportPartyMember: Their primary use is to teleport any zombies near the end of the lawn back to the very start. While they're also capable of dealing damage, it's rather low, and their firing rate is slow.
1825* WeaponizedTeleportation: Teleports a zombie back to the end of the lawn while doing some damage to them.
1826[[/folder]]
1827
1828[[folder:Gloom Vine]]
1829-->''Gloom Vine's gloomy exterior shouldn't be seen as implying a gloomy interior. His interior is gloomy, but for complicated personal reasons that go way back.''
1830
1831A vine plant that attacks all zombies in the 3x3 area around it while also powering any Shadow Plants within. Costs 125 sun. When given Plant Food, it sprays rapid amounts of gloom in the area around it for larger damage.
1832----
1833* AreaOfEffect: Attacks zombies in the 3x3 area around it, similar to how Gloom-Shroom did in the first game.
1834* CloseRangeCombatant: It can only affect zombies that are directly next to it.
1835* CompositeCharacter: A cross between Gloom Shroom, Pumpkin (acting as a small defence) and Moonflower (powering Shadow plants).
1836* DarkAndTroubledPast: The Almanac mentions that their mindset is gloomy because of complicated personal reasons that go way back.
1837* DarkIsNotEvil: Despite being a shadow-based plant with darkness-based powers, it's one of the good guys.
1838* SupportPartyMember: He powers up shadow plants that are planted on him, without the need for Moonflower.
1839* SuspiciouslySimilarSubstitute: To Gloom Shroom, of course. It even has multi-directional facing funnels that attack around it in a similar manner.
1840[[/folder]]
1841
1842[[folder:Draftodil]]
1843-->''Draftodil looks like she's full of hot air, but she isn't. She's full of highly compressed air. There's a difference!''
1844
1845A plant that slows down flying zombies in its lane and fires air cannon blasts that cause a short stun and have a chance to knock small zombies, airborne enemies, and critters off the lawn. Costs 100 sun. When given Plant Food, she will fire five stronger gusts of wind down her lane while blowing away all airborne zombies on her lane.
1846----
1847* AntiAir: Not only does she slow down airborne zombies in her lane, she also will OneHitKill them with her projectiles.
1848* BlowYouAway: Attacks zombies with an air cannon projectiles, which stuns them and has a chance to knock away small zombies and is ''guaranteed'' to kill flying ones. She also constantly blows wind on the lane she's placed on, slowing down all AirborneMooks in it.
1849* OneHitKill: Has a 100% chance to knock a flying zombie out of the lawn and a 50% chance to knock a critter or small/shrunken zombie out of the lawn. The latter chance increases as it levels up, becoming a guaranteed kill at max level.
1850* PunnyName: Draft + daffodil.
1851* TheParalyzer: Her attacks will stun zombies upon hitting them.
1852* TacticalRockPaperScissors: Besides being an AntiAir and anti-Imp plant, she's also useful against Chicken Wrangler and Weasel Hoarder as the guaranteed stun from her attacks prevents them from releasing their animals. She's capable of damaging Jester Zombie as her attacks stun them, preventing them from deflecting. Her projectiles will also instantly blow away Lost Pilots and [=ZCorp HelpDesks=] that are still hanging, instead of causing them to drop like with Blover/Hurrikale.
1853[[/folder]]
1854
1855[[folder:Boom Balloon Flower]]
1856-->''Boom Balloon Flower's balloons are inflated with hydrogen and aerosolized kerosene. It's an anti-safety measure.''
1857
1858A plant that produces balloons that can be placed on any tile, and up to 3 can be stacked. Zombies touching this tile cause the balloon(s) on the tile to explode, dealing damage. Costs 350 Sun. When given Plant Food, she produces a Doom-Shroom balloon that explodes for huge damage to all zombies on the screen.
1859----
1860* AchillesHeel: The only enemies she cannot affect are submerged Snorkel Zombies, as they move under the surface and avoid triggering the balloons.
1861* ActionGirl: While her gender isn't revealed in the almanac, [[https://www.reddit.com/r/PlantsVSZombies/comments/mlklv1/news_update_881_is_now_live/ a reddit post]] by an official [=PopCap=] member confirms her gender as female. She's also one of the most highly destructive non-instant plants in the game too.
1862* AllBalloonsHaveHelium: Averted. She fills her balloons with hydrogen and aerosolized kerosene, so as to have them explode on the zombies. As mentioned, "it's an anti-safety measure".
1863* TheCameo: Doom-Shroom appears during her Plant Food powerup, although this one is just a balloon.
1864* CompositeCharacter: Of Banana Launcher and Potato Mine, being a targeting plant who can plant explosives on chosen spots.
1865* HairTriggerExplosive: Any zombie touching the balloons causes them to explode.
1866* PlayingWithFire: Her balloons are noted to be filled with highly flammable hydrogen and aerosolized kerosene, and they do explode on contact with zombies. Despite this, they do not deal fire damage and can affect Imp Dragons just fine.
1867* PowerCreep: She's a straight upgrade to Banana Launcher, having the ability to set traps and stack up to three balloons with similar splash damage radius. While her damage is lower, she makes up for that with a ''far'' faster reload time.
1868* ShownTheirWork: Hydrogen and aerosolized kerosene are flammable and the former explodes when heated. The intentional use of hydrogen in her balloons may also be a nod to the Hindenburg, which caught fire thanks to the hydrogen used to keep it afloat.
1869* SmartBomb: Her Plant Food spawns a Doom-Shroom balloon that explodes to deal damage to all zombies on the lawn.
1870* SplashDamage: Like Banana Launcher, her balloons cause a small damage area of effect when exploding.
1871* TrapMaster: Unlike Banana Launcher and Missile Toe, her balloons can be placed like traps instead of immediately exploding. Up to three can be planted on a tile.
1872[[/folder]]
1873
1874[[folder:Pea Vine]]
1875-->''Pea Vine boosts Appease-mint Family plants, and he himself is an Appease-mint Family plant, so therefore... hang on... don't tell me... I can do this. I said DON'T TELL ME.''
1876
1877A vine plant that boosts the damage of Appease-Mint plants planted on its spot by 1.5x, while also firing single pea shots. Costs 125 sun. When given Plant Food, he will fire a barrage of peas similar to Peashooter's Plant Food.
1878----
1879* CallBack: To Flower Pot's Almanac Entry, being a MindScrew that hints of planting one on top of itself.
1880* LethalJokeCharacter: Compared to other Vine plants, Pea Vine doesn't seem impressive at first glance -- he only boosts Appease-Mint plants and attacks with single pea shots ala Peashooter. However, his boost also affects himself and grows huge[[note]][=LV1=]: 1.5x, [=Lv3=]: 2x, [=Lv10=]: 3x[[/note]] which is ''incredibly useful'' as support. This boost stacks multiplicatively with Torchwood's fire boost, and as Torchwood is an Appease-Mint plant, he also ''boosts Torchwood's fire boost'' meaning a [=Lv1=] Pea Vine'd Torchwood makes the flames triple instead of double pea damage. The end result of all these is a seemingly useless plant that is actually one of the ''most powerful'' damage boosters in the game.
1881* MagikarpPower: Starts out by shooting single peas, and his base damage is similar to a Peashooter's. However, as his own boost affects himself, leveling him up (which increases his damage, and the multiplier to his boost) gives him a lot more damage potential.
1882* NoSelfBuffs: Averted. Like his Almanac entry hints, his boost to Appease-Mint plants on his spot also includes himself.
1883* SupportPartyMember: His primary use is to boost the power of Appease-Mint plants on his tile. Downplayed as it can potentially get stronger than Repeater when used by itself, thanks to being affected by its own buff.
1884[[/folder]]
1885
1886[[folder:Inferno]]
1887-->''Inferno doesn't feel like he gets enough credit. "Of course I burn zombies," he fumes. "That's a given. But what about how I sweep them down the lane through the sheer force of hot air? Where's my prize for that?"''
1888
1889A fire plant that swirls up fiery tornadoes which pick up and carry the first zombie they hit for a few tiles, damaging other zombies in their path. Costs 200 sun and has a slow recharge. If fed Plant Food, he will fire out a stronger tornado that can suck in multiple zombies, even from adjacent lanes.
1890----
1891* BlowYouAway: He's capable of conjuring up tornadoes. ''Flaming'' tornadoes.
1892* DoNotTouchTheFunnelCloud: Played straight with his basic attack, which will only suck in zombies that touch it. Averted with his Plant Food effect, which will suck in nearby zombies, even those on adjacent lanes.
1893* DudeWheresMyRespect: According to his almanac entry, he doesn't like the lack of respect about his ability to push zombies back with his fiery tornadoes.
1894* KnockBack: The first zombie that gets hit by his fiery tornadoes will be picked up and forced back a few squares. His Plant Food does this to every zombie that gets sucked in.
1895* NoSell: Thanks to being a fire plant, he's immune to [[ProtectionFromTheElements freezing winds]] and snowballs.
1896* PlayingWithFire: A fern that produces flaming tornadoes that damage zombies in their path.
1897* PunnyName: Its name is a play on inferno and Fern.
1898* SupportPartyMember: While he is capable of dealing damage, he's best used to send zombies backwards as his damage is otherwise quite inconsistent. He also functions well in Frostbite Caves, with his warming capabilities and radius increasing as he levels up.
1899[[/folder]]
1900
1901[[folder:Solar Sage]]
1902-->''"Ommm," Solar Sage hums softly to herself. But she's not kidding anybody. We all know her mind is filled with race cars and bulldozers.''
1903
1904A sun-producing plant that gives a bit of sun when planted and transforms humanoid zombies on her tile into invulnerable enlightened zombies, causing them to peacefully depart while dropping sun and possibly enlightening other zombies around them. Costs 0 sun. If fed Plant Food, she transforms all zombies around her in a 3x3 radius into enlightened zombies.
1905----
1906* EnlightenmentSuperpowers: Any zombie affected by her will turn into an enlightened zombie, causing them to "make better choices and depart". They can't be attacked and cannot attack, but they do have the ability to produce sun, and can spread this enlightenment to other zombies.
1907* MookFaceTurn: Zombies she enlightens turn around and depart peacefully, dropping sun in the process while possibly enlightening more zombies near them.
1908* OneHitKill: Against most zombies. She will enlighten most non-animal, non-gargantuar, non-machine zombies, turning them into peaceful but invulnerable units that drop sun as they move away from the house. These can also spread the effect every now and then.
1909* TheVirus: Any enlightened zombie has a chance to enlighten zombies in close proximity to them, spreading the effect.
1910* TheWorfBarrage: She cannot affect gargantuars, animals or machine zombies.
1911[[/folder]]
1912
1913[[folder:Power Vine]]
1914-->''Power Vine's noodly antennae tremble in electric anticipation and he grins, imagining firing laser bolts at zombies in tandem with his brothers.''
1915
1916A vine plant that fires electric laser bolts at zombies and can connect with other Power Vines for triple the firepower. Costs 150 sun. When given Plant Food, he will release an EMP and launch a spread of eleven laser bolts. If he's connected to other Power Vines, he will launch three waves of lasers instead of one.
1917----
1918* DeathOfAThousandCuts: His electric bolts deal low damage, but are fired rapidly and if he's connected to other power vines, the fire rate is tripled.
1919* {{EMP}}: His Plant Food causes an EMP shock in the area around him, disabling machines in the vicinity.
1920* ShockAndAwe: His lasers have electric properties.
1921* SpreadShot: His Plant Food Power fires a spread of electric bolts at the zombies. If he's connected to other Power Vines, he fires three.
1922* TacticalRockPaperScissors: Along with Magnifying Grass, Dandelion, and Draftodil, he's one of the few straight projectile-launching plants whose shots ''can't'' be deflected by the Jester Zombie.
1923* WonderTwinPowers: Downplayed. Being directly connected to other Power Vines triples his firepower, but a lone vine can still attack.
1924[[/folder]]
1925
1926[[folder:Noctarine]]
1927-->''For a plant churning with internal gases, Noctarine's opinions are shockingly conventional. "''Film/{{Jaws}}'' is a good movie," he says. Like, NO KIDDING, Noctarine!''
1928
1929A shadow plant that, upon planting, explodes into a cloud of gas in a 3x3 area that continuously damages zombies. This also produces a shadowy aura that can power up other shadow plants. When Noctarine is himself powered up, the gas he creates can slow zombies down and make ''them'' explode, too. Costs 150 sun.
1930----
1931* DarkIsNotEvil: Despite being a Shadow Plant with toxic gas abilities, he's still one of the good guys.
1932* PoisonousPerson: Explodes into a cloud of poisonous gas when planted.
1933* PunnyName: Nocturne/nocturnal + nectarine.
1934[[/folder]]
1935
1936[[folder:Heath Seeker]]
1937-->''Heath Seekers have always believed that the shortest distance between two points is an elaborately curved path that passes through several zombies and also looks pretty. Needless to say, they're struggling in geometry class.''
1938
1939An instant-use plant that bursts into a storm of homing, piercing darts upon planting. Costs 125 sun.
1940----
1941* HomingProjectile: Explodes into a storm of them when planted.
1942* MacrossMissileMassacre: When planted, it explodes into a ''huge'' storm of homing, piercing projectiles.
1943* OneHitPolykill: Its projectiles will pierce zombies and go on to hit the next one.
1944* PunnyName: Heath + heat-seeker.
1945* TacticalRockPaperScissors: It's one of the very few plants that can hit all types of zombies with immunity, including Jesters (who can't deflect it), Excavators (who are immune to it from the front, but the projectiles will loop behind and hit), flying zombies, Imp Dragons, and submerged Snorkels.
1946[[/folder]]
1947
1948[[folder:Iceweed]]
1949-->''Iceweed is excited to get the call-up to the big leagues and can't wait to start refrigerating zombies whilst inflicting damage on them. He insisted we say "whilst."''
1950
1951A plant that damages zombies that walk on it like Spikeweed, but also chills them. Costs 150 sun. If given Plant Food, he fires an icy sawblade down his lane that damages, chills and pushes all zombies including aerial ones, and also boosting himself to deal more damage and take multiple rolling objects or Gargantuar smashes.
1952----
1953* AntiAir: Downplayed. Unlike the other spikeweed-like plants, he ''is'' capable of damaging AirborneMooks, but only with his Plant Food effect.
1954* AwesomeButImpractical: As cool as his capability to make short work of weasels in Frostbite Caves without worry of freezing over is, he's still as vulnerable to getting {{One Hit Kill}}ed by Troglobite ice blocks.
1955* DeadlyDisc: When using Plant Food, he fires a sawblade down the lane that damages, knocks back, and chills zombies, even aerial ones.
1956* AnIcePerson: Deals cold/chilling damage to zombies that step on him.
1957* NoSell: He's immune to [[ProtectionFromTheElements freezing winds]] thanks to being an ice plant.
1958* RuleOfThree: After being fed Plant Food, he becomes able to withstand three rolling objects or smashes from a Gargantuar.
1959* SpikesOfDoom: Like Spikeweed and Spikerock, he damages zombies that walk on it. Unlike those two, he also slows them down by chilling them.
1960* StatusBuff: After he is fed Plant Food, he will deal twice as much damage and also survive three rolling objects.
1961[[/folder]]
1962
1963[[folder:Tiger Grass]]
1964-->''Tiger Grass is waiting. The grass tiger waits within. Soon their time will come. And then... the slashes! THE FURY!!''
1965
1966A patch of grass that spawns a grass tiger to leap at a zombie within 4 squares in front, dealing rapid damage while blocking the zombie. The tiger starts out small but grows into a larger one over time. Costs 150 sun. If fed Plant Food, the tiger grows into a large tiger and viciously attacks the zombie in front, remaining in this state until the main plant is removed.
1967----
1968* TheBeastmaster: The plant itself sends out a tiger that attacks and blocks zombies.
1969* CloseRangeCombatant: Downplayed. It's considered a melee plant, but it has a much longer range than other melee plants thanks to the tiger's capability of attacking up to 4 squares in front of it.
1970* CuteKitten: The tiger starts out as an adorable cub.
1971* DeathIsCheap: If the grass tiger gets killed, it respawns (at the same size) after a few seconds as long as the main plant remains.
1972* GatheringSteam: The tiger starts out as a small but weak cub, but soon grows into a larger and stronger tiger.
1973* LightningBruiser: Even as a small cub, the grass tiger is capable of dealing huge damage in short amounts of time while also taking some damage before dying. It gets even stronger and more durable once it grows. After given Plant Food, it permanently turns into a large tiger that makes ''very'' short work of even high-HP zombies.
1974* PantheraAwesome: Tiger Grass spawns a plant tiger that's very capable of tearing zombies to shreds.
1975* {{Planimal}}: The tiger spawned by Tiger Grass is a plant, despite behaving like a tiger.
1976[[/folder]]
1977
1978[[folder:Teleportato Mine]]
1979-->''Teleportato Mine's heard the "Help me! Help me!" joke a million times before but she smiles anyway. It's a classic!''
1980
1981A grounded explosive plant that arms herself like Potato Mine before teleporting zombies onto her, then exploding for massive damage in a 3x3 area. Costs 75 sun.
1982----
1983* ActionBomb: Like Potato Mine and Primal Potato Mine before her, she explodes to deal massive damage to zombies.
1984* AntiAir: ''Unlike'' Potato Mine and Primal Potato Mine, her explosion ''can'' affect and kill AirborneMooks.
1985* CompositeCharacter: Combines Primal Potato Mine's fast arming time and 3x3 explosive radius with Thyme Warp's/Hocus Crocus' ability to teleport zombies.
1986* NotEnoughToBury: Zombies exploded by it lose their entire body as their head drops to the ground.
1987* OneHitKill: Deals massive damage to most zombies. At maximum level, her explosion is even enough to one-shot Gargantuars without extra health.
1988* PunnyName: Teleport + Potato Mine.
1989* WeaponizedTeleportation: She teleports zombies onto her position then explodes, guaranteeing that they will be caught in the blast.
1990* YouWillNotEvadeMe: By teleporting the zombies closest to the player's house onto her and exploding in a 3x3 radius, she guarantees that those zombies will be caught within her explosion. The only [[ContractualBossImmunity non-(mini)boss]] zombies she cannot teleport are critters, stationary zombies (like Imp Cannon, Fisherman, Zombie King, Zcorpion), Zombie Hamster Ball, Healer Zombie, and Zombie Medusa, but her explosion works on them all the same.
1991[[/folder]]
1992
1993[[folder:Blockoli]]
1994-->''"Hey, guys! Blockoli here! What's goin' on? Here comes a zombie! I'm gonna SLAM 'IM! With FISTS!" says Blockoli. And he really means it!''
1995
1996A defensive broccoli that slams its florets into the ground to stun zombies and block them, and is immune to pulls. Costs 150 sun. If given Plant Food, he hits zombies in an area around him before slamming his now-armored florets.
1997----
1998* DeployableCover: Acts like a Wall-Nut, but can also stun enemies and is immune to being pulled.
1999* ImmuneToFlinching: Downplayed. He is immune to being pulled by enemies like Excavator Zombie and Fisherman Zombie, however, enemies that ''push'' him like Mecha-Football, Punk, and the Ankylosaurus will still do so.
2000* NoSell: Can't be pulled by Excavator Zombie or Fisherman Zombie.
2001* PunnyName: Block + broccoli.
2002* ShieldBash: Attacks and stuns zombies in a 2x3 area in front by slamming his florets into the ground.
2003* StoneWall: While Blockoli is capable of dealing damage with his shield slam, it doesn't deal much and he can't use it often. He however has a lot of health and his shield slam stuns zombies to impede them.
2004[[/folder]]
2005
2006[[folder:Buttercup]]
2007-->''Buttercup's sweet as can be, but she packs a wallop! "I'm not cheap," she says, referring to her flat 25 sun cost. "I'm reasonable."''
2008
2009A buttercup that drops butter on zombies that attack her, leaving a patch of butter on the ground that also damages and butters any non-buttered zombie that steps on it. Costs 25 sun. If given Plant Food, she butters her lane as well as adjacent lanes in front of her.
2010----
2011* CounterAttack: She normally needs to be damaged in order to drop butter on zombies.
2012* TheParalyzer: Like Kernel-Pult, her butter stuns the zombies it hits. Unlike Kernel-Pult, it also places a patch of butter on the ground that butters the next zombie to step on it.
2013* PunnyName: She's a buttercup who drops actual butter on attacking zombies.
2014[[/folder]]
2015
2016[[folder:Bramble Bush]]
2017-->''Bramble Bush is a prickly sort. In fact, let's not beat around the Bramble Bush here; he's covered in extraordinarily dangerous spikes.''
2018
2019An innocent-looking low-lying berry bush that traps and continuously hurts zombies that step in it. Disappears after activating a set amount of times, which is shown by how many berries it has left. Costs 125 sun. If given Plant Food, it will regenerate all its berries while pulling the closest zombie to it and trapping it.
2020----
2021* AntiArmor: Any armored zombie that steps in it will immediately lose their armor, no matter how tough. Oddly enough, this also removes Excavator Zombie's shovel, which makes Bramble Bush the only plant that can do this.
2022* DeathTrap: Zombies that step in it will be stunned and unable to act while it quickly pierces them to death.
2023* GameFace: Appears to have innocent-looking eyes until a zombie steps on it, after which its eyes change to a much more menacing [[RedEyesTakeWarning red pair]] similar to Tangle Kelp's.
2024* KnockBack: Should Bramble Bush be removed when a zombie is trapped by it, the zombie will be knocked backwards.
2025* RedEyesTakeWarning: When it activates, its normal-looking eyes turn into red, angry ones akin to Tangle Kelp's.
2026* RuleOfThree: Initially starts out with three berries, which allows it to trap up to three zombies before expiring. This doesn't include critters like Chickens and Weasels, which it instantly kills without using up any berries.
2027* SpikesOfDoom: Deploys some painful looking spikes when it catches a zombie to trap it and continuously damage it.
2028* YouAreAlreadyDead: Any zombie that gets trapped in this will be continuously impaled until they either die, or another zombie kills the Bramble Bush first.
2029[[/folder]]
2030
2031[[folder:Rhubarbarian]]
2032-->''"My drive to punch things? Inescapable!" exults Rhubarbarian. "That tree over there? PUNCH IT! That mailbox? SPLINTERS! Your coffee club punch card? LET ME AT THAT THING!"''
2033
2034An instant-use melee plant that can hop forward up to 4 squares in front to the nearest zombie in his lane, before proceeding to punch them out of the lawn, or dealing rapid, heavy damage to those who can't. When planted or when landing, he stuns zombies in a 3x3 area around him. Disappears after 16 seconds pass. Costs 100 sun.
2035----
2036* CloseRangeCombatant: While he can only attack zombies on the square he's on, he also has the unique ability to leap forwards to the square of the next zombie in front.
2037* MegatonPunch: His basic attack punches zombies so hard they [[OneHitKill fly off the lawn]] in most cases.
2038* NighInvulnerable: Can't be damaged by normal means, although he is vulnerable to Wizard Zombie's transformation rays and Octo Zombie's octopi.
2039* OneHitKill: His punches will send most zombies spinning right out of the lawn. Only bosses, Arena/Penny's Pursuit minibosses, stationary zombies, Gargantuars, Zombie Hamster Ball and Zombie Medusa are immune and will take normal damage instead.
2040* PunnyName: Rhubarb + barbarian.
2041* TacticalRockPaperScissors: He stuns zombies that he hits as well as instantly killing them, meaning that zombies that spawn critters will not spawn any.
2042[[/folder]]
2043
2044[[folder:Levitater]]
2045-->''"I'm a bit different from my other tater cousins," explains Levitater. "Chief among those differences, I'd say, is that I don't explode on contact, or at all. I stick around!"''
2046
2047A potato who lifts the nearest zombie into the air and knocks them back (or even tosses them off the lawn) every 12 seconds. Costs 50 sun. When given Plant Food, Levitater will do this to multiple zombies at once.
2048----
2049* BalanceBuff: In the 10.8.1 update, Levitater was given this. The most significant of these changes was its probability to levitate zombies off of the lawn entirely, being a very small 1% to a much bigger 50%.
2050* MindOverMatter: Has the ability to make zombies levitate.
2051* OneHitKill: It's able to throw a zombie off of the lawn entirely, but the chances of that happening are slim. In the 10.8.1 update, Levitater can do this more often.
2052* PunnyName: Levitate + tater.
2053[[/folder]]
2054
2055[[folder:Tomb Tangler]]
2056-->''"I don't know what these tombstones are made out of, but they sure make me belch out loud. Anyone dares disturb my siesta, I'll pull them down!"''
2057
2058A plant that can only be planted on a gravestone and will destroy said gravestone upon being planted, much like Grave Buster. Unlike Grave Buster, he sticks around (converting 80% of the grave's health to his own) and periodically belches out a fog cloud that slows zombies down and has a 10% chance to drag a them into the ground. Costs 50 sun. When given plant food, Tomb Tangler will instantly pull two randomly-selected zombies into the ground.
2059----
2060* AntiStructure: Can only be planted on gravestones, but will immediately destroy them (and then act as a wall) in the process.
2061* BellyMouth: Appears to have a normal mouth as well as a huge, gaping one on his "body".
2062* CripplingOverspecialization: He's completely useless if there are no gravestones or Tomb Raiser zombies in the level, since he can only be planted on gravestones.
2063* OneHitKill: When he drags zombies into the dirt, it's definitely this.
2064[[/folder]]
2065
2066[[folder:Vamporcini]]
2067-->''"Zombie blood Is Like Pizza, in that even when It's Bad, It's Good!" - Vamporcini.. probably''
2068
2069A defensive porcini mushroom that uses a LifeDrain around it to increase its durability further, but has a cooldown. When given plant food, Vamporcini will permanently activate their LifeDrain ability.
2070----
2071* LifeDrain: Any zombies in a 3x3 area around it will get their health slowly drained and added to the Vamporcini.
2072* PunnyName: Vampire + porcini.
2073[[/folder]]
2074
2075[[folder:Meteor Flower]]
2076-->''"Out of this world molten mayhem! But first… coffee!!"''
2077
2078A Purpletop flower that periodically calls down meteors on the nearest zombies on the lawn, hitting the squares they're on and also leaving behind a hazardous patch of lava in place. Costs 250 sun. When given Plant Food, Meteor Flower conjures a flurry of meteor strikes that also scares away any dinosaurs on the lawn.
2079----
2080* MeteorSummoningAttack: It attacks by calling down small meteors on the lawn that hit for great damage and leave damaging molten floor behind.
2081* SupernaturalFearInducer: As a nod to the extinction of the dinosaurs, her Plant Food ability will immediately cause all non-charmed dinosaurs on the lawn to leave.
2082[[/folder]]
2083
2084[[folder:Chilly Pepper]]
2085-->''"Get up and freeze the day!! Chilly Pepper might look innocent and unassuming but deep down he's cold as ice. Compare him to Jalapeno and watch him EXPLODE!"''
2086
2087A chili pepper who functions similarly to Jalapeno, exploding and dealing lane-wide damage, but also lightly damages zombies in adjacent lanes. Additionally, zombies in all three lanes will be frozen and chilled in the aftermath. Costs 100 sun.
2088----
2089* CanonImmigrant: He previously appeared in ''VideoGame/PlantsVsZombiesAdventures'' and ''VideoGame/PlantsVsZombiesHeroes'' before appearing in ''Plants vs. Zombies 2''.
2090* AnIcePerson: Essentially an ice-themed version of Jalapeno.
2091* PunnyName: Chilly + chili pepper.
2092[[/folder]]
2093
2094!!Power Mints
2095!!!In general
2096* PunnyName: Many of them are named after things that end with -ment, like filament, reinforcement, bombardment, etc, except the "ment" is replaced with "mint". The exceptions are Pepper-mint, Winter-mint and Spear-mint, who are each named after a kind of mint in real life.
2097* SmartBomb: A number of them deal huge damage or kill several zombies on the lawn when planted.
2098* StatusBuff: All of them boost the plants of their respective family.
2099* SupportPartyMember: Each of them boosts plants from their respective family. Downplayed in that they can also attack.
2100
2101[[folder:Fila-mint]]
2102-->''Fila-mint hovers enigmatically and electrically over the lawn, surveying his surroundings. He nods, once. It is good.''
2103
2104When planted, he immediately deals damage to zombies, with its effectiveness being magnified depending on how many Fila-mint Family plants are on the lawn. He can also boost Fila-mint Family plants, increasing the efficiency of their abilities. Fila-mint Family plants are Citron, Electric Blueberry, Electric Currant, Electric Peashooter, Electrici-tea, E.M.Peach, Lightning Reed, Magnifying Grass, Power Vine and Ultomato.
2105----
2106* ShockAndAwe: Zaps all zombies on the lawn when planted and also boosts all electrical plants.
2107[[/folder]]
2108
2109[[folder:Reinforce-mint]]
2110-->''Reinforce-mint isn't scowling. He's just workshopping defense strategies, doing what he can to support the team. Maybe he's scowling just a little bit. Fine.''
2111
2112When planted, he knocks all zombies on the lawn back and boosts every Reinforce-mint Family plant on the lawn. He also activates their Plant Food abilities just before administering the boost. Reinforce-mint Family plants are Aloe, Blockoli, Chard Guard, Endurian, Gumnut, Holly Barrier, Infi-nut, Pea-nut, Primal Wall-nut, Pumpkin, Sweet Potato, Tall-nut and Wall-nut.
2113----
2114* {{Knockback}}: His initial effect when planted.
2115* PerpetualFrowner: He always seems to be scowling.
2116[[/folder]]
2117
2118[[folder:Bombard-mint]]
2119-->''"Explosions are fun," says Bombard-mint with an impish twinkle in her eye. "In the context of eliminating zombies, a cascade of detonations not only clears much of the board, but leaves a lovely fragrance in its wake. It smells like... victory."''
2120
2121When planted, she sets off a bunch of explosions all over the lawn and boosts Bombard-mint Family plants. These plants include Bombegranate, Boom Balloon Flower, Cherry Bomb, Escape Root, Explode-O-Nut, Explode-O-Vine, Grapeshot, Potato Mine, Primal Potato Mine, Strawburst and Teleportato Mine.
2122----
2123* HavingABlast: She sets off explosions when planted and boosts explosive plants.
2124[[/folder]]
2125
2126[[folder:Arma-mint]]
2127-->''"Lobbing projectiles, for me, has always been a very personal endeavor," says Arma-mint. "It's a great way for me to express myself, my identity, and my preference that zombies can be defeated in large groups."''
2128
2129When planted, Arma-mint launches a barrage of projectiles into the sky that rain down from above, boosting all Arma-mint Family plants on the lawn. These plants include A.K.E.E., Apple Mortar, Banana Launcher, Blastberry Vine, Cabbage-pult, Coconut Cannon, Kernel-pult, Melon-pult, Sling Pea, Stickybomb Rice and Turkey-pult.
2130----
2131* DeathFromAbove: Launches a volley of projectiles that rain down from above and boosts several lobbed-shot plants.
2132[[/folder]]
2133
2134[[folder:Contain-mint]]
2135-->''"Go easy, there," says Contain-mint. "No need to be in such a rush all the time. Movement is totally overrated."''
2136
2137When planted, Contain-mint stuns every zombie on the lawn before boosting all Contain-mint Family plants. These plants include Blover, Buttercup, Dazey Chain, Draftodil, Grave Buster, Hurrikale, Magnet-shroom, Olive Pit, Sap-fling, Spring Bean, Stallia, Stunion and Tomb Tangler.
2138----
2139* TheParalyzer: Stuns zombies when planted.
2140[[/folder]]
2141
2142[[folder:Spear-mint]]
2143-->''"Slash!" Spear-mint enthuses. "Slishy-slashy-slice!" she adds, wanting to make sure she's getting her point across. She wants to be very clear on this.''
2144
2145When planted, Spear-mint summons several Spikerocks in the back of the lawn and then boosts all Spear-mint Family plants. These plants include Bloomerang, Bramble Bush, Cactus, Dartichoke, Heath Seeker, Homing Thistle, Laser Bean, Pokra, Spikerock and Spikeweed.
2146----
2147* MookMaker: A heroic version-- she summons Spikerocks when planted.
2148* OneHitPolykill: Specializes in Spear-Mint family plants, which include several plants that hit multiple zombies in one go.
2149* SayingSoundEffectsOutLoud: In her Almanac entry.
2150[[/folder]]
2151
2152[[folder:Pepper-mint]]
2153-->''Pepper-mint likes heat. He's down with flames, he digs on fire, he's a total madman for oxidization and ignition. If he sees you rubbing two sticks together, he'll come over and ask about it. He can't help himself.''
2154
2155When planted, Pepper-mint ignites several lane-wide flame trails and boosts all Pepper-mint Family plants. These plants include Fire Peashooter, Ghost Pepper, Hot Date, Hot Potato, Inferno, Jack O' Lantern, Jalapeno, Lava Guava, Meteor Flower, Pepper-pult, Pyre Vine and Snapdragon.
2156----
2157* PlayingWithFire: He sets off lane-wide bursts of fire when planted. He also boosts fire plants.
2158* {{Pyromaniac}}: Downplayed, but he's a big [[{{Pun}} fan of flames]] if his Almanac entry is any indication.
2159[[/folder]]
2160
2161[[folder:Enchant-mint]]
2162-->''"I just love musical theater," says Enchant-mint. Yeah, it doesn't have much to do with magic or his abilities or strategic strengths, but it's a fact. He just likes the songs.''
2163
2164When planted, Enchant-mint hypnotizes several zombies and boosts all Enchant-mint Family plants. These plants include Caulipower, Hocus Crocus, Hypno-shroom, Intensive Carrot, Levitater, Shrinking Violet, Witch Hazel and Zoybean Pod.
2165----
2166* MookFaceTurn: Hypnotizes zombies into doing this when planted.
2167[[/folder]]
2168
2169[[folder:Winter-mint]]
2170-->''Winter-mint has advanced degrees in cryonics and cryogenics, is a master builder of snowmen, and subscribes to season passes at three different ski resorts. He does think it's a little chilly in here, though.''
2171
2172When planted, Winter-mint chills all zombies present on the lawn and boosts all Winter-mint family plants. These plants include Boingsetta, Chilly Pepper, Cold Snapdragon, Ice Bloom, Iceberg Lettuce, Iceweed, Missile Toe, Snow Pea and Winter-Melon.
2173----
2174* AnIcePerson: He chills zombies and boosts ice plants.
2175[[/folder]]
2176
2177[[folder:Appease-mint]]
2178-->''Appease-mint takes great umbrage at the notion that he might back down from a fight. "Yes, my name is 'Appease-mint,' but that has more to do with my affinity towards peas than any disinclination to stand up for my beliefs. Rescind your vile calumny this instant, lest I compose a blistering letter of outrage!"''
2179
2180When planted, Appease-mint shoots three giant peas which split into smaller peas when they strike a target. He also boosts the following Appease-mint family plants: Bowling Bulb, Dandelion, Mega Gatling Pea, Pea Pod, Peashooter, Pea Vine, Primal Peashooter, Red Stinger, Repeater, Rotobaga, Split Pea, Starfruit, Threepeater, Torchwood and Tumbleweed.
2181----
2182* EdibleAmmunition: ''Guess''.
2183* RecursiveAmmo: The giant peas he shoots each split into six normal-sized peas.
2184* SesquipedalianLoquaciousness: He drops several big words in his almanac entry.
2185[[/folder]]
2186
2187[[folder:Ail-mint]]
2188-->''Ail-mint is quick to state that poison should not be taken internally. Or externally, for that matter. Really, just leave it alone. It's poison!''
2189
2190Ail-mint poisons all zombies when planted and boosts all plants from the Ail-mint family. These plants include Blooming Heart, Chili Bean, Fume-shroom, Garlic, Goo Peashooter, Imp Pear, Puff-shroom, Puffball, Spore-shroom and Vamporcini.
2191----
2192* PoisonousPerson: Poisons zombies and boosts plants with similarly unpleasant effects.
2193[[/folder]]
2194
2195[[folder:Conceal-mint]]
2196-->''Conceal-mint ducks ninja-like out of the party without telling a soul. "Where's Conceal-mint?" ask the other plants. They don't know. Nobody does. Conceal-mint is just that sneaky.''
2197
2198When planted, Conceal-mint drags several zombies underground and boosts all Conceal-mint family plants. These plants include Dusk Lobber, Gloom Vine, Grimrose, Moonflower, Murkadamia Nut, Nightshade, Noctarine, Shadow Peashooter and Shadow-shroom.
2199----
2200* BuriedAlive: Its primary effect besides boosting Conceal-mint family plants is doing this to zombies.
2201* DarkIsNotEvil: Just like all the other shadow plants.
2202[[/folder]]
2203
2204[[folder:Enforce-mint]]
2205-->''Enforce-mint shrinks zombies, which may seem a bit off-brand for a guy who's all about melee damage. Enforce-mint shrugs. "I don't set policy," he says.''
2206
2207When planted, Enforce-mint shrinks several zombies when planted, causing them to take more damage. He also boosts all Enforce-mint family plants, which includes Bonk Choy, Celery Stalker, Chomper, Guacodile, Headbutter Lettuce, Kiwibeast, Parsnip, Phat Beet, Rhubarbarian, Snap Pea, Squash, Tangle Kelp, Tiger Grass and Wasabi Whip.
2208----
2209* DamageIncreasingDebuff: His primary effect is doing this by shrinking zombies, much like Shrinking Violet.
2210* ShrinkRay: Shrinks zombies when planted.
2211[[/folder]]
2212
2213[[folder:Enlighten-mint]]
2214-->''Enlighten-mint wants to stress that while "enlightenment" is properly understood as "full comprehension of a situation," she herself frequently likes to ask follow-up questions just to be sure.''
2215
2216When planted, Enlighten-mint gives a burst of sun and boosts all Enlighten-mint family plants. These plants include Primal Sunflower, Shine Vine, Solar Sage, Solar Tomato, Sun Bean, Sun-shroom, Sunflower, Toadstool and Twin Sunflower.
2217----
2218* ThePowerOfTheSun: Her main theme. She gives sun when planted and all the plants she boosts can do the same.
2219[[/folder]]

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