Plants vs. Zombies: The Final Showdown/Technical Stuff

This page is for technical info (like wave spawns, zombie's point cost and "weight").
==Description==
This basically explains the point cost of zombies and their weight, two vital systems to determining waves, along with their speed and some more detailed information about their health.
===Zombie Wave Point Cost===
Wave point cost is how many points this zombie is worth when
the wave is being built. Example, if the wave will consist of
only 20 points, and this zombie is worth 5 points, the wave
might randomly pick this zombie 4 times (for a total of 20
points) and this wave would only be made up of 4 zombies. If
there are 4 points left to be picked on the wave and this
zombie is worth 5 points, it will be skipped because the wave
doesn't have enough points to buy it.
===Zombie Weight===
Weight of the zombie is the odds that it will be picked and
wave points spent on it. The larger the weight, the more
likely to be picked. A value of 0 means it is never picked
(but spawned via special circumstances, like the old backup
dancers, the flag carrier, or the old boss). A value of 1 is
super rare, like the yeti. Values from PvZ1 were 1000, 1500,
2000, 3000, 3500, 4000.
===Zombie Speed===
The precise speed of a zombie, rather than "Slow" or "Medium" or "Fast". The number shown to represent the zombie's speed is the amount of spaces it moves in one second, so for example 0.25 means a quarter of a space a second, while 2 would mean two spaces a second. Speed is increased by 10% in Tough Nut difficulty, or 25% in Gargantuan difficulty.
==Waves==
The points available for each wave in different kinds of levels. Each stage has three different level difficulties, which determines how tricky the waves will be. The early levels tend to use the easier difficulty, and the later levels tend to use the harder of the three difficulties, while most levels will use the middle difficulty.
Replaying a level in Tough Nut will increase the wave difficulty by three stages (Difficulty 2 would become Difficulty 5), or in Gargantuan will increase the wave difficulty by five stages (from Difficulty 2 to 7).
Special levels and Conveyor-belt levels on the main path typically use the middle difficulty, usually upgraded (E.G. a typical conveyor-belt level will have triple-strength waves). These levels on side paths use the higher difficulty.
Every tenth wave is a Huge Wave, led by a Flag Zombie. These Huge Waves are in Bold. For reference, the first wave in which a Gargantuar could theoretically spawn (ignoring huge waves) is in Italic.
For comparison, my estimation of the wave difficulty in the original PvZ (for the first two flags) was:
1, 1, 1, 2, 2, 2, 3, 3, 3, 10, 4, 4, 5, 5, 5, 6, 6, 6, 7, 20.
===Difficulty 1===
The difficulty for the beginning levels of most stages, where you are being introduced to the mechanics of the stage.
1, 1, 1, 2, 2, 3, 3, 3, 4, 10, 5, 5, 5, 6, 6, 7, 7, 7, 8, 20.
This is the same as I estimate the waves to be for PvZ1.
===Difficulty 2===
The average difficulty level for most levels in most stages, and the early levels in The Great Graveyard.
1, 1, 2, 2, 3, 3, 4, 4, 5, 12, 6, 6, 7, 7, 8, 8, 9, 9, 10, 24.
===Difficulty 3===
The difficulty level for harder levels in most stages, the average levels in the Great Graveyard, and the early levels in Rainy Forest.
1, 1, 2, 2, 3, 3, 4, 5, 6, 14, 7, 8, 8, 9, 10, 10, 11, 12, 12, 28.
===Difficulty 4===
The difficulty level for the harder levels in the Great Graveyard, and the average levels in Rainy Forest.
1, 2, 2, 3, 4, 4, 5, 6, 7, 16, 8, 9, 9, 10, 11, 11, 12, 13, 14, 32.
===Difficulty 5===
The difficulty level for the harder levels in Rainy Forest.
1, 2, 2, 3, 4, 5, 6, 7, 8, 18, 8, 9, 10, 11, 12, 13, 14, 15, 16, 36.
===Difficulty 6===
This, and difficulties above, are Tough Nut or Gargantuan only.
1, 2, 3, 4, 5, 6, 7, 8, 9, 20, 10, 11, 12, 13, 14, 15, 16, 17, 18, 40.
===Difficulty 7===
At this point, the first wave can contain two zombies.
2, 3, 4, 5, 6, 7, 8, 9, 10, 22, 12, 13, 14, 15, 16, 17, 18, 19, 20, 44.
===Difficulty 8===
Only used in maybe two levels in the whole game in Tough Nut, but the second flag is equivalent to the fifth flag of a Survival Mode in the original PvZ. On Gargantuan, the difficulty can still go higher.
2, 3, 4, 5, 6, 7, 8, 10, 12, 25, 14, 15, 16, 18, 19, 20, 22, 23, 24, 50.
===Difficulty 9===
Gargantuan-only, upgrades from Difficulty 4. The first wave now opens up to potentially contain a lot more different zombie types to before, or THREE regular zombies.
3, 4, 5, 6, 7, 8, 10, 12, 14, 28, 17, 18, 19, 20, 21, 22, 24, 26, 28, 56.
===Difficulty 10===
Used in the absolute hardest Rainy Forest levels in Gargantuan difficulty.
3, 5, 6, 8, 9, 11, 12, 14, 15, 30, 18, 20, 21, 23, 24, 26, 27, 29, 30, 60.
===Challenge Zones===
In Challenge Zones, in all level types except Conveyor Belts, the difficulty of each wave is increased by 2.5% of their regular difficulty with each level. Decimals rounded down if they're less than .5, or rounded up if they are .5 or higher. The base waves will be the average for that stage.
Level 2's Wave Difficulty for two flags in a typical stage:
1, 1, 2, 2, 3, 3, 4, 4, 5, 12, 6, 6, 7, 7, 8, 8, 9, 9, 10, 25.
As you can see, the only change is the second flag, which has a difficulty of 25 instead of 24. This is because 24 + 2.5% = 24.6. 24.6 gets rounded up to 25.
At level 41, the wave difficulty would be increased by 100% (or doubled), like this:
1, 2, 4, 4, 6, 6, 8, 8, 10, 24.
Notice how the first wave still has a difficulty of 1. The first wave doesn't ever increase in difficulty.
The difficulty will never cap, continually getting harder. Look at level 201:
1, 6, 12, 12, 18, 18, 24, 24, 30, 72.
Now level 1,001:
1, 26, 52, 52, 78, 78, 104, 104, 130, 312.
For Micro Boss levels, the Micro Boss in the final wave also gets a health increase of 1% every two levels after level 10. This is not capped, and therefore the Micro Boss may reach incredibly high health values if you last for hundreds of levels. For example, a boss with a base health of 200 would have 1,200 health at level 1,010. If you make it this far, using a Cuke (which can destroy literally any zombie onscreen regardless of health) is likely your best option, which means saving up a lot of sun for the final wave.
For Conveyor Belt levels, the only increase in difficulty is the speed of the zombies, as their speed increases at the same rate as the health of a Micro Boss. This means that at level 210 and up, zombies in Conveyor Belt levels have doubled speed. At this point, their speed will cap to ensure it doesn't become unbeatable.
Lastly, for "Zombie Assault" levels, the zombie that appears in greater-than-normal amounts has halved point cost and doubled weight, but their weight is always at least 4000 and the point cost is always rounded up if it isn't a whole number.
==Health==
1 normal damage shot equals 20 DPS, 1 second of damage from most zombie types equals 100.
Any zombie attack which doesn't have a specified damage on their own pages does 3000 damage. This includes Gargantuar Smashes, vehicle crushing and Jack-in-the-Box explosions. However, these attacks will simply deal 1800 damage to other zombies if the zombie is hypnotised (E.G. Jack-in-the-Box explosion).
===Plant Health===
Default Plants: 300.
Wall-nut: 3000.
PF Wall-nut: 6000.
Shield-shroom (awake): 6300.
Hypno-shroom: 50.
Garlic: 2100. Loses 100 per zombie.
Pumpkin: 3000.
PF Pumpkin: 6000.
Tall-nut: 6000.
PF Tall-nut: 12000.
Sweet Potato: 3000.
Lotus Flower: 300. Loses 100 per zombie.
Spikeweed: 3000.
Spikerock: 9000.
Roto-shroom: 3000, immune to projectiles.
Infi-nut: 2000, immune to lasers.
Infi-nut Forcefield: 12000.
OPea: Infinite.
Gooseberry: 600.
Brickercress: 9000.
PF Brickercress: 18000.
Red Stinger (semi-defensive): 2000.
Red Stinger (fully-defensive or PF): 3000.
Count Chompula: Starting 300, max 3000.
Invi-nut: 3000, massive damage reduced to 500.
Brocomotive: 900.
Explode-o-Nut: 2000.
Chard Guard: 2000.
Soul Patch: 18000.
===Zombie Health===
See the section below with the detailed info for all zombies.
==Threat Levels==
For "Zombie Apocalypse" (Survival: Hard levels) and Survival: Endless modes, zombies are divided into different threat levels, and each set of flags randomly chooses a certain amount of zombies from each threat level.
The levels are:
#Required (zombies that always are chosen).
#Fodder (weak zombie types that pose little to no threat in endless modes).
#Specialised (zombie types with a unique ability that requires specific defensive measures).
#Tank (high health zombie types)
#Dangerous (especially tough zombies)
#Giga (Giga variants of zombies)
==Zombies==
A list of the point cost, weight and exact speed of zombies. In other words, how difficult a wave would have to be before a zombie could be picked, and how likely the zombie is to be picked, along with how fast they actually move.
Certain zombies have "Earliest Wave" listed, which is the earliest they can appear under normal circumstances. This is sometimes ignored in special levels and is always ignored in Endless Zones.
===Zombie===
Point cost: 1.
Weight: 4000.
Health: 200.
Speed: 0.23 to 0.26.
Threat: Required.
===Conehead Zombie===
Point cost: 2.
Weight: 3500.
Health: 560.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Flag Zombie===
Point cost: 1.
Weight: 0, spawned during Huge Waves only.
Health: 200.
Speed: 0.33.
Threat: N/A.
===Buckethead Zombie===
Point cost: 4.
Weight: 3500.
Health: 1300.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Pole Vaulting Zombie===
Point cost: 2.
Weight: 3000.
Health: 340.
Speed with pole: 0.3 to 0.35.
Speed without pole: 0.17 to 0.2.
Threat: Fodder.
===Jack-in-the-Box Zombie===
Point cost: 3.
Weight: 2000.
Health: 340.
Speed: 0.36 to 0.38.
Threat: Specialised.
===Brickhead Zombie===
Point cost: 8.
Weight: 3000.
Health: 3200.
Speed: 0.22 to 0.25.
Threat: Tank. 
===Billboard Zombies===
Point cost: 3/4/5.
Weight: 3000.
Health: 420.
Speed: 0.25.
Threat: Fodder.
===Disco Zombie===
Point cost: 6.
Weight: 2000.
Health: 340.
Speed before summon: 1.
Speed after summon: 0.3.
Threat: Fodder.
===Backup Dancer===
Point cost: 0.
Weight: 0, spawned by Disco Zombies.
Health: 200.
Speed: 0.3.
Threat: N/A.
===Zombully===
Point cost: 5.
Weight: 3000.
Health: 1300.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Hornethead Zombie===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 4000.
Speed: 0.26.
Threat: N/A.
===Hornet Zombie===
Point cost: 0.
Weight: 0, spawned by Hornethead Zombie.
Health: 5.
Speed: 2.
Threat: N/A.
===Ducky Tube Zombie===
Point cost: 1/2/4/8.
Weight: 4000/0/3500.
Health: 200/560/1300/3200.
Speed: 0.23 to 0.26.
Threat: Required/Fodder/Tank (depending on variant).
===Snorkel Zombie===
Point cost: 3.
Weight: 3000.
Health: 200.
Speed: 0.66 to 0.68.
Threat: Fodder.
===Dolphin Rider Zombie===
Point cost: 3.
Weight: 3000.
Health: 340.
Speed with dolphin: 0.69 to 0.81.
Speed without dolphin: 0.45 to 0.55.
Earliest Wave: Wave 10.
Threat: Specialised.
===Seagull Zombie===
Point cost: 2.
Weight: 3000.
Health: 340.
Speed: 0.4.
Threat: Fodder.
===Scuba Diving Zombie===
Point cost: 4.
Weight: 2000.
Health: 200.
Speed when diving: 0.66 to 0.68.
Speed after surfacing: 0.2 to 0.25.
Threat: Specialised.
===Balloon Zombie===
Point cost: 2.
Weight: 2000.
Health: 200.
Speed when flying: 0.28.
Speed when walking: 0.23 to 0.26.
Earliest Wave: Wave 5.
Threat: Specialised.
===Siren Zombie===
Point cost: 3.
Weight: 1500.
Health: 340.
Speed: 0.66.
Threat: Fodder.
===Octo Zombie===
Point cost: 5.
Weight: 2000.
Health: 480.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Speedboat Zombie===
Point cost: 9.
Weight: 1000.
Health: 400.
Speed: 1.
Earliest Wave: Wave 11.
Threat: Dangerous.
===Zom-beard===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 3600.
Speed: 0.25.
Threat: N/A.
===Eskimo Zombie===
Point cost: 3.
Weight: 3000.
Health: 600.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Zombie Bobsled Team===
Point cost: 3.
Weight: 2000.
Bobsled Health: 400.
Zombie Health: 200.
Speed in bobsled: 1.5.
Speed when walking: 0.23 to 0.26.
Threat: Fodder.
===Ice Block Zombie===
Point cost: 5.
Weight: 3000.
Health: 1800.
Speed: 0.2 to 0.25.
Threat: Tank.
===Zomboni===
Point cost: 7.
Weight: 1500.
Health: 1200.
Speed: 0.25.
Threat: Dangerous.
===Rocket Zombie===
Point cost: 6.
Weight: 2000.
Health: 600.
Speed with rocket: 1.75.
Speed without rocket: 0.23 to 0.26.
Threat: Fodder.
===Actor Zombie===
Point cost: 2.
Weight: 3000.
Health: 340.
Speed: 0.2 to 0.25.
Threat: Fodder.
===Speedskater Zombie===
Point cost: 6.
Weight: 2000.
Health: 600.
Speed: 0.95 to 1.
Threat: Fodder.
===Brain Zombie===
Point cost: 8.
Weight: 1500.
Health: 2400.
Speed: 0.3 to 0.35.
Threat: Specialised.
===Zomdeer===
Point cost: 5.
Weight: 1500.
Health: 600.
Speed: 0.4 to 0.45.
Threat: Specialised.
===Zombie Yeti===
Point cost: 4.
Weight: 1.
Health: 1300.
Speed when walking: 0.2.
Speed when running: 0.5.
Threat: N/A.
===Snowman Zombie===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 4000.
Speed: 0.35.
Threat: N/A.
===Hazmat Zombie===
Point cost: 2.
Weight: 3000.
Health: 200.
Speed: 0.23 to 0.26.
Earliest Wave: Wave 5.
Threat: Fodder.
===Bungee Zombie===
Point cost: 3.
Weight: 2000.
Health: 400.
Stealing Speed: 3sec.
Threat: Specialised.
===Bug Zombie===
Point cost (Browncoat): 2.
Point cost (Conehead): 3.
Point cost (Buckethead): 5.
Point cost (Brickhead): 9.
Weight: 2000.
Health: 340.
Speed: 0.35.
Earliest Wave (lava row): Wave 7.
Threat: Specialised.
===Imp Dragon===
Point cost: 3.
Weight: 2000.
Health: 200.
Speed: 0.9 to 1.0.
Earliest Wave (lava row): Wave 9.
Threat: Fodder.
===Explorer Zombie===
Point cost: 5.
Weight: 2000.
Health: 340.
Speed: 0.66 to 0.68.
Threat: Fodder.
===Football Zombie===
Point cost: 7.
Weight: 3000.
Health: 1600.
Speed: 0.66 to 0.68.
Threat: Tank.
===Pogo Stick Zombie===
Point cost: 4.
Weight: 2000.
Health: 340.
Speed with pogo stick: 0.4.
Speed without pogo stick: 0.23 to 0.26.
Threat: Fodder.
===Conga Leader===
Point cost: 6.
Weight: 2000.
Health: 600.
Speed: 0.33.
Threat: Fodder.
===Conga Dancer===
Point cost: 0.
Weight: 0 (spawned by Conga Leaders).
Health: 340.
Speed: 0.33.
Threat: N/A.
===Zom-Blob===
Point cost: 7.
Weight: 1000.
Health: 1800.
Split Health: 900.
Speed: 0.15.
Threat: Tank.
===Hover-Goat 3000===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 2400.
Speed: 0.3.
Threat: N/A.
===Rain Dance Zombie===
Point cost: 4.
Weight: 2000.
Health: 340.
Speed: 0.3.
Threat: Specialised.
===Hang Glider Zombie===
Point cost: 3.
Weight: 2000.
Health: 340.
Flying Speed: 1.5.
Walking Speed: 0.23 to 0.26.
Threat: Specialised.
===Digger Zombie===
Point cost: 4.
Weight: 2000.
Health: 300.
Speed when digging: 0.66 to 0.68.
Speed after surfacing: 0.2 to 0.25.
Threat: Specialised.
===Zombie Nest===
Point cost: 3.
Weight: 3000.
Health: 800.
Zombird Spawning Speed: 5sec.
Threat: Specialised.
===Zombird===
Point cost: 0.
Weight: 0, spawned by Zombie Nests.
Health: 100.
Speed: 1.
Threat: N/A.
===Trojan Sunflower===
Point cost: 7.
Weight: 3000.
Health: 1800.
Speed: 0.1.
Threat: Tank.
===Witch Doctor Zombie===
Point cost: 5.
Weight: 1500.
Health: 600.
Speed: 0.2.
Threat: Specialised.
===Excavator Zombie===
Point cost: 5.
Weight: 2000.
Health: 340.
Speed: 0.66 to 0.68.
Threat: Fodder.
===Wizard Zombie===
Point cost: 6.
Weight: 1000.
Health: 480.
Speed: 0.24.
Threat: Fodder.
===Fisherman Zombie===
Point cost: 8.
Weight: 1500.
Health: 600.
Zombie Spawning Speed: 6sec.
Earliest Wave: 11.
Threat: Specialised.
===Mother Zombird===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 3600.
Speed: 0.15.
Threat: N/A.
===Spy Zombie===
Point cost: 3.
Weight: 2000.
Health: 200.
Speed: 0.5 to 0.6.
Threat: Specialised.
===Screen Door Zombie===
Point cost (Browncoat): 3.
Point cost (Conehead): 4.
Point cost (Buckethead): 6.
Point cost (Brickhead): 10.
Weight: 3000.
Shield Health: 1300.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Zombie Sniper===
Point cost: 4.
Weight: 2000.
Health: 340.
Speed: 0.23 to 0.26.
Threat: Specialised.
===Scientist Zombie===
Point cost: 5.
Weight: 2000.
Health: 500.
Speed: 0.3 to 0.33.
Threat: Specialised.
===Zombie Heal Station===
Point cost: 0.
Weight: 0, placed by Scientist Zombies.
Health: 600.
Healing Speed: 20 per second.
Threat: N/A.
===Gas Can Zombie===
Point cost: 4.
Weight: 2000.
Health: 340.
Speed: 0.3.
Threat: Fodder.
===Shield Zombie===
Point cost: 6.
Weight: 2000.
Shield Health: 1200.
Health: 600.
Speed: 0.25.
Threat: Fodder.
===Ladder Zombie===
Point cost: 4.
Weight: 3000.
Shield Health: 500.
Zombie Health: 340.
Speed with ladder: 0.4 to 0.45.
Speed without ladder: 0.23 to 0.26.
Threat: Fodder.
===Rotate-tron===
Point cost: 4.
Weight: 1500.
Health: 400.
Speed: 0.28.
Threat: Specialised.
===Mecha-Football Zombie===
Point cost: 8.
Weight: 1500.
Health: 1800.
Speed: 0.15.
Threat: Tank.
===Disco-tron 3000===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 3600.
Speed: 0.25.
Threat: N/A.
===Inmate Zombie===
Point cost: 2.
Weight: 3000.
Health: 480.
Speed: 0.33.
Threat: Fodder.
===Pianist Zombie===
Point cost: 4.
Weight: 2000.
Health: 600.
Speed: 0.33.
Threat: Fodder.
===Catapult Zombie===
Point cost: 5.
Weight: 2000.
Health: 700.
Speed: 0.28.
Threat: Specialised.
===Kitchen Sink Zombie===
Point cost: 6.
Weight: 3000.
Shield Health: 1300.
Zombie Health: 600.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Chicken Wrangler Zombie===
Point cost: 5.
Weight: 2000.
Health: 240.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Zombie Chicken===
Point cost: 0.
Weight: 0, spawned by Chicken Wrangler Zombies.
Health: 1.
Speed: 2.
Threat: N/A.
===Engineer Zombie===
Point cost: 6.
Weight: 3000.
Health: 1800.
Speed with Jackhammer: 0.66.
Speed without Jackhammer: 0.23 to 0.26.
Threat: Specialised.
===Zombot Drone===
Point cost: 0.
Weight: 0, spawned by Engineer Zombies.
Health: 200.
Speed: 0.
Threat: N/A.
===Weightlifter Zombie===
Point cost: 7.
Weight: 2000.
Health: 2400.
Speed: 0.23 to 0.26.
Threat: Tank.
===Imposter Zombie===
Point cost: 5.
Weight: 3000.
Health: 1200.
Speed: 0.2 to 0.25.
Threat: Fodder.
===(Mermaid) Imp===
Point cost: 0.
Weight: 0, appears with other zombies.
Health: 100.
Speed: 0.5 to 0.6.
Threat: N/A.
===(Deep Sea) Gargantuar===
Point cost: 10.
Weight: 1000.
Health: 3600.
Speed: 0.2 to 0.23.
Earliest Wave: Wave 11.
Threat: Dangerous.
===Gargantuar Prime===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 5400.
Speed: 0.2.
Threat: N/A.
===Bug Bot Imp===
Point cost: 0.
Weight: 0, launched by Gargantuar Prime.
Health: 200.
Speed: 0.5 to 0.6.
Threat: N/A.
===Stonemason Zombie===
Point cost: 3.
Weight: 3000.
Health: 600.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Sneaky Imp===
Point cost: 2.
Weight: 3000. May also spawn from destroyed graves.
Health: 100.
Speed: 0.5 to 0.6.
Earliest Wave: 3.
Threat: Fodder.
===Gardener Zombie===
Point cost: 6.
Weight: 2000.
Health: 600.
Speed: 0.23 to 0.26.
Threat: Specialised.
===Zombie Bull===
Point cost: 7.
Weight: 2000.
Health: 1300.
Speed when running: 0.66.
Speed when walking: 0.2 to 0.25.
Threat: Dangerous.
===Zompire===
Point cost: 5.
Weight: 2000.
Health: 1000.
Speed: 0.3 to 0.33.
Threat: Fodder.
===Necromancer Zombie===
Point cost: 5.
Weight: 2000.
Health: 500.
Speed: 0.23 to 0.26.
Threat: Fodder.
===Skeleton Zombie===
Point cost: 0.
Weight: 0, summoned by Necromancer Zombies.
Health: 340.
Speed: 0.23 to 0.26.
Threat: N/A.
===Petrified Zombie===
Point cost: 15.
Weight: 500.
Health: 6000.
Speed: 0.1 to 0.12.
Threat: Dangerous.
===Zomninja===
Point cost: 8.
Weight: 1500.
Health: 600.
Speed: 0.85.
Earliest Wave: Wave 11.
Threat: Dangerous.
===Z-Mech===
Point cost: 15.
Weight: 500.
Health: 5400.
Speed: 0.12.
Earliest Wave: Wave 21.
Threat: Dangerous.
===Zomjitsu Master===
Point cost: 0.
Weight: 0, one spawns during the final wave.
Health: 3600.
Speed: 0.35.
Threat: N/A.
===Giga Dolphin Rider===
Point cost: 6.
Weight: 1500.
Health: 680.
Speed with dolphin: 0.69 to 0.81.
Speed without dolphin: 0.45 to 0.55.
Threat: Giga.
===Giga Zomboni===
Point cost: 14.
Weight: 750.
Health: 2400.
Speed: 0.25.
Threat: Giga.
===Giga Bungee===
Point cost: 6.
Weight: 1000.
Health: 800.
Stealing Speed: 0.1sec.
Threat: Giga.
===Giga Football Zombie===
Point cost: 14.
Weight: 1500.
Health: 3000.
Speed: 0.66 to 0.68.
Threat: Giga.
===Giga Digger Zombie===
Point cost: 8.
Weight: 1000.
Health: 600.
Speed when digging: 0.66 to 0.68.
Speed after surfacing: 0.2 to 0.25.
Threat: Giga.
===Giga Chicken Wrangler===
Point cost: 10.
Weight: 1000.
Health: 480.
Speed: 0.23 to 0.26.
Threat: Giga.
===Giga Chicken===
Point cost: 0.
Weight: 0, spawned by Giga Chicken Wranglers.
Health: 40.
Speed: 2.
Threat: N/A.
===Giga/Shark Gargantuar===
Point cost: 20.
Weight: 500.
Health: 7200.
Speed: 0.2 to 0.23.
Threat: Giga.
===Giga/Piranha Imp===
Point cost: 0.
Weight: 0, appears with other zombies.
Health: 200.
Speed: 0.5 to 0.6.
Threat: N/A.
===Z7-Mech===
Point cost: 30.
Weight: 250.
Health: 10800.
Speed: 0.12.
Threat: Giga.
==Plant Food==
Simply info about when a zombie carrying Plant Food will spawn.
In regular levels, a random zombie in waves 3-5 will carry Plant Food, and then a zombie every huge wave.
In conveyor-belt levels, a random zombie in waves 1-5, and another in waves 6-9 will carry Plant Food, and every huge wave, and one random zombie between every huge wave.
Challenge Zones follow the usual rules for spawning Plant Food zombies. However, after level 10 no Plant Food Zombie will spawn before the first flag.
There may be certain levels which break these rules and spawn plant food on specific waves. Furthermore, Last Stand levels spawn no Plant Food.
==Challenge Zone Levels==
Info about the length of levels in Challenge Zones.
Level 1: 1 Flag.
Levels 2-3: 2 Flags.
Levels 4-10: 1 Flag (40%), 2 Flags (40%) or 3 Flags (20%).
Levels 11-20: 1 Flag (30%), 2 Flags (30%), 3 Flags (30%) or 4 Flags (10%).
Levels 21-50: 1 Flag (20%), 2 Flags (30%), 3 Flags (30%) or 4 Flags (20%).
Levels 51+: 1 Flag (15%), 2 Flags (30%), 3 Flags (30%) or 4 Flags (25%).
Note: In any level type which has to be at least 2 flags long, the chance of picking a 2 flag level is the usual chance added to the chance of a 1 flag level. Example: at level 52, you get a Micro Boss level type which must be two flags or more. In this case, the chance of a two flag level is 45%.
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