Current location - Quotes Website - Personality signature - Plants vs. Zombies, please give me a picture guide
Plants vs. Zombies, please give me a picture guide

1. Plant information

1. Peashooter

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line directly in front

Fire interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted In grass/water lily/flower pot

2. Sunflower

Durability: 300

Critical point: 0

Production interval: 24 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Features: Produce a medium-sized sun (25 sun value) every 24 seconds

3. Cherry Bomb

Durability: 300

Critical point: 0

Attack: 1800

Range: Explodes a circle with itself as the center and a radius of 1.5 blocks

Preparation time: 1 second

Cooling time: 30 seconds

Can be planted in grass/water lilies/ Flower pot

4. Nuts

Durability: 4000

Critical point: 0

Cooling time: 30 seconds

Can be planted in grassland/water lilies/flower pots

5. Potato Mine

Durability: 300

Critical point: 0

Attack: 1800

Breaking time: 15 seconds (from placement to starting to break)

Preparation time: 1 second

Cooling time: 30 seconds

Can be planted in grass/flower pots

6. Ice Shooter

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line directly in front

Fire interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted On the grass/water lilies/flower pots

Characteristics: Each attack launches an ice pea and hits the target with an ice slowing effect that lasts for 10 seconds (the movement/attack speed of the slowed target is halved)

7. Big-mouthed Flower

Durability: 300

Critical Point: 0

Attack: 1800 vs. Giant 40

Range: About 1.5 blocks in front

Chewing time: 42 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

8. Dual shooters

Durability: 300

Critical point: 0

Attack: 20 (peas per shot)

Range: a whole row in front

Fire interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

9. Small Spray Mushroom

Durability: 300

Critical Point: 0

Attack: 20

Range: Positive 3 blocks in front

Fire interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

10. Sunshine Mushroom

Durability: 300

Critical point: 0

Production interval: 24 seconds

Growth time: 120 seconds ( From planting to growing into adults)

Cooling time: 7.5 seconds

Can be planted in grassland/water lilies/flower pots

Features: Larvae are produced every 24 seconds After the small sunshine (15 sunshine value) grows into an adult, it produces a sunshine every 24 seconds. The growth of the medium sunshine (25 sunshine value) does not reset the sunshine production time

11. Big Spraying Mushroom

Durable :300

Critical point: 0

Attack: 20

Range: about 4 squares directly in front

Shooting interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted

Planted in grass/water lilies/flower pots

Characteristics: Each attack emits a poisonous smoke (penetration effect)

12. Tombstone Devourer

Durable : 300

Critical point: 0

Devouring time: 4.5 seconds (from placement to removal of tombstone)

Cooling time: 7.5 seconds

Can only be planted on tombstones

Features: Remove tombstones and restore grassland

Features: Can be eaten by zombies when swallowed

13. Charm Mushroom

Durability: 300

Critical point: 0

Cooling time: 30 seconds

Can be planted in grassland/water lilies/flower pots

Characteristics: Hypnosis: Eat one of your own zombies to make it fight for you

Characteristics: Can sleep during the day

Note: The hypnotic effect is to force it to move to the right. It does not change direction, so there is no problem that miners will turn around and enter the house after eating it

Note: It is not effective for Gargantel, ice-making trucks, and catapults

14. Timid Mushroom

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line directly in front

Shooting interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Spray one for each attack Smoke bomb

Characteristics: Hide and stop attacking when a zombie appears within 1 block of itself

15. Ice mushroom

Durability: 300

Critical point: 0

Range: full screen 20 damage

Preparation time: 1 second

Cooling time: 50 seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Self-explosion causes 20 damage to full-screen zombies, freezes all freezeable target actions for 4 seconds, and then continues ice slowdown for 15 seconds

16. Destruction Mushroom

Durability: 300

Critical Point: 0

Attack: 1800

Range: 25 blocks

Preparation time: 1 second

Cooling time: 50 seconds

Can be planted in grass/water lilies/flower pots

Features: Will remain in place after explosion An explosion crater, the recovery time of the explosion crater is 180 seconds

17. Water lily

Durability: 300

Critical point: 0

Cooling Time: 7.5 seconds

Can only be planted on water surface

Characteristics: After planting on water surface, plants can be grown on water lilies

18. Wogua

Durability: 300

Attack: 1800

Range: a very small range behind you and 1.5 squares directly in front

Cooling time: 30 seconds

Can be planted in grass/water lilies/flower pots

19. Three-line shooter

Durability: 300

Critical point: 0

Attack: 20 (per pea)

Range: three entire rows directly in front of the own row and the two rows above and below

Attack interval: 1.4 seconds

Cooling time : 7.5 seconds

Can be planted in grass/water lilies/flower pots

20. Tangled water plants

Durability: 300

Critical point: 0

Attack: 1800

Range: a small area to the left and right of yourself

Cooling time: 30 seconds

Can only be planted on water

21. Hot Chili Pepper

Durability: 300

Critical Point: 0

Attack: 1800

Range: Own row

Preparation time: 1 second

Cooling time: 50 seconds

Can be planted in grass/water lilies/flower pots

22. Ground Thorn

Durability: 300

Critical point: 0<

/p>

Attack: 20

Range: own grid

Attack interval: 0.7 seconds

Cooling time: 7.5 seconds

Can only be planted in grassland

23, Torch Stump

Durability: 300

Critical point: 0

Cooling time: 7.5 Seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Overheating will turn ordinary peas passing by itself into fire peas (fire peas damage 40 per shot, and will have a small area after hitting the target) Splash splash damage 13)

Characteristics: Remove ice and turn ice peas that pass through it into ordinary peas, remove ice attributes

Characteristics: Open fog in a cross shape

24. High nuts

Durability: 8000

Critical point: 0

Damage point 1: (5333 in normal game)

Damage point 2: (2666 in normal game)

Cooling time: 30 seconds

Can be planted in grass/water lilies/flower pots

Features: Block zombies with high durability

25, Sea Mushroom

Durability: 300

Critical point: 0

Attack: 20

Range: 3 blocks directly in front

Attack interval: 1.4 seconds

Cooling time: 30 seconds

Can only be planted on the water surface

p>

26. Street Lamp Flower

Durability: 300

Critical point: 0

Cooling time: 30 seconds

Yes Planted in grass/water lilies/flower pots

Characteristics: Open fog in a 31-block range, allowing people to see the items in the jar clearly

27. Cactus

Durable : 300

Critical point: 0

Attack: 20

Range: a whole line directly in front

Attack interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Features: Fires a spiked bullet with each attack

Characteristics: Prioritize attacking balloons

28, Clover

Durability: 300

Preparation time: 0.5 seconds

Cooling time: 7.5 Seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Can blow away dense fog (the fog will spread to the left again after the fog dispelling time is 24 seconds) and balloon zombies

Characteristics: If bitten by a zombie, the preparation time will be skipped and the hair blow will be completed immediately

29. Pod Splitting Shooter

Durability: 300

Critical point: 0

Attack: 20x2/20

Range: own row

Attack interval: 1.4 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Each front attack fires one pea, and the back fires two peas each time (the forward and reverse attack rhythms are synchronized)

30. Star Fruit (Star Fruit)

Durability: 300

Critical Point: 0

Attack: 20x5

Range: Directly behind, directly above, directly below, forward obliquely upward and forward obliquely downward, as long as one of the five directions is short range, the others have no distance limit

Attack interval: 1.4 seconds

Cooling Time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

31. Pumpkin Head

Durability: 4000

Critical point : 0

Cooling time: 30 seconds

Can be planted in grassland/water lilies/flower pots/cattails

32. Magnetic mushrooms

Durability: 300

Critical point: 0

Range: itself is a circle with a center magnetic radius of about 3 blocks

Reabsorption time: 15 seconds

Cooling time: 7.5 seconds

Can be planted in grass

Ground/Water Lily/Flower Pot

33. Cabbage Pitcher

Durability: 300

Critical Point: 0

Attack: 40

p>

Range: a whole line in front

Attack interval: 2.9 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/ Flowerpot

Characteristics: Throws one cabbage per attack

Note: Throwing ignores the slope of the roof, and throwing plants can hit diving zombies

34. Flower pot

Durability: 300

Critical point: 0

Cooling time: 7.5 seconds

Can be planted on grass/roof

p>

35. Corn pitcher

Durability: 300

Critical point: 0

Attack: 20 (corn kernels)/40 (butter) butter The throwing probability is 25

Range: the entire line directly in front

Attack interval: 2.9 seconds

Cooling time: 7.5 seconds

Yes Planted in grass/water lilies/flower pots

Characteristics: Each attack throws a corn kernel and has a certain chance of throwing butter (the butter will immobilize the target and stop all movements of the target after hitting the target, and the immobilization lasts for 4 seconds)

36. Coffee beans

Durability: 300

Critical point: 0

Swallowed time: 1 second

Cooling Time: 7.5 seconds

Can only be planted on sleeping mushrooms

Characteristics: Wake up mushroom plants

Note: After swallowing coffee beans, the plants will An action of bouncing up and recovering (the action lasts 0.7 seconds). After completing this action, the plant is truly awakened

37. Garlic

Durability: 800

Cooling time : 7.5 seconds

Can be planted in grass/water lilies/flower pots

Features: Force zombies that have eaten themselves to redirect to an adjacent row

38 , Leaf umbrella

Durability: 300

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Features: Protect plants within 3 blocks of itself from being stolen by bungee jumping zombies and not being attacked by basketballs

39. Marigolds

Durability: 300

Critical Points: 0

Production interval: 24 seconds

Cooling time: 30 seconds

Can be planted in grass/water lilies/flower pots

Features: Produce one silver or gold coin every 24 seconds

40, watermelon pitcher

Durability: 300

Critical point: 0

Attack : 80 (watermelon bullet)/26 (splash)

Range: a whole line directly in front

Attack interval: 2.9 seconds

Cooling time: 7.5 seconds

Can be planted in grass/water lilies/flower pots

Characteristics: Each time you attack, throw a watermelon and it will shatter after hitting the target, causing splash damage to the surrounding area. The splash range is about 1* 3-block rectangle

The following are upgraded plants.

Planting method: Plant on plants that can be upgraded

In endless survival mode (EL), for each plant on the site, the price increases by 50 suns

41. Machine gun shooter

Durability: 300

Critical point: 0

Attack: 20 (per shot)

Range: Positive A whole row ahead

Attack interval: 1.4 seconds

Cooling time: 50 seconds

Can only be used to upgrade Repeater double-shot peas

Features: Shoots four peas per attack

42, Twin Sunflowers

Durability: 300

Critical point: 0

Production interval : 24 seconds

Cooling time: 50 seconds

Can only be used to upgrade Sunflower

Features: Produce two medium-sized sunbeams every 24 seconds

43. Melancholy Mushroom

Durability: 300

Critical Point: 0

Attack: 20 (each attack)

Range : The spray range is about 1.5 squares centered on itself

Attack interval: 1.9 seconds

Cooling time: 50 seconds

Can only be used to upgrade the Fume-shroom spray mushroom

Characteristics: Each attack sprays smoke four times in all directions (penetration effect)

Characteristics: Can sleep during the day

44. Cattail (Cattail) )

Durability: 300

Critical point: 0

Attack: 20 (per spike)

Range: Covers full screen

Attack interval: 1.4 seconds

Cooling time: 50 seconds

Can only be used to upgrade LilyPad

Features: Each attack fires two Each spike (two times can be aimed at different targets) has guidance properties

Characteristics: Prioritize attacking the target closest to itself, giving priority to balloons

45, Ice Melon

Durability: 300

Critical point: 0

Attack: 80 (Ice Melon Bullet)/26 (Splash)

Range: One full square ahead OK

Attack interval: 2.9 seconds

Cooling time: 7 seconds

Can only be used to upgrade Melon-pult watermelon pitcher

Features: Each attack throws an ice watermelon that hits the target and breaks into pieces, causing splash damage to the surroundings. The splash range is the same as the watermelon pitcher, with an ice slowing effect that lasts for 10 seconds

Planting method: Plant on the watermelon pitcher

In Endless Survival Mode (EL), for each plant on the site, the price increases by 50 Sunshine

46, Gold Magnet

Durability: 300

Critical point: 0

Range: full screen to attract gold

Reabsorption time: 6 seconds

Cooling time: 50 seconds

Only Can be used to upgrade Magnet-shroom

Characteristics: Absorb all coins in the screen (including silver coins/gold coins/diamonds) up to 5 at a time

Note: Gold magnets are not mushrooms Therefore, if you don’t need to sleep during the day, you can directly upgrade the sleeping magnet mushroom without using coffee beans to wake it up

47. Ground Thorn King

Durability: 450

Critical point : 1

Damage point 1: 300

Damage point 2: 150

Attack: 20 (each poke)

Attack Interval: 1 second

Cooling time: 50 seconds

Can only be used to upgrade ground thorns

Features: Will not be eaten by zombies. For zombies walking on you Zombies attack and stab twice with each attack

Characteristics: Has a special killing effect on car-type zombies

Characteristics: Immune to the instant kill effect of knocking/crush

p>

48. Corn Cannon

Durability: 300

<

p>Critical point: 0

Attack: 1800

Range: A circle with a radius of about 1.5 squares centered on the impact point of the cannonball

Attack interval: 35 Seconds (from releasing the crosshair to reloading)

Cooling time: 50 seconds

Can only be used to upgrade the Kernel-pult corn pitcher

Requires adjacent ones Two features of the corn pitcher

Features: manually fired, a corn shell will fall in the selected area, with powerful damage within the explosion range

Note: The time from releasing the aim to the shell landing is 4 Seconds

Endless survival mode, for each plant on the site, the price increases by 50 sunshine

49. Imitator (transforms into eggplant)

Durability: 300 ( After transformation, it is equivalent to the imitated card)

Critical point: 0 (same as above)

Transformation time: 3.2 seconds

Price: equal to the price of the imitated card

p>

Cooling time: equal to the cooling time of the imitated card

Characteristics: After the transformation of the imitated plant is completed, all attributes are reset to those of the imitated plant

Eight purple cards cannot be imitated. Upgraded plants cannot imitate themselves

Note: The cards imitated by imitators are called white cards

2. Zombie information

1. Zombies

The most common and common zombie, with low vitality and slow movement speed, can withstand up to ten pea attacks

Speed: about 4-7s to complete one grid (this is the common speed of zombies)

p>

Strongness: 200 70 (70 is the critical point value, the same below)

2. Flag-waving zombies

Represents a large number or a large "wave" The Arrival of Zombies

A flag zombie is an ordinary zombie holding a flag

It will appear first every time a zombie goes on a rampage

In addition to holding a flag Flag, slightly faster than ordinary zombies. Zombies die when the flag falls

Speed: about 3.7s to complete one grid

Strongness: 200 70

3 .Barricade Zombie

His conical barricade hat makes him twice as strong as a normal zombie. Zombies with roadblocks above their heads have medium vitality. Their vitality is 2.5 times that of ordinary zombies. Their moving speed is as slow as ordinary zombies. You need to knock down the roadblock to hurt the zombies

Speed: the general speed of zombies

Strength: 370 (Accessories) 200 70

4. Pole Zombie

Zombies holding poles have medium vitality and move fast when holding poles. The movement speed is slow, and the stunt is to use the pole to jump over the first obstacle (except for tall nuts)

Speed: about 2.5s to complete one grid before jumping; about 4-7s after jumping (floating pole) Large) Complete one square

Strength: 430 70

5. Iron Bucket Zombie

His iron bucket makes it particularly durable, and the iron bucket on his head Zombies have high vitality, 6.5 times that of ordinary zombies, and move slowly. The iron bucket above their heads can be sucked away by magnetic mushrooms. After losing the iron bucket, they become ordinary zombies.

Speed: General speed of zombies

Strength: 1100 200 70

Weakness: Magnetic Mushroom

6. Read the newspaper zombie

p>

His newspapers were able to provide limited defense. A zombie holding a newspaper will become angry if it is smashed. The resistance of the newspaper is low, and the zombie's vitality is low. The combined life of the two is slightly higher than that of ordinary zombies. It moves slowly with the newspaper and very fast without it. Throwing plants can jump over newspapers and attack zombies directly, and newspapers can remove the freezing effect.

Speed: The general speed of zombies when reading time; it takes about 1.8 seconds to complete one grid after a violent attack

Strength: 150 200 70

7. Iron gate Zombie

His iron gate is an effective shield. For zombies holding the iron gate, the iron gate will offset the slowing effect of SNOWPEA (it cannot offset ICESHROOM and WINTERMELON).

The iron gate has high resistance, but the zombies have low vitality. Their lives are equal to those of the iron bucket zombies, and their movement speed is slow. However, the iron gate cannot withstand the attacks of giant spray mushrooms and throwing plants. The iron gate can be sucked away by magnetic mushrooms

Speed: General speed of zombies

Strength: 1100 200 70

Weaknesses: Big Spray Mushroom, Magnetic Mushroom, Throwing Plants, Ground Thorn, Ground Thorn King , and Melancholy Mushroom

8. Football Zombie

Rugby Zombie has very high vitality and moves fast. The helmet can be sucked off by the magnetic mushroom. After losing the helmet, its life is the same as that of ordinary zombies.

Speed: about 2.5 seconds to complete one grid

Strongness: 1400 200 70

Weakness: Magnetic Mushroom

9. Dance King Zombie

The vitality of the King Zombie is medium, and its movement speed is fast at first and slow after summoning. Its characteristic is that it can summon four dancing zombies at regular intervals on its left, right, top and bottom. If you let it eat the Temptation Mushroom, the dancing zombies summoned will also fight for you. Due to protests from Michael Jackson's estate, in the 2010 version of Plants vs. Zombies, Lord of the Dance Zombies changed the image of MJ and transformed into a disco uncle, and his summons were moved one space to the right.

Speed: It takes about 1.2 seconds to complete one space during the space slide; it takes about 5.5 seconds to complete one space after the first summons

Strongness: 430 70

Features: Summon dancing zombies

Note: The King of Dance zombies and the four dancing dancers are faster. The actual walking speed is about 2.5s per square, but because they keep stopping to dance, the actual average speed is only 5.5s. One grid

10. Dancing Zombies

These zombies will dance to zombie rock, usually in groups of four. The dancing zombies have low vitality and slow movement speed. They will only appear along with the Dance King Zombie and help them attack the previous and next steps. After being killed, they will regenerate after the Dance King Zombie advances one space. In the new version, the image has also been changed to an uncle

Speed: about 5.5 seconds to complete one grid

Strength: 200 70

11. Duck Lifebuoy Zombie

p>

The duck lifebuoy here can make zombies float on the water. Ordinary zombies are in the water surface form, with low vitality and slow movement speed. There are some duck zombies wearing roadblocks and iron barrels, and their lives are equal to those of roadblock zombies and iron barrel zombies (in FINALWAVE, 3 coral zombies will appear in columns 6-9 of the waterway, which is a coral trio)

Speed: Universal speed of zombies

Strongness: Same as normal/roadblock/iron barrel zombies

Only appear in ponds

12. Diving zombies

Diving zombies can dive, zombies wearing diving goggles. Low vitality, slow movement speed, special skill is diving. When moving, it will not be attacked by peas, ground thorns, star fruits, and spores (but will be attacked by throwing and consumption types, such as watermelon and entangled seaweed). It can only eat plants. Only when the time comes

Speed: About 4 seconds to complete one grid

Strongness: 200 70

Features: Diving to avoid attacks

Only appears in ponds

13. Sleigh zombies

This kind of zombie will crush plants and pave skating paths. Zombies driving sleds have high vitality and can move Speed ??is medium. It will slow down due to the increase in moving distance. Its special skills are crushing plants and making ice. The ground that has made ice will no longer be usable unless you use hot peppers to clear the ice or wait for 30 seconds to automatically disappear. After each round of the game, it will automatically disappear. The ice path behind the wheel disappeared immediately.

Speed: It takes about 3-8 seconds to complete one grid (the ice car is fast when it comes out and it takes about 3 seconds to pass the first grid. There is an obvious deceleration process in the first four grids. After four grids, the speed drops to the minimum and stabilizes at 8s per grid)

Strongness: 1280 70

Features: Crush plants, leaving a skating path, which lasts for 30 seconds. In multiple rounds of the game, the ice will be frozen after each round. The road disappears immediately

Weakness: Killed by one hit from the ground stab

14. Sled zombie team

This kind of zombies come in groups of four. 4 zombies sitting on the sled will only appear on the ice after the sleigh zombies create ice. Each zombie has low health and the sled has low health. The stunt is to move on the ice. If there is no ice, the 4 zombies will get off. The car is beaten

Speed: about 1.2s per grid when the sled is pushing and sliding; the general speed of the zombies after abandoning the car

Strength: 200 70

Sled strength : 300

Features: Only appears on the ice track

15. Dolphin Zombie Rider

Dolphin Rider zombie rides a dolphin to break through the weak points of the pond's defense line. The zombie riding the zombie dolphin is actually the underwater version of the pole vaulting zombie. It has medium vitality. It moves very fast when riding the dolphin and very slowly when not riding it. Its stunt is to jump over the water. The 8th column from the left is the first. All obstacles except the high nut wall (do not jump over the entangled seaweed). After jumping over the first obstacle, the dolphin disappears and slows down

Speed: It takes about 0.8 seconds to complete the journey when riding a dolphin One grid; the general speed of zombies after jumping over obstacles

Strength: 430 70

Features: Jump over the first plant encountered and enter the water from the second grid

Only appears in ponds

16. Doll Box Zombie

This zombie holds an explosive box. The zombie holding Pandora's box has medium vitality and fast movement speed. Its special skill is that the box in its hand has a certain chance of self-destructing (the further to the left, the higher the chance. Normally it cannot touch the lawnmower or enter the house. But if Dr. Zombie puts it down Yes, that's fine), but when its head is knocked off or the box is sucked away, the box cannot explode. When the explosion occurs, all plants within 9 blocks around it are destroyed, and the box can be sucked away by the magnetic mushroom.

Speed: about 2.2 seconds to complete one grid

Strongness: 430 70

Features: The box will explode

Weakness: Magnetism Mushroom

17. Balloon Zombie

Balloon Zombie floats above the earth, aloof from attacks. Zombies with balloons tied to their bodies have low vitality, medium moving speed, and their special skill is flying. , when flying, he will not be attacked by pea throwing and other ground-based attacks, and will directly eat his brain. Only the thorns of cactus and cattails can pop his balloon and turn him into an ordinary zombie. If the balloon zombie appears on the water, it will be directly hit by the thorns. disappear, and the clover can blow it away directly

Speed: about 2.5s per grid when the balloon is flying; the general speed of zombies after being shot down

Strongness: 20 (balloon) 200 70

Features: Flying

Weaknesses: Cactus, clover, cattails, ash weapons

18. Miner zombies

This kind of zombie passes Dig the ground to get around the defenses.

The zombies turned into miners have medium vitality. They move fast when digging tunnels, but move very slowly normally. Their special skill is digging tunnels. After digging to the bottom, they will stand stiff for 3 seconds, and then turn back to eat all the plants along the way. If they are digging tunnels, If the tool is sucked away by the magnet, it will immediately drill out of the ground and eat it normally from right to left. In this case, the zombie will not be stiff when unearthed

Speed: about 1.2s per grid when digging; about 1.2 seconds per grid after being unearthed. Complete one grid in 7 seconds

Strength: 100 200 70

Characteristics: Dig a tunnel, then appear on the left side of the grass

Weakness: Crack shooter , star fruit, cattails, magnetic mushrooms, ash weapons, potato mines (unearthed, those not unearthed will be eaten)

19. Hopping zombies

Bouncing zombies can be jumped over Defense line, a zombie riding a jumping stick, with medium vitality, fast movement speed, and special skill of bouncing. It can continuously jump over the blockers, but it must jump twice in front of the blockers before jumping (except for the high nut wall). Jumping The rod can be sucked away by magnetic mushrooms

Speed: about 1.9s per square when bouncing; about 3.8s to complete one square after the bouncing rod is removed

Strongness: 430 70

Characteristics: Jump over plants

Weaknesses: Magnetic mushrooms, tall nuts

20. Zombie snowman

This type of zombie rarely appears , and often run away after a moment. It has high vitality and will not appear in the first round. It will appear in the second round and later levels 4-10. After that, it may appear almost anywhere. Special skill: run away after walking for a while. Killing this zombie will give you 4 diamonds, a rare and mysterious creature

Speed: It takes about 5 seconds to complete a grid when appearing; it takes about 2.1 seconds to complete a grid when escaping

Strength: 1280 70

Features: Appear for a moment, then run away

Features: Speed ??will slow down when killed

21. Bungee jumping zombie

Bungee zombies attack from the sky. As the name suggests, they are bungee jumping zombies with medium vitality. Their special skill is to grab the dropped objects (you can ignore the pumpkin set and give priority to the plants protected by the pumpkin), or in FINALWAVE Or 5-5 airdrop zombies (ordinary, roadblocks, iron barrels) appear directly in columns 5 to 9 of the field and can be bounced away by leaf umbrellas (this zombie occupies 3 horizontal grids)

Strongness: 450 (none) Critical Point)

Features: Fall from the sky, then steal a plant, or put down a zombie

Weakness: Leaf Umbrella

22. Escalator Zombies

p>

Escalator zombies can climb over obstacles.

The zombie holding a ladder has medium vitality. Its special skill is to put the ladder on the first defensive plant (nut wall, tall nut, pumpkin head), and it and the zombies behind it can climb over at will. The ladder can offset the snowflake peas. It can be sucked away by magnetic mushrooms. In addition to magnetic mushrooms, ladders placed on plants can also be washed away by explosive plants such as peppers. You can also use methods such as planting purple cards in pumpkins and shoveling plants to eliminate them

Speed: It takes about 2 seconds to complete one grid when holding a ladder; the general speed of zombies after the ladder is removed

Strongness: 500 430 70

Weaknesses: Big Spray Mushroom, Magnetic Mushroom

23. Catapult zombies

Zombies driving catapults have medium vitality and slow movement speed. Their special skill is to crush plants (drive in and crush 3 squares, and shoot 20 balls Or continue after there are no plants in the row) and attack the last plant in the straight line with the shooting ball. The shooting speed is 1.4 seconds per shot and the power is 20. Open the ground thorn and explode directly. The shooting can be blocked by the umbrella. After the basketball is thrown, drive in and crush the plant. Each time one is crushed, 200 blood will be deducted until it explodes

Speed: Complete one grid in about 2.5 seconds

Strongness: 780 70

Characteristics: Plant-oriented Throwing a basketball

Weaknesses: Leaf umbrella, one hit from the ground thorn will kill

24. Gargantelle

A very huge zombie with extremely high vitality. Its special skills are smashing plants and throwing imp zombies. Only the Ground Thorn King can withstand its attacks multiple times. Other plants will be killed in one hit, with a range of 2 squares (must-kill weapons such as melons and peppers)

Speed: Universal speed of zombies

Strongness: 3000 (no critical point)

25. Imp Zombie

Imp zombie is a type of zombie thrown by a giant zombie The little zombie was thrown by Gargantel. (When Gargant is knocked out of half of its health, it will not be thrown until it has passed 4.5 blocks. When Gargant has passed 4.5 blocks, it will not be thrown.)

Speed: The general speed of zombies in normal games; in puzzle mode, it takes about 1.9 seconds to complete one grid

Strongness: 200 70 (normal game)/70 (decryption mode)

26. Zombie King Doctor

The original name is "Edgar George Zomboss" (Edgar George Zomboss), the final BOSS.

Attack methods:

1. Release zombies

2. Release fireballs (can be eliminated with ice mushrooms)

3. Release ice balls (available Hot peppers must be eliminated in the same row)

4. Step on (deal with the plants in the third grid from right to left)

5. Throw the truck ( To deal with 6-square plants, the target is randomly selected, so be careful to leave some flower pots)

Strength: 40000 (5-10)/60000 (mini game)

27. Rampage Gar Gunther

The appearance of Gunther is basically the same as that of Gargantel, the only difference is that the color of the eyes is red. 3 deadly plants can blow it to ash and only appear in Endless Survival.

28. Pea Zombie

Attack: 20 (Pea)

Strength: 200 70

29 Nut Zombie

Strength: 1100 200 70

30 high-nut zombies

Strength: 2200 200 70

Note: Ember weapon attacks ignore jewelry and attack directly. Therefore, there will be a phenomenon where a melon cannot kill tall nut zombies, but an ash plant can destroy tall nut zombies.

31 Machine Gun Pea Zombies

Attack: 20 (peas/shot)

Strength: 200 70

32 Wogua Zombies

Characteristics: When encountering a plant, crush it directly (the pumpkin head is also squashed), after which the zombie dies

Speed: 2 times normal

Strong Degree: 200 70

33 Hot Chili Pepper Zombie

Characteristics: Explodes directly when encountering plants, killing all the plants in this line. If no plants are encountered, it will explode after walking 3 blocks. , after which the zombie dies

Strength: 200 70

3. Store information

1. The number of cells is expanded

You can increase the number of cells in each level The number of plant card slots allowed to play increases, starting from 6 slots, and can be increased to 10 slots at most. The higher the slot, the more expensive it becomes.

6to7:750

7to8:5000

8to9:20000

9to10:80000

2. Pond Cleaning Vehicle

Replace the small vehicle guarding the pond in the level with a pond with a pond cleaning vehicle, so that the range of zombies cleaning the pond changes from one grid to one row (zombiees that have appeared but have not yet entered the water are invalid).

2 vehicles per level

Price 1000

3. Grass rake

Can instantly kill the first zombie that appears and automatically determine The location where the first zombie appears.

You can use 3 levels, the price is 200

4. Roof Cart

Cleaning trucks can be added to the entire front line. When the enemy approaches, the zombies on the front line can be eliminated. .

Continuous use of the entire front,

price 3000

5. Machine gun shooter

The machine gun shooter can be used in battle

6. Twin Sunflowers

You can use Twin Sunflowers in battle

7. Melancholic Mushrooms

You can use Melancholic Mushrooms in battle

8. Cattail Grass

You can use Cattail Grass in battle

9. Ground Thorn King

You can use Ground Thorn in battle. King

10. Gold magnet

Can use gold magnet in battle

11. Ice watermelon

Can use ice in battle Melon Pitcher

12. Corn Cannon

You can use the Corn Cannon in battle

13. Transform into Eggplant

Hide the card and you can You can use two seeds of the same plant in one level

Price 30,000

14. Nut Bandaging Technique

You can plant new ones on broken nuts Nuts, avoid the trouble of digging them up and planting them again

15. Marigolds

Buy a pot of marigolds and plant them in the Zen Garden. Only 3 pots are sold every day

16. The golden kettle

can water 4 plants at the same time (these 4 plants must be placed in a field shape to be watered)

17. Plant fertilizer

Used on plants to make them grow.

Buy 5 packs at a time and have a maximum of 20 packs

18. Insecticides

Used on plants when they are about to mature or maintain vitality. Buy 5 packs at a time and have a maximum of 20 packs.

Possess 20 packs

19. Gramophone

Used for plants, used when plants are about to mature or maintain vitality. Permanent props

20. Gardening gloves

You can move the position of the plants as you like and use them in ZenGarden

21. Mushroom Garden

You can use the mushroom garden to grow mushroom plants. After purchasing, you can Each garden will open a switching button

22. Aquarium

You can use the aquarium to grow aquatic plants, and you can switch between gardens after purchasing

23 , snails

You can pick up silver coins, gold coins and diamonds spit out by plants in the garden

(It will go to sleep after 3 minutes, click to wake up and work, feed a plate of chocolate to speed up and Can work for 1 hour)

24. Wisdom Tree

You can plant wisdom trees. Whenever the tree of wisdom grows to a certain level, it will tell you some game tips and cheats

25. Wisdom tree fertilizer

Necessities for the growth of wisdom trees, which can make the tree taller and more beautiful, and tell you more secrets in the game

4. Garden information

Zen Garden is a mode unlocked after passing Adventure Mode 5-4. This mode includes four scenes: Sunshine Garden (Zen Garden), Mushroom Garden, Aquarium, and Wisdom Tree Garden.

The picture cannot be uploaded; check the price in the game’s picture book.