recursal/Fanatic-Fandom huggingface dataset:
Bowling Bulb

*Bowling Bulbs roll shots that can bounce into multiple zombies.*

*Guess which team has won the League Championship for five years running now? Team Bowling Bulb, that's who. They are on a ROLL. You and your pals thinks you got what it takes to stop 'em? Yeah, sure. Keep dreamin, bub.*

**Bowling Bulb** is a Tier III plant. They fire bouncing bulbs, that grow overtime. They can only detect zombies in a 4x1 area. Their projectiles travel faster with leveling.

## Plant Food effect

Bowling Bulb regains its' bulbs and powers up. The empowered bulbs now have x10 small bulb damage as their damage and splash damage. Zombies killed by the PF bulbs will always drop 1 silver coin.

## Strategies

Bowling Bulb deals significantly less damage than its vanilla counterpart and has less range, but it recharges its bulb faster, allowing for faster full recharge to the third bulb. Its limited range also allows it to buy more time to recharge for better bulbs. The low range also allows it to deal with grid items (gravestones, surfboards, iceblocks, octopi) fairly well and also use them to "extend" its' range.

## Trivia

* Despite appearing to roll on the ground, Bowling Bulb's bulbs will float over the water in Pirate Seas in lanes without planks. This is in contrast to zombies and zomboids (from Zoybean Pod), which will fall into the water.
* From January 11th 2022 till January 18th 2022, Bowling Bulb was featured in the Plant of the Week event.

## Level Changes

**Bowling Bulb**

SUN COST: 200

RECHARGE: 15

TOUGHNESS: 150

SMALL BULB DAMAGE: 10

MEDIUM BULB DAMAGE: 30

BIG BULB DAMAGE: 90

BULB REGEN TIME: 5

Bowling Bulbs roll shots that can bounce into multiple zombies.

Special: can only detect targets in a 4x1 area in front
Buckethead Zombie/Buckethead Cowboy

**V** • E

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## Buckethead Cowboy

The **Buckethead Cowboy** is Wild West's variant of the Buckethead Zombie. His armor can be removed by Magnet-shroom.

**Buckethead Cowboy**

His chili pot hat makes him greatly resistant to damage.

A five-time winner of the temporal chili cook-off. Those Egyptian zombies don't know their chili, but Cowboys love their beans. The more you eat, the more you brains.
Adventure 25

**Adventure 25** is the twenty-fifth level of Infinite Adventure. After completing the level, the player receives 25 coins and 5 gems as milestone reward.

## Tips

* Phat Beet will shred imps.
* Use Chili Bean on Jurassic Bully so Primal Pea's 100% knockback pea won't be wasted. You can also use Inferno for similar purpose, though it is better used to group zombies into L2 and L4 to maximize Phat Beet damage.
Buckethead Zombie/Jurassic Buckethead

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## Jurassic Buckethead

The **Jurassic Buckethead** is Jurassic Marsh's variant of the Buckethead Zombie. His armor can be removed by Magnet-shroom.

**Jurassic Buckethead**

Crude drawings of buckets provide as much protection as the real thing.

The real question, the burning mystery, is: where did he find blue fur for his outfit?
Dusk Lobber

*Dusk Lobbers lob explosive buds down the lane.*

*Lobbing comes easily to Dusk Lobber, but that's only because she's had extensive training and really enjoys parabolas.*

**Dusk Lobber** is a Tier III plant. It lobs explosive buds that explode in a 3x1 area on their and adjacent lanes, dealing the same splash damage as damage.

## Plant Food effect

Dusk Lobber lobs seeds at zombies that deal light damage which explode very shortly in a 3x3 area, dealing massive damage.

## Strategies

Dusk lobber is an attacker that specializes in splash damage. While its ability to target three lanes makes it a fairly versatile attacker, this can also be a downside as Dusk will often find itself targeting a single zombie ahead of the pack instead of the crowd, failing to utilize its splash damage. In the late game, it has the potential to be a strong form of crowd control, especially with its ability to concentrate its damage on lanes that are struggling.

Stallers are recommended with Dusk as the issue where Dusk targets a single zombie instead of the crowd can be mitigated by keeping zombies clumped together.

In Big Wave Beach, tides will mess up Dusk's targeting, making it incapable of properly damaging submerged zombies depending on the lane and the zombie's size. Flying zombies, such as Jetpack, Blastronaut and Balloon zombies have similar targeting issues.

## Trivia

* In early development videos, Dusk Lobber can be seen in the seedbank as a Tier 2 Plant. This would have made it the most expensive Tier 2 plant by a margin of 50 sun (with second place being Bloomerang). This was changed rather early in development, with subsequent videos in the same series showing Dusk Lobber in tier 3.

## Level Changes

**Dusk Lobber**

SUN COST: 275

RECHARGE: 20

TOUGHNESS: 50

DAMAGE: 30

SLPASH DAMAGE: 20

FIRING COOLDOWN: 3

AREA: 3x1

Dusk Lobbers lob explosive buds down on their lanes and adjacent lanes.
Holly Barrier

*Holly Barrier deals damage to zombies attacking him, and can launch 5 prickly barrier leaves to damage zombies in a tile.*

## Almanac statistics

### Damage

Projectile: 600
Melee: 20

### Special

Tap to arm, tap on target tile to fire.
Holly leaves cannot be revived with an Intensive Carrot.

*Holly Barrier would like to advise folks not to eat his berries. "It's rude to eat somebody's berries without asking," he says. "In addition, they are highly toxic."*

**Holly Barrier** is a Tier IV plant. It can fire manually some prickly barriers that deal damage after being launched in a tile. The holly leaves deal damage by themselves.

## Plant Food effect

Holly Barrier launches a shielded holly leaf with 120 defense. All 5 shots are replenished.

## Strategy

Holly Barrier is a relatively versatile plant that can deal high damage where it is needed. Like Banana Launcher and Missile Toe, this is a manually activated plant, requiring the player to aim its shots. However, unlike them, it leaves a projectile on the lawn, and more importantly only has five shots in total. This barrier left by each shot functions similarly to an Endurian, being a wall that does chip damage to zombies at point blank range. However, the HP of those barriers is too low for it to be used as a real wall - outside of potentially countering chickens or weasels, their impact is largely negligible. As the initial damage of the projectiles is the main utility of Holly Barrier, it is often used to target either large, clumped groups of zombies, or high health threats such as Gargantuars.

Intensive Carrot (and, by extension, potentially Nutraine) is a fairly potent pairing with Holly Barrier. If Holly Barrier itself is destroyed and revived with Carrot, all five of its shots will be regenerated. Since its plant food effect is relatively strong, effectively providing you with a new Holly Barrier, pairing this plant with Power Lily can also be a good idea. Certain stalling plants such as Sap-fling can be potentially effective in grouping zombies onto a single tile, allowing you to maximize the value of Holly Barrier's grouped damage.

As mentioned earlier, chickens or weasels can be countered by the barriers left behind by Holly's shots.

## Trivia

* This plant is affected by Enforce-mint: In addition to the damage increase on the projectiles, the melee damage inflicted to zombies at close range is also multiplied.
* From December 12th 2022 till December 19th 2022, Holly Barrier was featured in the Plant of the Week event.

## Level Changes

**Holly Barrier**

SUN COST: 425

RECHARGE: 60

STARTING RECHARGE: 15

TOUGHNESS: 300

MELEE DAMAGE: 20

ATTACK COOLDOWN: 2

PROJECTILE DAMAGE: 600

BARRIER HP: 200

Holly Barrier deals damage to zombies attacking him, and can launch 5 prickly barrier leaves to damage zombies in a tile.Usage: tap to arm, tap on target tile to fireSpecial: holly leaves cannot be revived with an Intensive Carrot
GT-LIVE

> *This page is based of **ECLISE-GT-LIVE** spreadsheet found in ECLISE's download link. There's also a page dedicated to ECLISE's specific events and/or levels, which can be found **here**.*
>
>

**GT-Live** is a page that showcases all of the current events happening in Grind Thousand, more specifically what event do the Test Slot levels have. The events will be linked to a separate page. Check them out if interested!

* The list here are sorted alphabetically
	+ **Red Text** means past event.
	+ **Yellow Text** means the level will soon be introduced.
	+ **White Text** means live event; give it a try!
	+ *Grey Text* means there's no event in that level right now.

This page has been last updated on 11th of May 2023.
Conehead Zombie/Conehead Mummy

**V** • E

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## Conehead Mummy

The **Conehead Mummy** is Ancient Egypt's variant of the Conehead Zombie. It has no special abilities or properties. It can be summoned by a Sandstorm.

**Conehead Mummy**

His cobra cone headdress makes him thrice as tough as normal mummies.

Conehead Mummy Zombie prefers the circular cone shape over the typical pyramid shape. It's a fashion thing, and Conehead Mummy Zombie always stays ahead of fashion.
Citron

*Citrons shoot powerful balls of plasma down the lane*

*As the owner and primary user of "Vitamin C-U-Later" 20-hour energy shots, Citron is always ready for action. "Let's make this happen!!"*

**Citron** is a Tier IV plant. He charges up then fires a ball of plasma that deals high single-target damage, stunning zombies in a 0.5 tile area for 1 second. His projectiles travel faster with leveling.

## Plant Food effect

Citron charges up and fires a big ball of plasma that destroys obstacles and flings zombies away. It can be stopped by gargantuars and big mechs, as well as some grid items, dealing massive damage to them.

## Strategy

Citron has extremely pronounced strengths and weaknesses. On paper, Citron is capable of doing great single target DPS for its cost. However, unlike most other plants with long attack cooldown, you have no control over when Citron fires, making it difficult to ensure Citron hits high HP targets. Although Citron's stun gives it marginal utility against groups of weaker zombies, there are much better options for crowd control overall. Due to its unreliability, Citron can end up outclassed by more versatile, reliable alternatives such as Witch Hazel and Coconut Cannon.

As Citron struggles heavily against crowds, plants that are effectively able to damage groups of zombies can make a good pairing.

## Leveling System

**Citron**

SUN COST: 400

RECHARGE: 15

TOUGHNESS: 70

DAMAGE: 400

SHOT COOLDOWN: 12

Citrons shoot powerful balls of plasma down the lane
Ice Bloom

*Ice Blooms deal damage in a 3x3 area. Defeated zombies are frozen solid, becoming blockades.*

## Almanac statistics

### Special

Can be planted on water.

*The last time Ice Bloom had pancakes for breakfast, she wasn't satisfied. She can't say why, exactly, but there was something subtly wrong with them.. The shocking reason? Substandard maple syrup.*

**Ice Bloom** is a Tier III plant. It has two attacks: One that affects every single zombie for 1 frame and one that damages zombies in a 3x3 area. The first attack freezes every single zombie for 1 frame and the second one is the regular attack, which can turn zombies into blockades. Only the zombies that have been killed by Ice Bloom will turn into blockades. The blockades have their own toughness and don't occupy a space on the tile they've been frozen on, meaning that you can put down plants on tiles occupied by blockades. It can be planted on water. This plant doesn't have a Plant Food effect.

## Strategies

Ice Bloom deals small damage in 3x3 area, enough to kill Imps and damaged Basic Zombies, converting them into blockades against the zombies. Ice Bloom is also able to freeze the entire screen briefly, which can be advantageous against certain special zombies.

Ice Bloom synergizes well with melee plants, as its blockade will temporarily protect them.

As it applies a brief freeze to the entire board, Ice Bloom is extremely good in Ancient Egypt, as a cheap answer to Explorers and Torchlights. In Wild West, it can similarly extinguish Prospectors.

## Trivia

* As mentioned at the beginning of this page, its' first attack freezes all zombies for 1 frame, making it a great counter for Torchlight Zombies.

**Ice Bloom**

SUN COST: 75

RECHARGE: 25

DAMAGE: 60

BLOCKADE TOUGHNESS: 200

Ice Blooms deal damage in a 3x3 area. Defeated zombies are frozen solid, becoming blockades.Special: can be planted on water
Small Nut

*Small Nuts grow into Tall-nuts after 30 seconds of waiting.*

*"Some say that encasing yourself with more shell is no way to grow," says Small Nut with an infectious twinkle. "I say they just haven't planted ME yet!"*

**Small Nut** is a Tier II plant. It turns into a Tall-nut after 30 seconds of waiting once placed down. It is inimitable. This plant has no Plant Food effect.

## Strategies

Small Nut is a cheaper Tall-nut, with the downside of needing to be placed 30 seconds in advance. Before transforming, it is very vulnerable, with toughness comparable to a non-defensive plant. As such, it is often necessary to plant Small Nut well before you need a wall in that position (i.e. as early as possible). In turn, stalling out early waves becomes even more important than usual as you are then buying time for your Small Nuts to grow. As the level progresses, running Small Nut over Tall-nut presents another challenge to the player: it is difficult to replace the wall once it is depleted, as Small Nut no longer has the opportunity to grow amid the dense waves of zombies. Overall, Small Nut is a limited but cost efficient wall.

Notably, when Small Nut reaches level 15, its cost is reduced to 0. This allows the player to plant them much more freely in the early game, and gives it a bit of usage for cheaply stalling Gargantuars by repeatedly forcing them to smash Small Nuts.

There are a few plants which can be used to get around Small Nut's weaknesses. Escape Root, for instance, can be used to move Small Nuts out of danger when they are growing, and then move the fully grown Tall-nuts to where they are needed, effectively removing the risk component of using Small Nut. Another possible pairing is Intensive Carrot. Once a Tall-nut is depleted, Carrot can revive it, solving the issue of how to replace Tall-nut. (Note that reviving Small Nut itself is not very useful, as the 30 second growth timer is reset.) Lastly, stalling plants like Snow Pea can help to defend Small Nut and slow the depletion of Tall-nuts, which may save the player from having to replace them.

Note that Small Nut cannot be placed during the preparation phase of Last Stand levels.

## Trivia

* Small Nut is one of two plants to have its cost reduced to 0 via leveling, the other being Marigold Sprouts. Both plants reach this cost at level 15.

## Almanac Entry

**Small Nut**

SUN COST: 50

RECHARGE: 15

TOUGHNESS: 50

Small Nuts grow into Tall-nuts after 30 seconds of waiting.

Special: cannot be imitatedNOTE: Tall-nut level depends on player's Tall-nut level
Pokra

*Pokras deliver piercing, zombie-slowing jabs.*

*Pokra's scrappy, she's a fighter, she's not afraid to jab below the belt to get the job done. She won't, because that would be cheating, but she's not afraid to. "Just so we're clear," she says with a resolute glint in her eye.*

**Pokra** is a Tier IV plant. It quickly stabs zombies with slowing jabs that have infinite pierce.

## Plant Food effect

Pokra jabs 40 times in front of her, with pauses between the jabs, dealing great damage with each jab.

## Strategy

Pokra is an interesting staller. Unlike the others, this is a melee staller. However, this is highly expensive, at 550 sun. Winter Melon costs more, however it can hit 3 lanes, compared to Pokra's one.

Pokra does the most damage out of all the stallers in the game, meaning it clears the zombie horde quicky. However, you would need 2750 sun to stall all lanes, so Pokra should be used in heavier levels, as you won't be able to afford Pokra in short levels.

Like all melee plants, Turquoise Skull Zombie and MC Zom-B are its weakness. Explorer Zombie and Torchlight Zombie won't be a problem, as most zombies will have a difficult time reaching it.

## Level Changes

**Pokra**

SUN COST: 550

RECHARGE: 20

TOUGHNESS: 100

DAMAGE: 15

STALL DURATION: 6

RANGE: 2.2 Tiles

Pokras deliver piercing, zombie-slowing jabs.
Cold Snapdragon

*Cold Snapdragons breathe icy mist into adjacent tiles, causing damage and slowing zombies down.*

## Almanac statistics

### Special

Breathes a massive ice breath that damages and freezes zombies in a 3x3 area upon being planted.Immune to frost.

 On Planted Damage is 80 On Planted Freeze Duration is 8

*Cold Snapdragon gets chilly when anyone brings up his cousin Snapdragon. "We just view temperature very differently, and I'd really rather not discuss it," he says. Yikes.*

**Cold Snapdragon** is a Tier III plant. It breathes icy mist in 2.5 tiles infront and adjacent,dealing light damage, freezing for 0.5 second and chilling zombies. It uses its' PF effect when placed.

## Plant Food effect

Cold Snapdragon breathes icy shards in a 3x3 area infront of it which freezes zombies and deals massive damage to them.

## Strategies

Cold Snapdragon, the cold variant of Snapdragon, also excels at dealing with hordes of weaker zombies with its large freezing breath. Compared to similar area attackers like Phat Beet, Cold Snapdragon has a much slower attack speed, rendering it vulnerable to getting rushed down by Chickens or Weasels. However, higher level Cold Snapdragon has faster attack speed, Cold Snapdragon is immune to frost. Cold Snapdragon works well as a staller both in early game and late game, as you only need two of them to cover five lanes. Keep in mind that Cold Snapdragon freezes zombies for a split second, so it will extinguish Torchlight Zombie's torch, unlike Snow Pea which fails to do so.

Cold Snapdragon is typically planted in columns, allowing them to defend each other and hold the front line. Cold Snapdragon works well when placed behind wall plants, as they can reduce the vulnerability of Cold Snapdragon to armored zombies while Cold Snapdragon can deal with groups of weaker zombies which would quickly deplete the health of walls, while also stalling all of those zombies. In the late game, attackers with high area damage can complement Cold Snapdragon's crowd control and stalling ability well.

Cold Snapdragon potentially does well in worlds like Pirate Seas, where it can handle threats like Imp Cannons and the (generally) weaker zombies in the water lanes. It also does well in Ancient Egypt to counter Explorers/Torchlights. However, some worlds have zombies that give Cold Snapdragon trouble - Turquoise Skulls, Holo Heads and Wizards all counter Cold Snapdragon to some extent.

## Level Changes

**Cold Snapdragon**

SUN COST: 325

RECHARGE: 50

STARTING RECHARGE: 60

TOUGHNESS: 70

DAMAGE: 10

ATTACK COOLDOWN: 4

ON PLANTED DAMAGE: 80

ON PLANTED FREEZE DURATIOIN: 8

Cold Snapdragons breathe icy mist into adjacent tiles, causing damage and slowing zombies down.

 Special: breathes out a massive ice breath and freezes zombies in a 3x3 area upon being planted Special: immune to frost
Apple Mortar

*Apple Mortars lob apple cores that damage zombies in a tile, over three lanes.*

## Almanac statistics

### Range

Full Lane + Adjacent Lanes

*Things Apple Mortar does in his free time include: Indulging in friendly rivalry with Melon-pult, practicing trick shots with Nightshade and shaprening his apple core. He's a prideful plant with an explosive personality, and others are glad to befriend him... That's what he though, at least.*

**Apple Mortar** is a Tier V plant. It fires apple cores that deal damage and splash damage at zombies in its' lane and adjacent lanes.

## Plant Food effect

Apple Mortar lobs big apple cores at every zombie on the lawn, stunning them and dealing x3 damage and x1.5 splash damage based on the plant's splash damage.

## Strategy

Apple Mortar is kind of like the Threepeater, but with Splash Damage. It is expensive, like most Tier 5 plants, and works best if there are hordes of zombies, to effectively use Apple Mortar's splash.

## Trivia

* It will **NOT** focus its' apple cores on one zombie, similarly to how Sling Pea does with its' peas.
	+ If there's only one zombie in one of the adjacent lanes or its' main lane, it will shoot only one apple core.

**Apple Mortar**

SUN COST: 650

RECHARGE: 30

STARTING RECHARGE: 15

TOUGHNESS: 100

DAMAGE: 30

SPLASH DAMAGE: 20

SPLASH DAMAGE: 3

Apple Mortars lob apple cores that damage zombies in a tile, over three lanes.
Stickybomb Rice

*Stickybomb Rice lobs up to 6 sticky rice bombs with timers at zombies.*

*Stickybomb Rice has extreme confidence in bombs, rice, and the abstract concept of stickiness. She's published scholarly articles about all three.*

**Stickybomb Rice** is a Tier V plant. It lobs stickybombs at up to 6 zombies to adjacent lanes, its' own lane and backwards that stun zombies for 11 seconds. The stickybombs can be stacked up to 3 times, but it does not refresh its' stun duration and exploding after 10 seconds in a 0.4 tile radius, dealing +5 damage per stack, triggering **ALL** nearby piles.

## Plant Food effect

Stickybomb Rice lobs stickybombs at every zombie on the screen that last for 16 seconds and deal damage in a 0.5 tiles radius.

## Tips/Trivia

* Stickybomb Rice cannot attack flying zombies.

## Level Changes

**Stickybomb Rice**

SUN COST: 450

RECHARGE: 50

TOUGHNESS: 50

DAMAGE: 5

FIRING COOLDOWN: 10

BOMB LIFETIME: 11

RADIUS: 1x1

Stickybomb Rice lobs up to 6 sticky rice bombs with timers at zombies.

Special: exploding sticky bombs trigger other sticky bombs in rangeSpecial: can only stack at maximum 3 bombs onto one zombieSpecial: can attack zombies backward and on adjacent lanes
Levels

This page is about the playable levels in Grind Thousand. For the leveling system used by plants, see Leveling. For the system which makes zombies stronger in certain levels, see Zombie leveling.

There are levels in Grind Thousand, just like Plants vs Zombies 2 and in the other mod by goodpea2, Project Eclise.

**Levels:**

Tutorial

Infinite Adventure

Survival
Celery Stalker

*Celery Stalkers wait until zombies pass, then pop up and bash them from behind.*

## Almanac statistics

### Special

Immune to frost.

*Celery Stalker resents the implication that there's anything unsavory about his attack style. He simply believes that discretion is the better part of vegetation.*

**Celery Stalker** is a Tier IV plant. It attacks zombies that are 1 tile behind it. It is immune to frost.

## Plant Food effect

Celery Stalker creates 3 copies of itself on random tiles.

## Strategy

Celery Stalker is a unique melee attacker. By default, it hides underground, allowing most zombies to walk over it. When a zombie is in the tile behind it, it will pop out of the ground and attack rapidly, dealing high damage. However, while attacking, it is vulnerable to being bitten by other zombies itself.

Celery's cheap cost and high damage output make it useful in the early game. As it remains on the field after attacking a zombie, it can often defend a lane over multiple waves, However, as its recharge and particularly its starting recharge are high, it is often just one part of an early game strategy. In the late game, Celery struggles against crowds of zombies, as its vulnerability while attacking can often be exploited by groups of zombies close together. As such, it is often relegated to single-target damage against bulky zombies like Gargantuars or mechs. If they are stunned or kept in place by a wall, a Celery Stalker can be placed behind them to deal high damage to them, provided the celery is not destroyed.

Celery Stalker can be paired with wall plants to keep zombies within range to be attacked. Celery can be planted either 1 or 2 tiles in front of the wall (preferably 2 to allow Celery to attack before the zombie reaches the wall). Stalling plants can also grant Celery Stalker more time to attack.

As Celery is a ground plant, certain zombies will be able to damage Celery Stalker in its hidden state, such as Barrel Roller or Pianist. Holohead can damage Celery while it is being attacked, as can Bull (for some reason). As Celery has to pop out of the ground before attacking, taking roughly a second, it will miss fast targets such as Chickens or Weasels in the absence of a wall or other plant.

As Celery Stalker is immune to frost, it can be considered in Frostbite Caves - its high DPS can also aid in defeating the bulkier zombies in the world. As it is a ground plant, it is much more limited in Pirate Seas and Big Wave Beach as the planks and tide cannot support Celery.

## Trivia

* From January 29th 2022 till February 5th 2022, Celery Stalker was featured in the Plant of the Week event.
* If a Wild Flower (from Enlighten-mint) is in the same tile as Celery Stalker, its hurtbox is adjusted. This hurts its effectiveness substantially, as it will often pop out of the ground to attack a zombie that is still within range to eat it.

## Level Changes

**Celery Stalker**

SUN COST: 75

RECHARGE: 40

STARTING RECHARGE: 60

TOUGHNESS: 150

DAMAGE: 25

ATTACK COOLDOWN: 0.3

Celery Stalkers wait until zombies pass, then pop up and bash them from behind.Special: immune to frost
Zombie Leveling

**Zombie Leveling** is a system in Grind Thousand which increases the stats of zombies in certain levels to increase their difficulty. It affects levels 11 and beyond in the Main Adventure of each world, as well as later levels (levels 207 and above) in Infinite Adventure. Survival II, a harder variant of Survival, also uses leveled zombies. It was first introduced in version 1.4.

Zombies' health, eating DPS and movement speed are boosted by zombie leveling. These increases are multiplicative, meaning that they multiply the zombies' existing stats by a given percentage. Grid items are also affected by this, but it only uses the formula for the HP.

## Leveling Formula

To calculate the increase in stats, the following formula is used:

Multiplier = A(level-1) + (level-1)×B

(Calculator)

The values for A and B for the respective stats are as follows:

 Eating DPS
 (Movement) Speed
 0.26 ≤ Base Speed < 0.36
 Base Speed ≥ 0.36

Movement speed is increased in tiers depending on the zombie's base speed, with slower zombies receiving a larger multiplier. Note that level 1 is the default, with no stat changes.

As an example of how the formula applies, Main Adventure levels 11 and above have level 4 zombies. This translates to a 72% increase in HP, a 41% increase in eating DPS, and a 4.5% - 7.5% increase in movement speed.

## Trivia

* Prior to the introduction of Zombie Leveling in version 1.4, levels 11 - 15 of Main Adventure consisted of unleveled zombies in larger quantities.
Goo-shroom

*Goo-shrooms emit poison that damages nearby zombies.*

**#2:** Using Plant Food on Goo-shroom will also activate Puff-shroom's Plant Food

*Despite being such a poisonous and profoundly inedible fungus, Goo-shroom is nonetheless a total cutie-pie.*

**Goo-shroom** is a Tier II plant. It spews poison to nearby zombies every second in a 0.5 tile range, whose poison can't be prolonged and pierces through armor. It can deal damage to zombies immune to poison.

## Plant Food effect

Goo-shroom on the field deals **x10** of its' damage as true damage in a 3x1 area and chains with other goo-shrooms and puff-shrooms.

## Strategy

Goo-shroom by itself is quite underwhelming, but with some plants like Sap-fling or Snow Pea, it does wonders against armored zombies, such as Bucketheads and better! It's niche is complete armor pierce: make use of this and use it well against Knight Zombies! As long as you protect it and stall for it, it will do its' best to protect you from zombies with high armor but low health.

Surprisingly, it can also affect high flying zombies, such as Blastronaut Zombies. Using its Plant Food effect can easily clear them, if you're in a pinch. There are better plants for this, but you can rely on it if it has good enough support!

## Trivia

* Goo-shroom has an expiration time of 99,999 seconds.
* In an early development video, Goo-shroom can be seen in the seed bank. It appears as a Tier 3 plant that costs 75 sun. This was scrapped quite early in development, as subsequent videos from the same series do not feature this early Goo-shroom. Goo-shroom was added in version 2.1.

## Level Changes

**Goo-shroom**

SUN COST: 100

RECHARGE: 30

TOUGHNESS: 50

DAMAGE: 10

ATTACK COOLDOWN: 1

Goo-shrooms emit poison that damages nearby zombies.

Special: this poison is strong enough to damage poison-resistant zombiesSpecial: using Plant Food on Goo-shroom will also activate Puff-shroom's Plant Food
Zombie/Basic Zombie

**V** • E

 Location
 Speed

## Basic Zombie

The **Basic Zombie** is Modern Day's variant of the Basic Zombie. It has no special abilities or properties.

**Basic Zombie**

Regular Garden-variety zombie.

Basic Zombie hates the term "Basic." He doesn't consider himself some generic foe or common corpse. He's an individual, darn it, and he's going to make a difference even if it kills you.
Mint

A mint is the last and hardest to get currency in Grind Thousand. The only place that can give you unlimited amounts of mints is Risky Island. It's primary uses are to buy Tier S plants seed packets and permanent upgrades.

## Obtaining

* Beating certain Infinite Adventure levels, ordered ascending based on the level:

 465, 505, 545, 585 | 2

* Beating Lvl 10 and Lvl 20 of every world for the first time.
	+ Lvl 10 awards 1 Mint.
	+ Lvl 20 awards 5 Mints.
* Quests (Chain Quests, "Update" Quest)
* Events
* Reward from Risky Island. (10% chance for at least one mint)

 3%
 1.2%
 0.6%
 0.2%

## Usage

* Buying stuff in the Store: Seed packets (especially Tier S), Pinatas and Upgrades.
* Buying permanent upgrades, like 25 Starting Suns, Instant Recharge and Plant Food Bonuses.
Zombie/Mummy Zombie

**V** • E

 Location
 Speed

## Mummy Zombie

The **Mummy Zombie** is Ancient Egypt's variant of the Basic Zombie. It has no special abilities or properties. It can be summoned by a Sandstorm.

**Mummy Zombie**

Regular mummified zombie.

Is he a mummy? Is he a zombie? It turns out he's a zombie who's rolled himself in toilet paper to protect his fair skin. True fact!
Lightning Reed

*Lightning Reeds shoot lightning at the nearest zombie, even on adjacent lanes. The bolt will then arc and hit other zombies.*

## Almanac statistics

### Attack Speed

1

*This may come as a shock, but Lightning Reed has a serious passion for ham radio. His call sign is El3ctric H1ccup. You can tune in every Tuesday to hear him read the classics to elderly plants. This week: Seeds and Sensibility.*

**Lightning Reed** is a Tier I plant. It fires lightning bolts that can hit multiple targets with its' fast attacks.

## Plant Food effect

Lightning reed summons a lightning cloud that seeks and electrocutes up to 3 zombies, one by one.

## Strategies

Lightning reed is one of the first unlockable plants that can attack adjacent lanes, making it a versatile and affordable early game attacker. However, its DPS is low, so multiple lightning reeds will often be needed to take down zombies. As the waves progress, the chain lightning allows it to damage multiple zombies at once. If many lightning reeds are placed, the combined damage can be effective for crowd control.

Lightning Reed handles a lot of gimmicks surprisingly well. It can attack both Excavators and Parasols, is not countered by Jesters, and can chain through regular graves to attack zombies.

In Modern Day, due to the off-screen hitbox of the graves, Lightning Reed is very ineffective as shots that target graves will be unable to bounce to any other targets.

## Level Changes

**Lightning Reed**

SUN COST: 75

RECHARGE: 15

TOUGHNESS: 30

DAMAGE: 2

FIRING COOLDOWN: 1

BOUNCES: 3

Lightning Reeds shoot lightning at the nearest zombie, even on adjacent lanes. The bolt will then arc and hit other zombies.
Nutraine

*Nutraines summon Intensive Carrots at the same level on all defeated plants to revive them.*

## Almanac statistics

### Recharge

60

*For a plant churning with internal gases, Nutraine's opinions are shockingly conventional. "Jaws is a good movie," he says. Like, NO KIDDING, Nutraine!*

**Nutraine** is a Tier IV plant. Like Intensive Carrot, it must be planted on a defeated plant. It summons Intensive Carrots on all defeated plants, excluding the one it is planted on. It can be planted on water. This plant doesn't have a Plant Food effect.

## Strategy

Nutraine is one of harder plants to use effectively. It is a heavier version of Intensive Carrot, costing 5 times the sun with a longer cooldown. As such, it can see use in heavier versions of Intensive Carrot strategies, where reviving many plants at once can allow Nutraine to perform more effectively than Intensive Carrot. Note that Nutraine will not revive the defeated plant it is planted on - you may wish to plant Nutraine on a cheaper plant to reduce this loss in value.

Plants like Chili Bean, Sun Bean, Hypno-Shroom, Inferno, and many others that can work with Intensive Carrot can potentially synergize with Nutraine as well.

## Trivia

* It cannot revive the dead plant under it thanks to code limitations.

## Level Changes

**Nutraine**

SUN COST: 250

RECHARGE: 60

HP RESTORED (1 = 100%): 1

Nutraines summon Intensive Carrots at the same level on all defeated plants to revive them.Special: can be planted on waterNOTE: can only be planted on a defeated plant (will not revive that one!)
Headbutt Lettuce

*Headbutt Letuces bash their heads onto the ground, dealing damage to all zombies in front.*

## Almanac statistics

### Range

Detection: 0.5 Tiles
Attack: 3 Tiles
Knockback: 0.5 Tiles

*Headbutt Lettuce yawns. "Oh, is it that time? Time to headbutt zombies? Let me put on my butting face and I'll be right out!" He's a champ.*

**Headbutt Lettuce** is a Tier III plant. He detects zombies in a 0.5 tile radius but deals great damage to zombies in a 3 tiles radius, including his own tile. After attacking, he has a short period of time where he re-arms and prepares another attack.

## Plant Food effect

Headbutt Lettuce strikes the zombies 3 tiles ahead of it with its main attack which deals x1.5 damage and throws an explosive butter on the 2nd tile ahead of the plant that deals x6 damage and explodes in a 3x3 tile radius, chilling zombies for 0.1 seconds, then stunning and buttering them for 16 seconds.

## Strategies

Headbutt Lettuce functions similarly to Nightshade, with one notable difference: he has unlimited attacks as long as he manages to re-arms. He can also detect flying zombies for whatever reason, making him an excellent counter towards Blastronaut Zombies, since he can already 1-shot Conehead Zombies, even the Roman variant.

## Trivia

* He went through many revisions before its release; one of them allowed him to have 3 charges and another one tripled his damage once given Plant Food, but only for the next shot.
* In version 2.2, he went through a rework that gave him more damage, knockback distance and damage at the cost of increasing his sun cost, turning him into a more heavy plant.

## Level Changes

**Headbutt Lettuce**

SUN COST: 175

RECHARGE: 15

TOUGHNESS: 70

DAMAGE: 300

ATTACK COOLDOWN: 16

KNOCKBACK DISTACNE: 0.5 Tiles

BUTTER DURATION: 4

RANGE: 3 Tiles

Headbutt Letuces bash their heads onto the ground, dealing damage to all zombies in front.
Spikeweed

*Spikeweeds destroy one rolling zombie and hurt any zombies that step on them.*

*Although Spikeweed grew up on the seedy side of town, his acupuncture business has been blooming.*

**Spikeweed** is a Tier I plant. It damages that step on it and break barrels. It cannot be eaten in a regular manner; it can be crushed by certain other zombies.

## Plant Food effect

Spikeweed draws in all zombies on its' lane into it and damages them at the same time, for a few seconds.

## Strategies

As of 1.6.1 update, spikeweed now does significantly less damage (40% damage reduction) for a cost reduction of 50 sun. As a result of that, this plant is more of a utility plant. This is a great counter to piano and Barrel zombies. Spikeweed is also pretty good at killing chickens (though not reliable, as some chicken may dodge it).

## Level Changes

**Spikeweed**

SUN COST: 50

RECHARGE: 7

TOUGHNESS: 100

DAMAGE: 6

FIRING COOLDOWN: 1.7

Spikeweeds destroy one rolling zombie and hurt any zombies that step on them.

Weakness: crushed by rolling zombiesSpecial: can't be eaten by zombiesSpecial: immune to frost
Nightshade

*Nightshades stab zombies with sharpened leaves.*

*For Nightshade, stabbing is a duty and a privilege. He comes from a long line of ardent stabbers, and his family counts three kings, four ambassadors and a president as among those proudly stabbed around.*

**Nightshade** is a Tier III plant. It stabs zombies with its' leaves, losing a leaf for every stab, dealing a considerable amount of damage. Once it has no leaves, it will not be able to attack nor grow them back.

## Plant Food effect

Nightshade regains its' leaves and shoots 3 empowered leaves dealing massive damage.

## Trivia

* If Nightshade fails to hit a zombie with its attack after winding it up, the attack will not be spent.

## Strategies

Nightshade is primarily an early game insta. At level 1, its three attacks can each kill a typical imp/basic, and two attacks can kill a conehead. Compared to other early game instas such as Potato Mine, Nightshade has a faster recharge and is able to spread its damage across multiple waves, making it more versatile against early waves of weaker zombies. However, it is less sun efficient as coneheads and most specials will require multiple attacks to kill. In the late game, Nightshade also has some utility - it can tack on decent damage to individual strong targets like Gargantuars, allowing it to compensate for insufficient single target damage. Overall, Nightshade provides a unique trade-off between early game and late game utility.
Nightshade's range extends slightly ahead of it, and it has to wind up briefly before using each attack. Thus, against certain zombies such as Excavators, Nightshade should be planted in advance and not directly in front of the zombie as it will be shoveled before it can kill the Excavator. In general, Nightshade should not be planted directly in front or on top of a zombie as its health is relatively low, and it can often be eaten before it expends its attacks. Leveled zombies can cause Nightshade to struggle as its inefficient damage output for the sun cost is further exacerbated, while alternate early game options like Potato Mine and Chili Bean are affected to a lesser extent.

In Jurassic Marsh, the fast paced early game with weak zombies is well suited for Nightshade, which can keep up with the waves and may help against Amberheads or Gargantuars in the late game. In Frostbite Caves, the opposite is true - the higher health zombies are harder for nightshade to deal with, and the slower pace means that alternative early game options can generally keep up. Worlds where sun is limited early on such as Dark Ages are also not ideal for Nightshade. Zombies like Explorers/Torchlights, Chicken Wranglers and Weasel Hoarders generally invalidate Nightshade.

## Level Changes

**Nightshade**

SUN COST: 75

RECHARGE: 15

STARTING RECHARGE: 60

TOUGHNESS: 30

DAMAGE: 150

RANGE: 1 Tile

Nightshades stab zombies with sharpened leaves.
Primal Potato Mine

*Primal Potato Mines do damage over a large area, but take a while to arm.*

*Primal Potato Mine doesn't consider himself to be primal. As far as he's concerned he's state-of-the-art. And who knows? Maybe he is.*

**Primal Potato Mine** is a Tier IV plant. It takes some time to arm up to then blow up a large area and deal great damage.

## Plant Food effect

Primal Potato Mine launches a copy of itself in a random unoccupied tile. Both the original and the copy are immediately armed.

## Strategy

Primal Potato Mine is an late game damaging insta with a large explosion area. Similarly to Explode-O-Nut, it is capable of damaging all five lanes at once if placed in lane 3. The potential reward when using it is very high: it deals enough damage to comfortably kill most zombies in range and deal substantial damage to zombies that survive. This makes it a strong and cost-effective tool against dense flag waves in longer levels, especially in strategies that struggle with crowd control. However, its arming time makes it tricky to set up, making it harder to use than alternatives like Grapeshot. It needs to be planted in advance, or alternatively Plant Food can be used to arm it instantly. In certain situations, detonating Primal Potato Mine may be an issue in itself, as a zombie may not be present at the desired time to trigger the mine. Overall, using this plant can be risky, but can also be very rewarding.

Primal Potato Mine may benefit from being paired with stalling plants. Not only do they allow Primal Potato Mine more time to arm, they can also group up zombies to maximize the damage output of Primal Potato Mine. In some situations, 'disposable' wall plants such as Wall-nut or Pumpkin may be planted in front of Primal Potato Mine to protect it while it arms, and can be shoveled when Primal Potato Mine needs to be detonated. Escape Root is a very effective pairing - Primal Potato Mines can be moved to the leftmost columns to arm safely, and then moved to the front lines to detonate when needed, effectively nullifying the main drawback of having to protect the plant while it is vulnerable in order to effectively use it.

Zombies that drop in mid-screen, such as Lost Pilots or Relic Hunters, may prematurely detonate Primal Potato Mine or destroy it before it arms. Similarly, certain worlds' ambushes, such as Ancient Egypt and Frostbite Caves, may interfere with Primal Potato Mine. Being a ground plant, it cannot be planted on Lily Pads, or on Pirate Seas' planks.

## Trivia

* From December 5th 2022 till December 12th 2022, Primal Potato Mine was featured in the Plant of the Week event.
	+ At the end of the event, it got the following permanent changes:
		- Recharge increased: 40 -> **50**.
		- Sun cost decreased: 250 -> **125**.
		- Arming time increased: 12 -> **16**.

## Level Changes

**Primal Potato Mine**

SUN COST: 125

RECHARGE: 50

TOUGHNESS: 50

DAMAGE: 600

ARMING TIME: 24

AREA: 5x6

Primal Potato Mines do damage over a large area, but take a while to arm.
Zombie/NMT Zombies

**V** • E

 Location
 Speed

## Neon Zombie

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

**Neon Zombie**

Regular music-loving neon mixtape zombie.

He's cutting down on his head-banging so as not to bang his head clean off.

 Location
 Speed

## 8-Bit Zombie

The **8-Bit Zombie** is Neon Mixtape Tour's 2nd variant of the Basic Zombie. It has no special abilities or properties. It can only be summoned by Arcade Zombie's Arcade.

**8-Bit Zombie**

Pixelated zombie generated by super cool arcade machine. Comes in regular, cone and bucket flavors.

Being made out of light and positional co-ordinates has no effect on this erzatz zombie's ravenous hunger for tangy brains.
Plant of the Week

>
> > "The PotW system allows me to promote underused plants, also serves as a place to test new balancing :)"
> >
> > -goodpea2
>
>

**Plant of the Week** (sometimes abbreviated to **PotW**) is an event which primarily serves to highlight underused plants.

### Overcharge

>
> > "introducing a new type of PotW: OVERCHARGE
> > during the event, you can have access to 1-more-than-MAX level plants with extreme stat buffs (literally p2w)"
> >
> > -goodpea2
>
>

**Overcharge** is an event which gives plants a (max lvl)+1th level which has extreme stat buffs. That level can be unlocked with lots of coins.

## Content

* Survival
	+ The plant will have its own survival with its own gimmicks and challenges.
* Stats
	+ Mutated
		- The plant will gain different stats in an attempt to rebalance it.
	+ Overcharged
		- The plant will gain extreme stat buffs, by increasing its level cap by 1 while having very expensive coin upgrade cost.
		- At the end of the event, the lvl 21 stats will return to lvl 20's stats.
* Dupe Packet
	+ The plant will have its own dupe packet in the Promotions Tab in Shop. They'll always have a limit of 1 purchase.
	+ The format used here is the following: 1 [Plant] dupe packet (x[seeds], [cost] [currency])
		- **Example**: 1 Peashooter dupe packet (x10, 400 )
			* *This means that there's a packet that costs 400 coins which only gives 10 Peashooters. It still has a limit of 1.*
* Coin Upgrading
	+ The plant will be upgradeable with coins, without using its seed packets, till its max level - 5.
* Quests
	+ The plant will gain some special quests you can complete for extra rewards.
* **Permanent effect**
	+ At the end of the Plant of the Week event, if it had Mutated Stats, the plant will keep the mutated stats with minor tweaks.

## Plant Schedule

The following table is ordered from newest to oldest in terms of date.

* **Text** - Active PoTW
* **Text** - Active Overcharge
* *Text* - Inactive PoTW
* *Text* - Inactive Overcharge

## Trivia

* In the week prior to the first Plant of the Week (namely 15/11/2022 - 22/11/2022), Peashooter had its level cap **permanently** extended from 20 to 25. In tandem with this change, upgrading Peashooter was changed to be done with coins and not packets up till level 20. This led directly into Moonflower's Plant of the Week in the following week.
	+ This change was a result from a poll that took place inside of gp2's server. There was an internal tie between the winners of a level duel contest so the community got to vote.
* Celery Stalker's PoTW ended 1 day earlier because the devs are working on a *"small" update*, according to DT.
* Imp Pear is the only plant that participated in Plant of the Week which couldn't be upgraded with coins nor be unlocked by buring a dupe packet for itself in shop.
	+ It's also the only plant that introduced a set of quests besides a rebeatable survival.
Pepper-pult

*Pepper-pults lob flaming peppers at zombies.*

*Some say Pepper-pult is a hot head. Some find his fiery disposition off-putting. But the truth is, he's just very focused and determined. He loves what he does. He appreciates everything he has. "I came from the weedy side of the lawn," Pepper-pult explains. "I worked hard to pull myself up by my roots. I'm a self-made pepper and I don't take a single thing for granted."*

**Pepper-pult** is a Tier II plant. It lobs flaming peppers that deal weak splash damage. It warms up nearby plants and it is immune to frost.

## Plant Food effect

Pepper-pult shoots 4 waves of massive flaming peppers at random zombies around the screen multiple times, sometimes targeting plants in an attempt to warm them up, dealing the exact splash damage as plant food projectile's damage. *(which is x3.33 of the plant's base damage)*

## Strategies

Pepper-pult deals decent single target damage for its cost. Its main strength lies in its splash damage, which although weak compared to alternatives like Dusk Lobber and Melon-pult, can add up if several Pepper-pults are used in conjunction. This splash damage allows it to remain relevant against denser waves.

Being a fire plant, Pepper-pult does not function well with plants that freeze or chill - alternative stallers like Sap-fling or Stunion should be considered. In Frostbite Caves, Pepper-pult provides warmth to surrounding plants, and is able to take advantage of the zombies' weakness to fire damage. Bugs are similarly weak to fire damage.

## Almanac Entry

**Pepper-pult**

SUN COST: 200

RECHARGE: 15

TOUGHNESS: 70

DAMAGE: 30

SPLASH DAMAGE: 5

FIRING COOLDOWN: 4

AREA: 3x3

Pepper-pults lob flaming peppers at zombies.

Special: immune to frost, warms nearby plants
Benji

**Benji**, an eight-year-old boy was introduced in Spring's Benji Brittney Baa, and has appeared on the show and in supplemental online videos.

Benji and Baa live in the same apartment building with their family, and both are members of the Power of We Club, where they discuss common interests and feelings about racism.

Benji's immediate family includes his parents and an older brother Kenji. His dad helps him create videos and computer games. His birthday is February 23rd.