Venus Flow-Trap

</br> are supporting plants that can also be used as attacking plants, depending on the player's choice. They were released as part of the 1.15.6 update in Plants vs Zombies 2 and can be unlocked with 150 seed packets.
== Overview ==
* waits until a zombie is within range and then eats it, becoming vulnerable while chomping him. While it is chomping the zombie, his leaves will rise, making it vulnerable, but also causing 30 of electrical damage per second to any other zombie chomping them. It also has an electrical outlet that can be used to increase the speed of plants in lawn in change of its own damage, while also giving them a small electric field that damages any zombie attacking these plants every 3 seconds. The player must tap and then the plant that he wants to be boosted, then, 's electrical outlet will bury itself in the ground and will appear behind the plant in the same tile, connecting itself to the plant's head. After that, each time finishes eating zombies, it converts them into energy that is sent to the plant via the electrical outlet, regardless of how many zombies are aeaten at a time. Also, regardless of sending energy to another plant or not, after swallowing a zombie, it spits 3 electrical orbs across the lawn that explodes when in contact with zombies or objects. It can also be planted on the water without the aid of Lily Pads, but it only lasts 1 minute before dying of short-circuit, causing 60 electric damage in a 3x3 area. This lasting is reseted after being fed with plant food. More details can be seen at the almanac entry and the level upgrades sections
==Origins==
 is based on the Venus Fly-Trap (Dionaea Muscipula), a carnivorous plant known for eating insects and arachnidsleft|98x98px
== Strategies ==
 is overall a decent support plant and can also be a good attacking plant, but the player must be careful to overload (literally) with plants to be recharged and not be overwhelmed by zombies while chomping, specially because the more plants it has electrical outlets connected to, more time it takes to chomp the zombies and lesser are the overal damage caused by the eletrical orbs after that. A great idea is putting a highly deffensive plant that cannot be removed easily, like Chill'Nut and connect an electrical outlet in it, since it chill's out the zombies, and also cause electric damage while connected to the elctrical outlet while takes its time to swallow the zombies it chomped.
==Plant Food Effect==
*its leaves increases in a 6x6 area, chomping every zombie it finds (including gargantuar) and it chomps them in 5 seconds. After that, it spits a giant electrical orb on the lawn that unleashes a lightning shock in a huge number of zombies and explodes, causing 30 of damage x the number of zombies it ate. It also causes adittional of 50 electric damage to the tiles of any plant connected with his electrical outlets. It also resets the time remains on water before exploding in short circuit
==Fila-mint effect==
* It causes 3 times more damage and gains 20 adittional seconds in water before suffering a short-circuit. It also takes only 1 second to chomp a zombie .
==Almanac Entry==
==Level Upgrades== 
Upgrades	Upgrades 	Upgrades	Upgrades	Upgrades 	Upgrades 	Upgrades 	Upgrades 	Upgrades 	Upgrades 	Upgrades
Level 	Seed Packets	Coins 	 	 	 	 	 	 	 	
Level 	Seed Packets	Coins 	Sun Cost	Recharge(Fast)	Toughness 	Damage(Electric orbs)	Plant Food Power(Damage)*	Plant Boost Duration	Electrical Outlets	Range
1 	100 	500 	200 	6 	600 	70 	70 	10 seconds 	1 	Tile
2 	200 	1000 	200 	6 	600 	70 	75 	13 seconds 	1 	Tile
3 	400 	2000 	200 	6 	600 	70 	80 	16 seconds 	1 	Tile
4 	500 	4000 	175 	6 	600 	90 	85 	19 seconds 	1 	Tile
5 	600 	8,000 	175 	6 	600 	90 	90 	22 seconds 	1 	Tile
6 	700 	16,000 	175 	6 	600 	90 	95 	25 seconds 	1 	Tile
7 	800 	19,000 	175 	6 	700 damage	110 	100 	28 seconds 	2 	Tile
8 	900 	25,000 	150 	6 	700 damage	110 	105 	31 seconds 	2 	Tile
9 	950 	27,000 	150 	6 	700 damage	110 	110 	34 seconds 	2 	Tile
10 	1000 	30,000 	150 	6 	700 damage	110 	115 	37 seconds 	2 	Tile
11 	1100 	31,000 	150 	6 	700 damage	110 	120 	40 seconds 	2 	Tile
12 	1200 	32,000 	150 	6 	700 damage	130 	125 	43 seconds 	2 	Tile
13 	1500 	33,000 	125 	6 	800 damage	130 	130 	46 seconds 	2 	Tile
14 	1600 	34,000 	125 	6 	800 damage	130 	135 	49 seconds 	3 	Tile
15 	2000 	36,000 	125 	6 	800 damage	130 	140 	52 seconds 	3 	Tile
16 	2000 	39,000 	125 	6 	900 damage	130 	145 	55 seconds 	3 	Tile
17 	2000 	50,000 	125 	6 	900 damage	160 	150 	58 seconds 	4 	Tile
18 	2000 	55,000 	125 	6 	900 damage	160 	155 	61 seconds 	4 	Tile
19 	2000 	70,000 	125 	6 	900 damage	160 	160 	64 seconds 	4 	Tile
20 	2000 	100,000 	125 	6 	900 damage	160 	165 	67 seconds 	4 	Tile
 	 	 	 	 	900 damage	 	 	 	 	
== Trivia==
*
Category:Uncleared page