recursal/Fanatic-Fandom huggingface dataset:
Sun-shroom

*Sun-shrooms give small suns at first, then more sun as it grows.*

*Oh sure, Sun-shroom is known for his ever-present grin and sunny disposition. But truth be told, even he has his dark days. It ain't easy keeping things light when you live in the shadows.*

**Sun-shroom** is a Tier III plant. It gives sun based on its growth stage. It grows once every 2 minutes and has three growth stages which grant 15, 25, and 50 per batch respectively.

## Plant Food effect

Sun-shroom immediately grows to its third stage (if it is not already at the third stage) and gives 50.

## Strategies

Sun-shroom is the most cost-efficient sun producer even at the first stage, producing sun at 60% the rate of Sunflower while costing half as much. However, due to Sun-shroom's low cost and decent recharge, the player cannot re-invest their sun into sun production as quickly as with Sunflower, which hurts its overall early-game effectiveness. Of course, this is much less of an issue in night levels, where early sun is scarce and efficiency is more important. Later into the game, Sun-shroom's growth stages come into play: it matches a Sunflower in sun production at stage two, and a Twin Sunflower at stage three. Note that Sun-shroom's growth is slow, taking four minutes to reach the third stage, and thus the maximum potential of Sun-shroom will only come into play in longer levels. Additionally, Sun-shroom's low toughness (even relative to other sun producers) can make it difficult to defend them if ambushes or other sporadic sources of damage are present. Overall, however, the ability to serve as both a cost-efficient early-game source of sun production and a compact sun producer in the late game makes Sun-shroom a highly viable plant, even outside of night levels.

You may wish to pair Sun-shroom with Sunflower, allowing the player to build up sun production extremely quickly in the early game and mitigating Sun-shroom's weakness. In the late game, Sunflowers can be shoveled to make room for more attacking plants, leaving the grown, space-efficient Sun-shrooms for sun production.

## Level Changes

**Sun-shroom**

SUN COST: 25

RECHARGE: 15

STARTING RECHARGE: 0.5

TOUGHNESS: 30

SUN PRODUCTION: 15-25-50

PRODUCTION TIME: 30

GROW TIME: 120-240

Sun-shrooms give small suns at first, then more sun as it grows.
Community Levels

**Community Levels** is a collection of one-time levels with periodic rewards. The difficulty of the levels varies compared to Main Adventure levels. Community Levels make a good choice for players who want to experience something different than the regular gameplay. Rewards are given after every batch, though after each individual level the player is rewarded with a money bag. There is no fixed world theme nor level type in each level.

Community Levels is available from the very start. You can access it through the Travel Log, in the Main Tab. It is present there as an Epic Quest. As of version 2.1, Community Levels consists of 125 levels. There are a total of 5 batches in Community Levels. Each batch have 4-5 sets of level. Each set contains 5-8 individual levels for the player to try out.

Vin made 58 community levels. He has the most community levels in the game currently. The rest are from: White (25), Jerry (22), MaximRq (8), NerfemTudo (3), Reeee, stuff26, Giang, KEVINNGW808 (2) and grapyd (1).

## Rewards

Every level awards the player 10 coins for beating it. The table below shows the rewards you get for clearing a batch of Community Levels. For every batch you clear, you'd get greater rewards.

## Levels

Puff-shroom (Night) is banned in almost every daytime level (i.e. not Dark Ages or Neon Mixtape Tour) and it won't be mentioned in each banned plants section and will be specified otherwise depending on the level.
Flag Zombie is also almost in every level and it won't be mentioned in each zombies present section.
Shrinking Violet

*Shrinking Violets shrink zombies in an area, forcing them to take more damage and reducing the bite damage they inflict.*

## Almanac statistics

### Special

Shrinks small imps to oblivion.

*Shrinking Violet started out shy, but it's remarkable how discovering a magical talent for zombie-reduction can change your whole outlook.*

**Shrinking Violet** is a Tier IV plant. It shrinks zombies in a 3x3 area, making them more vulnerable to damage and reduces their damage; small zombies are shrunk to oblivion.

## Plant Food effect

Shrinking Violet shrinks every single zombie on the lawn. It doesn't consume the shrinking violet.

## Strategy

Shrinking Violet is the best debuffing instant; it allows your plants to tank more and deal more damage to zombies by shrinking violets in a 3x3 area. Once there's a zombie on its' tile, it will activate and shrink them.

It's best used in levels where zombies are leveled, *(See: Zombie Leveling)*, such as in Main Worlds levels (11+), Infinite Adventure levels (400+) Survival II and many of the Plant of the Week survivals.

## Level Changes

**Shrinking Violet**

SUN COST: 150

RECHARGE: 60

STARTING RECHARGE: 15

TOUGHNESS: 30

DAMAGE MULTIPLIER: 3

AREA: 3x3

Shrinking Violets shrink zombies in an area, forcing them to take more damage and reducing the bite damage they inflict.Special: shrinks small imps into oblivion
Power Lily

*Power Lilies instantly create Plant Foods out of thin air.*

*From seedling to sapling, to full grown foliage, Power Lily's experience as a life coach has shown her the best way to empower and support plants everywhere.*

**Power Lily** is a Tier V plant. It creates a Plant Food when planted. It can be planted on water and it's inimitable. This plant has no Plant Food effect.

## Strategy

In Grind Thousand, a majority of levels do not provide the player with Plant Food, and where Plant Food is provided it is largely quite limited. As such, Power Lily can open up strategies that may not otherwise be possible. As Plant Food's efficacy depends on the plants you have access to, Power Lily's efficacy will vary accordingly. (See here.) In most cases, Power Lily should be planted whenever it is available, as the situations where you may want to use it offensively are often quite urgent, and the resource can be stored. Additionally, certain plants like Primal Sunflower allow you to always profit from Plant Food in the event that you are already storing the maximum amount. In longer levels such as Survivals, being able to stock up on Plant Food can also be useful as it grants the player a panic option should things go wrong. Lastly, keep in mind that Instant Recharge is an option available if you have the upgrade for it, and can occasionally be a good way to use an insta or place an attacker with slow cooldown.

## Level Changes

**Power Lily**

SUN COST: 175

RECHARGE: 120

STARTING RECHARGE: 120

Power Lilies instantly create Plant Foods out of thin air.

Special: can be planted on waterSpecial: cannot be imitated
Sweet Potato

*Sweet Potatoes attract zombies from other lanes when they are close by.*

*Sweet Potato really is as sweet as she looks. Her favorite animal iss the unicorn. Her favorite color is (and this is a direct quote) "all the colors of the rainbow." When she writes the letter "i", she draws a little heart where the dot belongs. Frankly, if it were anyone else, this syrup would be sickening. But on her, well, it just seems right.*

**Sweet Potato** is a Tier III plant. It attracts zombies from adjacent lanes in a 1.5 tile radius forwards and backwards.

## Plant Food effect

For 10 seconds, Sweet Potato attracts zombies in a 3 by 11 area centered on it. Affected zombies move into Sweet Potato's lane, and then walk towards her, walking rightwards if necessary. Zombies resume normal movement at the end of the effect.

## Strategy

Sweet Potato attracts zombies from adjacent lanes to her lane. While she is very vulnerable due to her low toughness, she has sufficient range to allow another wall plant to be planted in front of her, protecting her from the zombies. A pair of Sweet Potatoes on lanes 2 and 4 can group all zombies into those two lanes, letting you use a splash or piercing damage plant to effectively deal with crowds. Compared to other lane redirection plants (namely Garlic and Inferno), Sweet Potato is arguably the most reliable - she can redirect zombies as long as she is on the field, and she can affect Gargantuars and other zombies that would crush Garlic. An alternative approach to using Sweet Potato is as an insta, treating her effect as temporary and taking advantage of her fast cooldown.

Many plants can synergise with Sweet Potato. As mentioned prior, wall plants (or Pumpkin) can be used to protect Sweet Potato if she is intended to be a lasting part of the defense. Referring to the setup with Sweet Potatoes on lanes 2 and 4, 3-lane attackers like Phat Beet can be planted in lane 3 to damage all zombies, or on lanes 1 or 5 to damage half the zombies. Lane attackers like Fume-shroom may also be effective at capitalizing on grouped up zombies. Electric Currant can be used in lanes 1 and 5 as well. If it is used as an insta, it may be paired with lane-wide instas such as Jalapeno to increase their efficacy.

Certain zombies like Pharaoh Zombie and Balloon Zombie are unaffected by Sweet Potato.

## Trivia

* Prior to version 2.0, Hot Date was a lane redirection plant alongside Sweet Potato. However, when Sweet Potato was reworked in 1.6.1 to have reduced sun cost, toughness and recharge, its use case overlapped a lot with Hot Date. This eventually resulted in Hot Date's removal, and Inferno was added in its place.
* The justification for Pharaoh Zombie and Balloon Zombie's immunity to Sweet Potato are that the Pharaoh's sense of smell has degraded from being in the coffin, giving it immunity, while Balloon Zombie has no control over where it floats and thus cannot switch lanes.

## Level Changes

**Sweet Potato**

SUN COST: 75

RECHARGE: 10

TOUGHNESS: 70

Sweet Potatoes attract zombies from other lanes when they are close by.
Puff-shroom

*Puff-Shrooms are short-range shooters.*

*Puff-shroom is hip to all the latest social networks. He loves to surf Sporebook, FungusedIn and ShroomstaGram. But he sometimes misses the simple camaraderie of a good ol' fashioned Lawn Area Network party.*

**Puff-shroom** is a Tier I plant. It fires puffs at zombies in a 3 tile range in front of it. His projectiles travel faster with leveling.

## Plant Food effect

Makes every puff-shroom on the lawn to shoot a barrage of puffs for 30 seconds.

## Strategies

This plant mainly serves as an early game defense due to its cheap cost and disposable nature. The player can defend early waves cheaply, leaving ample sun for sun production. Notably, Puff-shroom does not decay, allowing it to defend multiple waves. In the late game, its utility is low, but it can be used to stall Gargantuars with its fast recharge and relatively cheap cost by repeatedly making them crush Puff-shrooms. Overall, it functions well as a versatile early game option.

Puff-shroom pairs well with Iceberg Lettuce, as Puff-shroom can struggle to kill a basic zombie depending on its level.

## Trivia

* Puff-shroom expires in 99,999 seconds, regardless of level.

**Puff-shroom**

SUN COST: 25

RECHARGE: 7

TOUGHNESS: 30

DAMAGE: 6

FIRING COOLDOWN: 1.3

RANGE: 3 Tiles

Puff-Shrooms are short-range shooters.
Survival: Moonflower

Moonflower Endless

**Survival: Moonflower** is Moonflower's survival level released during her Plant of the Week event. After completing the level, the player receives 100 coins. Zombies are at level 8.

The level features six pre-planted moonflowers, which are all at level 1. Four of these are planted on minecarts. There is a last stand phase at the beginning of the level - players can build some defence in advance, and even shovel the moonflowers for 150 sun each if they wish to.

Being a level that serves to showcase Moonflower, a majority of the special zombies selected are ones which destroy or otherwise interfere with plants placed on the right half of the field, but will not interact with Moonflower.

## Strategy

Moonflower is the only sun producer allowed (besides Toadstool). The level is also conducive to Moonflower usage - the carts in the right half of the lawn allow for two lanes of Moonflowers, and the special zombie selection means that most plants in the right half of the lawn will be destroyed or shoved off anyway. As the pre-planted moonflowers are level 1, you may wish to shovel and replace them with Moonflowers of your own in the beginning of the level, especially if the player's moonflower maxes out its sun production with fewer than 6 in a lane.

As the zombies boast high health, heavy splash damage is advised. To effectively stall mechs, Winter-Melon or Pokra can be used (although the latter may be hindered due to the limited space on the right half of the field). Another means of stalling mechs is with Stickybomb Rice, since its sticking ability is once of the only means of holding mechs in place. Shrinking Violet is also crucial - the high-health mechs become much less threatening. To take advantage of the surplus of sun provided by Moonflower, Blastberry Vines can be planted to tack on additional damage to the defence.
Lily Pad

*Lily Pads let you plant non-aquatic plants on top of them.*

*Not many people know this, but Lily Pad absolutely loves square dancing. There he is, a circular plant gliding across the dance floor making squares. He loves how it pushes his boundaries and really makes him think outside the sphere.*

**Lily Pad** is a Tier I plant. It can be planted on water and allows you to put non-aquatic plants on water.

## Plant Food effect

Lily Pad spawns 4 copies of itself on adjacent tiles. This effect can place Lily Pads under existing plants. If adjacent tiles already have Lily Pads, they are fully healed.

## Strategies

Lily Pad is almost necessary in Big Wave Beach as most plants cannot be planted directly on water. It may also be used to stall Gargantuars at higher level, due to its fast recharge and low cost.

Outside of Big Wave Beach (or levels with water, rather), Lily Pad is pretty much useless. Note that it cannot be used to activate Gold Tiles.

Zombies like Octo, Explorer and Torchlight Zombie will damage unoccupied Lily Pads in water, since they can't burn it or convert it into an octopi.

## Level Changes

**Lily Pad**

SUN COST: 25

RECHARGE: 10

TOUGHNESS: 50

Lily Pads let you plant non-aquatic plants on top of them.
Parasol Bean

*Parasol Beans can be planted on top of other plants to provide protection against Zomboss's missiles.*

## Almanac statistics

### Special

**NOTE:** This plant has tiering, not leveling

*Ths guy has no eyes, both fguratvely and lterally.*

**Parasol Bean** is a Tier Misc plant. When Parasol Bean is planted on a plant, it will protect that plant from one of Zomboss's missile attacks. It's one of the tool plants used in the Zomboss fight, and it uses tiering instead of leveling.

## Strategy

This plant is primarily used in Ancient Egypt's Survival B. It protects a plant from a missile attack.

them.

As Zomboss can potentially perform multiple missile attacks in succession in later phases, it is generally advisable to use a higher tier Parasol Bean for its faster cooldown.

## Trivia

Parasol Bean can protect the plant underneath it from one Gargantuar smash.

## Tiers

 2
 3
 4

**Parasol Bean**

SUN COST: 0

RECHARGE: 20

Toughness: 50

Parasol Beans can be planted on top of other plants to provide protection against Zomboss's missiles.

NOTE: This plant has tiering, not leveling
Repeater

*Repeaters fire two peas at a time.*

*"Everyone always asks me if we've met before," says Repeater. "Everyone always asks me if we've met before. Wait, did I just say that?"*

**Repeater** is a Tier II plant. It is a heavier version of Peashooter, firing two peas down its lane at a time. Its projectiles can be ignited by Torchwood, increasing their damage and granting them splash damage. His projectiles travel faster with leveling.

## Plant Food effect

Repeater shoots a barrage of 120 peas for 30 seconds, ending in a large pea that deals **50x** of repeater's base damage.

## Strategies

Repeater is a straightforward mid-game attacker. While its higher cost compared to Peashooter makes it unsuitable as an early game option, its higher space efficiency makes it a reasonable choice for the mid-game.

A common pairing for Repeater is Torchwood, allowing Repeater to function well in longer levels. The splash damage granted by Torchwood allows Repeater to fare well against groups of zombies, and the increased damage is beneficial against high-health targets.

## Level Changes

**Repeater**

SUN COST: 200

RECHARGE: 5

TOUGHNESS: 50

DAMAGE: 10

FIRING COOLDOWN: 2

Repeaters fire two peas at a time.
Test Slot

**Test Slot** levels are found in the **Extras** introduced in version 2.2 as placeholders for upcoming GT Plant of the Week events, crossovers and other type of events. They're likely to contain an empty unpassable level that tells you the event is not ready.

## Rewards

### Replaying

Same as before

The level has 1 wave and 1 flag that features a Basic Zombie that cannot move with 268,353,535 health and 100 eating dps. Since you cannot plant anything else than a Grave Buster on a level without any grid items, you can't beat the level. It's intended to be an impossible level, since it's meant to inform that it's not used for an event, *yet*. The Grave Buster you're given uses your Grave Buster's level.

## Unlocking

Test Slot levels unlocked after unlocking Risky Island.

## Used Test Slot

You can check if there's a Test Slot used right now in the GT-LIVE page.
Potato Mine

*Potato Mines explode on contact, but they take time to arm. Plant them ahead of zombies.*

## Almanac statistics

### Splash area

Tile

*Believe it or not, SPUDOW! did not happen overnight. Having been forced to try out new catchphrases and focus testing as many variations as possible (Tubular?Really?), Potato Mine weeded out the competition to stick with what he knows best.*

**Potato Mine** is a Tier II plant. It takes some time to arm up (which can be decreased with leveling) and explodes in a 1x1 area once zombies step on it, dealing great damage to them.

## Plant Food effect

Potato Mine instantly arms itself and summons 3 more potato mines at random tiles around the screen near zombies. The spawned potato mines are armed.

## Strategies

Potato mine is one of the cheapest instas in the game. It deals great damage for its cost - enough to take out a standard Buckethead. This gives it excellent functionality in the early game, either dealing with early waves on its own or in conjunction with other plants. (Its long cooldown means that Potato Mine often requires support in the early game.) Potato Mine should be planted roughly three tiles ahead of the zombies to allow for enough time to arm itself. However, in later waves, it can be hard to use Potato Mine due to its arming time - unlike other instas like Squash or Cherry Bomb, Potato Mine cannot be planted in the middle of a crowd as it is initially vulnerable. However, it can still be used against stronger targets like Gargantuars which often advance further than the other zombies and move relatively slowly. Potato Mine's plant food effect can also be taken advantage of - since the effect instantly arms Potato Mine, planting and immediately applying Plant Food to Potato Mine in the middle of a crowd can be an effective strategy.

In the middle game, plants which group up zombies can be beneficial for Potato Mine due to its small splash area. These include walls such as Wall-nut, or stallers like Sap-fling or Snow Pea. Escape Root synergizes well with Potato Mine - since Potato Mine can be swapped into lanes with zombies, the player does not have to wait to see which lane zombies appear in, and can instead place Potato Mine as soon as it refreshes. Furthermore, in later phases of the game, Potato Mine can also be 'cooked' (i.e. allowed to arm itself) safely in the leftmost columns of the defense, and then brought to the front lines with Escape Root to detonate, mitigating its weakness against later waves.

In levels where you have to defeat X zombies in Y seconds, Potato Mine can be used in lieu of another insta by grouping up zombies behind a wall plant and planting Potato Mine behind it. Potato Mine can be used in Dark Ages - its low sun cost allows you to pair it with Puff-shroom, with Puff-shroom taking out Basic Zombies while Potato Mine deals with Coneheads and Bucketheads.

## Level Changes

**Potato Mine**

SUN COST: 25

RECHARGE: 25

STARTING RECHARGE: 15

TOUGHNESS: 50

DAMAGE: 600

ARMING TIME: 16

AREA: Tile

Potato Mines explode on contact, but they take time to arm. Plant them ahead of zombies.
Stunion

*Stunions breathe a stunning cloud of gas on nearby zombies on its lane.*

*Oh sure, everyone knows Stunion as the battle-hardened warrior with the potent breath. But he's so much more than that. He's an accomplished pianist. He speaks five languages fluently. Heck, he's the leader of a Cub Shallots group in his spare time. Dude's got layers. Go on, peel 'em back. You'll see.*

**Stunion** is a Tier II plant. It activates upon detecting a zombie within range, stunning all zombies in a 2 tile area in front of it.

## Plant Food effect

Stunion stuns all zombies from its lane and adjacent lanes, with a 4 tile range in front of it.

## Strategies

Stunion is a support plant primarily geared towards the early game. While it has similar utility to Iceberg Lettuce, but is more versatile as it can affect a group of zombies and not just one. This grants it more utility against large groups of zombies in later waves. Additionally, Stunion inflicts stun compared to Iceberg's freeze, meaning it can be effectively paired with fire plants such as Pepper-pult.

In Frostbite Caves, zombies are immune to freeze and fire plants are generally favorable, making Stunion a potentially good choice for holding threats in place.

## Level Changes

**Stunion**

SUN COST: 25

RECHARGE: 20

TOUGHNESS: 50

STUN DURATION: 12

RANGE: 2 Tiles

Stunions breathe a stunning cloud of gas on nearby zombies on its lane.
Magnet-shroom

*Magnet-shrooms remove helmets and other metal objects from zombies around them.*

## Almanac statistics

### Splash area

5x5

*Despite his unusual appearance, Magnet-shroom doesn't have a problem attracting girlfriends. But he does have a problem keeping them. It's the same thing every time.. In the end, they always find him too clingy.*

**Magnet-shroom** is a Tier IV plant. It removes metal objects from zombies in a 5x5 radius.

## Plant Food effect

Magnet-shroom removes every single metal object from zombies on the lawn instantly and fires them down its' lane.

## Strategy

Magnet-shroom isn't really changed from vanilla. It removes helmets and metal objects from zombies. This is extremely useful, as Bucketheads and Knight will be as strong as basics now. Magnet can be a good counter to King, as it will constantly remove the helmets it spawns.

This is a great plant in Rome Remnant, as the Centurion zombies and Gargantuar wear metal armor.

## Level Changes

**Magnet-shroom**

SUN COST: 150

RECHARGE: 30

STARTING RECHARGE: 15

TOUGHNESS: 70

DECOMPOSE TIME: 12

HEIGHT RANGE: 5

WIDTH RANGE: 5

Magnet-shrooms remove helmets and other metal objects from zombies around them.
Moonflower

*Moonflowers give more sun for each other MoonFlower while avoiding being eaten.*

## Almanac statistics

### Sun production

emits 25 sun at first, but increases with the number of Moonflowers on the same lane (max 70)

### Special

Immune to frost.
Can be planted on water.

### Weakness

Gets crushed when certain zombies appear on its lane. Pumpkins and vines placed on this have this weakness as well.

*Moonflower is a fierce collaborator. She'll collaborate with anything. She'd collaborate with a table if she could.*

**Moonflower** is a Tier III plant. It produces sun once every 30 seconds and the amount of sun it produces increases with the more Moonflowers there are on its' lane. It cannot be eaten in a regular manner; it can be crushed and eaten by certain zombies. It's immune to frost and it can be planted on water.

## Plant Food effect

Moonflower gives a burst of  based on its' sun production *(value affected by how many moonflowers there are in its' lane)* and gains a shield that enables it to tank hits from any zombie.

## Strategies

Moonflower is an unique sun producer that only gives more sun the more of it you have in the same field. The amount of numbers needed for it to be at its' peak is listed in the almanac, under the "number needed to max" text. It's immune and intangible to almost every zombie.

Moonflower isn't entirely invincible, as certain zombies will crush Moonflower if they spawn on the same lane as the plant. Those zombies are Gargantuars, Barrel Roller Zombie, Pianist Zombie, and Vegans. This means that if those four zombies aren't present, Moonflower can't be removed by any means other than shoveling, making it a strong choice as a late game sun producer.

It's high sun cost makes it very difficult to be the sole sun producer. It's best to pair it with Sunflower, a more balanced sun producer that allows you to get a stable amount of sun to then snowball into lategame with an army of moonflowers.

## Trivia

* From November 22nd 2022 till Noevember 29th 2022, Moonflower was featured in the Plant of the Week event.

## Level Changes

**Moonflower**

SUN COST: 150

RECHARGE: 30

STARTING RECHARGE: 15

TOUGHNESS: 50

INTIAL SUN PRODUCTION: 25

MAX SUN PRODUCTION: 70

PRODUCTION TIME: 30

NUMBER NEEDED TO MAX: 6

Moonflowers give more sun for each other MoonFlower while avoiding being eaten.

Special: immune to frostSpecial: can be planted on waterWeakness: gets crushed when certain zombies appear on its laneNOTE: Pumpkins and vines placed on this have this weakness as well
Zombie/BWB Zombies

**V** • E

 Location
 Speed

## Pompadour Zombie

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

**Pompadour Zombie**

Regular beach bum zombie.

Special: resistant to fire
Pompadour Zombie recently noticed that he was wearing only one flip-flop. He THINKS he lost the other one while doing the limbo at a bonfire party the other night. But to be honest, that entire night is a little hazy ... and that flip-flop could be anywhere.

 Location
 Speed

## Bikini Zombie

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

**Bikini Zombie**

Regular beach blanket zombie. Deals less damage while biting than her Pompadour counterpart.

Special: resistant to fire
Is it weird that we haven't seen any female zombies before? Some say yes. Some say no. Either way, Bikini Zombie is used to breaking new ground. She's not afraid to go where no woman zombie has gone before. You could call her a pioneer. You could call her a hero.
Pea Pod

*Pea Pod shoot stunning peas at zombies & can be planted in the same space for up to 5 times the destruction.*

## Almanac statistics

### Range

Full Lane
Ground (2nd Pea Pod)
Flying (5th Pea Pod)

*Having studied Quantum Spatial Mechanics in Clown College, Pea Pod has amusing families of all ages.*

**Pea Pod** is a Tier V plant. You can stack up to five Pea Pods on a single tile, with each stack adding one pea to each attack. He fires peas that stun zombies for 0.8 seconds. Any additional Pea Pod on it will refresh the stun duration; there's a 0.1s delay between shot.! At 5 Pea Pods stacked, the stun can last up to 1.3s. His peas can be ignited by Torchwood, increasing their damage and granting them splash damage but removing their stun. His projectiles travel faster with leveling.

## Plant Food effect

A large pea head emerges from beneath Pea Pod and fires 5 large peas that deal high damage and knockback to the zombie hit. They can be lit on fire from a Torchwood, multiplying the damage even further and adding a screen shake on impact.

## Strategy

Pea Pod is a compact source of damage that can be stacked up to 5 times. In the early game, it fares relatively poorly despite its low cost: its longer recharge and lower cost efficiency compared to Peashooter means that it can often struggle to answer early waves of zombies. Where it shines is in the late game - it serves as a highly compact source of single-target damage, saving space over alternatives like Repeater which would have to occupy much more space to match its damage. Due to its long recharge, Pea Pod is best suited for extremely long levels, particularly Survivals, where the player has the time to build up stacks of Pea Pods to meet the dense waves of zombies. In addition, the large quantities of sun needed to build full stacks of Pea Pod often means that the player will need very solid sun production in order to fully utilize this plant.

The most important pairing for Pea Pod is Torchwood, transforming Pea Pod from single-target damage support into a solid source of grouped damage on top of multiplying its direct damage. However, having Pea Pod and Torchwood, two plants that are primarily geared towards the late game, take up two valuable seed slots can make the early game difficult. Another good pairing is Escape Root - moving around a stacked Pea Pod to match the early waves of zombies can compensate for its cost inefficiency in the early game. To build up the sun necessary for Pea Pod, options like Sun-shroom, Sun Bean or Gold Leaf should be considered.

Pea Pod interacts very interestingly with zombies at various heights. The first few peas in the stack are able to hit low zombies (i.e. Zombie Chickens and Ice Weasels), and with a fully stacked Pea Pod, the fifth pea is able to hit flying zombies, such as Balloon Zombies and Jetpack Zombies. (However, this is often insufficient damage by itself to handle Jetpacks.)

## Level Changes

**Pea Pod**

SUN COST: 175

RECHARGE: 15

TOUGHNESS: 70

DAMAGE: 10

FIRING COOLDOWN: 2

Pea Pod shoot stunning peas at zombies & can be planted in the same space for up to 5 times the destruction.
Jurassic Marsh

## Overview

Jurassic Marsh is a simple world. Most Levels have an extra flag, but Dinos are gone, and the zombies aren't that special.

There are 9 Zombies, a Basic, Conehead, Buckethead, Blockhead, an Imp, Garg.

The four special zombies are Bully and Rockpuncher, with Knockback Immunity, and the ladder summoning a few Imps on death.

The other two, Holohead can eat plants two tiles in front or behind, like Mime Zombie from Eclise.

Amberhead cannot eat, ignoring plants, not unlike Shadow Zombie from Eclise.

## Levels

Level 1, Level 2, and Level 3 never have Gargs.

Level 4 always has Imps and Never has Basics.

Level 5 and 10 always have Gargs.
Zombie/Jurassic Zombie

**V** • E

 Location
 Speed

## Jurassic Zombie

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

**Jurassic Zombie**

Regular beard-having zombie from the unimaginable past.

Jurassic Zombie is NOT primitive. See, he's wearing a tie and everything!
Peanut

*Peanuts can shoot peanuts and block zombies.*

*Peanut knows that some folks have an aversion to him. He tries to be sensitive to their concerns and give them the space they need. Still, he can't help but miss the good old days - back when he was the most popular nut around.*

**Peanut** is a Tier IV plant. He fires peanuts quickly at random angle between -35° - 35°. He has fairly high toughness. His projectile can be buffed by Torchwood, making it deal more damage and gain splash damage. His projectiles travel faster with leveling.

## Plant Food effect

Peanut heals to maximum, gains armor and fires a barrage of peanuts that fly at random angles.

## Strategy

Peanut is an attacker with many unique properties. Its fast attacks mean that its damage output is high, but its projectiles are fired at random angles in a wide arc, meaning that shots will often miss. While this can be a weakness, it can also be considered a strength in some circumstances as other lanes will receive damage (albeit inconsistently). Notably, if a zombie is at point blank range, Peanut's shots will all land, mitigating this weakness. Peanut can also be planted in the front due to its toughness, making this circumstance fairly typical. Even in lanes further back, Peanut's toughness can be utilized to help it withstand ambushes, though more of its shots will fail to hit zombies. However, relying on Peanut's toughness has a big drawback: once its health is depleted beyond a certain point, the top half of Peanut will be eaten, halving its DPS. Overall, this plant is very unique and can be powerful if its damage is properly utilized.

As mentioned above, Torchwood can be paired with Peanut to boost its damage. However, if Torchwood is not placed immediately ahead of Peanut, some of Peanut's shots will be so angled that they miss Torchwood. A column of Torchwoods should catch all relevant shots, however.

## Level Changes

**Peanut**

SUN COST: 350

RECHARGE: 25

TOUGHNESS: 250

DAMAGE: 10

FIRING COOLDOWN: 0.5

Peanuts can shoot peanuts and block zombies.Special: peanuts fly at random angles
Survival: Ghost Pepper

**Survival: Ghost Pepper** is Ghost Pepper's survival level released during its Plant of the Week event. After completing the level, the player receives 100 coins. There are 4 waves per flag. Zombies are at level 1 (no stat changes) and grid items are at level 2. *(Read more: Zombie Leveling)*

Plants recharge 4 times faster. The entire lawn is covered in water, there won't be any tides however and it will never lower. You only have 1 Lily Pad for your non-amphibious plants. At the first 31 flags, an Imp Mummy and Arcade Zombie will spawn; the Imp Mummy will always spawn with plant food. The next wave triggers once the wave's health percentage reached a value equal or lower than 67%. Arcade Zombies don't normally spawn, they're only spawned at the first 31 flags.

Some zombies have their drops modified.

 Imp Pirate Zombie | 1  | 100%

## Strategy

Plant Food is regularly provided. You must begin with amphibious plants, then spread lily pads towards the left side of the screen using their Plant Food effect to build your regular defense. (Note that Lily Pad must be unoccupied to trigger its Plant Food effect.) Ghost Pepper itself, along with aquatic plants like Toadstool, Tangle Kelp. Parsnip and Moonflower are recommended. Although Barrel Roller Zombie will crush Moonflower, the faster recharge and increased starting sun allows Moonflower to be usable even without support.

Parsnip can be used early to make sun from Arcade Zombie's arcades, as 8-Bit Zombies drop 25 sun when killed and spawn infinitely as long as the machine isn't destroyed. Mid-late game can be covered using standard heavy plants such as Winter Melon and Dandelion, once lily pads have been spread to provide planting space for them.

## Trivia

* This is one of the first levels with a negative starting point, which means the first few waves are effectively skipped. It starts from -70 and adds 18 per wave, which means no zombies will spawn till the 1st flag.
Survival: Escape Root

High Score: 66,835 by Gp2

**Survival: Escape Root** is Escape Root' survival level released during his Plant of the Week event. After completing the level, the player receives 20 gold coins. You have 45 mins to complete the survival; if you don't complete it in 45 mins, you'll win eitherway. There are 6 waves per flag. Zombies and grid items are at level 3.*(Read more: Zombie Leveling)*

Let's state the obvious: **you cannot shovel your plants nor use plant food.** You start with 500 sun. Plants recharge 99.5% faster and there are pre-planted Escape Roots that use your Escape Root's level. A punk jam will permanently play at the beginning of the 1st wave till the end of the run that makes every neon mixtape tour zombie better. On the 72th wave there'll be an Egypt Rally Zombie apppearing which you need to kill in order to finish one of Escape Root's Quests.

A crater spawns once every 60 seconds and there can be 45 craters max. You can prevent them by spawning by using Enlighten-mint's Wild Flowers. You also gain score for killing zombies. The original concept of this survival is testing out level scaling with the help of scoring. Having high scores and posting a picture of your accomplishment in gp's server can possibly award you rewards.

***TBA - In-depth explanation of the scoring and difficulty ramping used.***

The following zombies have their loot changed:

The following waves contain zombies that are forcefully spawned and added ontop of the naturally spawned zombies:

 72
Spear-mint

*Spear-mints instantly summon 5 Spikerocks at the same level on the board.*

*"Slash!" Spear-mint enthuses. "Slishy-slashy-slice!" she adds, wanting to make sure she's getting her point across. She wants to be very clear on this.*

**Spear-mint** is a Tier IV plant. It summons 5 Spikerocks at the same level on the board. This plant does not have a Plant Food effect.

## Strategy

The Spikerocks this plant spawns doesn't match up with your Spikerocks levelling, but Spear-mints, so they can be harder to level up. This is a great cost-effective plant, as 5 Spikerocks would cost 625.

## Level Changes

**Spear-mint**

SUN COST: 375

RECHARGE: 90

STARTING RECHARGE: 30

DAMAGE (SPIKEROCK): 6

Spear-mints instantly summon 5 Spikerocks at the same level on the board.
Zombies

**Zombies** are the enemies you'll face while playing Grind Thousand: some regular, some with special properties and even some that can eat ground plants (Spikeweed, Moonflower, etc.).

There are a grand total of 160 zombies (and 3 bosses) as of 2.1. The zombies are divided into 13 different sections on this wiki: Commons, then ordered based on the almanac's regular order. Do note that in some levels they can appear regardless of the world, such as in Risky Islands' layouts which can feature zombies outside of Modern Day.

Meanwhile zombies **can** be leveled but **NOT** by the user, rather by the level itself, the stats shown for the zombies are at the base level. You may select a world to access more information about that world's zombie. Read Acronyms#Worlds page for more information.

* Commons
* LC
* JM
* WW
* PS
* DA
* FF
* AE
* FBC
* MD
* NMT
* BWB
* RR
V • E

V • E
Survival: Cactus

> *For the ECLISE version level which is another mod made by goodp2, see Survival: Cactus.*
>
>

**Survival: Cactus** is Cactus' survival level released during her Plant of the Week event. After completing the level, the player receives 20 gold coins. You have 30 mins to complete the survival; if you don't complete it in 30 mins, you'll win eitherway. There are 5 waves per flag. Zombies are at level 4 and grid items are at level 1. *(Read more: Zombie Leveling)*

You start with 1,000 sun. Plants recharge 5% faster and there are pre-planted Cactuses that use your Cactus' level. The flower line is exactly under the cactuses; any zombie that walks ontop of the cactuses will NOT trigger a game over, unless the Cactus gets killed. A jam will permanently play starting with wave 30 (6th flag) that makes every zombie faster.

The following zombies have their loot changed:

The following waves contain zombies that are forcefully spawned and added ontop of the naturally spawned zombies:

## Trivia

* The level you access Survival: Cactus from is called Test Slot 2.
Leveling

> *This page is about the **leveling** **system** for **plants**.
> For the system which makes **zombies** **stronger** in certain levels, see **Zombie leveling**.*
> *For information on **playable** **levels** in Grind Thousand, see Levels.*
>
>

**Leveling** is a system in Grind Thousand in which plants can be upgraded by collecting their respective seed packets. In doing so, they receive improvements to various stats, such as cooldown, toughness or attack damage. A plant's level is displayed in the top right corner of its seed packet.

As of version 2.1, plants in tiers I to IV (as well as Imp Pear) have 20 levels, while plants in tiers V and S have 15 levels. As of version 2.1.4, Peashooter won a poll about which plant should get +5 levels on GP2's discord, between Peashooter and Intensive Carrot, therefore Peashooter has a maximum level of 25.

## Normal Plants Packet Requirements

The number of packets required to level a plant depends on its tier as well as its current level. Generally speaking, the packet requirement is higher at higher levels compared to lower levels. Furthermore, the rarer tiers generally require fewer packets to level up; this partially offsets the higher cost per packet.

The number of packets required to level up is shown in the table below:

## Trivia

* The only Tier M plant that can be upgraded is Imp Pear.
* The N/A values for the Tier V plants above lvl 15 are 99,999.
	+ The Tier V plants are stuck to lvl 15, *for now*, as their stats exist in the game's files.
		- Unlike Tier V plants, Tier S plants only have their stats till lvl 15.
		- As of version 2.2, the only tier Vs that got access to lvl 20 are Kiwibeast, Reinforce-mint, Winter-mint, Snap Pea, Stickybomb Rice and Puffball.
Character Biography Template

.Example

This is an example of a character Page! Here you will see fields you can fill in using the Character- Infobox to the side as well as suggestions for what to place in

the profile itself!

In the first section here you would write a summary of you character.

## ***Appearance***

This would be a description of your character general appearance!

## ***Personality***

This would be a Description of your characters personality traits.

## ***Currently...***

Where is your character currently at with their history?
Roll System

# ***System Set Up***

* All characters will start with a base health Pool of 10/10HP.

* The Combat starts with either the player character or the enemy NPC starting off the round of combat depending on the nature of the combat.

***For example;*** If the players ambush the enemy NPC’s they will start off the combat rolls or if the NPC’s ambush the player they will start the combat rolls.

* As with most DnD stlyed roll systems, both Player Characters and enemies will roll during their round of combat, followed by an emote. The emote should express their own attack, as well as and damage they have received during the previous round of combat. This should keep things at a fun, fast pace for everyone involved.

* Healers may roll to heal themselves or another player once per round (Defense or attack) up too 3HP. Healing rolls will include, first aid and Health stones as well.

* For summoning rolls, the player will roll 1-5 for three turns if at any point they are badly damaged or fail a roll they will lose their summons and need to start over if they wish. This can be done during combat or out of combat so please be wise with this.

## *Player Character Rolls*

During a combat round a player will roll once before emoting

* 1-3 (miss)
* 4-9 (1 damage)
* 10-14 (2 damage)
* 15-19 (3 damage)
* 20 (4 damage)

## *Heal Rolls*

During healing a player or NPC can roll once per Combat round.

* 1 (+1 HP)
* 2 (+2 HP)
* 3 (+3 HP)

## *Summoning Rolls*

During a summoning a player or NPC must roll for three Combat turns.

* 1-2 (Fail/ Interrupted)
* 3-4 (Success)
* 5 (Success for two turns)

## *Summon NPC Rolls*

* 1-8 (miss)
* 9-14 (1 damage)
* 15-19 (2 damage)
* 20 (3 damage)

## *Stun rolls*

During a fight if able a player can roll a D4 to stun once every three turns.

* 1 (Fail)

* 2-3(Stuns target for one turn)

* 4 (Stuns target for two turns)

## *Investigation Rolls*

During investigation each player or NPC will roll D2 once.

* 1 (No Find)

* 2 (Find)

## *Sneak Attack Bonus*

A Player or NPC will roll once per combat in counter for this.

* +4 to attack roll (not overall damage)

————————————

## *Enemy NPC Rolls*

* 1-8 (miss)

* 9-14 (1 damage)

* 15-19 (2 damage)

* 20 (3 damage)

## *Boss NPC Rolls*

* 1-3 (miss)

* 4-9 (1 damage)

* 10-14 (2 damage)

* 15-19 (3 damage)

* 20 (4 damage)
Phat Beet

*Phat Beets thump out damage every second.*

*Phat Beet has been known to drop sick rhymes, dope grooves, and highly satisfactory jams, often within of each other.*

**Phat Beet** is a Tier I plant. It fires in a 3x3 radius some blasts that damage zombies. Phat Beet is not affected by Boombox Zombie's songs.

## Plant Food effect

Phat Beet blasts a large area from itself, dealing heavy damage to every zombie in a 5x5 range.

## Strategies

Similar to "Gloom-shroom" in the original Plants Vs. Zombies, Phat Beet deals damage in a 3x3 area. Although the damage output of a single Phat Beet can seem low, this plant is not to be underestimated. It is a strong early game attacker, especially in worlds with numerous weak threats. It also remains relevant in the late game as it can act as crowd control, clearing out groups of weaker zombies with ease. Overall, this plant is a very strong option in all phases of the game.

There are several approached to using this plant. One approach is to pair it with lane diverting plants, such as Garlic or Sweet Potato. By planting Phat Beets in alternate lanes and diverting zombies to those lanes, zombies can take heavy damage as they walk through the lanes. Alternatively, Phat Beets can be planted in columns to support one another, either directly behind wall plants or acting as the front line themselves. One can also plant a Pumpkin or other vine plant on Phat Beet to further protect it from being eaten.

Phat Beet handles the gimmicks of the various worlds surprisingly well. In Dark Ages, it is not countered by Jesters and can clear the crystals that spawn. In Lost City, Phat Beets can damage both Parasols and Excavators. In Big Wave Beach, Phat Beets can clear octopi with relative ease. In Modern Day, Boomboxes cannot stun Phat Beet, further recommending its' usage in that world.

## Level Changes

**Phat Beet**

SUN COST: 150

RECHARGE: 10

TOUGHNESS: 50

DAMAGE: 6

RANGE: 3x3

Phat Beets thump out damage every second.
Pyre Vine

*Pyre Vines can be planted on top of other plants to provide protection from cold plus an additional close range flame attack.*

## Almanac statistics

### Range

1 Tile

*Pyre Vine considers his holdings, his fortune, his vast hoard of wealth. He feels it should please him, and yer nevertheless he is anxious and fearful.*

**Pyre Vine** is a Tier II plant. It can be planted on top of other plants to give them immunity from frost, and heats nearby plants. It can deal a close range flame attack that deals light damage to zombies close to it.

## Plant Food effect

Pyre Vine spews a jet of flame across its lane, dealing 200 damage to zombies caught in it. This damage is unaffected by Pyre Vine's level.

## Strategies

Pyre Vine is a weak vine plant that can deal damage to zombies one tile ahead of it. Its most useful trait is that it is a heater, allowing you to counter Hunters and freezing winds. Since it can be planted on top of other plants, it reliably protects against frost without taking up valuable planting space. Outside of this, its usefulness is fairly limited - its health is low compared to alternatives like Pumpkin, and its damage is often too low to help significantly against ambushes and imps thrown by Gargantuars. Thus, it is generally only used against ambushes if the player does not have access to Pumpkin.

## Level Changes

**Pyre Vine**

SUN COST: 125

RECHARGE: 25

TOUGHNESS: 100

FLAME DPS: 10

RANGE: 1 Tile

Pyre Vines can be planted on top of other plants to provide protection from cold plus an additional close range flame attack.
Aaron Ingram

.Example

This is an example of a character Page! Here you will see fields you can fill in using the Character- Infobox to the side as well as suggestions for what to place in

the profile itself!

In the first section here you would write a summary of you character.

## ***Appearance***

This would be a description of your character general appearance!

## ***Personality***

This would be a Description of your characters personality traits.

## ***Currently...***

Where is your character currently at with their history?