recursal/Fanatic-Fandom huggingface dataset:
Cabbage-pult

*Cаbbage-Pults hurl cabbages at the enemy.*

*Cabbаge-Pult received his doctorate in pulting from Harvest University. He knows a thing or two about launching his way to the top. He also makes a mean soup.*

**Cabbage-pult** is a Tier I plant. It lobs cabbages at zombies, ignoring obstacles that would block straight-shooters.

## Plant Food effect

Cabbage-pult lobs big cabbages at every zombie and obstacle on the lawn, stunning the zombies hit for a few seconds and dealing great damage to everything hit.

## Strategies

This plant is very similar to Peashooter, with identical cost and slower but more powerful shots. Its lobbed attack allows it to ignore graves which would obstruct Peashooter and other straight shooters. However, it shares the same weakness as Peashooter, which is the lack of crowd control (splash / pierce). Nevertheless, this plant is still a solid early game plant that should not be underestimated.

## Trivia

* If there's a small zombie (like Imps) on a tile with an obstacle on it, Cabbage-pult would hit the obstacle instead of the zombie.

## Level Changes

**Cabbage-pult**

SUN COST: 100

RECHARGE: 7

TOUGHNESS: 50

DAMAGE: 23

FIRING COOLDOWN: 4

Cabbage-Pults hurl cabbages at the enemy.
Holiday Special 1

Grand Holiday Thousand

**Holiday Special 1** is the first level from the Christmas Event. It's a christmas-themed conveyor level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 10 *(Read more: Zombie Leveling)*.

## Plant Weight

There's a delay of 5 seconds between the seeds that you get from your conveyor belt.

 Ultomato | 10

## Strategy

You might aswell restart if you get a Dodo Rider Zombie on your first wave. Use Hypno-shrooms on Weasel Hoarders, Bucketheads and Coneheads (priority in order). Use Torchwood to warm up your plants from Hunter Zombie's projectiles.
Doom-shroom

*Doom-shrooms will deal massive damage to all zombies on screen... at the cost of your plants. No pressure.*

## Almanac statistics

### Damage

2,000

*... well, you can't say he didn't warn you.*

**Doom-shroom** is a Tier S plant. When planted, it deals massive damage to all zombies and grid items, and destroys all plants. This plant does not have a Plant Food effect.

## Tips/Trivia

* Es posible permitir que tus plantas sobrevivan al daño de Doom-shroom si están bajo el efecto de Enchant-mint, como se demuestra aquí. Nutraine y Intensive Carrot pueden revivir las plantas destruidas. Los zombis que son inmunes al daño en el momento de la explosión no recibirán ningún daño de Doom-shroom. Algunos ejemplos son el marco de invencibilidad que dan Shadow Pea y Gloom Vine, Glitter Zombie's Trail o Boombox Zombies from the Dominator Ambush. En las versiones previas al lanzamiento de la versión 2.1, la seta Doom se podía recargar instantáneamente, lo que te permitía usar la planta varias veces en un nivel. En una inyección de CDN en la versión 2.1, la recarga de Doom-shroom se redujo de 99,999 a 180, lo que permite usarlo varias veces por nivel.

## Level Changes

**Doom-shroom**

SUN COST: 0

RECHARGE: 180

STARTING RECHARGE: 0.5

DAMAGE: 2000

Doom-shrooms will deal massive damage to all zombies on screen... at the cost of your plants. No pressure.
Electric Currant

*Electric Currants create electrical fences between ones planted on the same row or column, damaging zombies caught in-between.*

## Almanac statistics

### Special

Can zap zombies too close to them.

*"Electricity is all very well and fine as a phenomenon," says Electric Currant, "but electromagnetism as a whole is where it's really at."*

**Electric Currant** is a Tier I Plant. It damages zombies at close range that are trying to eat or steal it. If there's an Electric Currant on its column or lane, it will form an electrical gate between, to damage said zombies.

## Plant Food effect

Electric Currant permanently triples the damage of all electrical fences connected to him. The contact damage remains the same.

## Strategies

Any two currants placed in the same lane or column create a currant gate between them, which damages zombies that pass through it.

Electric Currant excels in levels where planting space is limited, or where many weak targets spawn very early on (for instance, Wild Rushes in Wild West). The most common placement of electric currant is on L1 and L5. This leaves L1 and L5 currant susceptible to damage. Most currant strategies require a lane-diverting plant (garlic/sweet potato/hot date/inferno) to divert the attention of zombies from L1 and L5, therefore allowing the electric currant to be safe. Alternatively, you can also plant a Pumpkin on top of L1 and L5 electric currant, if you only plan to use 1 column of them (mostly to counter imps thrown by Gargantuars, in C3 or C4). In return, a damaging gate is created on lanes 2 through 4 - a wall plant may be used on the same column as the currants to maximize use of the damage, or multiple sets of currants may be set up for zombies to walk through.

Plant Food permanently buffs Currant, increasing the damage of all gates it creates with other currants. Don't PF it just because you can! Remember if the level and zombies present in it allow you to have a PF'd currant for long periods of time. If you have nothing against Pirate Seas' parrots, this can prove useful, as its' gates and tile attack can hit parrots.

## Level Changes

**Electric Currant**

SUN COST: 125

RECHARGE: 7

TOUGHNESS: 70

DAMAGE: 3

ZAP COOLDOWN: 0.3

Electric Currants create electrical fences between ones planted on the same row or column, damaging zombies caught in-between.

Special: can zap zombies too close to them (even when alone)
Fume-shroom

*Fume-Shrooms shoot fumes that damage all Zombies in an area.*

*"I think of myself as a pretty confident shroom and an all-around fungi," says Fume-shroom. "But sometimes, when I'm eating Plant Food, I hear them chuckling. I hear them calling me 'Balloon-shroom'. I don't think they know how much that hurts."*

**Fume-Shroom** is a Tier II plant. It fires fumes in an area of 5 tiles in front of itself that deals damage to all zombies in its' range.

## Plant Food effect

Fume-shroom sends out fumes for a few seconds that push zombies back and that deal 600 damage per second, regardless of level.

## Strategies

Fume-shroom is one of the two Tier II piercing plants (the other being Bloomerang). As a piercer, Fume-shroom has somewhat limited range, which may make it tricky to set up. Its DPS is the same as Peashooter, which can cause the plant to struggle against stronger Zombies.

Fume-shroom is best placed nearer the right of the lawn, which can often leave it quite vulnerable due to its relatively low DPS. To make setting up Fume-shroom easier, you could use wall plants such as Wall-nut to protect Fume-shrooms. Furthermore, since there is often space behind Fume-shroom for more attacking plants, Fume-shroom is often used as crowd control and paired with single-target damage which deals with stronger targets.

Pierce gives Fume-Shroom value in many contexts. For instance, its projectiles can pierce the shovels of Excavator Zombies and the shields of Shield Zombies. It also does well against structures like Graves, Arcades, and Tents. It excells at clearing weaker zombies, so your attackers can focus their damage on the tankier ones.

## Trivia

* From January 3rd 2022 till January 11th 2022, Fume-shroom was featured in the Plant of the Week event.

## Level Changes

**Fume-shroom**

SUN COST: 125

RECHARGE: 10

TOUGHNESS: 50

DAMAGE: 10

SPLASH DAMAGE: 5

AREA: 5x1

Fume-Shrooms shoot fumes that damage all Zombies in an area.
Holiday Special 9

Grand Holiday Thousand

**Holiday Special 9** is the nineth level from the Christmas Event. It's a christmas-themed conveyor level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level **12**. *(Read: Zombie Leveling)*

## Plant Weight

There's a delay of 5 seconds between the seeds that you get from your conveyor belt.

 Missile Toe | 4

## Strategy

This level features level 12 zombies. You will surely lose mowers if your plants are underleveled. Use Missile Toe's instant freeze to stop zombies from progressing onward and to allow your Homing Thistles to deal with Punk Zombies, as they're the most dangerous part of this level. You **WANT** your Explode-O-Nuts to be eaten by zombies, especially by Glitter Zombies and MC Zom-B. Nutraine is here to revive your Explode-O-Nuts so you can start the whole nuking once again or to bring back your eaten plants back to life.
Enchant-mint

*Enchant-mints boost all plants' HP and HP-related effects.*

*"I just love musical theater," says Enchant-mint. Yeah, it doesn't have to do with magic or his abilities or strategic strengths, but it's a fact. He just likes the songs.*

**Enchant-mint** is a Tier S plant. It boosts all plant's HP and HP-related effects/abilities. It cannot be instantly recharged. This plant doesn't have a Plant Food effect.

## Strategy

Enchant-mint's function is as follows: When it is planted, the maximum HP of all plants is multiplied by 10 (with some exceptions, defensive plants receive a 5x multiplier) and all plants are healed fully. At the end of the mint's duration, the max HP of plants are restored to their original values, and another full heal is applied.

While Enchant-mint may appear underwhelming compared to other Tier S plants, it can actually be a valuable tool. Enchant-mint's best use is in early waves where it can effectively stall most zombies - all plants essentially act as walls for its duration. This is especially true for higher level sun producers, which already have substantial HP. With Enchant-mint, the player can afford to focus more on building early sun production. Later into the level, Enchant-mint can help heal plants that have been damaged from ambushes, imps thrown from Gargantuars or Mecha-Gargantuar's lasers.

While Enchant-mint is active, Aloe will always heal 300, regardless of level. Its' PF healing isn't modified at all.

## Level Changes

**Enchant-mint**

SUN COST: 0

RECHARGE: 300

STARTING RECHARGE: 15

Duration: 60

Enchant-mints boost all plants' HP and HP-related effects.

Special: cannot be instant recharged
Christmas Event

> Celebrate the twelve days of Christmas, one world at a time!
>
> Quest description (Holiday Special 1-12)

**Christmas Event** is an event that started from 12th of December 2022 and ends on 31st of December 2022, featuring a daily mission that requires you to beat a level then some packets that can be purchased multiple times.

It initially was announced on 10th of December in goodpea2's discord server, in #announcements.

## Packets

There are new packets/pinatas starting 25th of December till 31st of December. All but one packet's cost doesn't increase per additional purchases. You can buy up to 99,999,999 times per packet, good luck reaching that number though!

## Levels

There were new levels that could've been played once per day, starting 12th of December till 25th of December, in the order shown below. They were given as a quest for christmas.

## Trivia

* Goodpea2 confirmed that there were plans for 2 extra levels: one on 31st of December and one on 1st of January, but they were all canceled thanks to a small coding error that made the Magnifying Grass seed packet be purchaseable with 1 coin with no cost increases.
	+ The error occured because, in PRODUCTS.json, PRODUCT\_HOLIDAY\_MAGNI (the Magnifying Grass pack) had "PriceCoins" set to 1 and "PriceGems" set to 0. There was a CDN push on 25th of December 00:57AM (GMT:+2) that fixed this issue.
		- The CDN push changed "PriceCoins" to 0 and "PriceGems" to 6. Now it's in line with what's said in MARKET\_SCHEDULE.json.
	+ This also means there won't be a new Plant of The Week event this week nor a Mint packet at the end of the year.
	+ The level from 31st of December involved Magnifying Grass, but since lots of people now have it maxed out, it wouldn't be as challenging.
	+ However, we will still receive 14 Magnifying Grass seed packets on 1st of January.
Imitater

*Imitaters let you use two of the same plant during a level by imitating them!*

*Having studied French Theater ad Julienne, the Imitater went to the streets with his art, and has perfected his technique he calls "Potato stuck in a box."*

**Imitater** is a Tier Misc plant. When placed, it transforms into the plant in the seed slot above it. Its stats, including its sun cost, will be identical to that of the plant it copies. Effectively, this allows you to use that plant with half the cooldown at the cost of a seed slot.

While most plants can be imitated, a select few have been barred from doing so; they can be viewed here. If one of these plants is selected, you will not be able to select Imitater in the following seed slot.

## Strategy

Imitater effectively serves to halve the cooldown of a given plant. As such, it is generally best used with plants that are highly cost effective but have lengthy cooldowns, such as Cherry Bomb or Witch Hazel. However, due to the variety of plants in Grind Thousand, in most cases a second unique plant in place of Imitater will result in a more versatile and effective deck. (For instance, another insta like Ghost Pepper, Squash or Bombegranate in place of imitated Cherry Bomb may fare better as the player is afforded more options.) As such, Imitater's best use is with plants that serve very unique and specialized functions such as Arma-mint or Enforce-mint.

In Last Stand layouts, or layouts with limited sun, it might be helpful to imitate Iceberg Lettuce due to its sun cost of 0.

## Exceptions

There are plants that cannot be imitated; they can be referred to as **inimitable plants**. They're listed below.

**Imitater**

SUN COST: ???

RECHARGE: ???

Imitaters let you use two of the same plant during a level by imitating them!
Conehead Zombie/BWB Conehead Zombies

**V** • E

 Location
 Speed

## Pompadour Conehead

The **Pompadour Conehead** is Big Wave Beach's first variant of the Conehead Zombie. When compared to the Conehead Zombie, it takes 20% less fire damage.

**Pompadour Conehead**

His starfish cone gives him thrice the toughness of a normal pompadour zombie.

Special: resistant to fire
Go to the beach, they said. Put a cone on your head, they said. So, yeah, that's what Pompadour Conehead did. He's at his best when following simple instructions.

 Location
 Speed

## Bikini Conehead

The **Bikini Conehead** is Big Wave Beach's second variant of the Conehead Zombie. When compared to the Conehead Zombie, it deals less damage, has increased speed and takes 20% less fire damage.

**Bikini Conehead**

Her starfish cone makes her thrice as tough as a basic bikini zombie. Deals less damage while biting than her Pompadour counterpart.

Special: resistant to fire
See that starfish on Bikini Conehead's cone? She put that there herself. She gets a lot of compliments on it too. And sure enough, now it seems like everyone is accessorizing with starfish. She's a trendsetter, that one.
Fila-mint

*Fila-mints immobilize ALL zombies for a long duration.*

*Fila-mint hovers enigmatically and electrically over the lawn, surveying his surroundings. He nods, once. It is good.*

**Fila-mint** is a Tier S plant. It stuns every single zombie for a long time. It can be planted on water. It is inimitable and it cannot be instantly recharged. This plant doesn't have a Plant Food effect.

## Strategy

Fila-mint stuns every single zombie that has been spawned for a long duration, stopping wave progression at the same time. You can use it in any scenario: getting more sun production early, stopping a huge wave from destroying you and many more.

It's an all-around great Tier S plant, useful in many scenarios. Be mindful of its' long recharge though!

## Level Changes

**Fila-mint**

SUN COST: 0

RECHARGE: 240

STARTING RECHARGE: 15

Duration: 24

Fila-Mints immobilize ALL zombies for a long duration

Special: can be planted on waterSpecial: cannot be imitated or instant recharged
Conehead Zombie/Future Conehead Zombie

**V** • E

 Location
 Speed

## Future Conehead Zombie

The **Future Conehead Zombie** is Far Future's variant of the Conehead Zombie. It has no special abilities or properties.

**Future Conehead Zombie**

His poly-polymer cone gives him thrice the toughness of regular future zombie.

Has tried to calculate the volume of his mathematically perfect cone, but he always ends up dreaming about brain pi.
Conehead Zombie/Conehead Peasant

**V** • E

 Location
 Speed

## Conehead Peasant

The **Conehead Peasant** is Dark Ages's variant of the Conehead Zombie. It has no special abilities or properties. It can be turned into a Knight Zombie with the help of the Zombie King and it can be summoned from a Gravestone during a Necromancy.

**Conehead Peasant**

His stony turret cone makes him thrice as tough as normal peasants.

Conehead Peasant is just happy to have a cone over his head. Times are tough, man. He knows a lot of zombies don't even have that.
Holiday Special 2

Grand Holiday Thousand

**Holiday Special 2** is the second level from the Christmas Event. It's a christmas-themed conveyor level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 1, so they have normal stats. There are 5 endangered Sap-flings placed on the 6th column. **Every 3rd wave**, there'll spawn a Tyrannosaurus Rex in every lane.

## Plant Weight

There's a delay of 5 seconds between the seeds that you get from your conveyor belt.

## Strategy

Since zombies are fairly weak, you wouldn't need to worry about losing a few mowers thanks to RNG sending you an Amberhead Zombie on the third wave and not having a Shadow Pea in that lane.The plants should be placed accordingly:

* Bonk Choy
	+ Infront of the Sap-flings;
	+ 2 tiles behind the Sap-Flings;
* Lightning Reed
	+ Between 2nd and 4th column;
* Shadow Pea
	+ 1st column then 3rd column;
* Spikeweed
	+ 8th-9th column and then 5th column once the previous columns are filled;
		- You should always help your Sap-flings, even if Spikeweed has poor DPS.
Adventure 3

**Adventure 3** is the third level of Infinite Adventure, introducing Camel Zombies. It is also the first Locked and Loaded level, featuring Threepeater. After completing the level, the player receives 25 coins.

## Tips

* There are two approaches to this level, depending on whether you decide to use Threepeater or not.
	+ If you decided to use Threepeater, make use of the instas given (Iceberg Lettuce and Squash) to stall for sun.
	+ If you decided to ignore Threepeater, just spam Peashooter to win.
Garlic

*Garlics divert zombies that ate them into other lanes.*

*Good against zombies, as well as proof against any vampires who might accidentaly wander by.*

**Garlic** is a Tier III plant. Zombies that take a bit out of Garlic will move to a random adjacent lane.

## Plant Food effect

Garlic spews gas over the whole lane, diverting zombies randomly to adjacent lanes and stunning them for 15 seconds.

## Strategy

Garlic is a fairly frail plant that diverts every zombie that takes a bite out of it to an adjacent lane. It's low toughness is what makes it not that great, but thankfully it has low recharge, which allows you to spam it.

It can be used as a replacement for Sweet Potato or Inferno in a phatwalk/gloomwalk strategy: you divert zombies to adjacent lanes of where your Phat Beet and/or Gloom Vines are. This doesn't work on Gargantuars though, unlike the previously mentioned plants.

## Level Changes

**Garlic**

SUN COST: 50

RECHARGE: 20

TOUGHNESS: 70

Garlics divert zombies that ate them into other lanes.
Banana Launcher

*Banana Launchers can fire explosive bananas at any tile on the lawn, doing massive damage to zombies in an area upon impact.*

## Almanac statistics

### Special

Tap to arm, tap on target tile to fire.

*It's important to avoid stereotyping as much as possible. Stereotypes are flat-out wrong. And also hurtful. But honestly ... Banana Launcher is TOTALLY bananas.*

**Banana Launcher** is a Tier V plant. It is manually fired, heavily damaging all zombies in a 3x3 area centered on the targeted tile. Its projectile can be buffed by a Torchwood on the tile targeted, increasing the damage dealt.

## Plant Food effect

Banana Launcher fires 5 bananas at random zombies on the lawn.

## Strategy

Banana is essentially a reusable Cherry Bomb, providing high damage in a 3 by 3 area. While its cost of 700 is tied with Winter Melon for the highest in the game, its massive damage and large splash area make it an excellent heavy attacker well worth the price. However, its slow attack speed means that it often functions more as a support plant, dealing heavy damage to big waves while other plants clean up the remaining zombies.

Banana has an interaction with Torchwood, but this is often fairly impractical to use. Although the damage is very high, the places you would want to fire Banana Launcher are typically swarmed with zombies, meaning the Torchwood you would use to boost Banana's shot will likely not last. Outside of lane diversion strategies or strategies which have another use for Torchwood, this synergy is thus quite awkward to use. Stallers complement Banana Launcher well as they can keep zombies grouped up to maximize Banana's efficacy, and keep them at bay while Banana recharges.

## Trivia

* Banana is one of a few plants to be affected by both Arma-mint and Enforce-mint. Most other plants in this category deal both direct and splash damage (examples include Pepper-Pult and Melon-pult), but not Banana.

## Level Changes

**Banana Launcher**

SUN COST: 700

RECHARGE: 70

TOUGHNESS: 50

DAMAGE: 900

FIRING COOLDOWN: 45

AREA: 3x3

Banana Launchers can fire explosive bananas at any tile on the lawn, doing massive damage to zombies in an area upon impact.

Usage: Tap to arm, tap on target tile to fire
Aloe

*Aloes heal injured plant to their immediate right.*

*Aloes 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.*

**Aloe** is a Tier II plant. It cannot attack zombies, but it can heal plants that are 1 tile away from it, only on the right direction. It can't heal certain plants. *(See Trivia)*

## Plant Food effect

Aloe overheals all plants, besides itself, in a 3x3 radius to their 400% HP.

## Strategies

Aloe, one of the few healers in this game. It only heals the plant one tile to the right. It synergizes well with Wall-nut, Tall-nut, Garlic, Sweet Potato, and melee plants. You can use it in a few Risky Island levels, especially in those where lost pilots fall on endangered Pumpkins, in combination with Phat Beet or any melee plant.

## Trivia

* It cannot heal the following plants: Sun Bean, Chili Bean, Stunion, Primal Wall-nut, Squash, Hypno-shroom, Stallia, Hot Date, Holly Barrier, Chard Guard and Explode-o-Nut.

## Almanac entry

**Aloe**

SUN COST: 100

RECHARGE: 7

TOUGHNESS: 70

HEAL AMOUNT: 30

HEAL COOLDOWN: 3

Aloes heal injured plant to their immediate right.

Special: cannot heal Primal Wall-nut, Chard Guard, Infi-nut and Explode-O-Nut
Yang Chaoyue

* Names
* Vital Status

* Relatsh.
* Affiliation

* Cultivation Dao

She is an the Aeternal Sky Monarch who oversees the functions and movements of the Sky Destroyers, the Voidships of the Tian Imperial Clan.

## Appearance

It was a woman with burgundy hair; her eyes were like ruby jewels, stunningly beautiful, with a fair complexion. She was quite pretty. She was not only beautiful, clear, and simple, with a slim and fit physique. She also had a pair of calm and intelligent eyes.

## Personality

A woman with foresight towards the future has a determined character and does not back down once she decides to take action.

After cementing her closest relationship with Wei Wuyin, she adopts an extremely proud and unconcerned personality for the world around her. She causes a lot of trouble to the people around her in the good and bad sense of the word.
Blastberry Vine

*Blastberry Vines can be planted on top of other plants to provide an additional attack in form of lobbed projectiles that break into explosive bomblets.*

## Almanac statistics

### Range

Full Lane

*Blastberry Vine snickers to himself. He imagines lobbing bomblets. He's been reading upon it and he knows it's gonna make a big splash when it happens. "Soon," he whispers.*

**Blastberry Vine** is a Tier III plant. It can be planted on top of other plants to protect them from other damage. It lobs projectiles that break into explosive bomblets that each deal light damage.

## Plant Food effect

Blastberry Vine fires some barrages of 5 of its' attacks in quick succession, with short breaks between the barrages.

## Strategies

Blastberry Vine is notable for being a vine attacker with splash damage. Its ability to target nearly the entire lane means that it can hit multiple targets easily, and can even also damage grid items in the lane. However, its cost and low fire rate mean that it can be difficult to justify using Blastberry Vine over other attackers with splash damage. The levels where it shines over alternatives, such as levels with very dense waves of zombies or levels with very limited planting space, are not very common. Its low toughness also makes it unsuitable as a defensive plant. As a result, Blastberry Vine is relatively niche.

Blastberry Vine can be paired with single-target DPS plants, to help clear out weaker zombies so that the single target plants can attack the stronger zombies.

## Trivia

* Blastberry Vine is banned in Survival levels.

## Level Changes

**Blastberry Vine**

SUN COST: 325

RECHARGE: 25

TOUGHNESS: 70

BOMBLETS COUNT: 7

DAMAGE: 10

FIRING COOLDOWN: 6

Blastberry Vines can be planted on top of other plants to provide an additional attack in form of lobbed projectiles that break into explosive bomblets.
Conehead Zombie/NMT Conehead Zombies

**V** • E

 Location
 Speed

## Neon Conehead

The **Neon Conehead** is Neon Mixtape Tour's first variant of the Conehead Zombie. It has no special abilities or properties.

**Neon Conehead**

Cones provide protection and focus the sound of righteous tunes.

Neon Conehead Zombie used to be a big believer in de-evolution, but then he forgot what it meant.

 Location
 Speed

## 8-Bit Conehead Zombie

The **8-Bit Conehead Zombie** is Neon Mixtape Tour's second variant of the Conehead Zombie. It has no special abilities or properties. It can only be summoned by Arcade Zombie's Arcade. It doesn't have an almanac entry. It doesn't appear in regular levels.
Gloom Vine

*Gloom Vines spray powerful gloom in eight directions, but it greatly speeds up zombies and removes all debuffs.*

## Almanac statistics

### Toughness

50

*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.*

**Gloom Vine** is a Tier IV plant. It deals damage to zombies in a 3x3 area, removing all of their debuffs and speeding them up by 100%. It can be planted on other plants.

## Plant Food effect

Gloom Vine deals massive damage to zombies in a 3x3 area over a very short duration.

## Strategy

Gloom Vine is an interesting plant. It's like Phat Beet, but it has properties of Shadow Pea. It will speed zombies up when it attacks zombies.

This plant pairs well with Sap-fling, as the sap will negate the speed boost. You shouldn't place plants on top of Gloom Vine, as Gloom Vine will be able to be eaten. You can use Garlic to redirect zombies into 2 lanes, just like the Gloomwalk strategy from Plants vs Zombies 1.

This isn't recommended in Big Wave Beach, as Sap-fling will not work in Big Wave Beach, and zombies will eat Gloom Vines on Lily Pads. Zombies that attack Spikeweed will also hurt Gloom Vine, however unlike Spikeweed, this can be placed on planks.

## Almanac Entry

**Gloom Vine**

SUN COST: 425

RECHARGE: 50

TOUGHNESS: 50

DAMAGE: 40

ATTACK COOLDOWN: 3

RANGE: 3x3

Gloom Vines spray powerful gloom in eight directions, but it greatly speeds up zombies and removes all debuffs.Special: can be planted on other plants to boost their defenseSpecial: cannot be eaten when planted aloneSpecial: immune to frost
Holiday Special 13

> A surprise Day 13? You heard that right! Good luck!
>
> Quest description

Grand Holiday Thousand

**Holiday Special 13** is the 13th and final level from the Christmas Event. It's a christmas-themed locked and loaded level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 1, so they have normal stats. There are 5 plant foods that can spawn in this level, make best use of them.

## Pre-defined Waves

Every wave has specific Gargantuars that come, alongside other Coneheads and Bucketheads. The lanes in which they spawn is random. Flag waves are pointed out.

## Strategy

Greed as much as possible with Sun Bean and pray that the random zombie isn't on the same lane as the Gargantuar. Do note that a lvl 1 Doom-shroom can't 1-shot all of the Gargantuars.

Magnifying Grass deals a lot of damage but eats through your sun rather quickly; it's best you use him sparingly and make best use of Sap-fling's sap tiles and of Missile Toe's instant freeze (note it doesn't affect Gargantuar Prime, but it still gets chilled).

## Trivia

* This is one of the only levels where you fight every single Gargantuar at once.
Gold Leaf

*Gold Leaves instantly create Gold Tiles on planting.*

*"For a small initial investment, you too can generate huge sun," says Gold Leaf. She's a firm believer in solar markets.*

**Gold Leaf** is a Tier IV plant. It creates a Gold Tile on a tile, regardless if it has plants on it or not. As long as a plant is on the Gold Tile, it produces 25 every 30 seconds. This plant does not have a Plant Food effect.

## Strategy

Gold Leaf is a late game sun producer. Note that the first batch of 25 is produced as soon as a plant is on the tile, effectively refunding you 25 sun immediately. As the Gold Tile does not take up any space, it allows the player to utilize the limited board space for attacking plants while maintaining sun production. However, its relatively long cooldown and high cost (especially at a low level) mean that it fares poorly in the early to mid game. As such, you should use another sun producing plant like Sunflower to handle the early game.

Just like in vanilla, the gold tile can be used by Imp Porters; be mindful of where you create it. Note that Gold Leaf cannot be planted on the tide on Big Wave Beach, and Gold Tiles will be disabled temporarily if the tide rises to cover them. Similarly, Gold Leaf cannot be used on top of Power Tiles in Far Future.

## Trivia

* While Gold Leaf is transforming into a Gold Tile, plants on the tile cannot be eaten - zombies will ignore such plants.
* From May 15th 2023 till ????? 2023, Gold Leaf was featured in the Overcharge event.

## Level Changes

**Gold Leaf**

SUN COST: 125

RECHARGE: 30

STARTING RECHARGE: 15

Gold Leaves instantly create Gold Tiles on planting.
Conehead Zombie/Jurassic Conehead

**V** • E

 Location
 Speed

## Jurassic Conehead

The **Jurassic Conehead** is Jurassic Marsh's variant of the Conehead Zombie. It has no special abilities or properties. When compared to the Conehead Zombie, it's slightly faster but slightly weaker.

**Jurassic Conehead**

Cones, or old leftover horns bundled together with string so that they look sort of like a cone, provide some middling protection.

Jurassic Conehead Zombie is trying to get the jump on the whole "traffic cone" idea. He figures it'll be a HUGE market in about 150 million years.
Far Future

Plant Food and Power Tiles are present.

To balance this out, some of the most dangerous zombies are found here.

## Zombies

The normal three are present, with no Blockhead/Brickhead, as Holohead is in Jurassic Marsh. Bug Bot Imps have twice the HP, as much as a basic.

Jetpacks and Blastronauts ignore mowers, along with high speed.

Disco-Tron 3000, proves Disco cannot die, as it has the same HP has a normal Gargantuar and summons Disco Jetpack Zombies.

Shield Mech isn't that big a problem, more a nuisance.

Robo-Conehead (aka Cone Mech) has 90% the HP of a Garg, and at 60% the price.

Then, Gargantuar Prime. Arguably the toughest Garg in the game, if not only to Gladiator Gargantuar. 2500 HP, two Imps, hits twice, hurting Primal Wall-Nut twice, and the laser that hurts the leftmost lanes.
Adventure 22

**Adventure 22** is the twenty-second level of Infinite Adventure, introducing Holo Head Zombie. After completing the level, the player receives 25 coins as a reward.

## Tips

* Spam Lightning Reed to shred basic zombies.
* Shadow Pea is used to kill Conehead and Holo Head.
* Use Wall-nut to distract Holo Head.
* Use Hypno-shroom for the first few Holo Head since it can eat from two tiles away, making it a great help to our initial defense.
Lillie (Delta)

Lillie is a Pokémon researcher and coordinator who traveled with Ash in Alola. She traveled through Hoenn and is currently in Johto with Serena.

list of Pokémon

Alolan ninetales

tepig

sealeo

clefairy

froslass

zangoose

cryogonal

vanilluxe

frosmoth

galarian darmanitan

espeon

gardevoir (mega)

hoenn

ribbons 5

grand festival top 4

johto

currently competing
Buckethead Zombie/Buckethead Peasant

**V** • E

 Location
 Speed

## Buckethead Peasant

The **Buckethead Peasant** is Dark Ages's variant of the Buckethead Zombie. His armor can be removed by Magnet-shroom. He can be turned into a Knight Zombie with the help of the Zombie King and he can be summoned from a Gravestone during a Necromancy.

**Buckethead Peasant**

His forged bucket provides great protection from damage.

None of the other zombies seem to understand just how versatile Buckethead Peasant's choice of headware is. Sure, his bucket makes for a great battle helmet. But just last night, he cooked a truly divine brain stew in it. And next time you see his band, check out what he's using for a kick drum.
Conehead Zombie/Conehead Pirate

**V** • E

 Location
 Speed

## Conehead Pirate

The **Conehead Pirate** is Pirate Seas' variant of the Conehead Zombie. It has no special abilities or properties.

**Conehead Pirate**

His Jolly Roger cone makes him thrice as tough as normal pirates.

Conehead Pirate is a simple zombie. When asked what his favorite dish is, he'd think for a moment, straighten his ascot, and say, "Rrurrarrbrains." Perhaps he could borrow a cup, neighbor?
Holiday Special 5

Grand Holiday Thousand

**Holiday Special 5** is the fifth level from the Christmas Event. It's a christmas-themed conveyor level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 6. *(Read: Zombie Leveling)*

## Plant Weight

There's a delay of 5 seconds between the seeds that you get from your conveyor belt.

 Goo-shroom | 3

## Strategy

This level is the best showcase of Split Pea's quadruple backwards peas. Use the minecarts to move Split Peas away from zombies or to combat zombies behind it. Dazey Chains are your long range stallers: the longer you keep them alive, the longer they'll be able to help you.
Hot Potato

*Hot Potatoes melt the ice blocks and octopi they're planted on, dealing light damage to passing zombies.*

## Almanac statistics

### Special

Can be planted on water.

*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.*

**Hot Potato** is a Tier I plant. It can be planted on ice blocks and octopi. Zombies passing through these obstacles that are being cleared by Hot Potato will take continuous light damage. It can be planted on water. This plant doesn't have a Plant Food effect.

## Strategies

Hot potato melts ice and destroys octopi, making it useful in Frostbite Caves and Big Wave Beach. Its sun cost decreases to 0 at level 9, allowing you to spam Hot Potato with almost no consequences. Although it may seem like Hot Potato completely counters freezing at the cost of a slot (especially at level 9+), harder levels can often freeze large sections of the board at once with freezing winds or Hunters, which can overwhelm Hot Potato. Thus, it is generally more advisable to use heaters for ice blocks instead of relying on Hot Potato in isolation. Comparatively, Hot Potato answers octopi fairly well as Octo Zombies generate them fairly slowly.

Hot Potato also inflicts light damage on its tile, which may be useful against weaker targets, particularly Chickens and Weasels.

## Level Changes

**Hot Potato**

SUN COST: 25

RECHARGE: 5

DAMAGE: 10

Hot Potatoes melt the ice blocks and octopi they're planted on, dealing light damage to passing zombies.

Special: can be planted on water
Iceberg Lettuce

*Iceberg Lettuces temporarily freeze a zombie when stepped on.*

*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.*

**Iceberg Lettuce** is a Tier I plant. It freezes a zombie next to it for a few seconds. It is immune to frost. The thawed zombie will remain chilled for a few seconds.

## Plant Food effect

Iceberg Lettuce affects every zombie on the lawn. Freeze and chill duration depend on plant's level.

## Strategies

Iceberg Lettuce is a single target insta that excels in the early game. The ability to hold off zombies in early waves allows the player to hold off early waves with a relatively cheap defense and prioritize sun production. At higher levels, its freeze duration allows it to perpetually freeze a single zombie, and at level 20, it can perpetually freeze 2 zombies. Its fairly unique position as a free plant means that if you can spare the slot, you can almost always improve your deck by bringing Iceberg Lettuce. This is especially true in night levels, where sun is limited in the early game - the flexibility granted by Iceberg Lettuce early on is often invaluable. Against later waves, although Iceberg Lettuce loses substantial utility compared to alternatives like Stunion due to its single target nature, its Plant Food effect provides a board-wide freeze which can prove useful. Outside of that, Iceberg is mainly tasked with stalling singular threats, or holding off the final few zombies.

When paired with cheap attackers such as Puff-shroom (or its night variant), the player can defend early waves while spending remarkably low sun, leaving the player with a lot of freedom to build up ample sun production. Attackers which utilize fire damage will thaw zombies frozen by Iceberg Lettuce - you may want to avoid using them in tandem.

Iceberg lettuce can defuse certain threats such as Explorer Zombies and Torchlight Zombies, and Prospector Zombies. In Frostbite Caves, zombies are immune to freezing, making Iceberg Lettuce substantially less useful.

## Trivia

* Although Iceberg Lettuce will generally target the zombie closest to the player's house when multiple are in range, it will always prioritize larger zombies such as Gargantuars if possible.
* Iceberg Lettuce is one of the only plants to have a sun cost of 0. The other such plants are Small Nut at level 15 onwards, Solar Tomato at level 15, Tier S plants (Marigold Sprouts costs 0 at level 15, while all other plants cost 0 at all levels), and Tier 1 Parasol Bean.

## Level Changes

**Iceberg Lettuce**

SUN COST: 0

RECHARGE: 20

FREEZE DURATION: 12

CHILL DURATION: 16

Iceberg Lettuces temporarily freeze a zombie when stepped on.

Special: immune to frost
Bloomerang

*Bloomerangs can hit up to 3 targets in their lane, twice!*

*As the first few members of your defense team, Bloomerang enjoys long walkabouts with his friend, Koala Bear, and listening to his Bob Barley albums outback.*

**Bloomerang** is a Tier II plant. He fires boomerangs in lane that hit up to 3 targets and return back to the plant, hitting the zombies twice per projectile used. his projectile can be buffed by Torchwood, making it deal more damage. His projectiles travel faster with leveling.

## Plant Food effect

Bloomerang fires 80 bloomerang projectiles in total: 20 above, 20 under, 20 to the left and 20 to the right side of it that return to the plant, piercing every zombie they meet.

## Strategies

Bloomerang is one of the best generalists as it can be used in most scenarios without any drawbacks. It can hit up to 3 zombies per swing (or 6 if you count projectile's returning) and even pierce through some impenetrable walls, such as Excavator Zombies' shovels or Shield Zombies' shields and deal very well with multiple grid items, such as gravestones, arcades, tents and octopi.

Meanwhile it has great upsides, it lacks in single target damage. It doesn't have enough damage to be effective against tanky zombies. As of version 2.1, it got an interraction with Torchwood which doubles his damage. This increases his usage a lot more and even opens up some weird strategies you can use in Survival: bloomertorch.

If you want to use it with Torchwood, make sure you add Sap-fling or Dazey Chain or even Pokra to help it take down giants, such as Gargantuars. If you don't want to add Torchwood to the mix, the previously-mentioned stallers still work, but Snow Pea and many other stallers can be used, making your strategy more flexible. Even Iceberg Lettuce can be used to stall a Buckethead Zombie to the point of allowing Bloomerang to kill it!

## Trivia

* Bloomerang's Torchwood interaction makes the projectile deal fire damage, despite the visual not clearly reflecting this. Additionally, Bloomerang will not catch projectiles that are affected, which can have some niche use against zombies behind Bloomerang such as ambushes.
* Against Jesters, Bloomerang will be able to catch his reflected projectile, preventing it from damaging Bloomerang himself or piercing to damage plants behind Bloomerang. However, note that plants between Jester and Bloomerang can still be damaged as usual.

## Level Changes

**Bloomerang**

SUN COST: 225

RECHARGE: 20

TOUGHNESS: 50

DAMAGE: 10

FIRING COOLDOWN: 3

Bloomerangs can hit up to 3 targets in their lane, twice!
Holiday Special 10

Grand Holiday Thousand

**Holiday Special 10** is the 10th level from the Christmas Event. It's a christmas-themed locked and loaded level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 1, so they have normal stats.

## Strategy

This level basically showcases Teletater's potential and the sole reason as to why Teletater can only be used in Boss levels, such as Survival B and eclise crossover boss: pre-plant your Potato Mines and then, when there are 6 unsubmerged zombies (doesn't include Fisherman Zombies and submerged Snorkel Zombies), you can put a Teletater on your armed up Potato Mine to destroy them.

Save up your sun to get Rotobagas to protect your Missile Toes from Fisherman Zombies, as they're the biggest threat of this level. Octo Zombies appear too, but they're more of an annoyance than being the main threat. They can still fling Octos at your Potato Mines, but you can use Rotobagas to free your potato mines. Keep in mind that snorkels must be fully unsubmerged in order to be a valid target for your Teletater.
Holiday Special 12

Grand Holiday Thousand

**Holiday Special 12** is the 12th level from the Christmas Event. It's a christmas-themed locked and loaded level. There are 6 waves per flag. The first flag will always happen after **40** seconds. Zombies are at level 2. *(Read: Zombie Leveling)*

There are 5 Holly Barriers placed on the first column whose level is the same as your Holly Barrier. There are 2 Bombard-mint Statues spawning that contain a Bombard-mint, one respawning every minute.

## Strategy

Try not to kill the first waves of zombies to get your Wild Flowers down (from Enlighten-mint), to get additional sun income. Stallia can be used for additional stalling. Almost every single zombie takes 1 shot from Holly Barrier to get killed, the only zombie that takes 2 is the Zcorpion Zombie whom will target your Wild Flowers first. Blastberry Vine can be used if you want to help Holly Barrier's leaves to kill the next zombies.

At every flag, preferably at the last one, you should use Thyme Warp to group up zombies and take them down with Holly Barrier's projectiles. Do note that Healer Zombies might drop their healing staff, which can make the clean-up a little bit more messy.
Chomper

*Chompers can devour a zombie whole, but they take a while to chew and are vulnerable while chewing.*

## Almanac statistics

### Weakness

Deals damage to zombies that they can't devour instead.

*Everyone appreciates what Chomper does. His appetite has saved them on numerous ocassions. But truth be told, Chomper's friends think that eating zombies is gross. And his breath! No one has the heart to tell him, and he never gets the hint when you offer him a mint.*

**Chomper** is a Tier III plant. It devours the closest zombie whole in a 1 tile range but needs to chew it, rendering the plant vulnerable during this time. Against zombies that cannot be eaten, it repeatedly bites them, dealing substantial damage with each bite instead.

## Plant Food effect

Chomper sucks in and inhales up to 5 zombies in its lane. It then burps, pushing back all zombies in its lane.

## Strategies

Chomper excels at dealing with individual high-health targets. Its ability to devour a zombie regardless of its health can prove highly effective against armored zombies and zombie leveling. However, its vulnerability when chewing, especially when compared to longer range alternatives Toadstool and Snap Pea, means that it often has to be protected in order to be effective. It also struggles heavily against crowds, where Chomper can fail to target high health zombies if they are behind weaker targets, and can easily get swarmed. As such, its applicability is largely geared more towards the early to middle game.

Chomper is often placed directly behind wall plants. This allows it to reach most zombies eating the wall while the wall protects it during its vulnerable phase. Chomper should be paired with plants capable of splash damage, since they can dispatch of weaker zombies to allow for Chomper to focus on the bulkier targets. A niche use for Chomper is pairing it with Imp Pear, since it can cheaply answer Giant Imps.

Of note is the fact that Chomper can devour flying zombies. This makes it one of the cheapest answers to Jetpack and Blastronaut Zombies. Chomper can deal heavy damage to Gargantuars in its range - this is most effective if they are frozen or stunned. (Note that Gargantuars can attack Primal Wall-nut while out of range of a Chomper behind it.) In Big Wave Beach, Chomper can be valuable in dealing heavy damage to thrown octopi, provided they are not occupied with chewing. It can also quickly dispatch Surfers passing over it and Snorkel Zombies as they pop up.

## Level Changes

**Chomper**

SUN COST: 150

RECHARGE: 10

TOUGHNESS: 70

CHEW TIME: 30

RANGE: 1 Tile

Chompers can devour a zombie whole, but they take a while to chew and are vulnerable while chewing.

 Weakness: deals damage to zombies that they can't devour instead