Plant Food

Work in progress..Contents of this page and/or its' subpages are subject to changes.This page and/or subpages updating to **version 2.0**. Please report and/or revert any vandalism if it happens.
**Plant Food** is a resource that allows the player to power up a plant on the lawn. Typically, the plant affected by Plant Food performs a stronger version of its usual function. The player's current amount of Plant Food is displayed as green lights on a bar at the bottom of the screen.

Plant Food can be obtained by killing glowing green zombies that carry it, breaking tombstones with the Plant Food icon, or planting a Power Lily. Certain levels can also provide the player with Plant Food at the start - Neon Mixtape Tour's Main Adventure levels 2 and onwards have pre-planted Power Lilies, while other levels such as AE-19 have Plant Food appearing from offscreen at the beginning of the level. However, the majority of levels in Grind Thousand do not grant the player any Plant Food, leaving Power Lily as the only way to access the resource.

Certain upgrades allow the player to have more versatility with Plant Food. While the player initially has three slots for Plant Food, they can purchase upgrades in the Store for 4 and 8 mints to gain a fourth and fifth slot. After obtaining Instant Recharge from the Store for 8 mints, Plant Food can also be used to instantly refresh a plant packet's recharge time.

## Strategy

Plant Food is a versatile resource that can address many problems that the player may face in a level. Note that the section below lists all plant food effects individually. Here is an overview of some of the types of Plant Food effects (note that none of these classifications are official, and the classification is not exhaustive):

* Instant Attacks - A significant proportion of attacking and stalling plants perform a short but powerful version of their typical attack. For instance, Cabbage-Pult will launch a cabbage at every zombie on screen, while Phat Beet emits a massive shockwave that damages zombies in a large area.
* Prolonged Attacks - A smaller proportion of attackers will attack over a more prolonged duration. For instance, Peashooter fires peas over a 30 second duration. While these effects may not appear as powerful, note that plants are fully invulnerable for the duration of their Plant Food effect, which can give these plants niche utility against Gargantuars and certain specials. Additionally, spreading out the power spike over several waves can often be beneficial.
* Lingering Projectile(s) - Some attackers spawn projectiles that linger for a significant duration. For instance, Lightning Reed spawns a cloud which hovers over zombies, damaging them. The cloud can swap between zombies if its initial target is defeated, essentially functioning as an additional source of DPS for its duration. Similarly to the previous category, the longer lasting effect can often be a benefit.
* Sun Producers - Typical sun producers, such as Sunflower, produce an immediate burst of sun, with more costly producers producing more sun. Some plants have more unique effects - Sun-shroom grows to its third stage and immediately produces a batch of 50 sun, while Sun Bean upgrades itself to instantly kill the zombie affected and produces double the sun. Moonflower gains armor in addition to producing sun for some reason.
* Walls - Walls gain a layer of armor. For Explode-O-Nut, this layer comes with its own explosion when depleted, while Peanut will perform a rapid attack in addition to gaining armor. Infi-nut has a unique effect, creating a wall that spans all five lanes.
* Duplication - Some plants, such as Chili Bean and Potato Mine, produce copies of themselves. Both Spore-Shroom and Witch Hazel do so via a stronger version of their normal attack.
* Upgrades - A handful of plants are upgraded with Plant Food. For instance, Electric Currant permanently forms more damaging gates once Plant Food is used on them. Sun Bean, mentioned earlier, is another example. Interestingly, the Plant Food effect of Nightshade is a strong attack, after which Nightshade's melee attacks will do more damage.
* Chaining - All 3 versions of Puff-shroom (along with its night counterpart, and vines summoned by Puffball), as well as Goo-shroom, will trigger the Plant Food effects of all other plants in this group on the board. Notably, all three variants of Puff-shroom have a long duration, which means potentially the entire board can be made temporarily invulnerable with a single Plant Food.

In the early game, since the priority is to build sun production alongside defending the zombies, Plant Food can often be used on a sun producer for an early headstart. Effects like Witch Hazel's with substantial long term value can also be valuable. Later into the level, Plant Food can often be seen as a 'get out of jail free' card of sorts, with a lot of offensive potential. However, like always, it can be wise to keep your options open - sometimes a stalling Plant Food effect can be more valuable if your defense has high damage, and often a Plant Food effect with prolonged invulnerability like Pokra or Puffball can be useful to keep zombies at bay. Particularly in extremely long levels like Survivals, upgrading plants like Torchwood with Plant Food, and preemptively armoring Pumpkins can greatly benefit the defense.

Experiment with different plants and their Plant Food effects - note that some cheap plants can have relatively powerful effects, and the wide variety of effects means that there can often be one that suits your needs.

## Trivia

* Certain lobbing plants, such as Dusk Lobber, exhibit a unique trait with their Plant Food effect - zombies directly in front of the plant (i.e. in typical eating range) will be damaged immediately as the shot fires. This is in contrast to its normal shots, which would need to complete their lobbed arc to hit their target even at point-blank range.
* The state that a plant is left in after using its Plant Food effect depends on the plant. Plants like Ghost Pepper and Holly Barrier are brought back to full charge, while plants like Citron have to recharge for their next shot. Generally, the rule of thumb is that plants are returned to the state they would be in when they are newly planted, but not every plant conforms to this rule.

## Plants without a Plant Food effect

> ***THIS SECTION WILL BE REWRITTEN TO MATCH WITH THE PLANTS PAGE FORMAT.***
>
>

 Hot Potato
 Ice Bloom
 Hurrikale
 Intensive Carrot
 Grapeshot
 Bombegranate
 Spear-mint

 Solar Tomato
 Pepper-mint
 Winter-mint
 Reinforce-mint
 Thyme Warp
 Power Lily
 Enchant-mint
 Arma-mint
 Enforce-mint
 Fila-mint

## Plants with a Plant Food effect

***THIS SECTION WILL BE REWRITTEN TO MATCH WITH THE PLANTS PAGE FORMAT.***