Plants Vs. Zombies 3: Round the World/Plant Almanac

*"BANANA!"*This article is about a fanon *Plants vs. Zombies* or *Bloons TD* game.
This content won't actually be released to the public, so don't take it too seriously, or else sharks will eat your brains!*"Don't make a mess, okay?"*This article belongs to KirbiMiroir. Please do not edit it unless you are fixing an error or you are collabing with me. Thank you for taking time to read this, and I hope you enjoy the page!
This page lists detailed information on the various plants in the game, alongside how they are described in the Suburban Almanac.

Note that upgrades are not counted here. For information on upgrades, see Plants Vs. Zombies 3: Round the World/Upgrades.

## Peashooter

The Peashooter is the first plant obtained in the game, available from the start. It attacks by shooting peas straight ahead.

* Sun Cost: 100
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 50 peas over the course of 2 seconds.
* Water: Shoots a larger pea that deals 2-10 damage, depending on water intake.

*Peashooter isn't quite sure of how he came to be a celebrity. Sure, he's saved a lot of lawns from zombie attacks, but he doesn't feel like he's making much of a difference. To him, part of being a celebrity is being modest in every achievement that you make. It would be a completely different story if he bragged about power that he didn't have...*

* Costume: A baseball cap with a leaf pattern on the front.

## Sunflower

Sunflowers produce additional sun for the player. They are an extremely important plant, unlocked by completing Surrey Streets, Day 1.

* Sun Cost: 50
* Sun Production: Normal (50 every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Produces 150 Sun.
* Water: Produces 5-100 extra Sun, depending on water intake.

*Sunflower is one of the most popular plants there is, partly due to her time spent making videos on YouTuber. From* Zombies on Your Lawn *to* Sunflower Thinks she can Dance *to her most recent work,* Double Rainbow Heal Beam All the Way Across the Sky*... for now, however, she's perfectly content with meeting your sun-gathering needs.*

* Costume: A blue ribbon.

## Wall-Nut

Wall-Nuts are unlocked by completing Surrey Streets, Day 3. They can't attack on their own, but their high health is useful to stall zombies.

* Sun Cost: 50
* Toughness: High (80 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Gains steel armour, which can absorb 80 bites and repel a single Gargantuar smash.
* Water: Gradually restores health, duration of this effect depends on water intake.

*Wall-Nut has devoted time and effort into construction work in recent years. The highlight of this career was when he suggested blocking a flood by placing some nuts in front of it. This only made the flood worse, however, and left the nuts in question wet and tasteless.*

* Costume: A brown-and-white formal suit.

## Potato Mine

Potato Mines are unlocked by completing Surrey Streets, Day 6. They explode on contact, but take time to arm.

* Sun Cost: 25
* Damage: Massive (90, lost upon attacking)
* Area: Tile
* Toughness: Typical (6 bites)
* Weakness: Must take 15 seconds to arm before it can attack.
* Recharge: Sluggish (20 seconds)

* Plant Food: Arms itself and produces two armed Potato Mines on random tiles.
* Water: Reduces the time before arming. If already armed, watering it will have it build up power for 3-15 seconds, depending on water intake - if it explodes while building up power, the explosion impacts a 3x3 area, though it only deals 30 damage - this increases to 90 for zombies on the Potato Mine's tile.

*People often wonder what Potato Mine does prior to arming himself. Some say that he spends this time hiding from the zombies. Others assume that he is waiting for the right moment to strike. However, he actually spends these fifteen seconds underground waking up and eating a breakfast of subterranean nutrients.*

* Costume: A lamp-like decoration around the fuse.

## Snow Pea

Snow Peas are unlocked by completing Surrey Streets, Day 8. They behave like a normal Peashooter, although their attack chills zombies, reducing their movement speed.

* Sun Cost: 150
* Damage: Normal (1, chills zombies)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots an aurora, dealing 50 damage over the course of 2 seconds, chilling zombies upon damaging them.
* Water: Shoots a large snowball which causes 2-10 damage, depending on water intake.

*Snow Pea is an expected fan of winter sports, although he can never seem to find a sport which meets his interest just right. Skiing is too hard, snowbording is too risky, ice skating is too embarassing, and he doesn't even want to mention curling. He might end up resorting to snowball fights at this rate...*

* Costume: A printed blue scarf.

## Marigold

Marigold can be purchased in the shop for 500 Coins. They produce silver and gold coins.

* Sun Cost: 50
* Coin Production: Normal (one every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Produces a Gem.
* Water: Produces 10-50 extra coins, depending on water intake.

*People wonder why Marigold calls herself Mari**gold** if she prefers producing silver coins over gold coins. "Because," she says, "the name Mari**silver** doesn't sound as nice as Mari**gold**." She is yet to bring up the fact that she likes silver and gold coins the same - she simply has a supply and demand problem with the gold coins.*

* Costume: A sapphire necklace.

## Lady Ivy

Lady Ivy is unlocked by completing Surrey Streets, Day 13. This melee plant attacks rapidly and can hit zombies ahead, behind, above and below it.

* Sun Cost: 125
* Damage: Light (0.5)
* Range: Close (any adjacent tile)
* Attack Speed: Very Fast (every 0.2 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Attacks zombies in a 3x3 area with roots. Each affected zombie cannot move for 2 seconds, and takes 35 damage per second during that time.
* Water: Wildly launches attacks in a 3x3 area for 0.5-2.5 seconds, depending on water intake.

*Lady Ivy has been looking for plants to practice her combat skills with. It wasn't long ago that she trained with a retired cabbage from China. She can't remember his name - it was definitely Bonk something, although she isn't very good at remembering foreign names. Although what's in a name? To her, names are very minor detail.*

* Costume: A headdress of holly leaves.

## Repeater

Repeaters are unlocked by completing Surrey Streets, Day 19. They can shoot two pea projectiles in quick succession.

* Sun Cost: 200
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Fast (two every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 100 peas over the course of 2.5 seconds.
* Water: Shoots two large peas which cause 2-10 damage each, depending on water intake.

*Repeater fancies himself a city boy, despite not being familiar with cities. To him, the idea of a city is a luxurious place, where those who act well receive double the reward and those who make misdeeds will receive double the pain. Little does he know how uncommon planting is in the big city, although if he were a city boy, he'd be sure to have double the say in it.*

* Costume: A pair of goggles.

## Cherry Bomb

Cherry Bombs are unlocked by completing Surrey Streets, Day 24. They explode a second after being planted, greatly damaging zombies in a medium area.

* Sun Cost: 150
* Damage: Massive (90, lost upon attacking)
* Area: 3x3
* Recharge: Slow (35 seconds)

*Having stopped working in a band, the Cherry Bomb brothers decided to place some research in pyrotechnics. They've been trying to coin* explodonate *as a new term, separate from* explode *and* detonate*... well, first, they'll have to find out what makes a detonation different from an explosion. That part of the research isn't working out.*

* Costume: Pirate eyepatches.

## Traveller's Joy

Traveller's Joys can be purchased in the shop for 500 Coins after completing Surrey Streets, Day 25. They shoot petals that are stronger against zombies who have travelled further.

* Sun Cost: 125
* Damage: Variable (minimum of 0.5, maximum of 4.5, based on how far across the lawn the target is)
* Range: Straight
* Attack Speed: Slow (every 2 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: All zombies receive 2-18 damage, based on how far across the lawn they are, and are pushed back a tile.
* Water: Shoots a flower that causes splash damage in a 3x3 area. Deals 0.5-4.5 damage on impact, amount of splash damage is 25%-100% of impact damage depending on water intake.

*Traveller's Joy is often asked how much he likes travelling. "Sadly, I can't say much about travelling," he tells the questioners. "because I don't get to move, what with these roots of mine. My name is more of a symbolic thing - travellers tend to like me more, or not if they're on the receiving end of my petals..."*

* Costume: A wide-brimmed, leather hat.

## Puff-Shroom

Puff-Shrooms are unlocked by completing Surrey Streets, Night 1. They are cheap, but have a short range and limited lifespan.

* Sun Cost: 0
* Damage: Normal (1)
* Range: Close (3 tiles)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Weak (3 bites)
* Weakness: Only lasts for 60 seconds.
* Recharge: Fast (5 seconds)

* Plant Food: Every Puff-Shroom on the screen shoots a Big Spore worth 30 damage and resets its lifespan.
* Water: Every Puff-Shroom on the screen shoots 2-10 spores, depending on water intake and lengthens its lifespan.

*Puff-Shroom has gone through intensive training to make sure that he doesn't sleep during the day. It's not as easy as he thinks, especially given how many zombies there are these days. Regarding this problem, however, he thinks that the best way to avoid it is to buck up, get help from other plants and take plenty of Plant Food and Water.*

* Costume: A sailor's cap.

## Sun-Shroom

Sun-Shrooms are unlocked by completing Surrey Streets, Night 2. They produce more sun as time passes.

* Sun Cost: 25
* Sun Production: Low (25 every 30 seconds), then Normal (50 every 30 seconds), then High (75 every 30 seconds)
* Toughness: Typical (6 bites)
* Special: Starts at small size, grows to medium size after 18 seconds, then grows to full size after 72 seconds.
* Recharge: Fast (5 seconds)

* Plant Food: Grows to full size and produces 225 Sun.
* Water: Raises growth rate and gives 5-150 Sun, depending on size and water intake.

*Sun-Shroom has always wondered how he can produce sun so effortlessly. He isn't so fond of daytimes and doesn't feel special. Maybe he can be considered a "light in the darkness"? If so, why can't he feel anything different from a normal mushroom?*

* Costume: A pair of glasses with a sun pinned to it.

## Fume-Shroom

Fume-Shrooms are unlocked by completing Surrey Streets, Night 3. They attack with close-range fumes that pierce through zombies.

* Sun Cost: 125
* Damage: Moderate (2)
* Range: Close (4 tiles, piercing)
* Attack Speed: Moderate (every 2 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sprays a giant fume, dealing 75 damage to all zombies in its lane and pushing them back over the course of 3 seconds.
* Water: Shoots 5-25 bubbles straight ahead, each dealing 0.5 damage, depending on water intake.

*Fume-Shroom likes to be moderate in all things that he does. His well-balanced attack proves that, having very average damage, speed and range. It's not his fault for being moderate - he still remembers when he did a humble job in a bakery, before the zombies became a threat. Some day, when there's nothing undead to fear anymore, he wishes to return to the bakery and resume his moderate lifestyle.*

* Costume: A chef's hat.

## Scardey-Shroom

Scardey-Shrooms are unlocked by completing Surrey Streets, Night 5. They are long-range shooters with fast-moving projectiles, although they stop shooting if enemies approach them.

* Sun Cost: 100
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Weakness: Stops shooting if zombies are within a 3x3 area.
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 60 spores over the course of 2 seconds.
* Water: Shoots a piercing spore that does 2-10 damage for the first hit and 1-5 for another two hits, depending on water intake.

*Scardey-Shroom is an easily scared individual. Recently, however, he has been fearing not just over zombies, but over his destructive potential. He always worries that his fast-moving shots may miss their mark and hit a plant instead of a zombie. It's a strange thing to worry about, however, seeing how it hasn't happened to a plant even once.*

* Costume: A blue nightcap.

## Grave Buster

Grave Busters are unlocked by paying 30 Gems. They can be planted on a tombstone to quickly and easily destroy it.

* Sun Cost: 0
* Toughness: Typical (6 bites)
* Planting: Only on tombstones
* Special: Destroys both the tombstone and itself after 4 seconds.
* Recharge: Mediocre (10 seconds)

*Grave Buster is fed up with being considered a "scary" type of plant. All that he wants to do is clean out the sands of Egypt of those pesky tombstones, which are only there because of the recent zombie attacks.*

* Costume: A hat with a kitten motif.

## Cabbage-Pult

Cabbage-Pults are unlocked by completing Arabian Sands, Day 2. They lob shots over tombstones in order to hit their enemy.

* Sun Cost: 100
* Damage: Moderate (2)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a big cabbage at every zombie, each dealing 10 damage.
* Water: Shoots a larger cabbage that deals 2-10 damage, depending on water intake.

*As the youngest of the catapult family, Cabbage-Pult has grown to become very accepting. He takes a lot of trips to deserts such as Egypt and Arabia, in the hope of learning things which will make up for forgetting everyone's birthday. So far, he's only succeeded in making soup and treating pains, the latter of which he still needs to brush up on.*

* Costume: A doctor's head mirror.

## Bloomerang

Bloomerangs are unlocked by completing Arabian Sands, Day 4. They throw boomerang projectiles which hit up to three zombies in their lane twice.

* Sun Cost: 175
* Damage: Moderate (1 on the way there and on the way back)
* Range: Multi-Hit (can pierce three zombies)
* Attack Speed: Very Slow (every 4.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 16 boomerangs in each of four directions.
* Water: Throws a larger boomerang which deals 1-5 damage per hit, depending on water intake, and pierces through all zombies in the lane.

*Bloomerang has been wondering how to make better use out of his boomerang-petals. He knows that they're used as hunting tools, although he was wondering if he could try out using them as a toy. He talked about it with his friend, Koala Bear, but he didn't seem to like the idea. This led to Bloomerang heading out to Arabia, where he would hope that someone, anyone, could approve of using his petals as toys.*

* Costume: A cowboy hat.

## Wind Clover

Wind Clovers are unlocked by completing Arabian Sands, Day 8. They shoot wind puffs at zombies, and can aim a lane above or below.

* Sun Cost: 125
* Damage: Light (0.5)
* Range: Multi-Hit (aims at random forwards angles, with a maximum of a 15 degree difference from straight forwards, the projectile can damage multiple zombies if they are very close together)
* Attack Speed: Fast (5 every 6 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Conjures a tornado which flies after the strongest zombies, dealing 20 damage per second and lasting for 6 seconds.
* Water: Pushes all zombies back slightly. The duration of this effect lasts for 1-5 seconds, depending on water intake.

*Wind Clover has often been called "Clover the Windmill" by her friends. She doesn't mind in the slightest, although she could go on a tangent about how the description is incorrect. Windmills don't produce wind from nothing, and they can't damage zombies. This sort of thing makes her wonder if plants even care about being correct nowadays. At least they're not comparing her to her older brother...*

* Costume: Laser headgear.

## Iceberg Lettuce

Iceberg Lettuce are unlocked by completing Arabian Sands, Day 13. They freeze a zombie on contact, being lost in the process.

* Sun Cost: 0
* Effect: Freezes a zombie for 10 seconds (lost when the effect is applied)
* Recharge: Sluggish (20 seconds)

* Plant Food: Freezes all zombies for 6 seconds, and chills them for 9 seconds afterwards.
* Water: Gains a chilling aura, slowing nearby zombies for a short time. Lasts longer with more water intake.

*Iceberg Lettuce's eyes are a rather strange case. If something is cold, surely its eyes would be cold as well? Not in Iceberg Lettuce's case. She's been practising to make her eyes warm and endearing, in an attempt to trick zombies into falling for her freezing trap.*

* Costume: A woolly hat.

## Snowpeater

Snowpeaters are unlocked by completing Arabian Sands, Day 19. They retain the Snow Pea's chilling ability, alongside the Repeater's ability to shoot two peas at a time.

* Sun Cost: 250
* Damage: Normal (1, chills zombies)
* Range: Straight
* Attack Speed: Fast (two every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots an aurora worth 100 damage over the course of 2.5 seconds, chilling zombies upon damaging them.
* Water: Shoots two large snowballs which cause 2-10 damage each, depending on water intake.

*Snowpeater is just like her little brother in the sense that she loves ice, but isn't so interested in sports. She claims to be a great ice sculpture maker, although her job is more or less a deal with other icy plants to freeze every zombie that crosses their path.*

* Costume: A snowflake-shaped hairpin.

## Twin Sunflower

Twin Sunflowers are unlocked by completing Arabian Sands, Day 24. They produce twice as much Sun as a regular Sunflower.

* Sun Cost: 125
* Sun Production: High (100 every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Produces 250 Sun.
* Water: Produces 10-200 extra Sun, depending on water intake.

*Twin Sunflower hasn't always been the chic celebrity that some know her as. She was once called a freak accident, although she never let that get to her and continued to strive for her dream to collect and maybe later make sunglasses. Nowadays, being mistreated has changed to being surrounded by avid fans, and she doesn't quite feel like this "strive for your dream no matter what" thing was such a good idea.*

* Costume: A green ribbon for the left head and a red ribbon for the right head.

## Charcoal Tree

Charcoal Trees can be purchased in the shop for 500 Coins after completing Arabian Sands, Day 25. They lob charcoal at zombies, which is very powerful against flammable objects.

* Sun Cost: 175
* Damage: Moderate (3)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Special: Instantly destroys flammable objects, such as the Magic Carpet Zombie's carpet.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sets fire to the three columns in front of it. Each flame causes 30 damage over 3 seconds, and instantly destroys carpets.
* Water: Throws a charcoal piece in every lane. Deals 1-5 damage depending on water intake.

*Some plants mistakenly think that Charcoal Tree's charcoal can be a fuel for their fires. "Charcoal isn't fuel," he says, "it's fuel that's already been used up. Besides, you don't want to start a fire, do you? That's really dangerous for us plants... except for me. I'm already burned down."*

* Costume: A fireman's hat.

## Pult-Shroom

Pult-Shrooms are unlocked by completing Arabian Sands, Night 1. They cost more than Cabbage-Pults, but have increased toughness.

* Sun Cost: 125
* Damage: Normal (1)
* Range: Lobbed
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Elevated (10 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a big spore at every zombie, each dealing 10 damage.
* Water: 2-10 spores descend from the sky, depending on water intake, dealing 2 damage each to random zombies.

*Pult-Shroom couldn't help but attempt to compare and contrast between him and other plants. He's always considered himself a cross between Cabbage-Pult and Scardey-Shroom, although he's beginning to doubt this. But then again, maybe Scardey-Shroom's hiding habit is less of a trait to his combat and more of a personal thing...*

* Costume: A theatrical mask.

## Bowling Bulbs

Bowling Bulbs are unlocked by paying 30 Gems. They throw out bulbs with complex movement paths, and can prepare three different projectiles to attack.

* Sun Cost: 200
* Damage: Heavy (2 for the green bulb, 6 for the blue bulb, 9 for the orange bulb)
* Range: Multi-Hit (the projectiles bounce off zombies, like how the Wall-Nuts in Wall-Nut Bowling bounce)
* Attack Speed: Slow (takes 2.5 seconds to regenerate the green bulb, 5 seconds after that to regenerate the blue bulb and 10 seconds after that to regenerate the orange bulb)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Regenerates all three bulbs, and gives them an electrical property, making them explode in a 3x3 area for 30 damage every time they hit a zombie.
* Water: Raises the power of existing bulbs, to a maximum of twice the normal power depending on water intake.

*The Bowling Bulbs enjoy a life out by the sea. However, no one can decide what they want to do each day. The orange bulb only has eyes for sand, the blue bulb only has eyes for the water, and the green bulb only has eyes for collecting rare rocks and stones.*

* Costume: Three headbands.

## Lily Pad

Lily Pads are unlocked by completing Caribbean Sea, Day 1. They allow you to place a plant on water.

* Sun Cost: 25
* Toughness: Typical (6 bites)
* Special: Lets you put a plant on top of it.
* Planting: Only on water
* Recharge: Fast (5 seconds)

* Plant Food: Creates four Lily Pads on the adjacent tiles.
* Water: Gains lotus flowers for defence. The flowers can take 1-6 extra bites, depending on water intake.

*Lily Pad doesn't really know what's going on with all of these zombies. The most that he knows about is that plants are frequently put on top of him. He doesn't mind having plants on top of him, mind you, it just makes him feel like he's supporting the safety of an entire lawn, which can feel a little overwhelming.*

* Costume: Aztec patterns.

## Kernel-Pult

Kernel-Pults are unlocked by completing Caribbean Sea, Day 3. They attack mostly with weak corn, but have a 25% chance to lob stunning butter.

* Sun Cost: 100
* Damage: Light (1)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Special: Has a 25% chance to lob butter, which deals double damage and stuns the target for 8 seconds.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Lobs butter at every zombie.
* Water: Lobs a corn cob that deals 2-10 damage depending on water intake.

*Kernel-Pult has been preparing for a life of farming since he was first grown. He often considers the best part of farming to be subtlety - how crops seem to grow so suddenly. He also seems to think that his fighting style has some subtlety to it as well - regarding how you never expect him to launch a butter attack.*

* Costume: A headband with feathers attached.

## Spikeweed

Spikeweed are unlocked by completing Caribbean Sea, Day 6. They hurt zombies that step on them and can break round objects.

* Sun Cost: 100
* Damage: Light (0.5)
* Area: Tile
* Attack Speed: Fast (every 0.5 seconds)
* Special: Can break round objects (lost upon doing this), can't be eaten by zombies.
* Recharge: Fast (5 seconds)

* Plant Food: Draws all zombies in its lane towards it for 3 seconds.
* Water: 4-20 thorns rain down on random zombies depending on water intake, each dealing 0.5 damage.

*Spikeweed loves the element of surprise. Hiding in the tall grass, waiting for a round object to break or some zombies to hurt the feet of... that makes him feel alive. On the other hand, hiding in a neatly trimmed lawn, out in the open for everyone, doesn't exactly make him happy.*

* Costume: A pair of reading glasses.

## Snapdragon

Snapdragons are unlocked by completing Caribbean Sea, Day 9. They attack by breathing fire in a 3x2 area.

* Sun Cost: 150
* Damage: Normal (1.5)
* Range: Close (a 3x2 area of tiles in front of it)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sets a 3x3 area ahead on fire, dealing 90 damage to zombies in the area.
* Water: Temporarily increases range to a 3x4 area, duration depends on water intake. Plant Food also effects a 3x4 area.

*It was during a Peggle championship that Snapdragon was met with an interesting thought. Why is it always assumed that dragons breathe fire? It'd be a nice change to see a dragon who breathes water, lightning, wind or even ice. This has led to Snapdragon striving to breathe things other than fire, just to prove the assumptions wrong. It's not working.*

* Costume: A knight's helmet.

## Tangle Kelp

Tangle Kelp are unlocked by completing Caribbean Sea, Day 13. These water-borne plants will drown the first zombie who comes into contact with them.

* Sun Cost: 25
* Damage: Massive (90, lost upon attacking)
* Range: Close (attacks on contact with a zombie)
* Recharge: Sluggish (20 seconds)

* Plant Food: Drowns four random zombies.
* Water: Creates kelp in an area around it, lightly damaging nearby zombies for a time depending on water intake. Each tile of kelp lands one hit for 1 damage every second, roughly equivalent to a Spikeweed's damage.

*Tangle Kelp is sick and tired of people comparing him to Potato Mine. "It's easy, really," He says, "I have tentacles and he doesn't. I live in water, he lives in dirt. I act immediately, he decides to be a lazy toad for fifteen seconds first."*

* Costume: A black mask.

## Threepeater

Threepeaters are unlocked by completing Caribbean Sea, Day 15. They are similar to Peashooters, but shoot in three lanes.

* Sun Cost: 300
* Damage: Normal (1)
* Range: Multi-Hit (shoots in three lanes)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 150 peas in a leaf pattern over the course of 3 seconds.
* Water: Shoots three large peas, one in each available lane, which cause 2-10 damage each, depending on water intake.

*Threepeater has difficulties trying to decide what to do. Whether it's picking out a movie to watch, picking out a game to play or simply deciding what to do when he gets the chance, all three heads disagree with each other. In recent times, however, the right head has been more or less ambivalent about decisions, but always chooses something that the other heads don't want just to startle them.*

* Costume: Three conical Asian hats.

## Spikerock

Spikerock are unlocked by completing Caribbean Sea, Day 19. They are similar to Spikeweed, but can break three round objects and deal double damage.

* Sun Cost: 225
* Damage: Light (0.5)
* Area: Tile
* Attack Speed: Very Fast (twice every 0.5 seconds)
* Special: Can break round objects (lost upon doing this three times), can't be eaten by zombies.
* Recharge: Mediocre (10 seconds)

* Plant Food: Draws all zombies in its lane towards it for 3 seconds.
* Water: 8-40 thorns rain down on random zombies depending on water intake, each dealing 0.6 damage.

*Spikerock has felt a little bit awkward in the past when attacking zombies. Having to quickly switch between hitting with the small spikes and then striking with the big spikes has lead other plants to think that he's hopping, jumping or, worse, galloping. He's determined to make his lawnmates think otherwise, even if it means reworking his battle style.*

* Costume: A pair of sunglasses with blue lenses.

## Banana Launcher

Banana Launchers are unlocked by completing Caribbean Sea, Day 24. When they are fully charged, you can click or tap them to launch an explosive projectile anywhere on the lawn.

* Sun Cost: 500
* Damage: Huge (60)
* Area: Tile
* Attack Speed: Very Slow (takes 20 seconds to re-arm after an attack)
* Special: Attacks when clicked or tapped, can aim anywhere on the lawn.
* Toughness: Typical (6 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: An explosion of mush deals 30 damage to all zombies. The Banana Launcher has to re-arm himself after use.
* Water: Shoots little bananas at random zombies, the number ranging from 3 to 15 depending on water intake, each dealing 7 damage.

*Banana Launcher has at times wondered the condition of his ammunition. How can edible shots be so devastating to zombies? Not only that, but what would happen if you tried to eat them? Would they explode as soon as they're consumed? Given the way he thinks, it's no wonder everyone says that he's bananas.*

* Costume: "Holds" a tribal torch.

## Brass Orchid

Brass Orchids can be purchased in the shop for 500 Coins after completing Caribbean Sea, Day 25. They can take hits from zombies, hurting them as they take damage.

* Sun Cost: 125
* Damage: Moderate (1 for every bite, 10 if destroyed instantly, such as by a Gargantuar's slam)
* Range: Close (only damages zombies who attack it)
* Toughness: High (80 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Restores HP and gives all plants brass armour, allowing them to withstand an extra 12 bites and dealing 1 damage per bite. The armour can also repel a single Gargantuar slam, dealing 5 damage when it does.
* Water: Gradually restores health, duration of this effect depends on water intake.

*"Those zombies are pretty stupid." Brass Orchid says. "Brass is made from copper and zinc, both of which are metals. You can't eat metal, can you?" Plants agree that Brass Orchid is undeniably right - yet zombies eat her anyway, because they're pretty stupid.*

* Costume: A knight's helmet.

## Hypno-Shroom

Hypno-Shrooms are unlocked by completing Caribbean Sea, Night 1. When eaten, they will hypnotise their consumer, causing them to walk backwards and attack other zombies along the way.

* Sun Cost: 125
* Toughness: Weak (1 bite)
* Special: Hypnotises the consumer once eaten.
* Recharge: Sluggish (20 seconds)

* Plant Food: All zombies in a 3x3 area in front of it, excluding Gargantuars and bosses, are hypnotised.
* Water: Becomes charged for a time depending on water intake. If eaten while charged, the zombie is healed to full health and given a considerable speed boost.

*Hypno-Shroom has been trying to figure out a way to hypnotise zombies without risking herself. She has yet to figure out how to use a pendulum, bright flashing lights, or a constantly changing pattern to her advantage. One day, though. One day, her hypnotism powers will be beyond compare.*

* Costume: A large purple ribbon.

## Dandelion

Dandelions are unlocked by paying 30 Gems. Their projectiles drift aimlessly, dropping a bomb on the first zombie that they fly over.

* Sun Cost: 175
* Damage: Moderate (2)
* Range: Innovative (projectiles aimlessly drift between three lanes, damaging the first zombie they come across, and can be pushed by wind attacks)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Summons 80 dandelion seeds.
* Water: Explodes into 16-80 dandelion seeds, depending on water intake. This causes you to lose the plant.

*"I really don't understand this stuff about superstitions," Dandelion says. "Why do people think that blowing on me will tell the time? It's not like I've ever given the right answer..." Despite Dandelion's heart-felt message, he has still been blown on, in the desperate hope that he may finally reveal the real time.*

* Costume: An ice hockey mask.

## Split Pea

Split Peas are unlocked by completing Amazon Forest, Day 1. They shoot like a Peashooter forwards and like a Repeater backwards.

* Sun Cost: 125
* Damage: Normal (1)
* Range: Multi-Hit (forwards and backwards)
* Attack Speed: Variable (every 1.5 seconds forwards, two every 1.5 seconds backwards)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 50 peas forwards and 100 peas backwards.
* Water: Shoots one large pea forwards and two backwards, each dealing 2-10 damage depending on water intake.

*Split Pea, when not arguing over which head should have control over his eyebrows, enjoys playing team sports. However, this leads to the problem of which head is going to play, which leads to even more arguments than necessary.*

* Costume: Two policemen's hats. The front head has a white hat, while the back head has a dark blue hat.

## Squash

Squash are unlocked by completing Amazon Forest, Day 4. If a zombie is on the tile to its left or right, the Squash will sacrifice itself to smash it.

* Sun Cost: 50
* Damage: Massive (90, lost upon attacking)
* Range: Close (the tile ahead and behind)
* Recharge: Sluggish (20 seconds)

* Plant Food: Crushes the two strongest zombies.
* Water: Pounds the ground, creating a damaging shockwave in a 3x3 area around the plant. The shockwave deals 3-15 damage depending on water intake.

*Squash has felt for quite a bit of time that he needs to get rid of some excess weight. "I know that it's what I do best," he says, "but being able to effortlessly crush zombies doesn't seem like a good sign."*

* Costume: A ninja headband.

## Fire Pea

Fire Peas are unlocked by completing Amazon Forest, Day 7. Their attack causes a damage over time effect, which deals 0.5 damage every 1.5 seconds for 3 seconds.

* Sun Cost: 150
* Damage: Normal (1, burns zombies)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sets the lane on fire, burning every zombie in it, then shoots 25 fire peas over the course of 2 seconds.
* Water: Shoots a large fireball which causes 2-10 damage depending on water intake.

*Fire Pea has always fancied himself a quiet individual. He only speaks if he knows that someone wants a reply, and only acts if he has a positively good reason to do so. Fighting off zombies is a good enough reason to act, although he finds use of fire quite damaging to environments. He keeps that to himself, however.*

* Costume: A straw hat.

## Pea Cannon

Pea Cannons are unlocked by completing Amazon Forest, Day 9. They can be clicked or tapped to launch a giant pea.

* Sun Cost: 250
* Damage: Heavy (15, 5 splash damage in a 1-tile radius)
* Range: Straight
* Attack Speed: Slow (every 7.5 seconds, attacks when clicked or tapped)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a huge pea which explodes in a 5x5 area, dealing 50 impact damage and 15 splash damage.
* Water: Speeds up the plant's cooldown for some time, length of the effect depends on water intake.

*"I must say, I'm quite a strange case." Pea Cannon says. "I don't feel the need to shoot peas right away. I'm perfectly content with keeping them in my system, even if there are zombies. When I'm tickled, though? That's a whole different story..."*

* Costume: A hat with a dragon motif.

## Melon-Pult

Melon-Pults are unlocked by completing Amazon Forest, Day 13. They lob melons which cause splash damage on impact.

* Sun Cost: 325
* Damage: Heavy (4, 2 splash damage in a 3x3 area)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a melon meteor at every zombie, each dealing 10 damage and 1 splash damage in a 3x3 area.
* Water: Lobs a large melon that causes 4-20 damage and 2-10 splash damage depending on water intake.

*"I've gotten rather bugged by how people say that I look like a melon with eyes." Melon-Pult says. "When someone said that, I ask them if melons use catapults to fling their own kind at the zombie horde." According to Melon-Pult himself, this trick has only failed against other melons, who seem perfectly content with being flung at the zombies.*

* Costume: A cowl over what would be the mouth area.

## Jalapeño

Jalapeño are unlocked by completing Amazon Forest, Day 17. Shortly after being planted, they will explode and set fire to the lane they are in.

* Sun Cost: 125
* Damage: Massive (90, lost upon attacking)
* Area: Lane
* Recharge: Slow (35 seconds)

*Jalapeño is trying to endorse himself in speaking Spanish, in the hope that it will calm his anger-management issues. So far, however, he has only learned angry remarks in Spanish, hoping that they will let his anger out. They've actually been having the opposite effect...*

* Costume: A sombrero.

## Tall-Nut

Tall-Nuts are unlocked by completing Amazon Forest, Day 20. They have better defence than the Wall-Nut, and can block flying zombies.

* Sun Cost: 125
* Toughness: Very High (160 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Gains a steel helmet, which can absorb 160 bites and repel a single Gargantuar smash.
* Water: Gradually restores health, duration of this effect depends on water intake.

*Tall-Nut has always fancied himself as a gentleman, and still lives up to those standards today. In particular, he has recently been teaching himself the art of tea-making. It works fine for himself, but every time he makes tea for a guest, they complain that their mug is too big.*

* Costume: A tuxedo.

## Flamepeater

Flamepeaters are unlocked by completing Amazon Forest, Day 24. They can launch two fire peas at a time, which induce a damage over time effect.

* Sun Cost: 250
* Damage: Normal (1, burns zombies)
* Range: Straight
* Attack Speed: Fast (two every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sets the lane on fire, burning every zombie in it, then shoots 50 fire peas over the course of 2 seconds.
* Water: Shoots two large fireballs which cause 2-10 damage each, depending on water intake.

*Flamepeater doesn't understand what darkness is. He says that it's because he always spends time out in the sun, relaxing and enjoying himself as he takes out zombies. Actually, however, it's because the fire on his head is bright enough to light up the dark.*

* Costume: A backwards baseball cap.

## Lobster Flower

Lobster Flowers can be purchased in the shop for 500 Coins after completing Amazon Forest, Day 25. They hold zombies in a vice-like grip, preventing them from moving after dealing damage.

* Sun Cost: 50
* Damage: Normal (1)
* Range: Close
* Attack Speed: Very Fast (every 0.25 seconds)
* Toughness: Elevated (12 bites)
* Special: When it attacks a zombie, grabs them and will continue causing damage until they are defeated. Cannot harm larger zombies or bosses.
* Placement: Can be planted on land or in water.
* Recharge: Mediocre (10 seconds)

* Plant Food: Extends its claw across the entire screen, grabbing the first zombie it touches and causing 10 damage per second to them until they are defeated. Can effect large zombies, but not bosses.
* Water: Extends the plant's range from one tile to two tiles for 1-5 seconds, depending on water intake.

*Lobster Flower is constantly eager to practice his vice-like grip on something. When he's not fighting zombies, however, there's nothing for him to practice on. He wouldn't hurt his fellow plants, and while he'd like to try it on stationary objects like lampposts, he knows that it's a bad idea to destroy them. So in the end, he just asks for some cardboard cut-outs to destroy.*

* Costume: A bandage around each pincer.

## Magnet-Shroom

Magnet-Shrooms can be unlocked by completing Amazon Forest, Night 1. They can steal metallic objects from zombies.

* Sun Cost: 150
* Range: Moderate (7x5 area)
* Special: Steals metallic objects, must wait for 10 seconds before stealing again.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Takes all of the metal on the screen, converts it into energy and shoots it at their owners, each dealing 8 damage in a 1-tile area.
* Water: Creates a magnetic field which automatically steals metal objects in range. The field lasts for longer with more water intake

*Magnet-Shroom likes watching the metal that he steals float around his head as it steadily breaks away into nothing. Some wonder why he finds pleasure in this, and why he doesn't steal more metal instead of watching the floating metal. "Because," he says, "If I steal too much metal, then there won't be enough room for me to see the zombies."*

* Costume: A dark red robe.

## Thyme Warp

Thyme Warps can be unlocked by paying 30 Gems. When planted, they send all zombies back to where they came from.

* Sun Cost: 75
* Area: Full Board
* Effect: All zombies go back to the start of the lawn, but are also fully healed.
* Recharge: Very Slow (60 seconds)

*Trick the do to seems always dance innovative an although, travels their of start the to back go to horde zombie a allow to time persuade to easy isn't it. Opinion their change to unwilling and stubborn very be to time considers Warp Thyme.*

(this almanac entry is written backwards, and actually says "Thyme Warp considers time to be very stubborn and unwilling to change their opinion. It isn't easy to persuade time to allow a zombie horde to go back to the start of their travels, although an innovative dance always seems to do the trick.")

* Costume: A hat with a clock pattern.

## Hot Potato

Hot Potatoes can be unlocked by completing Switzerland Snows, Day 1. They can be planted on an ice tile to thaw it.

* Sun Cost: 0
* Special: Thaws an ice tile, lost upon planting.
* Recharge: Mediocre (10 seconds)

*Hot Potato has been trying to master the art of soothing herself. Even with yoga and regular meditation, she hasn't always been of sorts in recent times, given the hordes of zombies that are gathering. She doesn't worry, however. She's sure that the other plants can deal with it.*

* Costume: A headscarf.

## Alpine Corm

Alpine Corms are unlocked by completing Switzerland Snows, Day 2. They throw out petals with limited ammunition, and are immune to freezing.

* Sun Cost: 125
* Damage: Heavy (5)
* Range: Straight
* Attack Speed: Slow (every 2.5 seconds)
* Weakness: Limited ammunition - grows one new petal every 10 seconds, can only hold five at a time.
* Special: Immune to freezing.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Restores all petals, then throws a giant petal in every lane, each dealing 30 damage.
* Water: Makes plants in a 3x3 area around it temporarily immune to freezing, duration depends on water intake

*Alpine Corm doesn't think that he has what it takes to be a one-of-a-kind plant. "It's not that I don't like my fighting style," he says, "but I don't have anything unique going for me, do I? Fiery plants can't get frozen, and I'll admit that I borrowed the petal-throwing thing from Bloomerang. I'm not really deserving of being my own individual, am I?"*

* Costume: A red woolly hat.

## Starfruit

Starfruit can be unlocked by completing Switzerland Snows, Day 4. They shoot stars at five different angles.

* Sun Cost: 150
* Damage: Normal (1)
* Range: Multi-Hit (five shots going in different directions)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots five giant stars in each direction, each dealing 8 damage.
* Water: Causes shooting stars to rain down and damage random zombies. Always creates twenty stars, which deal 1-5 damage each depending on water intake.

*Starfruit likes to clear out all of the clutter that he sees, whenever it is or wherever he might be. He's always had a problem with this, and nobody is quite sure why. He often says that he wants the world to be as clean as the stars, although how does he know how clean the stars are?*

* Costume: A high-tech visor.

## Pea Pod

Pea Pods can be unlocked by completing Switzerland Snows, Day 7. Planting on the same spot will give the plant extra heads, allowing it to attack more often.

* Sun Cost: 125
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Variable (every 1.5 seconds, divided by the number of heads)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Each head shoots a giant pea that deals 30 damage.
* Water: Each head shoots a large pea that deals 2-10 damage depending on water intake.

*The Pea Pod is a rather strange case. The five peas in the pod always seem to hide, only coming out when the situation calls for it. Every single pea is superstitious over different things. In fact, if not for extra seeds coaxing them out, they'd probably spend the rest of their lives stuck in the pod, worrying about the smallest things.*

* Costume: A blue mask for each head.

## Alpine Poppy

Alpine Poppies are unlocked by completing Switzerland Snows, Day 9. They shoot seeds that can weaken zombies, and are immune to freezing.

* Sun Cost: 100
* Damage: Light (0.5)
* Range: Straight
* Attack Speed: Normal (every 1.25 seconds)
* Special: Zombies hit by this plant deal halved damage with their bites.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sprays 30 seeds forwards, 15 in the lane above and 15 in the lane below.
* Water: Makes the frontmost complete column of plants temporarily immune to freezing, duration depends on water intake.

*Alpine Poppy likes to spend time with her best friend, Alpine Corm. They often like going curling together - though that's mostly because "low-ground" plants, as Poppy calls them, don't like standing on ice. Unfortunately, the two are having severe difficulties in holding any of the curling equipment, and have yet to figure out that ice skates make the sport much easier.*

* Costume: A red-and-black scarf.

## Gatling Pea

Gatling Peas are unlocked by completing Switzerland Snows, Day 13. They can shoot four pea projectiles in quick succession.

* Sun Cost: 400
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Very Fast (four every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 200 peas over the course of 3 seconds.
* Water: Shoots four larger peas which cause 2-10 damage each, depending on water intake.

*As one who likes to live dangerously, Gatling Pea has been searching for new activities that he can do to let out some adrenaline. So far, the best choice has been surfing. Not just because of how thrilling it is, but because he likes being around water, just like most plants.*

* Costume: A red visor for his helmet.

## Sun Pod

Sun Pods can be unlocked by completing Switzerland Snows, Day 18. Planting on the same spot will give the plant extra heads, allowing it to give more sun.

* Sun Cost: 75
* Sun Production: Variable (every 30 seconds, divided by the number of heads)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Each head gives a Big Sun worth 75 sun.
* Water: Each head gives 5-100 extra Sun, depending on water intake.

*Sun Pod likes sunflowers, but would be interested in having other types of flower in the pod with her. Maybe a lily, or a chrysanthemum... ooh! A safflower? Unfortunately for her, the pod is only made for sunflowers. Not to mention, other kinds of flowers wouldn't produce sun as well.*

* Costume: Red goggles for each head.

## Cherry Blossom

Cherry Blossoms are unlocked by completing Switzerland Snows, Day 24. Clicking or tapping on them will launch a Cherry Bomb at the largest group of zombies.

* Sun Cost: 300
* Damage: Massive (90 damage in a 3x3 area)
* Range: Any Zombie (always targets the largest group of zombies)
* Attack Speed: Dawdler (every 35 seconds, attacks when clicked or tapped)
* Toughness: Typical (6 bites)
* Recharge: Slow (35 seconds)

* Plant Food: Tosses a cluster of Cherry Bombs at the largest group of zombies, dealing 180 damage in a 3x3 area.
* Water: Speeds up the plant's cooldown for some time, length of the effect depends on water intake.

*Cherry Blossom has always felt like she's a bit too clingy. No matter what she does, she always finds her branches covered in cherries, just waiting to be flung at a zombie and... exploded? Detonated? Either way, this worries her.*

* Costume: A conical Asian hat with a red ribbon.

## Iris

Irises can be purchased in the shop for 500 Coins after completing Switzerland Snows, Day 25. They glare at zombies, slowing them down, though if behind another plant they make that plant speed up.

* Sun Cost: 75
* Range: Straight
* Special: Can either cause the plant in front to act 50% faster, or cause the frontmost zombie in its lane to move 50% slower.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: All zombies are glared at, immobilising them for 10 seconds.
* Water: For a period of time, the Iris' stare can pierce through a single plant or zombie, affecting the plant or zombie behind them. Duration depends on water intake.

*Iris is considering partaking in staring contests, though she's constantly putting the idea off. Sure, she's great at glaring at zombies, but when she stares at a plant they feel invigorated, so it's harder for them to blink. Because of this, she's trying to figure out how to make her glares hurt fellow plants, though sadly that's not how her eye works.*

* Costume: A rainbow-coloured headscarf.

## Ice-Shroom

Ice-Shrooms are unlocked by completing Switzerland Snows, Night 1. When planted, they freeze all zombies on the screen.

* Sun Cost: 125
* Damage: Normal (1 damage, freezes zombies for 5 seconds and slows them for 10 seconds after, lost upon use)
* Range: Full Board
* Recharge: Slow (35 seconds)

*Ice-Shroom always comes off as cold to others. He can't help it. His facial nerves were paralysed by a childhood injury. If not for that, he wouldn't seem so cold. Poor Ice-Shroom. Not being able to show how you're feeling must be hard.*

* Costume: A blue nightcap.

## Torchwood

Torchwood can be purchased in the shop for 750 Coins after completing any one of Arabian Sands, Caribbean Sea, Amazon Forest and Switzerland Snows. They don't attack, although peas that pass through them turn into fireballs (fire peas are unaffected, while frozen peas become normal peas when they pass through a Torchwood).

* Sun Cost: 175
* Toughness: Typical (6 bites)
* Special: Doubles the damage of peas that pass through it.
* Recharge: Fast (5 seconds)

* Plant Food: For the rest of the stage, peas that pass through the Torchwood turn into blue fireballs which deal triple damage.
* Water: Gains a shield of leaves which protect it from zombie attacks. The shield can repel 4-20 bites, depending on water intake.

*To make up for his inability to read, Torchwood has been trying to learn how to write. A lot of plants think that he's going mad, trying to learn to write before learning how to read, although Torchwood simply considers this "one of life's great obstacles". The kind of great obstacle that no other plant has to deal with, that is.*

## Twin Marigold

Twin Marigold can be purchased in the shop for 1000 Coins after purchasing the Marigold and completing all four of Arabian Sands, Caribbean Sea, Amazon Forest and Switzerland Snows. They produce silver and gold coins in pairs.

* Sun Cost: 125
* Coin Production: High (two every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Produces two Gems.
* Water: Produces 20-100 extra Coins, depending on water intake.

*Twin Marigold likes using excess coins for reasons other than money. A lot of the spare coins go to decorating her favourite things. However, this interest proves to be trouble if specifically looking to make things gold.*

* Costume: A sapphire tiara on each head.

## Rhubarbed Wire

Rhubarbed Wires can be unlocked by paying 30 Gems. They serve as a very powerful defence against oncoming zombies.

* Sun Cost: 150
* Toughness: Extreme (240 bites)
* Recharge: Slow (35 seconds)

* Plant Food: Conjures a barrier in its column. The barrier can absorb 200 bites and repel ten Gargantuar smashes.
* Water: Gradually restores health, duration of this effect depends on water intake.

*Rhubarbed Wire doesn't really feel anything from being eaten by zombies. He could have half of his rhubarb-encrusted structure eaten out and not even notice. Some plants think that this is a kind of disease. In actuality, however, he's just so tough that he's become impervious to pain.*

* Costume: A hi-vis jacket.

## Beet

Beets are unlocked by completing Pompeii Ruins, Day 1. They launch melee attacks, releasing a shockwave after a successful strike.

* Sun Cost: 150
* Damage: Moderate (2 for the attack, 1 for the shockwave)
* Range: Close (the tile ahead, and the two tiles in front)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Elevated (10 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Sends a giant shockwave flying forwards, dealing up to 60 damage to all zombies in the lane. Closer zombies are damaged more.
* Water: Launches a normal attack, though the shockwave reaches out further and deals 2-10 damage depending on water intake.

*Beet is adamant that he's the best when it comes to plant melee fighters. Lady Ivy might have the speed and Squash might have the sheer power, but with his long-range shockwave and ability to hit several zombies with one attack, he has every reason to feel on top of the world.*

* Costume: A pair of leaf headphones.

## Salvia

Salvia are unlocked by completing Pompeii Ruins, Day 3. They give nearby plants a boost to their abilities.

* Sun Cost: 75
* Range: Close (alternates between vertically/horizontally adjacent plants and diagonally adjacent plants)
* Attack Speed: Slow (every 5 seconds)
* Toughness: Typical (6 bites)
* Special: Gives plants a small boost. Damage-dealers cause 50% more damage with their next attack, sun-producers give 50% more sun the next time they produce sun, and other plants get a brief moment of invincibility.
* Recharge: Mediocre (10 seconds)

* Plant Food: All plants in a 3x3 area get boosted with twice the effect of the plant's regular boost.
* Water: Scatters petals that target random plants and give them shorter-lived boosts. Scatters 2-10 petals, depending on water intakes.

*"What's the scare over these zombie attacks?", an oblivious Salvia asks. "Yes, they're eating us and threatening to hurt our gardener, but we have to look on the bright side. I have enough petals to give all of the nearby plants the strength to defeat them - and they smell really good, too. We can win this battle, can't we?"*

* Costume: A nurse's uniform and hat.

## Chilly Pepper

Chilly Peppers are unlocked by completing Pompeii Ruins, Day 6. Shortly after being planted, they will explode, freezing all zombies in their lane.

* Sun Cost: 75
* Damage: Normal (1 damage, freezes zombies for 5 seconds and slows them for 10 seconds after, lost upon use)
* Area: Lane
* Recharge: Slow (35 seconds)

*Chilly Pepper suffers from a constant case of the common cold. Plants often mock him for this, saying that he could cure himself of his cold if he warmed up a little. He doesn't really care, though. He won't let their words get to him - besides, he often can't hear them over his sniffing and sneezing.*

* Costume: A hot water bottle placed on the head, and a thermometer in the mouth.

## Sun Bean

Sun Beans are unlocked by completing Pompeii Ruins, Day 10. When eaten, they cause the consumer to drop Sun whenever they take damage.

* Sun Cost: 50
* Sun Production: Variable (the zombie that eats it gives 5 Sun for every damage point they take)
* Toughness: Weak (1 bite)
* Recharge: Sluggish (20 seconds)

* Plant Food: The zombie who eats it will instantly explode, giving 15 Sun for every point of health they have left.
* Water: Produces 5-100 extra Sun depending on water intake.

*Sun Bean likes to take in as much of the sunlight as he can. He says that he does this to make the zombies who eat him give out as much sunlight as possible. Though nobody's ever told him that some zombies don't like eating him because of the sunlight. A fair trade-off, it would seem?*

* Costume: A wizard's hat.

## Bamboo Shoot

Bamboo Shoots are unlocked by completing Pompeii Ruins, Day 13. They have a very slow attack rate, though their attacks deal amazing damage.

* Sun Cost: 250
* Damage: Huge (10)
* Range: Lobbed
* Attack Speed: Very Slow (every 6 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Launches a Jalapeno at the most infested lane, dealing 90 damage to all zombies in it.
* Water: Fires 2-10 bamboo shots at random zombies, depending on water intake, each dealing 5 damage.

*No other plant takes his job as seriously as Bamboo Shoot. With every blast comes a cry of "Danger above!", or "Watch your heads!", or any other thing he can think of that would alert the zombies to their doom. A lot of the zombies don't look up and realise, though, which makes his enthusiasm quite pointless. That doesn't stop him from trying, of course.*

* Costume: A red headband.

## Garlic

Garlic is unlocked by completing Pompeii Ruins, Day 18. When a zombie bites a Garlic, they will be diverted to another lane.

* Sun Cost: 50
* Toughness: Elevated (12 bites)
* Special: After biting, zombies are diverted to another lane.
* Recharge: Sluggish (20 seconds)

* Plant Food: Breathes a noxious gas that diverts all zombies in front of it to different lanes.
* Water: Gradually restores health, duration of this effect depends on water intake.

*Some plants ask Garlic, "How easy do you find it to divert zombies?". To that, he responds, "Fairly easy. They're no vampires, but they sure don't like my smell. Besides, eating all the way through me is no easy feat - well, maybe compared to our other defensive plants it is. But you get my point, right?"*

* Costume: A pith helmet.

## Winter Melon

Winter Melons are unlocked by completing Pompeii Ruins, Day 24. They lob frozen melons which cause splash damage and chill zombies.

* Sun Cost: 500
* Damage: Heavy (4, 2 splash damage in a 3x3 area, chills zombies)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Shoots a glacier meteor at every zombie, each dealing 10 damage and 1 splash damage in a 3x3 area, along with chilling zombies.
* Water: Lobs a large icy melon that causes 4-20 damage and 2-10 splash damage depending on water intake.

*"People ask me, am I related to Melon-Pult?" Winter Melon says. "No, actually - we just happen to look very similar. And share a love for splash damage, of course."*

* Costume: A samurai helmet made of ice.

## Spinetree

Spinetrees can be purchased from the shop for 750 Coins after completing Pompeii Ruins, Day 25. They attack with thorns that can sometimes pin zombies down.

* Sun Cost: 225
* Damage: Moderate (2)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Special: Every fifth attack pins the target down to the ground for 4 seconds. Pinned-down zombies can't move, but can still attack.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Throws out a mass of thorns that rain down on zombies. All zombies receive 15 damage and will be pinned down for 4 seconds.
* Water: Fires 4-20 thorns forwards depending on water intake.

*"Those darned zombies move way too much!" Spinetree complains. "It'd be better if they all stayed rooted to one spot, just like us plants!" Other plants often doubt the strength of his statements, though. If he was this vocal about zombies staying stuck to the ground, why doesn't he pin them down with every attack? The answer is simple - pinning zombies down is a lot harder than it looks.*

* Costume: A suit of armour around the base of the tree.

## Doom-Shroom

Doom-Shrooms are unlocked by completing Pompeii Ruins, Night 1. They explode in a massive area, devastating zombies, but leave a crater when planted.

* Sun Cost: 200
* Damage: Massive (90, lost upon attacking)
* Area: 5x5
* Weakness: The tile it explodes on becomes impossible to plant on for three minutes.
* Recharge: Slow (35 seconds)

*Plants always wonder - how does the Doom-Shroom only harm the zombies? What's stopping his explosion from burning fellow flora? The answer is surprisingly simple. His explosion is a manifestation of sheer anger, and he's only ever angry at zombies. So the plants don't feel the anger, and don't get hurt as a result!*

* Costume: A large pirate's hat.

## Red Cabbage

Red Cabbages are unlocked by completing Prehistoric Party, Day 1. When eaten, they explode into goop that slows grounded zombies.

* Sun Cost: 50
* Toughness: Weak (3 bites)
* Special: When eaten, creates goop on tiles in a 3x3 area, slowing zombies on the tiles. The goop lasts for 20 seconds.
* Recharge: Sluggish (20 seconds)

* Plant Food: Produces two more Red Cabbages on random tiles.
* Water: Releases a mist that slows zombies that enter it. The duration of the mist depends on water intake.

*"People are always telling me that I'm really sticky," Red Cabbage says, "but I have no idea what they mean by it." The statement continues to confuse him day by day. Are they being literal, or are they being figurative - as in, saying that he's hard to get away from once you're close? Or is he just a prehistoric plant who doesn't understand the modern flora?*

* Costume: A skull helmet.

## Chomper

Chompers are unlocked by completing Prehistoric Party, Day 2. They can devour nearby zombies whole, but are vulnerable while chewing.

* Sun Cost: 175
* Damage: Massive (instant-kill for most zombies, 10 if the zombie is impossible to swallow)
* Attack Speed: Normal (every 1.5 seconds)
* Range: Close (the tile in front)
* Toughness: Typical (6 bites)
* Weakness: After devouring a zombie, must wait 30 seconds to swallow it before it can attack again.
* Recharge: Fast (5 seconds)

* Plant Food: Burrows under the ground, then bursts under the three strongest eatable zombies and consumes them. Afterwards, it returns to its original tile and takes five seconds to swallow these zombies.
* Water: Shoots a blast of goop that flies straight forwards, dealing 3-15 damage on impact depending on water intake.

*Chomper takes great pride in being able to defeat a zombie in one hit. One thing that he's not so fond of, however, is the fact that he takes so long to swallow. He'd swallow the zombie without chewing first, but that makes him sick, so he couldn't possibly attempt that. Besides, zombies take forever to tear down, even with teeth as sharp as his.*

* Costume: A red turban.

## Triplet Sunflower

Triplet Sunflowers are unlocked by completing Prehistoric Party, Day 5. They produce three times as much Sun as a regular Sunflower.

* Sun Cost: 175
* Sun Production: Very High (150 every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Produces 375 Sun.
* Water: Produces 15-300 extra Sun, depending on water intake.

*Research shows that three-headed Sunflowers used to be the only Sunflowers around. We can't quite be sure how the species developed into a one-headed being. It also begs the question - what are the Twin Sunflowers? Are they a failed attempt to bring back the old Sunflowers, or something?*

* Costume: A pink beret for the left head, a cyan beret for the right head, and a yellow beret for the top head.

## Pea-Nut

Pea-Nuts are unlocked by completing Prehistoric Party, Day 9. They combine the Peashooter's pea-firing ability and the Wall-Nut's shield against attacks.

* Sun Cost: 150
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds, reduced to every 3 seconds after 20 bites)
* Toughness: High (80 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Shoots 50 peas over the course of 2 seconds, restores health and gains a steel helmet, which can absorb 80 bites and repel a single Gargantuar smash.
* Water: Shoots two large peas that deal 1-5 damage depending on water intake. If below half its initial health, it only shoots one of these peas. Also gradually restores health, duration of this effect depends on water intake.

*Pea-Nut's two heads get along like two peas in a pod, though they both find the other head to be nutty at times. Still, they're perfectly in sync - it's not easy to have two heads attack in perfect sequence at a constant rate, you know!*

* Costume: A metallic base, with a laptop at the front, and a pair of goggles for each head.

## Explode-o-Nut

Explode-o-Nuts are unlocked by completing Prehistoric Party, Day 12. While weaker than Wall-Nuts, they self-destruct when fully eaten.

* Sun Cost: 75
* Damage: Massive (90)
* Area: 3x3 (upon being eaten)
* Toughness: Elevated (40 bites)
* Recharge: Slow (35 seconds)

* Plant Food: Gains armour that can absorb 40 bites and repel a single Gargantuar smash. When destroyed, the armour explodes, like when the plant is normally eaten.
* Water: Gradually restores health, duration of this effect depends on water intake.

*"Lemme at 'em!" Explode-o-Nut shouts. "I was made to stand in the front lines and explode! Anything to bring those zombies topplin' down!" When plants protest, he simply says, "Explosive plants are no cowards! You should see the Cherry Bomb brothers when they go boom! So why can't I go boom just like them? We make the same bang and everything!"*

* Costume: A red-and-black formal suit.

## Aloe

Aloe are unlocked by completing Prehistoric Party, Day 19. They heal plants that are in front of them.

* Sun Cost: 75
* Range: Close (the tile in front)
* Special: Heals the plant in front for 15 bites every 10 seconds.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Plants in a 3x3 area are fully healed.
* Water: The plant in front gains a boost for 2-10 seconds, depending on water intake. Damage-dealers cause 50% more damage with their next attack, sun-producers give 50% more sun the next time they produce sun, and other plants take less damage.

*Aloe is often asked - what's so special about his healing? "Well," he says, "I heal other plants using water... but it's not the normal kind of water. It's soapy water - the plants get cleaned as well as given their water, and that's what makes them get healed so much."*

* Costume: A white flag.

## Hurrikale

Hurrikales are unlocked by completing Prehistoric Party, Day 21. When planted, they blow all zombies in their lane back, along with chilling them.

* Sun Cost: 75
* Area: Lane
* Special: Blows back and chills all zombies in the lane, instantly kills flying zombies, lost upon use.
* Recharge: Sluggish (20 seconds)

*The prehistoric times used to be really hot, so it's good that Hurrikale was around to cool everybody down. He even protected the other plants from dinosaurs - because they're cold-blooded and the frostiness makes them sluggish. That must be why we're lucky enough not to find any reptiles at the Prehistoric Party...*

* Costume: A pilot's hat and goggles.

## Endurian

Endurians are unlocked by completing Prehistoric Party, Day 25. They make weaker defences than Wall-Nuts, but attack nearby zombies.

* Sun Cost: 100
* Damage: Normal (1)
* Range: Close (when zombies are within eating range)
* Attack Speed: Fast (every 0.5 seconds)
* Toughness: Elevated (60 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Gains steel armour that can absorb 60 bites and repel a single Gargantuar smash. Damage dealt is doubled while the armour is available.
* Water: Gradually restores health, duration of this effect depends on water intake.

*"It's not easy being prickly," Endurian says. "Other plants don't want to stand behind me in case they get spiked themselves. But if you ask me, that's because they're modern. Modern plants have more etiquette than the old ones - we don't mind getting spiked once in a while. We're a lot tougher than you'll ever be."*

* Costume: A green headband.

## Berry Trap

Berry Traps are unlocked by completing Prehistoric Party, Day 28. They create Trapped Tiles when planted.

* Sun Cost: 100
* Special: Creates a trapped tile. On the seed selection screen, you can choose to have them create either vertical trap tiles or horizontal trap tiles.
* Recharge: Sluggish (20 seconds)

*"I hope that you know how to use me wisely," Berry Trap tells the people who plant him. "Littering your lawn with traps is a serious business - besides, many a plant has been burned down or flattened by these traps. I don't want any more casualties!" Despite this, lawnowners continue to recklessly cover their lawn in traps, even in the present day.*

* Costume: A pair of glasses for each of three berries.

## Cycavoid

Cycavoids can be purchased in the shop for 750 Coins after completing Prehistoric Party, Day 32. They can be clicked or tapped to summon a fissure that instantly defeats zombies, save for large and flying zombies.

* Sun Cost: 425
* Damage: Massive (instant kill)
* Area: Tile
* Attack Speed: Dawdler (takes 30 seconds to re-arm after an attack)
* Toughness: Typical (6 bites)
* Special: Attacks when clicked or tapped, can aim anywhere on the lawn.
* Weakness: Can't harm flying zombies and any large zombies, including dinosaur-riding zombies.
* Recharge: Slow (35 seconds)

* Plant Food: Creates a huge earthquake that deals 35 damage to all onscreen zombies, excluding flying zombies. However, all plants also take damage equal to half their maximum health. Any defensive plants with Plant Food armour instead have their armour removed.
* Water: Speeds up the plant's cooldown for some time, length of the effect depends on water intake.

*Cycavoid is often hated by the other plants for his devastating Plant Food power, which decimates both plant and zombie alike. In response to that, Cycavoid shouts, "You modern-day softies spout nothing but nonsense! Why don't you show respect for the ancestor of all seeds?" Plants tend to avoid him either way, even the other prehistoric ones.*

* Costume: A wooden helmet.

## Magic Flower

Magic Flowers can be unlocked from treasure chests. They can collect pollens from defeating zombies, and can be double-clicked or double-tapped to change their pollen, adjusting their attack type.

* Sun Cost: 100
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 2 seconds)
* Toughness: Typical (6 bites)
* Special: Collect pollens by defeating zombies, double-click or double-tap to change the pollen.
* Recharge: Fast (5 seconds)

The following is a list of known pollen types...

* Plain: Initial pollen.
* Red: Adds a burning effect.
* Blue: Adds a chilling effect.
* Yellow: Adds a stunning effect.
* Green: Pushes zombies back slightly.
* Purple: Adds piercing.
* Orange: Adds splash damage.
* Pink: Becomes a lobbed-shot plant.
* Black: Shoots two projectiles at a time.
* White: Shoots at a faster rate.

* Plant Food: The strongest zombie on the screen receives 40 damage, and any zombies in a 3x3 area around them receive 20 damage each.
* Water: Launches a larger version of their main projectile (two projectiles are fired with black or white pollen), dealing 2-10 damage per projectile depending on water intake.

*Plants flock around Magic Flower to see all of the tricks she can pull off. "Gather around, and look closely!" she tells them. "Nothing in my petals! Nothing on my leaves!" After telling everyone that she has nothing, she can then cast her magic and attack the zombies. All of the plants are amazed - though her attacks aren't that more impressive than theirs...*

* Costume: A wizard's hat.

## Red Stinger

Red Stingers are unlocked by completing Steampunk Era, Day 2. They have more attack power when closer to the back of the lawn, and more defence when closer to the front.

* Sun Cost: 150
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Variable (twice every 1.5 seconds at the back, once every 1.5 seconds in the middle, not at all at the front)
* Toughness: Variable (6 bites at the back, 18 bites in the middle, 30 bites at the front)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a piercing red laser, dealing 35 damage to all zombies in the lane and slowing them down while the laser is fired.
* Water: Covers its lane in weeds, slowing down zombies. The weeds last for 1-5 seconds, depending on water intake.

*"Variety is the spice of life!" Red Stinger cries. "When you're a plant mercenary, you've got to be prepared for anything - to be a full-on fighter, a shielded attacker or a backup barrier! That's why I like to take on all three roles... though I'm definitely at my best in the first department. It's more exhilarating, that's why."*

* Costume: A blue top hat.

## Darkberry

Darkberries are unlocked by completing Steampunk Era, Day 4. They attack by creating dark mist that blinds zombies in their lane.

* Sun Cost: 100
* Area: Lane
* Special: Blinds zombies for 15 seconds, halving their speed.
* Attack Speed: Very Slow (every 25 seconds)
* Toughness: Elevated (10 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: All zombies in three lanes (the Darkberry's lane, the lane above and the lane below) will be blinded for 25 seconds.
* Water: Blinds all zombies for 1.5-7.5 seconds, depending on water intake.

*Darkberry is friendless, but he can't quite understand why. Perhaps the other plants think that he's shady, since he attacks the zombies with darkness? Or maybe they take one look at his face and think he has a bad temper? That's true, of course, but he's only angry with the zombies. The plants he's okay with - which is why he doesn't blind them as well.*

* Costume: A pair of flight goggles.

## A.K.E.E.

A.K.E.E.s are unlocked by completing Steampunk Era, Day 7. Their lobbed shots can bounce off zombies to hit several targets in one lane.

* Sun Cost: 175
* Damage: Moderate (2 for the first hit, 1.5 for the second, 1 for the third)
* Attack Speed: Slow (every 3 seconds)
* Range: Multi-Hit (lobbed, bounces off its target to hit the zombie behind, and then the zombie behind that zombie)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Fires a giant seed in every lane, each dealing 25 damage for the first hit, 20 for the second and 15 for the third. Each seed hits three targets like the plant's normal attack.
* Water: Fires 2-10 seeds at random zombies, depending on water intake. Each seed behaves the same as a normal A.K.E.E. projectile.

*A.K.E.E. is having severe difficulties deciding what his name stands for. His first bet was Autonomous Katapulting Ejectomatic Emitter, though he's often been told that he's using fake words there. Automatic Kaos Envisioning Emissary sounded cooler to him, but other plants felt that it was too dark - besides, nobody spells chaos as "kaos" anymore.*

* Costume: A welding mask over the eyes.

## Plantern

Planterns are unlocked by completing Steampunk Era, Day 11. They remove any mist and steam around them.

* Sun Cost: 25
* Effect: Removes mist and steam in any tiles up to two tiles away from the plant.
* Toughness: Typical (6 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: The screen is completely cleared of mist and steam for 10 seconds.
* Water: Gains invulnerability for 2-10 seconds, depending on water intake.

*Plantern used to like standing on the sides of the streets, illuminating the ways for the plants so that they wouldn't have to put up with pesky steam. However, he soon realised that removing the steam also made things easier for the zombies, so he decided to put this job on hold so that he could practice more... tactical lighting.*

* Costume: A straw hat.

## Stallia

Stallia are unlocked by completing Steampunk Era, Day 13. They create a cloud of perfume that slows zombies down.

* Sun Cost: 0
* Effect: Slows all zombies in a 3x3 area for 12 seconds (lost when the effect is applied)
* Recharge: Sluggish (20 seconds)

* Plant Food: Slows all zombies for 18 seconds.
* Water: Gains a chilling aura, slowing nearby zombies for a short time. Lasts longer with more water intake.

*"Those zombies must be overreacting to my perfume," Stallia says, giving off her scent so that the other plants can enjoy it. "I'm not quite sure why they dislike it so much. Perhaps it's because they don't like plants? Though, if so, they'd likely stop eating us all..."*

* Costume: A cat-ear hairband.

## Rotobaga

Rotobaga are unlocked by completing Steampunk Era, Day 15. They fire shots along the four diagonals.

* Sun Cost: 150
* Damage: Light (0.5)
* Attack Speed: Very Fast (three times every 1.5 seconds)
* Range: Multi-Hit (four shots covering diagonal directions)
* Toughness: Typical (6 bites)
* Special: Can be planted anywhere
* Recharge: Fast (5 seconds)

* Plant Food: Fires 15 giant projectiles in every direction, each dealing 3.5 damage.
* Water: Fires 6-18 projectiles with the next attack, depending on water intake.

*To Rotobaga, flying is the greatest thing to have come to the plant world. She loves being able to hover high in the air, above the chaos of the ground below. Of course, there's not much else that can fly with her - Steampunk flying machines aren't very advanced, after all - but that doesn't mean that she can't enjoy it, does it?*

* Costume: A silver tiara.

## Pyrethrum

Pyrethrums can be purchased in the shop for 750 Coins after completing Steampunk Era, Day 20. When eaten, they burst into flames, massively damaging nearby zombies.

* Sun Cost: 75
* Damage: Heavy (10)
* Attack Speed: Very Fast (every 0.25 seconds, for 5 seconds after it is eaten)
* Toughness: Weak (3 bites)
* Special: When eaten, engulfs its tile with a massive blast of fire, greatly damaging zombies on it.
* Recharge: Sluggish (20 seconds)

* Plant Food: Summons two more Pyrethrums on random tiles.
* Water: Builds up power for 3-15 seconds, depending water input - if it explodes while building up power, the attack impacts a 3x3 area, though save for the tile that the plant was on, the fire will only deal 3 damage per hit.

*Pyrethrum's sacrifice is always seen as important by the other plants. He's dying, yes, but he's taking zombies down with him, and that's never a bad thing. Plus, it gives them lots of carbon dioxide for photosynthesis, so they can hardly complain.*

* Costume: A ruby pendant.

## Flame-Shroom

Flame-Shrooms are unlocked by completing Steampunk Era, Night 1. They use fire attacks that grow stronger the more they live.

* Sun Cost: 225
* Damage: Variable (1 when small, 2 when medium, 3 when large, burns all zombies on the tile the projectile hits)
* Attack Speed: Normal (every 1.5 seconds)
* Range: Straight
* Toughness: Typical (6 bites)
* Special: Starts at small size, grows to medium size after 18 seconds, then grows to full size after 72 seconds.
* Recharge: Mediocre (10 seconds)

* Plant Food: Grows to full size and creates a raging fire in its lane, causing 10 damage per second along with burning over the course of 9 seconds.
* Water: Raises growth rate and shoots a large fireball causing 2-15 damage, depending on size and water intake.

*Flame-Shroom is often told not to use his heat around Steampunk machines, else he'll cause them to overheat. With this in mind, he had no place to show off his one-plant show, "The Mushroom who Brings Forth CO2". Thankfully, when zombies came into the Steampunk land, he had every opportunity in the world to show his powers to fellow plants.*

* Costume: A black wizard's hat.

## Onion Infiltrator

Onion Infiltrators can be unlocked from treasure chests. They disable the shields and other special effects of all onscreen zombies.

* Sun Cost: 25
* Area: Full Board
* Special: Disables most of the special abilities of all zombies for 10 seconds, and causes zombies who hold shields to drop their shields. Lost upon use.
* Recharge: Slow (35 seconds)

*It's often wondered how Onion Infiltrator is so good at making zombies lose their abilities. "It's simple." he tells us. "I just steal the abilities at blinding speed! Of course, the zombies eventually figure out that they lost their ability and get it back in their hands... unless their ability is something like a screen door shield.*

* Costume: A golden clockwork mask.

## Laser Bean

Laser Beans are unlocked by completing Airline Airways, Day 1. They attack by firing piercing lasers.

* Sun Cost: 200
* Damage: Moderate (2)
* Range: Multi-Hit (hits all zombies in the lane, ignores defences)
* Attack Speed: Slow (every 3 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a huge laser, dealing 90 damage to all zombies in its lane.
* Water: Greatly increases attack speed for a short time, depending on water intake.

*Weighing out options is the most important thing for Laser Bean to do. Should he launch lots of low-power lasers really quickly? Should he launch just a few high-power lasers quite slowly? Or should he rest somewhere in the middle? The time that he spends making such decisions is immeasurable...*

* Costume: A flight helmet.

## C-Tron

C-Trons are unlocked by completing Airline Airways, Day 5. They shoot blasts of lemon juice, with a slow attack rate but great power.

* Sun Cost: 400
* Damage: Huge (40)
* Range: Straight
* Attack Speed: Very Slow (every 10 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Shoots an orb of plasma which deals 125 damage per hit and pierces through zombies, stopping when it hits a Gargantuar or machine.
* Water: All plants gain a small personal shield, repelling 2-10 bites depending on water intake.

*C-Tron has been a great subject of confusion over time. Everyone thinks that he's a lemon, because his name sounds like "citron", meaning lemon, and he always attacks with lemon juice. However, he's secretly an orange, who calls himself a lemon to reduce the risk of being eaten.*

* Costume: A brown woolly hat.

## Intensive Carrot

Intensive Carrots are unlocked by completing Airline Airways, Day 11. They can be planted on most eaten plants to revive them.

* Sun Cost: 100
* Special: Must be planted on an eaten plant, revives that plant with half of their maximum health. Cannot revive any single-use plants.
* Recharge: Sluggish (20 seconds)

*"Plants often say that I can help you see in the dark." Intensive Carrot says. "Yes, revived plants have reported that they could see better, but that's only when they had sight problems to begin with. And even then, that's more of a byproduct of the revival process."*

* Costume: A doctor's coat.

## Spring Bean

Spring Beans are unlocked by completing Airline Airways, Day 20. They can bounce zombies back, though they get sleepy after bouncing.

* Sun Cost: 50
* Toughness: Typical (6 bites)
* Special: When a zombie touches it, springs all nearby zombies back one tile.
* Weakness: Must sleep for ten seconds after a bounce before it can bounce again.
* Recharge: Sluggish (20 seconds)

* Plant Food: Pounds the ground, bouncing all zombies back one tile. If used while the plant is asleep, it will wake up.
* Water: If asleep, wakes up instantly. If awake, bounces nearby zombies back 1-3 spaces, depending on water intake.

*Spring Bean's been trying his hardest to fall asleep, but it's not working out for him. He's been trying to bounce as much as possible to get his xylem flowing, but that's been a bad plan for him, as it makes him sleep even sooner. He can't strike a balance, and trying to find a perfect plan has been a pain for him for a while now.*

* Costume: A propeller cap.

## Magnifying Grass

Magnifying Grass is unlocked by completing Airline Airways, Day 29. Clicking or tapping on Magnifying Grass will send a powerful, rainbow-coloured projectile straight ahead.

* Sun Cost: 50
* Damage: Huge (27.5)
* Range: Straight
* Special: Attacks when clicked or tapped, attacking costs 50 Sun.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Fires a rainbow laser, targeting the nearest zombies and burning them for 10 damage per second. Lasts for 3.5 seconds at base, duration increases by 1 second for every sun-producer on the lawn.
* Water: Firing from the Magnifying Grass costs 25 Sun instead of 50 for 2-10 seconds, depending on water intake.

*Magnifying Grass loves letting light through her. She can't get enough of it. Not just because she likes seeing the rainbow that bursts through, or because it deals great damage to zombies (though never quite enough to defeat a Conehead in one hit). It's because she loves the tickle she gets when the sun beams through her, breaking from white into seven colours.*

* Costume: A silver crown.

## Blue Rescue

Blue Rescues can be purchased for 750 Coins after completing Airline Airways, Day 30. When placed on a plant, they'll hide that plant if they come near danger.

* Sun Cost: 50
* Special: Goes on top of another plant, hides that plant when zombies come in a 3x3 area. Cannot be eaten, only being killed by indirect attacks such as Gargantuar smashes and burning.
* Recharge: Mediocre (10 seconds)

* Plant Food: All plants in a 3x3 area around it are hidden for 5 seconds.
* Water: Restores the health of the plant that it is supporting.

*Blue Rescue isn't entirely trusted by plant or zombie. For the plants, yes, he's saving lives, but who knows what he might be doing to the flora that he sends underground? As for the zombies, hiding the plants stops them from eating, but it does make advancing easier for them. Blue Rescue doesn't care. He's a real black sheep, and he doesn't mind doing things his own way.*

* Costume: A miner's helmet.

## Frost-Shroom

Frost-Shrooms are unlocked by completing Airline Airways, Night 1. They use ice attacks that grow stronger the more they live.

* Sun Cost: 175
* Damage: Variable (1 when small, 2 when medium, 3 when large, chills all zombies on the tile the projectile hits)
* Attack Speed: Slow (every 2 seconds)
* Range: Straight
* Toughness: Typical (6 bites)
* Special: Starts at small size, grows to medium size after 18 seconds, then grows to full size after 72 seconds.
* Recharge: Mediocre (10 seconds)

* Plant Food: Grows to full size and creates an icy vortex around the strongest zombie, causing 5 damage every second for 9 seconds in a 3x3 area, and stopping zombies in the area from moving.
* Water: Raises growth rate and shoots a large ice blast causing 2-15 damage, depending on size and water intake.

*"Ladies, gentleplants and no zombies, thank you for flying with Airline Airways." Frost-Shroom must admit that he likes saying that a lot - even though he's rarely allowed to fly the plane. It's refrigerating the plane meals that's his real cooling, after all.*

* Costume: A white wizard's hat.

## Bomber Gatling

Bomber Gatlings can be unlocked from treasure chests. They can be clicked or tapped to bombard their lane with a rain of peas.

* Sun Cost: 300
* Damage: Huge (30)
* Area: Lane
* Attack Speed: Very Slow (every 15 seconds, attacks when clicked or tapped)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Summons a huge wave of peas, affecting all zombies on the lawn for 15 damage and stunning them for 3 seconds. The Bomber Gatling has to re-arm himself after use.
* Water: Summons a barrage of 10-50 peas, depending on water intake, on random tiles, each dealing 0.5 damage.

*As the leader of the so-called Plant Military, consisting of himself, Gatling Pea and arguably Bamboo Shoot, Bomber Gatling is always happy to give orders. If not for being a puppet of gardeners, he could even command the entire lawn himself. But under the hands of another, he's happy to send forth the Peapod Planes whenever they need him to.*

* Costume: A plane positioned on top of his helmet.

## Cactus

Cacti are unlocked by completing Chicago House, Day 1. They shoot piercing spikes, and hide to attack grounded zombies when enemies are near.

* Sun Cost: 175
* Damage: Normal (1 for projectiles, 0.5 for ground damage)
* Range: Multi-Hit (for projectiles - each pierces three zombies)
* Area: Tile (for ground damage)
* Attack Speed: Fast (every 1.5 seconds for the projectile attack, every 0.5 seconds for ground damage)
* Special: Hides when zombies come near, causing damage to them when they step on it.
* Recharge: Fast (5 seconds)

* Plant Food: Gains electric spikes for the rest of the stage, causing double damage and giving projectiles infinite pierce.
* Water: Summons a Garlic Drone, who flies around randomly and shoots one of the Cactus' spikes straight forwards every 1.5 seconds. Depending on water intake, the Garlic Drone disappears after 2-10 shots.

*Cactus has been talking a lot about how her strategies have changed over time. "You see, back in the good old days, we needed a good something to take out flying zombies - which is where I came in, stretching out so I could reach them and shoot them down. But now with flying zombies becoming pretty rare, I've made up a new strategy - go down, not up, and then the zombies won't be able to eat me!"*

* Costume: A pair of neon glasses.

## Laser Daisy

Laser Daisies are unlocked by completing Chicago House, Day 5. They fire laser bolts that bounce off zombies and pan across the screen.

* Sun Cost: 150
* Damage: Normal (1)
* Range: Innovative (directly aims at zombies in lanes above or below, projectiles bounce off zombies and can hit five each before disappearing, though they automatically vanish after 5 seconds. If a projectile exits the screen, it re-enters through the opposite side.)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Shoots a wave of four giant laser bolts forwards, which behave the same as normal laser bolts but deal 10 damage per hit.
* Water: Fires a solid blue laser that starts with an upwards aim, then quickly turns until it faces downwards. Deals 1.5-7.5 damage to every zombie it hits, depending on water intake.

*"Other plants say I like science fiction too much," Laser Daisy says, "but science fiction is my life! If science fiction is, well, fiction, then how do you explain my energy-generated beams that teleport when they're about to fly out of the lawn?"*

* Costume: A pair of headphones with a microphone.

## G-Ranium

G-Raniums are unlocked by completing Chicago House, Day 9. They attack zombies and drain their health to heal other plants.

* Sun Cost: 100
* Damage: Light (0.5)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Special: Heals plants in a 3x3 area for two bites for every hit landed.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: All zombies are stunned for three seconds, and all plants are healed for two bites times the number of zombies stunned.
* Water: Shoots a laser beam straight ahead. The laser deals 1-5 damage to all zombies in the lane, and heals all plants for 1-5 bites if at least one hit is landed. Damage dealt and health restored is based on water intake.

*A common question regarding G-Ranium is what the "G" in her name stands for. Some think that it stands for "Grass", which is fitting for a plant, though "Grass-Ranium" doesn't really work. Some more rude plants say that it stands for "Geek". G-Ranium, however, thinks that "G-Ranium" is a perfect name on its own, and the "G" doesn't need to stand for anything.*

* Costume: A doctor's stethoscope.

## Celery Stalker

Celery Stalkers are unlocked by completing Chicago House, Day 12. They hide underground, and when zombies walk past them, attack from behind.

* Sun Cost: 50
* Damage: Moderate (5)
* Range: Close (the tile behind)
* Attack Speed: Fast (every 0.5 seconds)
* Special: Hides until a zombie walks past, then emerges and attacks. Hides again after three seconds of not having a zombie in range. Can't be eaten while hidden.
* Toughness: Elevated (12 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Summons two more Celery Stalkers on random tiles.
* Water: Becomes immune to damage for 2-10 seconds, depending on water intake.

*With the Celery Stalker twins, the question is simple - why do they only attack plants behind them? The tall twin says, "Oh, that's because Shorty here isn't as good at punching zombies." The shorter twin continues by saying, "Yeah. Besides, I'm here for the defence part of our style, not the offence."*

* Costume: A baseball cap for both heads.

## Guacodile

Guacodiles are unlocked by completing Chicago House, Day 19. They shoot avocado pits, and will rush if a zombie comes near.

* Sun Cost: 125
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Special: When a zombie comes too close, rushes forwards, dealing two to three hits for 7.5 damage each for every zombie that it hits. Lost upon rushing.
* Placement: Can be planted on land or in water, but cannot shoot projectiles in water.
* Recharge: Fast (5 seconds)

* Plant Food: Pushes nearby zombies away, then spits out two smaller Guacodiles, which rush forwards and deal damage as though the plant itself was rushing.
* Water: Doubles attack speed for 1.5-7.5 seconds, depending on water intake. A Guacodile in water gains the ability to shoot projectiles for this time, though there is no increased attack rate.

*Despite not liking music, Guacodile is one of the most common attendants to nightclubs in Chicago. A lot of plants ask him why this is, and he always gives the same answer - "Refreshments, pal! Nightclubs are the best place to get a cheap snack!"*

* Costume: A gladiator's helmet.

## Gold Magnet

Gold Magnets are unlocked by completing Chicago House, Day 26. They gather coins and other collectables for the player.

* Sun Cost: 50
* Range: Full Board
* Special: Gathers coins, gems and treasure chests for the player. Must wait one second after grabbing one item before it can grab another.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Collects every coin, gem and treasure chest on the screen, gathers energy from each item, and fires each energy orb at a random zombie, each dealing 8 damage in a 3x3 area.
* Water: For 3-15 seconds, depending on water intake, Gold Coins become more common.

*Gold Magnet is often asked how his magnetic powers affect silver, gold and crystals, but not any other kind of metal. He goes on to say, "It's because of a varying magnetic field. You see, most magnets work with electrical charges, and a lot of common metals conduct electricity. My magnet, on the other hand, works with shine charges, and things that reflect light, like coins and gems, conduct shines, which causes the magnet to attract them!"*

* Costume: A pair of sunglasses.

## Tile Turnip

Tile Turnips are unlocked by completing Chicago House, Day 31. They create Power Tiles when planted.

* Sun Cost: Variable (0 for first, 250 for second, price doubles for subsequent plantings)
* Special: Creates a Power Tile.
* Recharge: Fast (5 seconds)

*As a superstar remixer, DJ Tile Turnip is always leaving his audience nervously guessing which song he's going to play next. He loves to spin those discs as fast as he can, though that often causes the songs to start to speed up. Though that is a pretty effective way to skip a song - provided he can get the timing absolutely right...*

* Costume: A white sweatband.

## Sweetfern

Sweetferns can be purchased for 750 Coins after completing Chicago House, Day 32. They can boost any plant on the lawn, though a cost follows once the boost ends.

* Sun Cost: 150
* Toughness: Typical (6 bites)
* Special: Click or tap to give any plant you like a boost for five seconds - attackers will attack twice as fast, sun-producers give twice as much sun, and other plants gain invincibility. After the boost ends, however, they cannot act for five seconds.
* Attack Speed: Very Slow (takes 20 seconds to recharge after a boost)
* Recharge: Sluggish (20 seconds)

* Plant Food: The player's next use of Plant Food will have twice the effect. For example, a Sunflower given Plant Food under this effect will produce 300 Sun instead of 150.
* Water: For 2-10 seconds, depending on water intake, plants require less water intake to use stronger abilities from Water.

*"Dancers love a bit of sugar!" Sweetfern cries, waving her sugar cane. "It gives you all the energy you need to prance around like your roots are on fire - though it does leave you super-tired once you're done hopping. Seriously, take some! You don't have to pay anything!"*

* Costume: A hat resembling a disco spotlight.

## Jumpy-Shroom

Jumpy-Shrooms are unlocked by completing Chicago House, Night 1. They attack by pounding the ground, burying or stunning all onscreen zombies.

* Sun Cost: 75
* Damage: Normal (5, lost upon use)
* Range: Full Board
* Special: Zombies in a 3x3 area are stunned for ten seconds, other zombies are stunned for three seconds.
* Recharge: Sluggish (20 seconds)

*"Bounce, flora, bounce! A little party never killed nobody!" Jumpy-Shroom admits that he's taking his love for dancing a bit too seriously. Though he's yet to realise that the other plants can't jump nearly as well as he can - because he doesn't have roots. He's seen a lot of plants jump as high as he can, though - which is mostly because of the shockwaves from his bounces flinging them up.*

* Costume: A pair of swirl-lens glasses.

## Vampire Vine

Vampire Vines can be unlocked from treasure chests. Their attacks can gain power by draining the health of other plants.

* Sun Cost: 125
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Special: If there are adjacent plants with more than one bite worth of health remaining, damages all of those plants for one bite each to raise damage by 0.25 per plant harmed.
* Recharge: Fast (5 seconds)

* Plant Food: Attacks all zombies with vines. Each zombie will take 10 damage, though if there are plants adjacent to the Vampire Vine, those plants will be destroyed to deal 5 extra damage per sacrifice.
* Water: For 2-10 seconds, depending on water intake, the plant can attack at full power without stealing life.

*Other plants feel really nervous whenever they're around Vampire Vine. She tries to reassure them constantly, with phrases like "I don't bite!" and "It's only a bit of chlorophyll. I'm not going to kill you!"... but what with her creepy voice and menacing appearance, plants never trust her. Some even consider it a death wish to be planted adjacent to her.*

* Costume: A ribbon resembling a bat.

## Seashooter

Seashooters are unlocked by completing Precambrian Oceans, Day 1. They are functionally similar to a Peashooter, but must go in water.

* Sun Cost: 100
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Normal (every 1.25 seconds)
* Toughness: Weak (3 bites)
* Placement: Only in water.
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 50 bubbles over the course of 2 seconds.
* Water: Shoots a larger bubble that deals 2-10 damage, depending on water intake.

*Seashooter is convinced that all the other peashooting plants are above him. He can only go in the water, whereas all of the other pea plants get to ride on Lily Pads to fight where he goes. Plus, being made of seafoam, he's defeated very quickly by zombies, whereas other peas can stick around for longer. Thankfully, he has one advantage - he can dive under the water. Sadly, he never thinks of that when the zombies come to attack.*

* Costume: A baseball cap with a bubble pattern on the front.

## Sea Flower

Sea Flowers are unlocked by completing Precambrian Oceans, Day 3. They produce both sun and coins, and are planted in water.

* Sun Cost: 75
* Sun Production: Normal (50 every 30 seconds)
* Coin Production: Slow (gives a silver coin, but never a gold coin, with every sun)
* Toughness: Weak (3 bites)
* Placement: Only in water.
* Recharge: Fast (5 seconds)

* Plant Food: Produces either 100 Sun and 50 coins, or 125 Sun and 30 coins.
* Water: Produces 5-50 extra Sun and 10-30 coins, depending on water intake.

*Plants sometimes ask Sea Flower if she's more like a Sunflower or more like a Marigold. She answers, "I don't think I'm that similar to either of them. They're land girls, and I'm a sea girl. It's a big difference..." Don't worry, she's aware that she fulfils the same purpose as the other flowers - she just likes to point out the differences more than the similarities.*

* Costume: A seashell hairpin.

## Kelp Guardian

Kelp Guardians are unlocked by completing Precambrian Oceans, Day 6. They serve as barriers, and can restore their own health.

* Sun Cost: 50
* Toughness: Elevated (40 bites)
* Special: Tap to fully heal the plant for 5 Sun per four bites.
* Placement: Only in water.
* Recharge: Sluggish (25 seconds)

* Plant Food: Fully restores HP, and gives all plants in a 3x3 area a barrier of kelp. Each barrier can withstand 40 bites and repel a single Gargantuar smash. While at least one barrier is active, tapping the Kelp Guaridan will restore all barriers to full health for 5 Sun per four bites.
* Water: Gradually restores health, duration of this effect depends on water intake.

*Kelp Guardian can't help but love the sunlight. Plants often ask why this is when he comes from a time before beings evolved to respire aerobically. He says, "Sunlight is a delicacy to us. Kind of like what desserts are in a meal. You don't need any of it, but you want to have it anyway, because you like it so much. I have been trying to cut back, actually..."*

* Costume: A black cowl over the mouth.

## Seapeater

Seapeaters are unlocked by completing Precambrian Oceans, Day 9. They are functionally similar to a Repeater, but must go in water.

* Sun Cost: 200
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Fast (two every 1.25 seconds)
* Toughness: Weak (3 bites)
* Placement: Only in water.
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 100 bubbles over the course of 2 seconds.
* Water: Shoots two larger bubbles, each dealing 2-10 damage, depending on water intake.

*Seapeater fancies himself to be the happiest plant in the open sea. Nothing gives him more joy than blasting bubbles at the zombies - though some plants call him a little bit bloodthirsty because of it. He doesn't mind. Those zombies are nasty things, and he has a lot of fun wiping them out.*

* Costume: A green snorkel.

## Cattail

Cattails are unlocked by completing Precambrian Oceans, Day 13. These waterborne plants fire homing spikes at zombies.

* Sun Cost: 225
* Damage: Normal (1)
* Range: Innovative (can hit any zombie on the lawn, projectiles home in on zombies)
* Attack Speed: Fast (every second)
* Toughness: Typical (6 bites)
* Placement: On land or on water.
* Recharge: Mediocre (10 seconds)

* Plant Food: Sends 80 spikes raining down from above, each hitting a random zombie for 1 damage.
* Water: Shoots 3-15 spikes, depending on water intake.

*Cattail isn't a hundred per cent certain that he'd make the perfect pet. Sure, he's got the looks down, but he doesn't like being stroked, he doesn't drink milk, and most notably, he can swim, and a lot of cats don't like water. So right now, he's thinking that his best bet is to stop comparing himself to a cat - though that's not working, given his looks.*

* Costume: A blue swimmer's cap.

## Giant Lily

Giant Lilies are unlocked by completing Precambrian Oceans, Day 16. They allow you to place four plants on water.

* Sun Cost: 100
* Toughness: Typical (6 bites per part)
* Special: Takes up a 2x2 area of tiles, lets you put four plants on top of it. The plant's body is split into four parts, each supporting a single part. All four parts must be eaten to fully destroy the plant, though they can be restored by using Wall-Nut First Aid or Plant Food.
* Planting: Only on water
* Recharge: Sluggish (20 seconds)

* Plant Food: Creates eight Lily Pads on the adjacent tiles.
* Water: Gains lotus flowers for defence. The flowers can take 1-6 extra bites, depending on water intake, on each of four parts of the lily.

*"I'm definitely the most unique plant on this lawn," Giant Lily says. "No other plant has to go onto as large an area as I do, and no other plant fits four other plants on top of it. I don't really like being so massive, though - because it leaves more for the zombies to eat, and that gives me more time to feel pain."*

* Costume: A tiger print.

## Twin Sea Flower

Twin Sea Flowers are unlocked by completing Precambrian Oceans, Day 19. They produce both sun and coins at double the normal rate, and are planted in water.

* Sun Cost: 150
* Sun Production: High (100 every 30 seconds)
* Coin Production: Normal (gives a silver coin, but never a gold coin, with every sun)
* Toughness: Weak (3 bites)
* Placement: Only in water.
* Recharge: Mediocre (10 seconds)

* Plant Food: Produces either 175 Sun and 60 coins, or 225 Sun and 80 coins.
* Water: Produces 10-100 extra Sun and 10-50 coins, depending on water intake.

*Twin Aqua Flower often wishes that she can play a part in fending off the zombies. She's tired of standing back and just supporting others. Sadly, most flowers are not made for fighting. In the end, she tries to devise her own way of engaging in combats, though the other plants remind her that she has one of the most important duties of all plants. That gets her back into being happy about her job... for a few days.*

* Costume: A coral headband for both heads.

## Algae

Algae can be purchased from the shop for 750 Coins after completing Precambrian Oceans, Day 20. A water plant, Algae will start as incapable of fighting, though will grow into stronger and stronger plants.

* Sun Cost: 50
* Special: Grows into a Seashooter or Sea Flower after 10 seconds. 20 seconds after that, grows into a Seapeater or Twin Sea Flower. After another 30 seconds, grows into a Sea Gatling or Triplet Sea Flower. Will grow into a flower if planted in the back three columns, and into a peashooter otherwise.
* Damage: Normal (1, only as a peashooter)
* Range: Straight
* Attack Speed: Variable (every 1.25 seconds, twice as a Seapeater, four times as a Sea Gatling)
* Sun Production: Variable (every 30 seconds, gives 50 Sun as a Sea Flower, 100 as a Twin Sea Flower and 150 as a Triplet Sea Flower)
* Coin Production: Variable (one silver coin with every individual sun)
* Toughness: Weak (3 bites, regardless of state)
* Placement: Only in water.
* Recharge: Mediocre (10 seconds)

* Plant Food: Automatically grows into a Sea Gatling or Triplet Sea Flower if used before this state. In Sea Gatling state, shoots 200 bubbles over the course of 3 seconds. In Triplet Sea Flower state, produces 250 Sun and 100 coins.
* Water: Permanently increases growth rate by 50% if used before Sea Gatling or Triplet Sea Flower state. In Sea Gatling state, shoots four large bubbles that each deal 2-10 damage, depending on water intake. In Triplet Sea Flower state, produces 15-150 extra Sun and 20-60 coins, depending on water intake.

*On the outside, Algae doesn't say a word. He doesn't want to say a word. He's afraid that he'll attract the zombies if he does. Besides, he's not ready to be seen yet - he's waiting for when he can evolve into a better plant. On the inside, though? He can't help but mumble incantations about what he wants to look like when he evolves.*

* Costume: An old-fashioned diving helmet. Shared between all forms.

## Sea-Shroom

Sea-Shrooms are unlocked by completing Precambrian Oceans, Night 1. These water plants are cheap, but have a short range and limited lifespan.

* Sun Cost: 0
* Damage: Normal (1)
* Range: Close (3 tiles)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Weak (3 bites)
* Weakness: Only lasts for 60 seconds.
* Placement: Only in water.
* Recharge: Mediocre (10 seconds)

* Plant Food: Every Sea-Shroom on the screen shoots a Big Spore worth 30 damage and resets its lifespan.
* Water: Every Sea-Shroom on the screen shoots 2-10 spores, depending on water intake and lengthens its lifespan.

*Sea-Shroom finally got to move out of small back-garden pools and take a chance to see the sea. A lot of other plants ask him questions about what it's like, and he says, "Well, it can get very lonely at times. There are also lots of zombies, so it can be pretty scary. But if you ask me, the best answer is to find some friends and share some Plant Food with them."*

* Costume: A pirate hat.

## Time Rose

Time Roses can be unlocked from treasure chests. They slow down zombies using time magic.

* Sun Cost: 175
* Damage: Light (0.5)
* Range: Innovative (can hit any zombie in the plant's lane, the lane above or the lane below, regardless of cover, causes splash damage in a 3x3 area)
* Attack Speed: Slow (every 5 seconds)
* Special: Zombies hit by the attack are slowed down for 5 seconds.
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: All zombies are drastically slowed down for 10 seconds.
* Water: All plants act 25% faster for 2-10 seconds, depending on water intake.

*"Time is a rose," Time Rose tells her fellow flora, "and every petal is a different timeline. We must fight the zombies to find the best of these petals." Not a lot of plants understand quite what she means, but they're impressed regardless, so they ask her to tell them more. She continues with, "Every action we take decides the future. Every pea fired, every bit of sunlight produced. That effects what happens to us next."*

* Costume: A silver tiara.

## Gold Bloom

Gold Blooms can be purchased from the shop for 1000 Coins after completing any one of Steampunk Era, Airline Airways, Chicago House and Precambrian Oceans. They give a lot of sun when planted, but vanish afterwards.

* Sun Cost: 0
* Sun Production: Tremendous (375, lost after use)
* Recharge: Very Slow (60 seconds)

*"We've never had a supply-and-demand problem for sun," Gold Bloom says as she opens up her flowers to reveal the sunshine inside. "That's because of me! We can't run out, because I'm always there to shower my plant friends with more infrared, ultraviolet, and visible light!"*

* Costume: Two pink ribbons.

## Triplet Marigold

Triplet Marigold can be purchased in the shop for 1500 Coins after purchasing the Twin Marigold and completing all four of Steampunk Era, Airline Airways, Chicago House and Precambrian Oceans. They produce silver and gold coins in sets of three.

* Sun Cost: 175
* Coin Production: Very High (three every 30 seconds)
* Toughness: Typical (6 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Produces three Gems.
* Water: Produces 30-150 extra Coins, depending on water intake.

*Triplet Marigold loves to invest the coins that she gathers. Every coin that goes uncollected by a careless homeowner is kept with her for safekeeping - often ready to be given out, recycled, to be collected again. After all, giving new coins all the time can be exhausting work...*

* Costume: The left head has silver glasses, the right has gold glasses, and the centre has sapphire glasses.

## Grapeshooter

Grapeshooters are unlocked by completing Floridian Skies, Day 1. They shoot grapes that pierce zombies, but get weaker with each hit.

* Sun Cost: 125
* Damage: Normal (1 for the first hit, 0.75 for the second, 0.5 for the third, 0.25 for the fourth)
* Range: Multi-Hit (the projectile pierces through four zombies, though the damage is reduced with every hit)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a massive grape that deals 50 damage for the first hit, 37.5 for the second, 25 for the third and 12.5 for the fourth.
* Water: Shoots 2-10 grapes, depending on water intake.

*Grapeshooter loves to chatter with other plants. Whether he's idly conversing with close friends across the lawn, or when he's sending messages down the Grapevine for others, he simply can't get enough. Of course, there is one small problem behind him talking with the other plants - some of them thinks that he has too much to say.*

* Costume: An American footballer's helmet.

## Coconut Cannon

Coconut Cannons are unlocked by completing Floridian Skies, Day 4. They can be clicked or tapped to fire a large, explosive cannonball.

* Sun Cost: 400
* Damage: Huge (30, 10 splash damage in a 1-tile radius)
* Range: Straight
* Attack Speed: Very Slow (every 15 seconds, attacks when clicked or tapped)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Shoots a huge coconut that drags zombies along with it. When it reaches the end of the lawn, it explodes in a 3x3 area, dealing 50 damage to zombies in range.
* Water: Speeds up the plant's cooldown for some time, length of the effect depends on water intake.

*"I've got to say," Coconut Cannon tells us, "firing cannonballs at zombies is pretty fun. Though it sometimes feels a bit too easy... I'd like to see a real challenge! A battle where zombies are darting all over the place and I have to aim carefully to finish them off!"*

* Costume: A viking helmet.

## Lightning Reed

Lightning Reeds are unlocked by completing Floridian Skies, Day 6. They fire lightning bolts that arc between several zombies.

* Sun Cost: 125
* Damage: Light (0.5)
* Range: Multi-Hit (can aim a lane above or below, each projectile arcs to hit a total of three zombies)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Creates a thundercloud that chases after the nearest zombies. The cloud causes 8 damage per second to the zombie beneath it, and once a zombie is destroyed moves on to a new one. Lasts for 15 seconds.
* Water: Shoots a lightning orb that deals 1-5 damage, depending on water intake, then releases the Lightning Reed's normal chain lightning from where it hits.

*Lightning Reed has been thinking of ways to apply his lightning outside of battle. He loves shocking chickens and especially fish - they always go down in one hit, and they leave lovely fried meat once they're zapped. He could get the chicken and fish to make a barbecue for his fellow plants... but the chicken and fish he likes zapping the most are the kind that eat plants, so that might seem a little weird.*

* Costume: A pair of blue headphones.

## Lightning Pea

Lightning Peas are unlocked by completing Floridian Skies, Day 9. They fire electric blasts that grow stronger if the lawn has more Lightning Reeds.

* Sun Cost: 150
* Damage: Variable (1, rises by 0.25 for every Lightning Reed whose attack could reach the plant, to a maximum of 3)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots an electric laser beam, dealing 20 damage to all zombies in its lane and stunning them for one second. For every Lightning Reed powering this plant, the damage is increased by 5 and the stunning duration is increased by 0.25 seconds, to a maximum of 60 damage and three seconds of stunning.
* Water: Shoots an electric orb that deals 0.5-7.5 damage in a 3x3 area on impact, depending on water intake and the number of Lightning Reeds powering this plant. Clicking or tapping the orb mid-flight causes it to manually detonate.

*"I like the other peas," Lightning Pea says, "but I think they're all way too narrow-minded. The ice guys and the fire guys can't work together because their abilities cancel each other out. The regular ones think they're all high and mighty because they're cheaper to place. As for Threepeater and Split Pea... they're just plain argumentative. At least I can make friends with the Lightning Reeds - and get a power boost from them!"*

* Costume: A hat with a tesla coil on the top.

## Grape Repeater

Grape Repeaters are unlocked by completing Floridian Skies, Day 13. They shoot two piercing grapes at a time.

* Sun Cost: 250
* Damage: Normal (1 for the first hit, 0.75 for the second, 0.5 for the third, 0.25 for the fourth)
* Range: Multi-Hit (the projectile pierces through four zombies, though the damage is reduced with every hit)
* Attack Speed: Fast (two every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots two massive grapes, each dealing 50 damage for the first hit, 37.5 for the second, 25 for the third and 12.5 for the fourth.
* Water: Shoots 4-20 grapes, depending on water intake.

*Grape Repeater wonders if there's ever been competition between the pea plants and the grape plants. There hasn't, he's been informed - but he thinks that they've got as fair a playing field as any - that is, if the grape group could get some more members...*

* Costume: A cowboy hat.

## Sweet Pea

Sweet Peas are unlocked by completing Floridian Skies, Day 17. Their peppermint projectiles cover tiles in sugar after impact.

* Sun Cost: 125
* Damage: Light (0.5)
* Range: Straight
* Attack Speed: Normal (every 1.5 seconds)
* Special: On impact, leaves sugar on a tile, slightly slowing all zombies that move on it. The sugar goes away after ten seconds.
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 50 peas over the course of 2 seconds.
* Water: Shoots a large peppermint that deals 0.5-2.5 damage, depending on water intake, and leaves sugar in a 3x3 area on impact.

*Sweet Pea loves to chat on FlowerBook. She can't get enough of it - whether she's reciting sentimental love stories about her days with other sweets, or simply fooling around and making jokes out of her inactivity period from 2014 until now, nothing quite beats good gossip with faraway plants.*

* Costume: A mint green bobble hat.

## Fauna Flora

Fauna Flora are unlocked by completing Floridian Skies, Day 22. They can be tapped to summon an animal who chases down zombies.

* Sun Cost: 300
* Special: When clicked or tapped, summons a wild animal that lasts for 5 seconds. Must cool down for 15 seconds once the animal leaves.
* Damage: Heavy (5 per attack from the animal)
* Range: Innovative (the animal moves towards wherever you click or tap, and attacks zombies on adjacent tiles)
* Attack Speed: Fast (the animal attacks once every 0.75 seconds when possible)
* Toughness: Typical (6 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Summons five animals, one per lane, that charge forwards, dealing 10 damage every 1.5 seconds to any zombies adjacent to them.
* Water: The next summoned animal lasts for 1-5 more seconds, depending on water intake.

*Fauna Flora loves to get in touch with her wild side. She's not the kind of plant to be kept on a windowsill or left out in the lawn. She prefers the wilds, with the lovely company of the panthers, otters, deer, foxes, boars and bears.*

* Costume: A tiger-print hood.

## Butterfly Weed

Butterfly Weeds are unlocked by completing Floridian Skies, Day 26. They shoot butterflies that fly in wavy paths across all lanes.

* Sun Cost: 175
* Damage: Moderate (2)
* Range: Innovative (the butterfly flies forwards in a wavy path, reaching all lanes. Alternates between sending the butterfly down initially and sending the butterfly up initially.)
* Attack Speed: Slow (every 2 seconds)
* Toughness: Weak (3 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots two streams of 40 butterflies each over the course of 2 seconds. One stream is initially angled upwards, while the other is initially angled downwards.
* Water: Tosses out 2-10 caterpillars, depending on water intake, that land on random tiles and, when stepped on, burst into a butterfly that causes 2 damage.

*Butterfly Weed doesn't want to be thought of as a weed. She doesn't think there's too much wrong with the name "Butterfly Weed", it's just that weeds are thought to be a danger to other plants. She wants to prove to her friends that she's a thing of beauty, not a nasty piece of work that tries to steal their sunlight.*

* Costume: A dark green ribbon.

## Gold Leaf

Gold Leaves are unlocked by completing Floridian Skies, Day 29. They create Gold Tiles when planted.

* Sun Cost: 50
* Special: Creates a Gold Tile.
* Recharge: Slow (35 seconds)

*Gold Leaf is often asked how she's able to make Gold Tiles so effortlessly on the lawn. She says, "It's simple. I just dissolve myself into liquid 24-carat and coat whatever tile I was planted on! I can't make any pretty patterns in the gold, though - unless I can somehow reclaim the secret in El Dorado!"*

* Costume: A bridal veil.

## Beach Sunflower

Beach Sunflowers can be purchased in the shop for 1000 Coins after completing Floridian Skies, Day 32. They fire projectiles that cause zombies to drop sun.

* Sun Cost: 50
* Damage: Normal (1)
* Range: Straight
* Attack Speed: Slow (every 3 seconds)
* Sun Production: Low (5 per hit)
* Toughness: Typical (5 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a laser beam in its lane, causing 10 damage to all zombies that it hits and giving 5 sun per point of damage.
* Water: For 3-15 seconds, depending on water intake, each projectile gives 10 sun.

*Beach Sunflower thinks that she's living a pretty cool life. She has a lot of fun going out surfing with other plant dudes and dudettes. Even when she's not surfing, though, she LOVES the sea! All life comes from there, doesn't it? She loves to pay it the odd tribute whenever she gets the chance - stone skimming, crab fishing, and pure old swimming work out great for them both!*

* Costume: A red snorkel.

## Gloom-Shroom

Gloom-Shrooms are unlocked by completing Floridian Skies, Night 1. They attack with close-range fumes that pierce through zombies.

* Sun Cost: 200
* Damage: Normal (1)
* Range: Close (a 3x3 area around the plant, piercing)
* Attack Speed: Fast (every 0.25 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Sprays eight giant fumes in all directions, dealing 50 damage to all zombies that get caught in the fumed.
* Water: Shoots 1-5 bubbles in each direction, each dealing 0.5 damage, depending on water intake.

*Gloom-Shroom couldn't be more happy for the innovations that gardeners are figuring out. Thanks to Plant Food and Water, he's no longer restricted to attacking at close range. Unfortunately, most plants already have a low opinion on his release of foul-smelling fumes, and with these innovations there is no escape from the stench.*

* Costume: A pocket watch placed on the forehead.

## Stone Thistle

Stone Thistles can be obtained from treasure chests. They have the ability to petrify an area of zombies.

* Sun Cost: 325
* Damage: Normal (1, petrifies zombies, stopping them from moving for 20 seconds)
* Area: Tile
* Attack Speed: Dawdler (takes 30 seconds to re-arm after an attack)
* Toughness: Typical (6 bites)
* Special: Attacks when clicked or tapped, can aim anywhere on the lawn.
* Weakness: Can't petrify bosses, large zombies are petrified for half the time, all petrified zombies take half as much damage.
* Recharge: Sluggish (20 seconds)

* Plant Food: Sends stones flying around the screen, causing 10 damage to all zombies and petrifying them for 10 seconds.
* Water: Speeds up the plant's cooldown for some time, length of the effect depends on water intake.

*Stone Thistle has been asked by some of the zombies if he'd like to join their side, since his petrification powers can increase their defences. However, he has refused each time, saying that he doesn't know how to make a petrified object still move - and even if he did, he'd already be using the power on the plants.*

* Costume: A samurai helmet.

## Comet Pea

Comet Peas are unlocked by completing Outer Space, Day 1. They shoot comets that home in on and pierce through zombies.

* Sun Cost: 175
* Damage: Normal (1 for the first hit, 0.5 for the second)
* Range: Multi-Hit (projectile homes in on the nearest zombie, then flies straight ahead until it hits a second zombie)
* Attack Speed: Normal (every 1.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 50 comets over the course of 2 seconds.
* Water: Shoots a larger comet that deals 2-10 damage for the first hit and 1-5 damage for the second, depending on water intake.

*Comet Pea's work has been seen a lot in this world. You wouldn't know it, but every time a shooting star crosses the night sky, that's one of his projectiles, streaking across the sky and seeking out a zombie - or any other kind of enemy - to destroy.*

* Costume: A silver baseball cap.

## Space Rock

Space Rocks are unlocked by completing Outer Space, Day 3. They allow you to place a plant over lava and in space.

* Sun Cost: 25
* Toughness: Typical (6 bites)
* Special: Lets you put a plant on top of it.
* Planting: Only on lava and in space.
* Recharge: Fast (5 seconds)

* Plant Food: Creates four Space Rocks on the adjacent tiles.
* Water: For 3-15 seconds, the plant on top gets a 10% boost to attack power, sun production or defences.

*Space Rock thinks that he's a very important individual. There are plants that go in the water without Lily Pad's help, but without him, there simply wouldn't be any plants in space! It's not just supporting them, though - he stores water and carbon dioxide within him, and his thermal energies substitute for the sunlight in photosynthesis, allowing plants to thrive with ease in the depths of space.*

* Costume: A hieroglyphic pattern.

## Cosmic Flower

Cosmic Flowers are unlocked by completing Outer Space, Day 5. They produce Sun Bombs randomly on the map, which can either damage zombies or provide extra sun.

* Sun Cost: 50
* Sun Production: Normal (50 every 30 seconds)
* Damage: Heavy (if a Sun Bomb is tapped before reaching the ground, instead of giving sun it will explode in a 3x3 area, dealing 25 damage to all zombies and 20 bites worth of damage to all plants in range)
* Toughness: Typical (6 bites)
* Recharge: Sluggish (20 seconds)

* Plant Food: Produces four Sun Bombs.
* Water: The next 1-5 Sun Bombs, depending on water intake, will be Big Sun Bombs, which give 75 Sun and deal 50% more damage if they explode. Does not effect Plant Food Sun Bombs.

*Cosmic Flower loves the sun, but she's really worried about what it can do to planets. You see, sunlight in its purest state is the Sun Bombs she gives out, but the ozone layer of a planet turns it into safe sun. With the carelessness of planet inhabitants, however, ozone layers are breaking down. She's really hoping that people can get their act together - those Sun Bombs are really dangerous, after all!*

* Costume: A welding mask over the eyes.

## Twin Comet

Twin Comets are unlocked by completing Outer Space, Day 8. They shoot homing, piercing comets in pairs.

* Sun Cost: 325
* Damage: Normal (1 for the first hit, 0.5 for the second)
* Range: Multi-Hit (projectile homes in on the nearest zombie, then flies straight ahead until it hits a second zombie)
* Attack Speed: Fast (every 0.75 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 100 comets over the course of 2 seconds.
* Water: Shoots a larger comet that deals 2-10 damage for the first hit, depending on water intake, then splits into two comets, one homing and the other flying straight ahead, each dealing 1-5 damage.

*The Twin Comets have a lot of friends out there in the depths of space. A lot of stars are there, happy to converse with the odd solar flare. There's also the Space Rocks, who love ferrying them across the sky. Though the people they like most of all are the zombies, because without them they wouldn't get any target practice - and we wouldn't have any shooting stars!*

* Costume: A pirate's eyepatch on each head.

## Power Lily

Power Lilies are unlocked by completing Outer Space, Day 12. They immediately give Plant Food when planted.

* Sun Cost: 175
* Special: Produces Plant Food, lost upon use.
* Recharge: Very Slow (60 seconds)

*Power Lily is much loved for her power to generate Plant Food out of thin air. Though extensive research has proved that she doesn't have a process for creating the Plant Food inside her. It's literally made spontaneously, ignoring the law of the conservation of mass... though the plants don't mind. If it helps them, ignoring that law is fine.*

* Costume: A pair of glasses with conjoined lenses.

## Star-Pult

Star-Pults are unlocked by completing Outer Space, Day 16. They lob shots that cause fiery splash damage on impact.

* Sun Cost: 150
* Damage: Moderate (2.5, 0.5 splash damage in a 5x5 area)
* Range: Lobbed
* Attack Speed: Slow (every 3 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots a big star at every zombie, each dealing 10 damage and 2 splash damage in a 5x5 area.
* Water: Lobs 1-5 stars at the strongest zombies, depending on water intake, each dealing 2 damage and covering a 3x3 area in temporary stardust, which slows zombies that step on it.

*Star-Pult doesn't actually have anything to do with the stars in our night sky. He just took inspiration from them. They're scorching hot, some even getting to five digits on the Kelvin scale! So it's no wonder he'd choose them as the basis for his explosive weapon.*

* Costume: A pair of blue-tinted sunglasses.

## Comet Triplets

Comet Triplets are unlocked by completing Outer Space, Day 21. They shoot homing, piercing comets in waves of three.

* Sun Cost: 425
* Damage: Normal (1 for the first hit, 0.5 for the second)
* Range: Multi-Hit (projectile homes in on the nearest zombie, then flies straight ahead until it hits a second zombie)
* Attack Speed: Very Fast (every 0.5 seconds)
* Toughness: Typical (6 bites)
* Recharge: Fast (5 seconds)

* Plant Food: Shoots 150 comets over the course of 2 seconds.
* Water: Shoots a larger comet that deals 2-10 damage for the first hit, depending on water intake, then splits into four comets, one homing and the other three flying forwards in a wave pattern, each dealing 1-5 damage.

*The Comet Triplets actually get along extremely well - just what you wouldn't expect from a multi-headed plant. They always decide in advance what order the heads are going to shoot in, and whenever they're given water, they spend the second enjoying the water quickly deciding which head will be the one to fire the powerful blast.*

* Costume: A star pendant for each head.

## Electric Currant

Electric Currants are unlocked by completing Outer Space, Day 25. They cause melee damage and can create electric fences between other Electric Currants.

* Sun Cost: 150
* Damage: Moderate (2)
* Range: Innovative (normally only attacks zombies while being eaten, though if there are two Electric Currants aligned vertically or horizontally, they create a wall of electricity between them that also causes damage)
* Attack Speed: Fast (every second)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: For the rest of the stage, this Electric Currant and any electric fences it is a part of deal double damage.
* Water: The plant gains an electric shield for 2-10 seconds, depending on water intake, tripling the rate at which it causes melee damage.

*Electric Currant and his red currant friends love to cause mischief out in space. They create beams of electricity that can destroy any passing comets and meteors, scattering fragments across space to their amusement. That's why comets suddenly vanish in the night sky... and why meteors rarely ever collide with planets, so we'd best give our thanks to them!*

* Costume: A helmet with a light bulb on the top.

## Pillar Rose

Pillar Roses are unlocked by completing Outer Space, Day 30. They send forth walls of nebula that can hit all lanes.

* Sun Cost: 200
* Damage: Moderate (2)
* Range: Multi-Hit (projectile flies straight and reaches across all lanes. When it hits a zombie, it continues at a slower speed for one second before vanishing)
* Attack Speed: Slow (every 2 seconds)
* Toughness: Typical (6 bites)
* Recharge: Mediocre (10 seconds)

* Plant Food: Summons a wave of nebula that sweeps the screen, dealing 8-15 damage to all zombies. Zombies closer to home will receive more damage.
* Water: Sends forth a wall of nebula that deals 1-5 damage, depending on water intake, and pierces through zombies indefinitely.

*"Yes, I do hail from the Eagle Nebula." Pillar Rose tells us matter-of-factly. "It's also known as the Star Queen Nebula, and it's home to the famous Pillars of Creation. I'm quite proud of living there - besides, the nebulae I bring from there are one of the only plant weapons that hits every lane no matter what!"*

* Costume: An eagle headdress.

## E.M. Peach

E.M. Peaches are unlocked by completing Outer Space, Day 36. They explode in a large area when planted, disabling machines when they do.

* Sun Cost: 50
* Area: 5x5
* Special: Disables machines for 10 seconds, usually stunning them or disabling an ability, or instantly killing them if they use their machine to fly. Lost upon use.
* Recharge: Sluggish (20 seconds)

*E.M. Peach is a much-liked plant out in space for how he deals with zombies who fly in machines. In fact, some explosive plants are pretty jealous of him, since he can do the same as them out there, but costs less and hits a wider area. He does think that there's a downside to his fighting style, though - not everything out in space is a machine.*

* Costume: An astronaut's helmet.

## Imitater

Imitaters are unlocked by completing Outer Space, Day 39. They allow the player to use two of the same plant in a level.

* Sun Cost: Same as the imitated plant.
* Special: Can be set to any type of plant in the game, transforms into that plant a second after being planted. The Imitater is invincible whilst transforming.
* Recharge: Same as the imitated plant.

* Plant Food: Same as the imitated plant.
* Water: Same as the imitated plant.

*Imitater's presence is welcome, though some plants think he came a little too late. After all, isn't the battle against Zombonia drawing to a close? In response to these questions, Imitater simply says, "Consider me a reward for all that hard work. Or something that can help if you ever go back to old battlegrounds."*