Plants vs. Zombies: Light and Dark/Plants

This page features all the Plants appearing in Plants vs. Zombies: Light and Dark. See the bottom of the page for powered effects.
Certain Plants only appear in one version, usually having a similar counterpart in the other version.
==Recharge Times==
*Very Fast - 4 seconds
*Fast - 5 seconds
*Medicore - 15 seconds
*Sluggish - 20 seconds
*Slow - 35 seconds
*Very Slow - 60 seconds
*Lagging - 80 seconds
==Tutorial==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge	Notes
Peashooter 	 	The first defense, shoots basic peas. 	From Start 	Shoots a barrage of 60 peas in 2 seconds. 	100 	Fast 	
Sunflower 	 	Produces extra sun. Essential for a good defense. 	From Start / 2nd part of tutorial (if not skipped)	Produces 150 extra sun instantly. 	50 	Fast 	Has both a Light and Shadow form.
Wall-nut 	 	Its large chewy shell provides it with extra protection against Zombies. 	From Start/ 3rd part of tutorial (if not skipped) 	Gains metal armor, which absorbs 80 Zombie bites. 	50 	Slow 	
Potato Mine	 	Explodes, instantly destroying any Zombie that steps on it, but needs time to arm.	From Start/ Last part of tutorial (if not skipped)	Instantly arms itself, then creates two more Potato Mines in random locations.	25 	Sluggish	
==Flower Fields==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge	Notes
Moonflower 	 	Powers Shadow plants in front of it and behind it, but can't do much else. 	Day 1 (Dark version only) 	Expands range to a 3x3 area for a minute. 	50 	Medicore	Nerfed from 3x3 range and can produce sun.
Lightbloom 	 	Powers Light plants in front of it and behind it, but can't do much else. 	Day 1 (Light version only) 	Expands range to a 3x3 area for a minute. 	50 	Medicore	
Chomper 	 	Eats Zombies ahead of it, but needs to digest after eating one. 	Day 3 	Inhales up to 3 zombies ahead of it, before burping the rest back. 	150 	Fast 	
Dandepuff 	 	Deals light damage to Zombies in a 3x3 area 	Day 5 	Puffs up and deals huge damage to all Zombies in a 3x3 area 	125 	Fast 	If Blover is used in its range, will release a stronger puff attack, but be unable to attack for 15 seconds. Changed from 200 sun and medicore damage.
Obsidian Lettuce	 	Burns a Zombie that steps on it, dealing bonus damage every second. 	Day 8 (Dark version only) 	Burns every Zombie on the screen. 	0 	Medicore	Used as the counter to Flower Field's boss (Dark version only)
Iceberg Lettuce 	 	Freezes a Zombie that steps on it. 	Day 8 (Light version only) 	Freezes every Zombie on the screen. 	0 	Sluggish	Used as the counter to Flower Field's boss (Light version only)
Celery Cannon 	 	Shoots celery stalks that sometimes split, stunning them in place. 	Day 11 	Fires 3 spear-like stalks, landing on 3 random tiles. Zombies hit by these stalks are knocked back and stunned. When these stalks are eaten, it will release energy, stunning zombies on the tile.	275 	Medicore	Nerfed from Fast recharge and Paralysis changed to Stun.
Nightshade 	 	Deals damage melee damage, but can only do it three times before needing to regain their leaves.	Day 13 (Dark version only) 	Regains their lost leaves and fires three large leaves, dealing heavy damage to Zombies. 	150 	Fast 	If no Zombie is near, they will begin recharging themselves. Buffed from only being able to attack 3 times unless powered by Moonflower and nerfed from 75 cost to 150 cost.
Bonk Choy 	 	Deals quick melee damage. 	Day 13 (Light version only)	Quickly attacks in a 3x3 area. 	150 	Fast 	
==Gloomy/Glowing Forest==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge 	Notes
Puff-shroom 	 	A cheap limited range shooter that disappear after a limited time (a minute). 	Directly after entering the area	Resets their timer and fires 30 spores. The effect activates for other Puff-shrooms on the board as well. 	0 	Very Fast	Slight recharge buff.
Shade-shroom 	 	Creates large sun, then medium sun, and finally small sun before disappearing. 	Night 1 (Dark version only) 	Grows back to its largest stage and gives 200 sun. 	75 	Medicore 	Large sun is worth 75 sun, medium is worth 50, and small is worth 25.
Sun-shroom 	 	Creates small sun, medium sun, and finally large sun. 	Night 1 (Light version only) 	Grows to its largest stage and gives 200 sun. 	25 	Fast 	Plant Food effect is nerfed from 225 sun to 200 sun. Small sun is worth 25 sun, medium is worth 50, and large is worth 75.
Scaredy-shroom	 	Fires long ranged spores at Zombies, but hides if one is too close. 	Night 4 	Gets up and fires 60 spores at Zombies 	25 	Fast 	
Fume-shroom 	 	Releases spores 5 tiles ahead of it that hit all Zombies in the cloud. 	Night 6 	Releases a huge burst of spores that push back all Zombies in its way. 	150 	Fast 	Nerf from 125 sun to 150 sun.
Shadow-shroom 	 	When eaten, it poisons the zombie that ate it, dealing quick damage, even through armor. 	Night 9 (Dark version only) 	Poisons all Zombies on the screen 	50 	Medicore 	
Light-shroom 	 	When eaten, releases a burst of light that stuns all Zombies on the tile. 	Night 9 (Light version only) 	Flashes a burst of light that stuns all Zombies on the screen. 	50 	Sluggish 	
Bounce-shroom 	 	Bounces any projectiles that directly hit it in the opposite direction. 	Night 12 	Gains a metal cap, being able to absorb 20 more bites. Still as springy as ever! 	75 	Fast 	Cost nerf from 50 sun to 75 sun, can now bounce back both Plant and Zombie projectiles (if they are hit from the front), and unable to stop Gargantuar attacks. Used as the counter for Gloomy/Glowing Forest's boss.
Spikeweed 	 	Pokes at Zombies' feet to deal quick but minor damage. Unable to be eaten. 	Night 15 	Pulls Zombies to it while dealing damage to them. 	75 	Fast 	Cost buff from 100 sun to 75 sun, but deals less damage. Used as the counter for Frozen Fear/Flaming Fright's boss.
Pult-shroom 	 	Pults light spores at Zombies. Gains another spore to fire every 30 seconds until it reaches a max of 10 spores.	Night 18 	Gains another spore, then fires an array of bigger spores at all the Zombies on the screen. 	125 	Fast 	Each spore is worth the damage of half a Peashooter.
Venus Flytrap 	 	Holds a Zombie in place, but leaves them to be a sitting duck towards other Zombies. 	Night 21 	Eats the Zombie it is holding, along with the other 4 Zombies behind it. 	75 	Medicore 	More HP, but costs more.
Magic Vine 	 	Fires energy orbs that oddly do more damage to armored Zombies. 	Night 24 	Releases a huge energy ball that deals massive damage to the first Zombie it hits and all the other Zombies on that tile.	200 	Medicore 	Nerf to its recharge, from Fast to Medicore.
==Warm Waterways==
Name 	Image 	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge 	Notes
Lily Pad 	 	Allows Plants to be planted on water, neat! 	Directly after entering the area	Creates more Lily Pads in a + formation (1 tile each.) 	25 	Fast 	
Tangle Kelp 	 	When touched by a Zombie, they will go down, then drag the Zombie down with it. 	Day 1 (Dark version only) 	Grabs 4 random Zombies in the water and drags them down. 	25 	Sluggish 	Uses the PvZ1 design. PvZ2 design is used for another Plant.
Fling Kelp 	 	Grabs Zombies then throws them back at other Zombies, damaging both the thrown Zombie and the Zombie they were thrown at. Can do this up to three times before diving underwater.	Day 1 (Light version only) 	Grabs 3 random Zombies in the water and throws them back. 	25 	Medicore 	Can be compared to an aquatic and limited Aggro Brocco from the Chinese version of Plants vs. Zombies 2. Uses the Tangle Kelp design from PvZ2.
Cabbage-pult 	 	Lobs cabbages at Zombies, avoiding obstacles and hand-held protection. 	Day 4 	Releases a burst of cabbages at every Zombie on-screen 	100 	Fast 	Lobs at half the speed of a Peashooter, but deals twice as much damage, so it balances itself out.
Aquaneedle 	 	Attacks Zombies a few tiles ahead of, having the chance of stunning them. 	Day 7 	Spins around to release 20 leaves to 20 random Zombies, immobilizing them for 3 seconds. 	125 	Medicore 	Cost buff from 175 to 125, but has less health. Its range is 4 tiles ahead of it.
Kernel-pult 	 	Lobs weak kernels at Zombies, sometimes lobbing an immobilizing butter instead. 	Day 10 	Releases butter on all the Zombies on-screen 	100 	Fast 	1 kernel deals the damage of a Peashooter, while the butter deals the same damage as a Cabbage-pult.
Viral Thunder 	 	Fires lightning bolts at Zombies, which can hit multiple of them from any lane at a time. 	Day 13 (Dark version only) 	Releases a thundercloud that releases one big lightning bolt, which shocks all Zombies on screen. 	175 	Fast 	Lightning bolts deal as much damage as a Peashooter. Fires at the speed of one too.
Lightning Reed	 	Fires quick lightning bolts that hit multiple zombies from any lane at a time. 	Day 13 (Light version only) 	Releases a tiny thundercloud that lingers over a zombie until it is either defeated (in which it moves onto another) or 15 seconds have passed.	125 	Fast 	Lightning bolts deal half the damage of a Peashooter, but fires quicker.
Repeater 	 	Fires twice the peas at less than twice the cost! 	Day 16 	Shoots a barrage of 120 peas, ending with 1 bigger pea that deals huge damage. 	175 	Fast 	Has a Light and Shadow form.
Seaweed 	 	Attacks like a Peashooter on land and defends like a Wall-nut in water. 	Day 19 (Dark version only) 	Fires a barrage of 45 leaves (land) or gains coral armor (water). 	75 	Sluggish (Warm Waterways and other levels with water), Medicore (elsewhere)	
Lotorpedo 	 	Fires a lobbed torpedo on land and a straight firing torpedo in the water. 	Day 19 (Light version only) 	Fires a massive torpedo that explodes on the first Zombie it hits, dealing heavy damage and slight splash damage. 	175 	Fast 	Buffed from 200 sun to 175. The aquatic torpedo has splash damage. The water torpedo deals splash damage.
Melon-pult 	 	Lobs hard hitting melons that deal splash damage in a 3x3 area. 	Day 22 	Releases a horde of melons that hit all the Zombies on the screen. 	325 	Fast 	
Cherry Bomb 	 	Explodes in a 3x3 area, dealing massive damage. 	Day 25 	N/A 	150 	Slow 	
Gooseberry 	(Dark version) (Light version)	Pecks at nearby Zombies and flies to another location when bit enough. Can do this 3 times before flying away instead. 	Day 28 	Gains Gold/Peridot armor, gaining 30 more HP. 	150 	Medicore 	Appearance and boost depends on version. It naturally flies towards animal zombies and used as the counter for Warm Waterway's boss.
==Frozen Fear (Dark version)/Flaming Fright (Light version)==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge	Notes
Thermostaug 	 	Depending on the area, either warms or cools Plants in a 3x3 area. 	Day 1 	Spins their fan and releases a gust of wind, pushing Zombies away. 	50 	Fast 	Warming and cooling is only done when Plants around it could get frozen or burnt up, depending on the area.
Iceberg Lettuce 	 	Freezes a Zombie that steps on it. 	Day 3 (Dark version only) 	Freezes every Zombie on the screen. 	0 	Sluggish	
Obsidian Lettuce	 	Burns a Zombie that steps on it, dealing bonus damage every second. 	Day 3 (Light version only) 	Burns every Zombie on the screen. 	0 	Medicore	
Fire Peashooter 	 	Fires flaming peas at Zombies and warms Plants in a 3x3 area. 	Day 7 (Dark version only) 	Releases a flaming trail, dealing 60 peas worth of damage to all Zombies in the lane. 	150 	Fast 	Cost reduced from 175 to 150 to be similar to Snow Pea.
Snow Pea 	 	Fires frosty peas to slow Zombies and cools Plants in a 3x3 area. 	Day 7 (Light version only) 	Freezes the entire lane, slowing Zombies down, then shoots 120 frosty peas ahead of it. 	150 	Fast 	
Stunion 	 	Releases a stunning gas, stopping all Zombies in its midst in their tracks. 	Day 10 	Releases a stunning gas in its lane, as well as the lanes above and below it. 	50 	Sluggish	The gas' range normally is 2 tiles. Its Plant Food's range is 5 each. Cost nerfed from 25 to 50.
Frostflower 	 	Releases an ice trail 5 tiles ahead of it to damage and slow zombies. This trail can cool Plants near it. 	Day 13 (Dark version only) 	Fires an ice trail hitting its lane, as well as the lanes above and below it. 	175 	Fast 	Literal frosty reskin of Flameflower.
Flameflower 	 	Releases a fire trail 5 tiles ahead of it to damage zombies. This trail can warm Plants near it. 	Day 13 (Light version only)	Fires a fire trail hitting its lane, as well as the lanes above and below it. 	175 	Fast 	Deals more damage than Frostflower to make up for it lacking any secondary effect. No longer has a chance to have any fire remain.
Garlic 	 	Redirects Zombies to the lane above or below it when a bite is taken out of them. 	Day 16 	Spits out a poisonous gas, stunning Zombies 3 tiles ahead of it and redirecting them. Their health is also fully restored.	50 	Medicore	Recharge buff (despite it being labelled as fast in PvZ2, it really had a Sluggish recharge)
Lava Lily 	 	Releases lava in an + shape. Only Fire Plants can be planted on it, warms Plants around it, and damages any Zombie that steps in it. 	Day 19 (Dark version only) 	N/A 	250 	Sluggish	Lava lasts for 20 seconds. Cost buff from 375 sun to 250
Icy Lily 	 	Releases ice an + shape. Only Ice Plants can be planted on it, cools Plants around it, and slows down any zombie that steps on it. 	Day 19 (Light version only)	N/A 	250 	Sluggish	Ice lasts for 20 seconds.
Hurricorn 	 	Fires a tornado, dealing heavy damage to 3 zombies at a time, damage decreasing per Zombie hit. 	Day 23 (Dark version only) 	Releases a tornado in front of it, dealing heavy damage to all the Zombies in its lane. 	200 	Fast 	Cost buff from 300 to 200 and recharge buff from Medicore to Fast.
Bloomerang 	 	Fires boomerangs that hit up to three Zombies twice. 	Day 23 (Light version only)	Hurls a barrage of Boomerangs in a + shape, hitting all Zombies in their way twice. 	150 	Fast 	Cost buff from 175 sun to 150.
Ashaya 	 	Lobs fireballs which deal light splash on the Zombies. Also warms up Plants in a 3x3 area 	Day 26 (Dark version only) 	Releases a huge fireball which rolls down their lane, dealing heavy damage to all the Zombies it hits. 	150 	Fast 	
Snow Cotton 	 	Creates a snowman to attack Zombies a tile ahead of it, but needs time to recharge after. Able to cool Plants in a 3x3 area while recharging.	Day 26 (Light version only)	Summons a giant snowman that freezes and damages Zombies in a 3x3 area ahead of them. 	200 	Medicore	Cost nerf (175 to 200 sun) and recharge nerf (Fast to Medicore). Its ability is reworked to attack Zombies ahead of it only for heavy damage as well as slowing them down, rather than simply bouncing every 2 tiles.
Celery Stalker 	 	Waits for Zombies to go behind it, before rising up and releasing a flurry of blows. 	Day 29 	Summons two more versions of itself in random locations. 	50 	Medicore	
Pepper-pult 	 	Lobs flaming peppers which damage and burn Zombies in a 3x3 area, all while warming Plants in a 3x3 area. 	Day 32 (Dark version only) 	Releases a burst of peppers which hit all Zombies on-screen. 	450 	Fast 	Cost and recharge changed to be similar to Winter Melon
Winter Melon 	 	Lobs frozen melons which damage and slow Zombies in a 3x3 area, all while cooling Plants in a 3x3 area. 	Day 32 (Light version only)	Releases a swarm of frozen melons which hit all Zombies on-screen. 	500 	Fast 	
==Meteor Mountain==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge	Notes
Split Pea 	 	Fires 1 pea forwards and 2 peas backwards. 	Day 1 	Fires 60 peas forwards and 120 peas back in 2 seconds. The back head ends with one giant pea. 	150 	Fast 	Cost nerf from 125 to 150, mostly due to its Bounce-shroom interaction.
Aloe 	 	Heals the plant in front of it slowly over time. 	Day 4 	Temporarily changes its range to 3x3 (for 20 seconds) 	75 	Sluggish	Now heals no matter how damaged the Plant is, but heals slower.
Aspearagus 	 	Fires stalks that hit up to three zombies ahead of it. Will fire towards the lane above it if there's no zombies in its lane and the lane below it if there's no zombies in its lane or the lane above. 	Day 7 	Launches stalks at all the zombies on the screen. 	250 	Fast 	
Lemstone 	 	Temporarily transforms Zombies 2 tiles ahead of it into gold statues, giving them slightly more health, but unable to move. These gold statues also block off any Zombies ahead of them, and are forced to bite them. 	Day 10 (Light version only) 	N/A 	225 	Sluggish	Reworked entirely from its creation, as it isn't a premium Plant (And to be more similar to its Dark counterpart).
Medusa Berry 	 	Transforms 5 Zombies ahead of it into statues, leaving them as obstacles in the Zombie's way. 	Day 10 (Dark version only) 	N/A 	225 	Slow 	Statutes no longer drop coins on defeat and Plants don't pay them any mind. Recharge also nerfed to Slow.
Parsnip 	 	Snips at Zombies nearby and rushes the entire lane when bitten enough. 	Day 13 	Creates two mini versions of themselves to rush the lane. 	175 	Medicore	Sun cost and recharge are nerfed (150 to 175 and Fast to Medicore), but has higher health than most Plants.
Crystal Lily 	 	Fires crystals which usually slow, but has a chance to stun instead. 	Day 16 	Fires 3 giant crystals towards the 3 strongest Zombies, which all explode, stunning any Zombie on the same tile as them and slowing in a 3x3 area. 	250 	Fast 	Cost buffed to 250 (100 cost of Kernel-pult plus the 150 cost of Snow Pea) and recharge buff to Fast. Plant Food is nerfed to simply slowing in a 3x3 area, rather than everything in the blast being stunned.
Plantern 	 	Clears fog in a 3x3 area, deals minor heat damage in said 3x3 area, and boosts Light Plants ahead and behind of it. 	Night 1 (Level 17) (Light version only) 	Spreads a massive heat wave in a 3x5 area and its boost range is increased to a 3x3 area for a minute. 	100 	Fast 	Massive rework.
Foggus 	 	Transforms fog around it into weak but defensive walls which can be dug up if needed, as well as boosting Dark Plants ahead and behind of it. If there's no fog, they will create 6 walls of fog, three sets of two in its lane, as well as the lanes above and below it.	Night 1 (Level 17) (Dark version only) 	Creates more defensive fog and its boost range is increased to a 3x3 area for a minute. 	150 	Medicore	
Ghost Pepper 	 	Haunts Zombies a few tiles ahead of it, before lightly exploding in a 3x3 area. 	Night 4 (Level 21) 	Haunts all Zombies around her in a 4x3 area. This also resets their timer. 	75 	Medicore	Explosion is lighter, while haunting damage is increased.
Rock Rose 	 	Acts like a normal defensive Plant (33 bites) and explodes into 3 defensive pebbles when eaten (each absorbs 15 bites.) 	Night 7 (Level 24) 	Gains crystal armor to absorb another 50 bites or Gargantuar attack. 	150 	Slow 	Defensive pebbles land randomly in a 3x3 area, but one will always land where the Rock Rose used to be. Each pebble has 20 health. Nerfed to not have more health than a Wall-nut.
Snake Grass 	 	Fires eggs at Zombies and creates another Snake Grass in a random spot near it every 30 seconds. 	Night 10 (Level 27) (Light version only)	Fires eggs at every Zombie on-screen and creates a Snake Grass in front of the strongest Zombie 	150 	Fast 	Clone Snake Grass can't create other Snake Grass.
Spore-shroom 	 	Fires spores at Zombies that transform them into new Spore-shrooms if the spores dealt the finishing blow. 	Night 10 (Level 27) (Dark version only) 	Fires 3 giant projectiles that deal heavy damage and transform anything that is defeated due to them into new Spore-shrooms. 	150 	Fast 	
Jack O' Lantern	 	Tap to release flame ahead of it, dealing heavy damage, but loses range and power the longer it is held down, until they need to fully recharge. 	Night 13 (Level 30) 	Restores charge and summons 3 fiery spirits at random locations that last for 20 seconds. 	225 	Medicore	Recharge buff (Sluggish to Medicore). Spirits at nerfed in terms of amount and damage, but last longer.
Carrotillery 	 	Fires explosive carrots towards the last Zombie in its lane, dealing major damage to the target and minor splash to any Zombie on the tile. 	Day 17 (Level 33) 	Fires giant carrots that lane to the last Zombies in every lane, dealing massive damage to that Zombie and massive splash to any Zombie also on the tie.	200 	Medicore	Reworked to basically be Carrot Rocket from Plants vs. Zombies Online. Used as the counter for Meteor Mountain's boss.
==Jagged Jungle==
Name 	Image 	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge	Notes
Stallia 	 	Slows zombies that step on it in a 3x3 area. 	Day 1 	Slows the entire screen. 	0 	Medicore	Slows for only 9 seconds but faster recharge time.
Red Stinger 	 	Fires stingers at zombies that deal more damage the further they are from them. 	Day 4 (Dark version only) 	Fires a massive laser that hits the zones in their lane. This laser deals the most damage at the end of the lane and the least damage the tile directly in front of them. 	200 	Fast 	Slight ability rework. Defensive mode no longer exists.
A.K.E.E. 	 	Fires seeds that bounce on up to 5 Zombies close-by, dealing more damage per bounce. 	Day 4 (Light version only) 	Fires 5 massive seeds that can bounce on up to 5 Zombies, one per lane. 	200 	Fast 	Seeds deal more natural damage, go up per bounce rather than down, and only bounce five times.
Blastberry Vine	 	Can be planted on another plant for additional firing support. Not that defensive however. 	Day 7 	Fires a barrage of berries which deal decent damage as well as splash. The plant on top of them will activate their Plant Food as well. 	175 	Medicore	Can only be planted on another Plant, never on its own.
Pushywillow 	(image will be replaced when the normal 96px picture is eventually made) 	Fires their bushy arms at Zombies which knock Zombies back. 	Day 10 	Flings five giant bushes which knock back all Zombies on the tile. 	300 	Fast 	Basically a nerfed Primal Peashooter. The Primals don't make as much sense to be included in a non time travel game, so here's a PvZ3 Plant instead.
Threepeater 	 	Fires a pea in its lane as well as the lanes above and below it! 	Day 13 	Fires a crazed burst of 120 peas that can hit any lane. 	325 	Fast 	Cost nerf back to the PvZ1 days.
Wisperia 	 	Can be planted on another Plant to provide spooky backup. Also powers any Dark Plants inside of it. 	Day 16 (Dark version only) 	Releases spirits targeting the strongest Zombies on the board which are similar to Jack O' Lantern's. It also activates the Plant inside's Plant Food. 	175 	Medicore	Ironically closer to PvZ2's Pyre Vine than actual Pyre Vine. Only has a tile of range and deals more damage than Pyre Vine.
Pyre Vine 	 	Can be planted on another Plant to provide flaming backup. Also powers any light Plants inside of it. 	Day 16 (Light version only)	Releases a flaming burst similar to Fire Peashooter's Plant Food. It also activates the Plant inside's Plant Food. 	175 	Medicore	Has more range (3 tiles) compared to its Dark counterpart, but deals less damage.
Dandelion 	 	Fires explosive seeds in order from the lane above it, its lane, then lane below it. If paired with a gusty Plant, they unleash another power.	Day 19 	Recharges (if it used its secondary ability) then launches a barrage of seeds that explode on all Zombies on the screen. 	225 	Fast 	Attacks faster and has a faster recharge (Medicore to Fast)
Squash 	 	Squashes zombies on the tile ahead of it. If there's no zombies in front of and instead behind it, they'll go squash them instead. 	Day 22 	Jumps around the screen squashing the 3 tiles with the most Zombies (if there's multiple tiles with the same amount of Zombies, they will go to the lane that has the most health)	75 	Sluggish	Squashes faster, but cost is increased.
Blover 	 	Blows a strong wind blowing away any Zombie in the air. 	Day 25 	N/A 	75 	Fast 	Cost increase due to working with knockback Plants. Counter of Jagged Jungle's boss.
Flak Seed 	(image will be replaced when the normal 96px picture is eventually made, overly close to the seed packet bar, so an awkward part of its idle is the best way to show its body)	Lobs seeds that deal light splash damage. These oddly enough deal more damage to non Zombies. 	Day 28 	Lobs four giant bulbs that land on four random tiles that have Zombies on them. These deal heavy damage in a 3x3 area. 	175 	Fast 	Basically Dusk Lobber. Dusk Lobber didn't really have a pun and was more obvious about what powered it.
Re-Peat Moss 	 	Copies the ability of the Plant that most recently was eaten. 	Day 31 	Jumps around and fires a giant moss ball in front of it, dealing moderate damage to all Zombies in the lane. 	200 	Medicore	If another Plant gets eaten while it is on the field, it will copy the ability of that Plant next. Plants that are meant to be eaten and Re-Peat Mosses themselves are not copied.
Toadstool 	 	Slaps Zombies with her tongue before eating them. When they are done digesting, they will give extra sun. 	Day 34 	Eats 3 nearby Zombies and produces 150 with it. Also swallows any Zombie it was currently eating. 	250 	Fast 	Cost nerf to 250. Idea is based on a recent update by PvZ2 fanmod Eclise, though they can eat any Zombie (if it has under 5 health) rather than only bugs.
==New Zombie City==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost	Recharge 	Notes
Cactus 	 	Fires spikes that hit multiple zombies and hides when they're close, acting like a Spikeweed. 	Day 1 	Covers their body in electricity, giving their attacks an electric effect. 	175 	Fast 	
E.M.Peach 	 	Stuns machines in a 5x5 area for a limited time. 	Day 2 	N/A 	25 	Sluggish 	
Rotobaga 	 	Shoots turnips in an X shaped area around it. 	Day 5 (Dark version only) 	Fires 15 huge turnips in the X shape, each dealing around 70 damage. 	150 	Fast 	
Starfruit 	 	Shoots stars in 5 different directions. 	Day 5 (Light version only) 	Spins around, firing stars that deal massive damage. 	150 	Fast 	
Shadowfruit Flower	 	Fires fruit at zombies that deal heavy damage and can power Shadow Plants in a 3x3 area around it. 	Day 8 (Dark version only) 	Flings 15 heavy hitting apples ahead of it, 3 apples per lane. Expands its powering range to a 5x3 area for a minute. 	225 	Fast 	Plant never truly existed, just as a note on the Shadows Plant page, so there was only that to base the abilities on. Original Plant was created by CitronFire3. Due to being unable to power itself, felt the powered design would match better.
Mangogleam 	 	Shoots light beams that can hit up to 5 zombies and can power Light Plants in a 3x3 area around it. 	Day 8 (Light version only) 	Fires a huge beam of light that can pierce up to 15 zombies in its lane. Expands its powering range to a 5x3 area for a minute. 	225 	Fast 	Ability rework to become the attacking plant that can also power Light plants.
Photosynthesis 	 	Fires very strong peas (dealing 100 damage), but can only do this once every 20 seconds. 	Path 1, Level 2 (Day 11) 	Releases a black hole-like pea, dealing heavy damage in a 3x3 area once it hits a zombie. Photosynthesis has to recharge like it fired its normal projectile afterwards however. 	300 	Medicore 	Cost and recharge nerf as this thing would easily be way too strong otherwise.
Bloodleaf 	 	Fires bloodleaves that deal more damage the more plants have been eaten. 	Path 1, Level 5 (Day 14, Dark version only) 	Instantly destroys 5 random zombies on the board and changes their HP into bloodleaves, dealing damage to zombies ahead of it dealing 1/5 of the zombies' original health per leaf.	225 	Medicore 	Ability doesn't count Puff-shrooms that have disappeared due to the timer and instant-use plants such as Jalapeno or Chilly Pepper. This is nerfed from the original intention of it being able to combo with these plants, but in hindsight, that can be a little too strng.
Mirrorguama Palm 	 	Fires mirrors that have a chance to flip zombies, making them walk off the lawn instead. The mirrors have a chance to flip flipped zombies back though. 	Path 1, Level 5 (Day 14, Light version only) 	Releases a blinding light that stuns all zombies on-screen for 10 seconds. 	325 	Medicore 	Cost nerf to not be totally better than Pushywillow and Plant Food has been nerfed to not be able to flip Zombies.
Clivia 	 	Releases a barrage of bombs when a zombie is a few tiles ahead of it, then recharges. 	Path 1, Level 8 (Day 17) 	Releases a huge barrage of bombs down its lane. 	250 	Fast 	
Wavitex 	 	Releases waves that have different effects depending on the terrain. 	Path 2, Level 2 (Day 21) 	Creates a tsunami/tornado that knocks the first three zombies out of the lane and pushes back the rest. 	175 	Fast 	Recharge buff, but doesn't interact with "special" tiles.
Mercurytail 	 	Fires homing mercury which prioritize zombies closer to the house and has different abilities depending on its location. Can be planted on both land and in the water.	Path 2, Level 5 (Day 24, Dark version only) 	Turns into a Plasma form for 30 seconds. In this form, its homing mercury has an electric effect with a chance to stun. 	275 	Medicore 	Ability slightly reworked to be like Cattail.
Cattail 	 	Fires homing spikes that prioritize zombies closer to the house. Can be planted on both land and in the water. 	Path 2, Level 5 (Day 24, Light version only) 	Fires five massive spikes which deal heavy damage to the 5 zombies closest to the house. 	250 	Medicore 	More like Homing Thistle and less like PvZ2C.
Guacodile 	 	Fires weak avocado pits and rushes away when touched. Can be planted on both land and in the water, but doesn't fire in the water. 	Path 2, Level 8 (Day 27) 	Creates two mini Guacodiles to rush ahead. 	100 	Fast 	Counter to the boss fight of the path. Cost nerf to make up for the damage nerf.
Were Pear 	 	Fires pear seeds at zombies that deal average damage. At night or powered by Moonflower, these seeds deal slightly more damage and gain another attack. 	Path 3, Level 2 (Day 30/Night 2) 	Transforms into its powered form if it hasn't already and spins, dealing damage in a 3x3 area. 	175 	Fast 	The only Shadow/Light Plant that can power itself.
Dart-shroom 	 	Fires darts which pierce through multiple zombies with a chance to poison them. 	Path 3, Level 5 (Day 33/Night 5, Dark version only) 	Shoots a set of 5 darts which always poison the zombie like a Shadow-shroom's poison. 	75 	Medicore 	Cost buff but damage nerf to balance it out.
Charm-shroom 	 	Fires hearts which pierce through multiple zombies with a chance to stun them. 	Path 3, Level 5 (Day 33/Night 5, Light version only)	Shoots a set of 5 hearts which always stun the zombie like a Light-shroom's stunning effect. 	75 	Medicore 	
Doom-shroom 	 	Deals massive damage in a 5x5 area, but leaves a crater in its wake. 	Path 3, Level 8 (Day 36/Night 8) 	N/A 	200 	Very Slow	
Ampthurium 	 	Fires two electric balls at a time and can absorb electric attacks to power itself up. 	Path 4, Level 2 (Day 38) 	Instantly powers itself up and releases three thunderbolts on 3 random tiles, dealing massive damage to any zombie on them. 	175 	Medicore 	Cost nerf as it attacks twice rather than once a time. Counter to the path's boss.
Shadow Peashooter 	 	Fires shadowy peas which slow zombies down. Zombies are slowed more the closer they are to him, but will pull a zombie into the darkness if they're too close. 	Path 4, Level 5 (Day 41, Dark version only) 	Fires a "spirit bomb" that deals more damage the more Shadow plants are on the screen. 	200 	Medicore 	Cost and recharge nerf
Solar Peashooter 	 	Fires light peas that deal light splash with the chance of giving Zombies a Sun Bean like effect. 	Path 4, Level 5 (Day 41, Light version only) 	Fires a "spirit bomb" that deals more damage the more Light plants are on the screen. 	225 	Medicore 	Cost buff. However, Plant Food has been altered to match Shadow Peashooter's and its two other abilities have been removed.
Laser Bean 	 	Fires a heavy hitting laser that hits all Zombies in front of it. 	Path 4, Level 8 (Day 44) 	Fires a massive beam down its lane, dealing heavy damage to everything in its wake. 	250 	Fast 	Cost nerf and firing nerf, but damage buff.
==Gates==
Name 	Image	Description 	Unlocked 	Plant Food 	Sun Cost 	Recharge	Notes
Escape Root 	 	Can be tapped to change places with another Plant at almost any location. Explodes when stepped on. 	Flower Fields - SOS 	Creates two extra Escape Roots near Plants in danger (priority is towards Zombies towards the later columns) that instantly explode.	50 	Sluggish	Nerfed from changing into a Cherry Bomb, Grapeshot, or Primal Potato Mine. Instead, their explosion will always be like that of a Potato Mine's.
Twin Sunflower 	 	Produces twin as much as sun as a normal Sunflower! 	Flower Fields - Sunny Day 	Produces 250 sun instantly. 	150 	Medicore	Nerfed from 125 sun.
Scythe-weed 	 	Slashes zombies 3 tiles ahead of it to heal Plants in a 3x3 area 	Gloomy/Glowing Forest - Spooks in the Night 	Increases the size of its scythe, slashing Zombies 3 tiles ahead of it on all 5 lanes, healing Plants around it. 	475 	Medicore	Cost buff from 675 to 475 and a 2 tile range buff. However, it attacks slower and slightly weaker, heals in a certain area rather than all defensive Plants and only heals for an 1/8 of the done damage.
Acewood 	 	Tosses light balls of pollen that slow zombies down, as well as a splash that spreads through Zombies. 	Gloomy/Glowing Forest - The Swarm 	Launches 7 huge balls of pollen which infect the 7 strongest Zombies on the field. 	225 	Fast 	Slight cost nerf from 200 to 225. Splash infection is through all Zombies on the tile, and each pollen deals as much damage as a Dandepuff.
Plantcracker 	 	Can fire up to 3 firecrackers at a time. Can be activated earlier for a weaker attack. 	Warm Waterways - Celebration at the Waterways 	Fires a huge firework at the Zombie closest to the house, dealing huge damage in a 5x5 area. It also fully recharges it. 	300 	Medicore	Recharge nerf from Fast to Medicore
Torchwood 	 	Lights peas on fire, but melts frozen peas. 	Warm Waterways - Tiki Torch-Er 	Its flame becomes napalm, powering up peas more. Frozen peas become normal fire peas. 	175 	Fast 	More like its PvZ1 version, though has slightly more health.
Cold Snapdragon	 	Breathes ice in a 3x2 area ahead of it, slowing Zombies in its way. 	Frozen Fear - The Cave (Dark version only) 	Leaps up and releases a burst of ice in a 3x3 area ahead of it, freezing Zombies caught in the attack. 	200 	Fast 	Cost nerf (150 to 200).
Snapdragon 	 	Breathes fire in a 3x2 area ahead of it, burning Zombies in its way. 	Flaming Fright - The Cave (Light version only) 	Leaps up and releases a burst of fire in a 3x3 area ahead of it, dealing massive damage. 	175 	Fast 	Cost nerf (150 to 200).
Chilly Pepper 	 	Explodes into an ice trail in a lane, freezing all Zombies unfortunate enough to be on it. 	Frozen Fear - Impicles (Dark version only) 	N/A 	125 	Slow 	
Jalapeno 	 	Explodes into a fire trail in a lane, burning all Zombies unfortunate enough to be on it. 	Flaming Fright - Fried Imps (Light version only) 	N/A 	125 	Slow 	
Gatling Pea 	 	Fires a burst of 4 peas at a time. 	Meteor Mountain - Heavy Weapon 	Releases a heavy burst of 120 peas in its lane, as well as the lanes above and below it 	375 	Fast 	Plant Food buff (120 peas in three lanes versus 60 peas in three lanes.)
Night Cap 	 	Fires shurikens which slice through three Zombies and pounces on Zombies once they get close, dealing quick damage to all Zombies on the tile, but disappears once the move is complete.	Meteor Mountain - Pink Eyes, Purple Dragon 	Releases a shadow dragon which deals heavy damage to all Zombies in the lane. 	225 	Medicore	Zombies can walk into the Fung-Fu attack.
Conceal-mint 	 	Stuns all the Zombies on-screen with an unknown dark power, then powers all shadow Plants on-screen for 10 seconds before disappearing. 	Jagged Jungle - Unknown Darkness (Dark version only)	N/A 	50 	Lagging 	Stun lasts for 3 seconds. Reworked from its original ability.
Enlighten-mint 	 	Stuns all the Zombies on-screen with a bright light then powers all light Plants on-screen for 10 seconds before disappearing. 	Jagged Jungle - Shining Light (Light version only) 	N/A 	50 	Lagging 	Stun lasts for 3 seconds. Reworked from its original ability.
Zapea 	 	Fires slow moving electric peas that deal electric damage to Zombies near the orbs. 	Jagged Jungle - Thunder in the Jungle 	Fires 3 giant peas that explode into 10 smaller peas. 	200 	Fast 	Peas fire slower and aren't effected by Torchwood. Name is also changed to a pun (that honestly it should've had from the start)
MC Glory 	 	A multi-use plant who can be tapped to change from a heavy hitting attacker to a defensive plant or a healing plant. 	New Zombie City - Party in the City 	Produces a shock wave that pushes back zombies in their lane and the lanes above and below them. 	375 	Sluggish	Ability rework. Healing is similar to another PvZ2C's plant, Trumpet Tulip.
Tile Turnip 	 	Creates a Power Tile when planted. Cost doubles with every planting. 	New Zombie City - Playing with Power 	N/A 	0, then 150, then doubles	Sluggish	Slight buff to cost but nerf in recharge.
==Premium Plants==
Name 	Image	Description 	Gem Cost 	Plant Food 	Sun Cost	Recharge 	Notes
Magnet-shroom 	 	Steals metal objects from Zombies. 	0 (given for free) 	Grabs all metal objects on-screen and fires at enemies. 	75 	Sluggish 	Absorbs metal faster than in PvZ2 and but range is a 3x5 area.
Gold Magnet 	 	Steals metal objects from Zombies and turns them into coins. 	0 (given for free once you buy every other Premium)	Grabs all metal objects on-screen and fires them at enemies. They then give coins for how many metal objects they obtained. 	75 	Sluggish 	A direct upgrade to Magnet-shroom. Well, it is a reward for buying a bunch of premiums. Photo was made by GetiniPvZ.
Power Lily 	 	Creates one free Plant Food 	130 gems 	N/A 	175 	Very Slow	
Healixflower 	 	Fires healix beams that heal nearby plants. 	150 gems 	Heals all plants on-screen by 30 HP and fires a giant beam, dealing huge damage on the lane. 	250 	Medicore 	Cost nerf compared to the original plant, simply because it already easily outclasses Scythe-Weed and its ability simply seemed too good at the original cost.
Angel Starfruit	 	Fires stars in 5 directions like Starfruit. Can be tapped on to tilt, changing where they're firing. 	120 gems 	Similar to Starfruit, they will spin in place, releasing a large amount of stars in all directions. 	200 	Fast 	Cost and recharge buff (250 sun to 200 and Sluggish to fast). Tilting is now a tappable choice rather than done at random.
Solar Panicle 	 	Fires sun beams that deal more damage the more sun the player has. 	130 gems 	Absorbs sun energy from sun-producing plants nearby and fires a sun laser that's longer depending on how many sun-producing plants are nearby. It then gives +50 sun for every sun-producing plant on-screen. 	300 	Fast 	Slight cost nerf.
Shade Flower 	 	Creates a shadow clone of plants. 	99 gems 	N/A 	175 	Sluggish 	Can be boosted if planted next to a dark boosting Plant, but has to be done quickly.
Pumpkin-pult 	 	Lobs pumpkins that deal splash but sometimes fires Jack-o-Lanterns that set the tile on fire. 	120 gems 	Lobs 10 napalm Jack-o-Lanterns at zombies that burst in flames (which deal splash damage) and instantly destroy the Zombies they touch (if it doesn't have the health of a Gargantuar or higher, otherwise it just deals big damage)	300 	Fast 	Complete rework as the original idea was fairly overpowered.
Boneshooter 	 	Fires weak skeleton peas and has a chance of firing a bone boomerang that hits all the zombies on the lane.	99 gems 	Shoots a giant bone boomerang that hits in its lane and the lanes above and below it. 	150 	Fast 	
==Shadow Powered Effects==
Name 	Image of Original Plant	Effect 	Notes
Sunflower 	 	Fires a shadowy projectile after creating a sun. 	Also has a light form. If it is in range of both a Moonflower and a Lightbloom, the one planted first takes priority.
Chomper 	 	Can fire Goop while waiting for Zombies to arrive. 	
Nightshade 	 	Able to fire their leaves as a weaker projectile. Also recovers their leaves faster. 	
Shade-shroom 	 	Shrinks slower and has a faster sun production rate. 	
Scaredy-shroom 	 	No longer hides and fires quicker. 	
Shadow-shroom 	 	Poison can now infect nearby Zombies. 	
Venus Flytrap 	 	Able to hold 3 Zombies in place rather than just one. 	
Tangle Kelp 	 	Can drag 3 more Zombies underwater. 	
Viral Thunder 	 	Lightning bolts have a chance to stun. 	
Seaweed 	 	On land it attacks like a Repeater, in water it can headbutt enemies, dealing minor damage. 	
Repeater 	 	Has a chance to fire a snow pea, slowing zombies down in the process. 	Also has a light form. If it is in range of both a Moonflower and a Lightbloom, the one planted first takes priority.
Gooseberry 	 	Attacks faster. 	This form only reacts to Moonflower.
Snow Pea 	 	Peas now have a chance to freeze Zombies. 	
Frostflower 	 	Has a chance to leave a tile covered in ice, similar to Icy Lily's effect. 	
Snow Cotton 	 	Snowmen recharge faster. 	
Ghost Pepper 	 	Timer is increased (15 seconds rather than 10), time is added on if Moonflower is planted after the timer goes down. 	
Spore-shroom 	 	Spore-shrooms created by the powered Spore-shroom have slightly more health. 	
Jack O' Lantern 	 	Is now able to launch fireballs ahead of it if not tapped. Damage is weaker the longer it needs to recharge its main attack.	
Red Stinger 	 	Fire rate is faster. 	
Flak Seed 	 	Seeds now are also fired in the lanes above and below it. 	
Rotobaga 	 	Turnips now pierce through zombies. 	
Bloodleaf 	 	Bloodleaves now naturally gain strength without needing other plants to be destroyed. 	
Mercurytail 	 	Now fires an extra piece of mercury. 	
Were Pear 	 	Powers into a werewolf form, having their seeds deal more damage and changing to a melee attack if zombies are close. 	
Dart-shroom 	 	Poison now works like Shadow-shroom's poison. 	
Shadow Peashooter	 	Peas have turned into a shadow laser. 	
Scythe-weed 	 	Now heals nearby Plants by 1/6 of the damage done, rather than 1/8. 	
Night Cap 	 	Shurikens now go through 5 Zombies instead. 	
Shade Flower 	 	Shadow clones have double health. 	One of the only instant-use plants that can be powered.
Pumpkin-pult 	 	Jack-o-Lanterns have a bigger chance of lighting the tile on fire. 	
Boneshooter 	 	The chance of it firing a bone boomerang is increased. 	
==Light Powered Effects==
Name 	Image of Original Plant	Effect 	Notes
Sunflower 	 	Creates twice the sun. 	Also has a shadow form. If it is in range of both a Moonflower and a Lightbloom, the one planted first takes priority.
Dandepuff 	 	Every third attack now lightly heals other plants in a 3x3 area. 	Health restored is worth 1 Zombie bite. Dandepuffs can't heal each other.
Celery Cannon 	 	Chance for stun is increased. 	
Bonk Choy 	 	Now can finish Zombies off with an uppercut, which hurts all Zombies on that tile. 	
Sun-shroom 	 	Grows faster and has a faster sun production rate. 	
Light-shroom 	 	The stun will brighten up the tile the stunned Zombie is on. Any Zombie that steps on the tile will get stunned as well. 	
Magic Vine 	 	The armor bonus damage now applies to every Zombie. 	
Fling Kelp 	 	Thrown Zombies are now thrown harder, knocking them back further and hitting more Zombies. 	
Lightning Reed 	 	Lightning bolts have a chance to stun. 	Stun chance is lower than its counterpart Viral Thunder, as it attacks quicker.
Lotorpedo 	 	On land it gains the splash damage its water form has, in water that splash is stronger. 	
Repeater 	 	Has a chance to fire a flaming pea, dealing splash to Zombies near the target. 	Also has a shadow form. If it is in range of both a Moonflower and a Lightbloom, the one planted first takes priority.
Gooseberry 	 	Attacks faster. 	This form only reacts to Lightbloom.
Fire Peashooter 	 	Peas now have a chance to light Zombies on fire. 	
Flameflower 	 	Has a chance to leave a tile on fire, similar to Lava Lily's effect. 	
Ashaya 	 	Fireballs' splash damage is expanded to a 3x3 area. 	
Aloe 	 	Healing done is faster. 	
Parsnip 	 	Similar to Nightshade, will now fire little versions of themselves that attack all Zombies in the lane if no Zombie is directly in front of it. These deal less than those created by Plant Food.	
Snake Grass 	 	Snake Grasses created by the powered Snake Grass has more health. 	
A.K.E.E. 	 	Seeds can now be lobbed on up to 7 Zombies rather than 5. 	
Toadstool 	 	Produces 75 sun when a Zombie is swallowed rather than 50. 	
Starfruit 	 	Stars now pierce through Zombies. 	
Photosynthesis 	 	Peas are fired every 15 seconds instead, but deal less damage (75 versus 100). 	
Mirrorguama Palm	 	Mirrors now explode, dealing light splash to nearby zombies. These shards can't flip zombies around. 	
Cattail 	 	Now fires 2 spikes rather than one. 	
Charm-shroom 	 	Stun now works like Light-shroom's stun. 	
Solar Peashooter	 	Pea projectiles have transformed into a laser of light. 	
Acewood 	 	Pollen can now infect 15 Zombies instead. 	
Zapea 	 	Peas' electric chains now effect more Zombies. 	
Healixflower 	 	Healix beams now hit multiple zombies at a time. 	
Angel Starfruit 	 	Stars deal more damage and can go through three zombies at a time. 	
Solar Panicle 	 	All attacks now give a burning effect. 	
Category:Plants vs. Zombies: Light and Dark
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