Plants vs. Zombies Fogbound/Power Plants

:For other uses, see Plants (PvZ Fogbound), DaveTech Gadgets (PvZ Fogbound).
Power plants are a system expansion of the Grapes of Wrath power-up seen in Plants vs. Zombies 3. They generally cannot be placed on the lawn and use the "Power meter", a meter seen in the bottom left corner of the screen, which fills up as a certain tasks are fullfilled that depend on the chosen plant, which may include: defeating zombies, waiting, collecting sun, planting a specific set of plants, dealing a specific type of damage, etc. Once the meter is filled, the player may activate it at any time by clicking/tapping on it, unleashing their attack or activating their ability. Some abilites can be targeted by holding click/tap, similar to Power Ups in Plants vs. Zombies 2.
Unlike their normal counterparts, only one of these can be chosen at the beginning of a level. Lock and loaded levels may also choose the power plant for you. Some Special Delivery levels and certain mini-games may not include the power meter at all. 
== Overview ==
Like standard plants, they are unlocked through the campaign, obtained after completing objectives, or bought on the store with coins. There's a wide variety of Power plants that range from a simple burst of damage to help in tricky situations to the core of unique strategies; from generalists, damage dealers, support oriented, crowd controllers to more niche roles, like low economy or cheap plant specialists.
A unique category of Power plants, known as "Heroes" come with a stronger set of abilites and passive effects. They also have unlockable alternative kits, that include an additional ability (with different meter conditions) and a passive, which can be mixed and matched during selection. These include returning plant heroes from Plants vs. Zombies Heroes as well as some original newcomers. The extra power comes with a cost, however, as Heroes lock a seed slot when selected, which makes them unavailable to choose on Special delivery levels, most mini-games and certain Boss Battles. Additionaly, they may have more specialized effects and abilities that require to be played around to be effective.
There's 3 types of meter: Standard, Quest and Charges:
*Standard- The ability can be used whenever the meter is full. Using the ability drains the meter to 0.
*Quest- When filled, it unlocks or upgrades the ability or it's passive effect. Each upgrade may require an increasing amount of power meter to be unlocked. Once fully upgraded, generally, the meter is locked for the rest of the level. 
*Charges- Similar to a Standard meter, but, the ability only uses a set fraction of the meter. This means it can be used multiple times in a row if the meter is sufficiently filled. 
== List of Power plants ==
Notes-
*Stats written like 1/2/3 are the values of each upgrade level of the quest ability.
Plant 	Meter requirement 	Abilities 	Unlocked
Grapes of Wrath	Standard- Time passed, deafeated zombies 	Active- Throws 7 grapes at zombies and targeted tiles that deal 100 splash dmg. They stay in place if no zombies are hit and explode on contact. 	Dave's House- lvl 5
Snake Grass 	Charges- Time passed, deafeated zombies, plant on water tiles	Active- Send a snake grass down a targeted lane that coils around the first zombie hit, rooting it in place for 15 seconds.If the target is a non-large zombie in water, pulls it down instantly defeating it.Store up to 3 charges at full meter.	Lost Keys Lake- lvl 5
Acornado 	Standard- Time passed, deafeated zombies 	Active- Create a strong wind current in the targeted lane that blows away all flying zombies in it and pushing back all ground zombies by 3 tiles, then send a small whirlwind that deals 50 dmg to all zombies hit, stunning them for 5 seconds. 	Taco Park- lvl ?
Green Shadow 	Standard- Deal pea dmg, deafeated zombies
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Quest- Have 10 pea plants on the lawn	Active- Shoot a big pea down a lane that does 400 splash dmg.
Passive- Peas deal 30 dmg.
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Passive- You can plant peashooters on top of each other to turn them into Repeaters. Repeaters turn into Threepeaters.
Passive- Peashooter costs 75 sun.	Tropical Cave-In lvl ?
Chroma Crash 	Quest- Time passed, defeated zombies, create explosions
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Charge- Defeated zombies, deal dmg with explosions	Passive- Whenever an explosion happens, after 1 sec, create a second colorful explosion that deals 25/50/100% of the original's dmg in the same place with the same range.
Passive- 2 normal balloon mines are laid on random tiles away from the house.
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Active- Create a special balloon mine that deals 600 dmg on contact and 300 splash dmg on a 1x1 area, leaving a splash of paint that slows zombies that walk on it. Stacking them increases the dmg by 25% each time and its AoE from 1x1/3x3/5x5. Store up to 3 charges at full meter.
Passive- Reduce reload time of manual plants by 15%.	Jubilee Nightclub- lvl ?
Onion Rings 	Quest- Time passed, deafeated zombies 	Passive- All instances of damage deal 40/60/100. All plants have 400/550/700 HP. 	BBQ Beach- lvl ?
Solar Flare 	Standard- Produce sun, deafeated zombies
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Quest- Produce 1000 sun	Active- Shoot a fire ball that deals 400 dmg in a 3x3 to a targeted tile.
Passive- Sun that falls from the sky gives 50 sun instead.
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Passive- Sun collected burst in a small blaze that deals 1x/2x/3x its sun value in damage in a 3x3 area.
Passive- Start with an additional 50 sun.	Salad Barcade- lvl ?
Myhelios 	Standard- Produce sun, time passed with ≥150 sun in reserve
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Quest- Produce sun, time passed with 0 sun in reserve	Active- Your next plant placement produces sun equal to it's cost (max. 150) and stuns all zombies on a 3x3 AoE for 7.5 sec.
Passive- Spawn a shroom obstacle (1000 HP) on a random tile (col. 7-9) that produces 150 sun when destroyed.
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Passive/Active- Plants cost 25/50 less sun. Subsequent activations: Flash with intense light, stunning all zombies on screen for 5 sec, dealing 100 dmg to each.
Passive- When at 0 sun, the next sun you collect is worth 50 instead.	Boreal Wake- lvl ?
Category:Plants vs. Zombies 3: What Could Have Been
Category:Plant lists
Category:Plants vs. Zombies Fogbound