Plants vs. Zombies Character Creator Wiki
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Plants vs. Zombies Character Creator Wiki

Plants are living organisms that belong to the Plantae kingdom, obtaining most of their energy from sun (which is used to plant them, as you may have already guessed) through the wonderful process of photosynthesis. These valiant veggies are your only defense against the undead assailants you'll battle in Wildside. Plants have base features and mechanics, and they have Gear - Gear is sort of like an unlockable alternate upgrade that can be equipped to improve a plant's effectiveness in gameplay.

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PLANTS
ZOMBIES
RAID ZOMBIES

All percentage-based damage increases for plants are rounded to the nearest multiple of 5, and the nearest multiple of 25 for plant health. This is to prevent ugly numbers that don't divide into each other. In addition, all plant attacks or abilities (for example, Peashooter shooting peas or Sunflower producing sun) have some degree of randomness (around +/-15% or so) built into them to stop things from looking too robotic.

Special keywords:
Note that the word "attack" extends to things like producing sun for example.

  • Activation keywords
    • DROP: DROP activates right when the plant is planted on the lawn.
      • Example: DROP: Begins writing a book.
    • RUMBLE X: RUMBLE activates for every X zombies that the plant defeats.
      • Example: RUMBLE 3: Continues writing a book.
    • ECHO X: ECHO activates with every X attacks that the plant uses.
      • Example: ECHO 2: Consults a friend for help.
    • CHARGE X: CHARGE activates after the plant does nothing for X seconds.
      • Example: CHARGE 10: Waits for the friend to respond.
    • TANK X: TANK activates for every X damage that the plant suffers.
      • Example: TANK 500: Pings friends again for a response.
    • FLAG: FLAG activates when a Flag Zombie (and a huge wave) appears.
      • Example: FLAG: Peer-reviews book with friends.
    • RATTLE: RATTLE activates when the plant is defeated.
      • Example: RATTLE: Publishes the highly-anticipated book.
  • Effect keywords
    • STUN: Stops zombie movement, attacking, and abilities for what is usually a short time.
    • CHILL: Slows down the affected zombie by 50%, including both movement and attack speed.
    • STALL: Slows down the affected zombie by 50%, like CHILL but not dispelled by heat.
  • Plant tags
    • WSAquatic: Can be planted on water only
    • WSAmphibious: Can be planted on land and water
    • WSTeamwork: Can be planted on other plants
    • WSAntiAir: Is able to target flying zombies
    • WSNocturnal: Will fall asleep during the day
    • WSTall: Can't be vaulted or flown over
    • WSLow: Short plants considered to be low

Peashooter OVERVIEW STATISTICS
Peashooter3
Last seen at Start
Peashooters shoot peas down their lane, dealing relatively low but consistent damage to anything they happen to hit. However, they're unable to do much of anything against stuff in the air.
Sun Cost: 100
Recharge: 6s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Peashooter has loads of questions about the Bloomlands, how he got here, where all those zombies are coming from, why burritos are SO DANG GOOD, how Sunflower's production speed got nerfed twice, and where Dublin fits into the global energy crisis. He doesn't let those swirling questions get in the way of his awesome peashooting, though!
1. FLAG: Gains 50% faster attack speed for 15s.
2. RUMBLE 1: Fires a volley of 5 peas.
3. Deals +5 damage to zombies with armor.

Sunflower OVERVIEW STATISTICS
Sunflower3
Last seen at Level 1-1
Sunflowers periodically generate sun, which you can pick up and then use to plant your defenses. This means that they're essential for starting up your economy.
Sun Cost: 50
Recharge: 8s
Health: 250
Sun Production: 25
Production Speed: 30s
ALMANAC ENTRY GEAR
Sunflower produces sun at a moderate rate because, frankly, producing anything else would just be silly. Producing waffles? Irrelevant. Producing moon? Illogical. Producing nuclear weapons capable of immediately destroying every single zombie within a radius of several miles? Useful, but there's not enough in the budget for that.
1. ECHO 3: Produces 50 sun instead of 25.
2. ECHO 1: Instantly completes recharge.
3. Produces 75% faster when under 100 sun.

Wall-nut OVERVIEW STATISTICS
Wall-nut3
Last seen at Level 1-2
Wall-nuts are high-durability walls that can hold zombies off for quite a while, but may run into some difficulties if there's an especially large group of zombies coming their way.
Sun Cost: 50
Recharge: 30s
Targets: Ground
Health: 4000
Range: Contact
ALMANAC ENTRY GEAR
Everyone thinks of Wall-nut as the stone-faced guy who keeps zombies at bay with his hard shell. However, he's so much more than that. He plays the flute, has a wife and kids, and has very strong opinions regarding your outfit today.
1. Gains +800 health for a total of 4800.
2. Pushes attackers back 1 tile upon degrade.
3. RATTLE: Rolls down the lane, dealing 50 damage.

Bonk Choy OVERVIEW STATISTICS
Bonk Choy3
Last seen at Level 1-3
Bonk Choys rapidly punch zombies that get too close to them, and are capable of dealing with zombies that are in front of them as well as zombies that end up behind them.
Sun Cost: 150
Recharge: 10s
Targets: Ground
Health: 250
Damage: 5
DPS: 10
Attack Speed: 0.5s
Range: 1 (ahead and behind)
ALMANAC ENTRY GEAR
In recent times, it's become increasingly difficult for the other plants to believe that Bonk Choy's so-called "Furious Fists" are really furious at all. Just look at them. Do those puny little finaglers look angry? No, they're just disappointed. They make for great father figures though - perhaps Bonk Choy needs to see a doctor.
1. ECHO 1: Restores 25 of his lost health.
2. RUMBLE 3: Gains 2x faster attack speed for 4s.
3. Deals +5 damage when attacking from behind.

Squash OVERVIEW STATISTICS
Squash3
Last seen at Level 1-4
Squashes leap into the air in a show of grace and land on the first zombie that approaches them. Other zombies on the tile will also suffer damage.
Sun Cost: 75
Recharge: 20s
Targets: Ground
Health: 250
Area Damage: 1000
Ability Delay: 1s
Range: 1 (ahead and behind)
Area: Tile
ALMANAC ENTRY GEAR
Squash might look like a grump, but he's ready to jump! On top of the zombies! They will be flattened into little pancakes of misery and suffering. Maybe just misery - there's not a lot of money in the budget.
1. Attack range raised from 1 to 3.
2. Deals 40 damage to tiles neighboring the target.
3. RUMBLE 1: Recharge time reduced by 1s.

Cabbage-pult OVERVIEW STATISTICS
Cabbage-pult2
Last seen at Level 1-5
Cabbage-pults fling heavy cabbages at zombies that deal a significant amount of damage, and are capable of targeting flying foes.
Targets flying zombies
Sun Cost: 125
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 30
DPS: 7.5
Attack Speed: 4s
Range: Lane
ALMANAC ENTRY GEAR
Cabbage-pult wishes he could throw something with a bit of a bigger impact. Something like a giant rocket with nuclear capabilities. That would really show the zombies! Unfortunately, Cabbage-pult would need to get a license for that - and after what he's done there's no way they'd ever give him one. Not in a hundred years. Not in a thousand years. Not in 2 million quadragintillion ducentillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion millinillion years.
1. Deals +10 damage to enemies less than 4 tiles away.
2. CHARGE 10: Next attack inflicts STUN for 6s.
3. ECHO 4: Attacks down 3 lanes instead of 1.

Potato Mine OVERVIEW STATISTICS
Potato Mine2
Last seen at Level 1-9
Potato Mines explode violently when a foolish zombie steps on them, but are vulnerable while taking time to arm.
Shorter and harder to attack
Sun Cost: 25
Recharge: 20s
Targets: Ground
Health: 250
Area Damage: 500
Arming Time: 15s
Range: Contact
Area: Tile
ALMANAC ENTRY GEAR
Potato Mine doesn't have a clue why the zombies don't just walk around him. He's not even hiding that well, he's got a big flashing red light that screams "THIS IS A BOMB" and yet they still keep falling for it.
1. CHARGE 15: Raises area from Tile to 3x3.
2. Gains stealth when arming underground.
3. Arming time reduced from 15s to 10s.

Repeater OVERVIEW STATISTICS
Repeater2
Last seen at Level 1-13
Repeaters fire volleys of two peas at a time instead of just a single pea, making them better for taking down armored threats.
Sun Cost: 200
Recharge: 10s
Targets: Ground
Health: 250
Damage: 10*2
DPS: 10
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Repeater always puts in double the effort when he fights zombies. "It's it's just just the the right right thing thing to to do do." He explains.
1. FLAG: Gains 25% faster attack speed, up to 100%.
2. ECHO 2: Next attack shoots 3 peas instead of 2.
3. DROP: Fires a dense volley of 30 peas over 2s.

Venus Flytrap OVERVIEW STATISTICS
WSPlant2
Last seen at Level 1-16
Venus Flytraps snare and heavily damage the first zombie that steps on them for a short time, preventing them from moving or using any of their abilities.
Shorter and harder to attack
Sun Cost: 0
Recharge: 20s
Targets: Ground
Damage: 65
Range: Contact
Stun Duration: 16s
ALMANAC ENTRY GEAR
Venus Flytrap LOVES her job. She wakes up in the morning ready to go and completely prepared to go snare some zombies whilst permanently crippling them. She insisted we say "whilst". We insisted she stop committing horrific war crimes against the zombies. Nobody's come out on top yet.
1. Stuns other zombies in a 0.5-tile area.
2. Deals +85 damage to armored zombies.
3. STUNS armored zombies for an extra 6s.

Cherry Bomb OVERVIEW STATISTICS
Cherry Bomb2
Last seen at Level 1-20
Cherry Bombs explode in a large area when planted, dealing a colossal amount of damage to any zombies or grid items caught in the blast.
Targets flying zombies
Sun Cost: 175
Recharge: 60s
Targets: Air & Ground
Area Damage: 1000
Ability Delay: 2s
Area: 3x3
ALMANAC ENTRY GEAR
Cherry Bomb's been feeling a bit more explody lately. Why? Well, nobody's really sure. Maybe it's the brisk autumn breeze making them feel on edge. Huh? It's summer? Well, maybe it's jealousy over Grapeshot. Grapeshot died in the fire? Oh geez. The government is trying to get him? No? Cherry Bomb is a law abiding citizen? There's nothing behind my back. I'm not here to deport Cherry Bomb, please stop asking. Hey what are you doing oh no hello Cherry Bomb I'M SO SORRY NOOOOOOOOOO
1. Explosion knocks zombies back 2 tiles.
2. Ignites zombies for +300 damage over 10s.
3. Deals 75 damage in a 5x5 shockwave area.

Tumbleweeds OVERVIEW STATISTICS
Tumbleweed2
Last seen at Level 1-25
Tumbleweeds consist of a group of three Tumbleweeds that zoom down their lane when planted, bouncing off any number of zombies while also knocking them back a short distance.
Sun Cost: 50
Recharge: 14s
Damage: 30*3
Max Bounces: Infinite
Deploy Delay: 1.4s
Tumbleweed Count: 3
Delay Between Spawns: 0.4s
Total Release Delay: 2.25s
Knockback Distance: 0.25
ALMANAC ENTRY GEAR
Tumbleweeds like to roll away from life's problems. Their taxes are four months overdue, but they just keep evading the authorities. They're fugitives from the law. They're also really great storytellers.
1. Gains +10 damage after each bounce.
2. Knockback raised from 0.25 to 0.35.
3. Initial impact deals +30 damage.

Spikeweed OVERVIEW STATISTICS
Spikeweed2
Last seen at Level 1-31
Spikeweeds constantly damage zombies that walk on top of them, while being safe from most zombie melee attacks.
Shorter and harder to attack
Sun Cost: 75
Recharge: 8s
Targets: Ground
Health: 250
Damage: 5
DPS: 10
Attack Speed: 0.5s
Range: Tile
Zombie Slow: 15%
ALMANAC ENTRY GEAR
Spikeweed feels like he's a super avoidable obstacle. Why don't the zombies just look down? He's not particularly small. They should be able to see him down there. He's got big spikes. He's got big eyes. "They're just kind of dumb, I guess," Spikeweed weeds. "Though I don't know what I expected from zombies."
1. Gains +5% attack speed per zombie on tile, up to +50%.
2. Zombie speed reduction raised from 15% to 25%.
3. ECHO 5: Next attack affects the entire lane.

Spring Bean OVERVIEW STATISTICS
Spring Bean2
Last seen at Gates and Trials
Spring Beans launch the first zombie that steps on them all the way to the right side of the lawn, then cool down for a short time.
Shorter and harder to attack
Sun Cost: 50
Recharge: 10s
Targets: Ground
Health: 250
Ability Cooldown: 15s
Range: Contact
ALMANAC ENTRY GEAR
Spring Bean is a spritely fellow, always willing to help keep those filthy zombies off your lawn. Spring Beam would like to assist you in the construction of a lovely cabin in the woods, but he's booked for the foreseeable future with outhouses. Spring Mean thoughts you're cottage cheese and that you smell. Spring Seen leaves your texts on read. Spring Lean is purple. Spring Peen has been banned from all libraries and fine dining establishments, much to his dismay. "It's unfair but reasonable," he says.
1. Ability cooldown reduced from 15s to 11s.
2. Deals 50 damage to zombies bounced away.
3. DROP: Bounces 3 zombies before resting.

Pea-nut OVERVIEW STATISTICS
Pea-nut2
Last seen at Gates and Trials
Pea-nuts absorb tons of damage and shoot peas at zombies in their lane. As they degrade, they shoot faster and faster.
Sun Cost: 150
Recharge: 20s
Targets: Ground
Health: 3000
Damage: 10
Attack Speed I: 2s
Attack Speed II: 1.5s
Attack Speed III: 1s
DPS I: 5
DPS II: 6.7
DPS III: 10
HP Degrade Rate: 1000
Range: Lane
ALMANAC ENTRY GEAR
Pea-nut has been neglected for far too long. The countless days of waiting for an Almanac Entry only to be forgotten and left alone has gotten to him. "I am hated and unloved," he says, whimpering and rocking himself back and forth as his eye twitches. "They do not care about me. Well, I don't need them at all. Not one bit. I'll show them. Yes, yes, I'll show ALL of them!"
1. Gains +50% attack speed for 3s upon degrade.
2. TANK 250: Does a bonus attack.
3. DROP & RATTLE: Fires volley of 20 peas.

Bombegranate OVERVIEW STATISTICS
Bombegranate2
Last seen at Gates and Trials
Bombegranate explode for reasonable damage in a large area when planted, leaving behind seeds which explode when zombies step on them.
Sun Cost: 100
Recharge: 22s
Targets: Ground
Damage: 100
Seed Count: 9x
Seed Damage: 50
Ability Delay: 0.25s
Area: 3x3
ALMANAC ENTRY GEAR
Bombegranate is eager to "sow the seeds", if you catch my drift. She's ready to start a family. Folks tell her to slow down, but she doesn't want to. "I understand that it might be alarming to some that I'm so interesting in bringing little seedy babies into this world, but I can assure everyone that I've made sure to do the correct amount of research and believe that I'm ready to assume a motherly role," she says calmly. "Amogus."
1. Deals +200 damage to zombies on the Tile.
2. Seed explosion damage raised from 50 to 65.
3. Seeds can stack up to three times per Tile.

Grave Buster OVERVIEW STATISTICS
Grave Buster1
Last seen at Level 2-1
Grave Busters destroy the tombstone (or any grid item for that matter) they're planted on, and demolish it over a few moments.
Sun Cost: 50
Recharge: 10s
Targets: Gravestones
Health: 125
Range: Tile
Area: Tile
Bust Time: 6s
ALMANAC ENTRY GEAR
Grave Buster doesn't "bust" graves as much as he "makes graves into a fine cuisine, best enjoyed with a glass of red wine and appropriate cutlery."
1. Gains +875 health for a total of 1000.
2. Drops 25 sun upon removing obstacle.
3. Bust time reduced from 6s to 1s.

Puff-shroom OVERVIEW STATISTICS
Puff-shroom2
Last seen at Level 2-3
Puff-shrooms are completely free to plant, but only last for a limited time and have limited range. You can plant up to four Puff-shrooms on the same tile.
Sleeps during the dayShorter and harder to attack
Sun Cost: 0
Recharge: 10s
Targets: Ground
Health: 250
Damage: 5
DPS: 5
Attack Speed: 1s
Range: 2
ALMANAC ENTRY GEAR
Puff-shroom always plans thoroughly ahead of time. He's planned out his entire life - but nobody has had the heart to tell him that he'll disappear in a minute or so anyway.
1. Max stacks per tile raised from 4 to 5.
2. Full stacks have range raised from 2 to 3.
3. Gains +50 health per Puff-shroom on tile.

Sun-shroom OVERVIEW STATISTICS
Sun-shroom2
Last seen at Level 2-6
Sun-shrooms start off producing sun rather slowly, but they will grow up after a while which speeds up production.
Sleeps during the day
Sun Cost: 25
Recharge: 8s
Health: 250/500
Sun Production: 25
Production Speed: 40/20s
Growing Time: 85s
ALMANAC ENTRY GEAR
Sun-shroom cannot stand you. He hates you more than anything and when you start to build up in his memory, he just does everything to get it out as soon as possible. To him, you are nasty and should be avoided at all costs. It's unfortunate that you are real.
1. Grows 25% faster when seed packet is recharged.
2. Grows again after 80s, producing every 10s.
3. Production speed before and after growing swap.

Fume-shroom OVERVIEW STATISTICS
Fume-shroom2
Last seen at Level 2-9
Fume-shrooms hit any and all zombies in their range with heavy spore fumes that push them back slightly.
Targets flying zombiesSleeps during the day
Sun Cost: 125
Recharge: 10s
Targets: Air & Ground
Health: 250
Damage: 20
DPS: 5.3
Attack Speed: 3.75s
Range: 4
Area: 4
Knockback Distance: 0.3
ALMANAC ENTRY GEAR
Fume-shroom stares down Conehead Zombie, specifically, with a terrifying presence. "You know I'm going to blow you," he glares. "I'm going to blow you and there will be fumes everywhere. It will take weeks for the cleanup crew to mop it all up. The fumes will seep into the carpets and the floors and the walls and most importantly your soul." Conehead Zombie stumbles back and blushes. No one has ever made such an offer before. He doesn't know what to do. It's a lot of pressure.
1. RUMBLE 4: Next attack is instant.
2. Deals +10 damage up to 2 tiles away.
3. SLASH 3: Next attack gains +1.7 tile pushback.

Hypno-shroom OVERVIEW STATISTICS
Hypno-shroom2
Last seen at Level 2-12
Hypno-shrooms hypnotize the zombie that eats them, making them turn around and fight for you with bonus health.
Sleeps during the day
Sun Cost: 75
Recharge: 14s
Targets: Ground
Health: 25
Zombie Heal: 125%
Range: Contact
ALMANAC ENTRY GEAR
When Hypno-shroom hypnotizes a zombie, he doesn't just change their opinions on plants and zombies. He erases everything, wipes all of their memories, and turns them into a soulless being with one goal: extinction.
1. Hypno'd zombies produce 25 sun every 30s.
2. Hypno'd zombies gain 75% lifesteal from dealt damage.
3. Hypno'd zombies hypnotize defeated zombies with 50% health.

Plus-shroom OVERVIEW STATISTICS
WSPlant
Last seen at Level 2-15
Plus-shrooms explode when planted, dealing moderate damage and knocking zombies back. In addition, empty tiles in the area will be miraculously filled with Puff-shrooms.
Sleeps during the day
Sun Cost: 75
Recharge: 30s
Targets: Ground
Damage: 100
Explosion Area: 3x3
Explosion Knockback: 0.75
Unit Spawned: Puff-shroom
ALMANAC ENTRY GEAR
Plus-shroom generates Puff-shrooms out of thin air, which is super useful! He wishes he could generate more things out of thin air, like money, food, water, and bombs. So many bombs. "If we could just bomb the zombies endlessly, life would be easier," he laments. "Oh well, at least we have a bunch of Puff-shrooms."
1. Extra Puff-shrooms from defeated zombies.
2. Knockback distance raised from 0.75 to 2.
3. Explosion area raised from 3x3 to 5x3.

Scaredy-shroom OVERVIEW STATISTICS
Scaredy-shroom1
Last seen at Level 2-18
Scaredy-shrooms shoot powerful spores with deadly effect, but they'll hide when the zombies get too close.
Sleeps during the dayShorter and harder to attack
Sun Cost: 50
Recharge: 8s
Targets: Ground
Health: 250
Damage: 65
DPS: 7.2
Attack Speed: 9s
Range: Lane
Hiding Range: 5x3
ALMANAC ENTRY GEAR
"Please never take me kayaking again," says Scaredy-shroom, holding a broken oar. "I hope whoever Shadow Peashooter is enjoyed the zombies, but at this point I'd rather have them then see the yellow of my kayak again."
1. After hiding, next attack inflicts STUN for 5s.
2. Gains +450 health for a total of 600.
3. ECHO 3: Next attack pierces 2 zombies.

Smoosh-shroom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 2-21
Smoosh-shrooms pound the ground when tapped, then have to reload for a while. While armed, they charge up their attack for bonus damage.
Sleeps during the day
Sun Cost: 225
Recharge: 30s
Targets: Ground
Health: 250
Area Damage: 100
Area: 3x3
Damage Gain: +10
Damage Gain Rate: 1s
Max Total Damage: 250
Ability Cooldown: 14s
ALMANAC ENTRY GEAR
Smoosh-shroom might look stupid, but that's not very polite. The proper term is "cognitively challenged."
1. Max damage raised from 250 to 350.
2. RUMBLE 5: Next attack instantly gains +50 damage.
3. Inflicts STUN for up to 4s based on charge.

Spore-shroom OVERVIEW STATISTICS
Spore-shroom2
Last seen at Level 2-25
Spore-shrooms mark zombies they hit, causing them to make another Spore-shroom on their tile when they are defeated.
Targets flying zombiesSleeps during the day
Sun Cost: 200
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 40
DPS: 10
Attack Speed: 4s
Range: Lane
ALMANAC ENTRY GEAR
Spore-shroom has a deadly fear of the number zero. "What happens if I defeat zero zombies? Anything times zero is zero. I'll turn into nothingness! AAAAAAAAAAAAAAAA!"
1. Marked zombies spread mark to others.
2. DROP: Next attack gains +35 damage.
3. Marked zombies suffer 25% more damage.

Witch Hazel OVERVIEW STATISTICS
Witch Hazel2
Last seen at Level 2-28
Witch Hazels blast zombies closest to them using magic energy, turning them into Puff-shrooms. Fears repercussions of blasting foes that are too strong.
Sun Cost: 200
Recharge: 26s
Targets: Ground
Damage: One-shot
Unit Spawned: Puff-shroom
Range: Three lanes
Ability Cooldown: 17s
ALMANAC ENTRY GEAR
Witch Hazel wishes her Puff-shrooms would leave her alone sometimes. She can't go ANYWHERE without them following her along. It's almost as if she's constantly summoning them or something.
1. Cooldown reduced from 17s to 11s.
2. ECHO 4: Next attack targets 2 zombies.
3. Transforms zombies into Hypno-shrooms.

Starfruit OVERVIEW STATISTICS
Starfruit2
Last seen at Level 2-31
Starfruits fire stars down 5 directions, allowing them to hit zombies all around them.
Sun Cost: 150
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
DPS: 5.7
Attack Speed: 1.75s
Range: 5 directions
ALMANAC ENTRY GEAR
Starfruit's previous job experience between the time travel shenanigans and wilderness exploration includes, but isn't limited to: lamp shade, wall decor, life preserver, building block, ninja weapon, doorstop, clothing designer, and zombie disliker.
1. Fires 8 stars at a time instead of 5.
2. Next attack is instant if all 5 stars connect.
3. Projectile size raised by 40%.

Magnet-shroom OVERVIEW STATISTICS
Magnet-shroom2
Last seen at Level 2-34
Magnet-shrooms steal magnetic items from the closest zombie to them every so often, compressing them down into nothingness.
Targets flying zombiesSleeps during the day
Sun Cost: 100
Recharge: 22s
Targets: Air & Ground
Health: 250
Range: Everywhere
Ability Cooldown: 12s
ALMANAC ENTRY GEAR
Magnet-shroom doesn't even have the decency to keep their stolen object out of sight. The poor zombies just have to watch as their prized possessions are ripped from them and slowly obliterated.
1. ECHO 4: Produces a total of 50 sun.
2. ECHO 2: Steals 2 items at once.
3. DROP: Steals 3 items immediately.

Vamporcini OVERVIEW STATISTICS
Vamporcini2
Last seen at Gates and Trials
Vamporcinis constantly drain health from nearby zombies, converting it into additional health for themselves. They can also be planted on top of other mushrooms - sleeping or awake - to wake up during the day and gain faster drainage.
Targets flying zombiesSleeps during the day
Sun Cost: 100
Recharge: 22s
Targets: Ground
Health: 250
Attack Speed: 0.5s
Damage: 5
Health Gain: 10
DPS: 10
HPS: 20
Boosted Attack Speed: 0.25s
Boosted DPS: 20
Boosted HPS: 40
Area: 3x3
ALMANAC ENTRY GEAR
My favorite part of PvZ Wildside was when Vamporcini said "It's vampin' time!" and vamp'd all over the floor. It was truly one of the moments of all time. Closely following that one time Chomper stuck Snapdragon in his mouth and started gargling. It's... difficult to top that one.
1. Gains +1200 starting health if evolved.
2. DROP: Effect area raised to 5x5 for 15s.
3. RUMBLE 1: Gains an additional 200 health.

Coffee Bean OVERVIEW STATISTICS
Coffee Bean1
Last seen at Gates and Trials
Coffee Beans can be planted on mushrooms to wake them up, allowing you to use them in levels where you otherwise wouldn't be able to.
Sun Cost: 50
Recharge: 8s
Targets: Mushroom
ALMANAC ENTRY GEAR
Coffee Bean has been awake for the past three months. "HEEBEEJEEBIES," he cries. "MY CAHOONIES AND JAMBOREE ARE NAUGHT!" He's about to explode.
1. Mushroom's recharge timer is reduced by 50%.
2. Mushroom gains +50% attack speed for 5s.
3. Mushroom gains +150 health.

Stone-shroom OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Stone-shrooms lay low and release jagged stones which float in air nearby and deal damage upon contact with a zombie. Jagged stones that are close to a zombie but not quite touching will be slowly pulled in. When planted, they get faster stone production for a short time.
Sleeps during the dayShorter and harder to attack
Sun Cost: 225
Recharge: 14s
Targets: Ground
Health: 250
Damage: 25
Production Speed: 3s
Boosted Production: 2s
Boost Duration: 6s
Range: 1x3
Stone Range: Contact
ALMANAC ENTRY GEAR
Stone-shroom loves Perfume-shroom. The older fungi say that he's chasing a moonless night, frolicking where no fungus has frolicked before, and that he's a lost cause. But he doesn't care what those grumpy old farts have to say. He enjoys spending time with Perfume-shroom. Perfume-shroom enjoys spending time with him. They're a cute couple. Those boomers don't know what they're talking about! #ratiofish
1. Boosted production speed reduced from 2s to 1.2s.
2. Stones deal +10 damage to armored zombies.
3. SLASH 3: Next production generates +2 stones.

Nightcap OVERVIEW STATISTICS
Nightcap2
Last seen at Gates and Trials
Nightcap punches nearby zombies with furious fungal fists, unleashing a especially mighty hit with every third attack that pushes zombies back and deals bonus damage.
Sleeps during the day
Sun Cost: 225
Recharge: 80s
Targets: Ground
Health: 500
First Hit Damage: 25
Second Hit Damage: 25
Third Hit Damage: 50
Third Hit Knockback: 2
Combo Attack Speed: 0.75s
Combo Cooldown: 1s
Range: 2
ALMANAC ENTRY ACTIVATED ABILITY - 50WSun
Nightcap's ability to reflect incoming projectiles and take unfathomably reduced damage from incoming attacks comes not from her laser focus, history of Spell Disaster run-ins, or her commitment to her practice, but from the several barrels of rum she downs before each and every battle. "YAAARGGRHHHhhhhhh HOOooOOOOOOooOoo," she explains, burping and swaying in the crisp winter breeze. "HeeeeeZZZZeeee bOOOOIIIiiiii FuuuUUUUUUUnnnnnnnnT??" Understandable!
Mushroom Meditation
Nightcap gains 90% damage reduction, resists up to ten One-shots, and reflects 75% of all incoming damage back at zombies (of value before reduction) for the next 8s when this ability is activated.
Recharge: 14s

Lily Pad OVERVIEW STATISTICS
Lily Pad2
Last seen at Level 3-1
Lily Pads float on water, and politely allow you to place other plants on top of them. Plants on top are generally targeted first.
Plant on waterPlant on other plantsShorter and harder to attack
Sun Cost: 25
Recharge: 6s
Health: 250
Range: Tile
ALMANAC ENTRY GEAR
Lily Pad floats across the surface of the water, pondering life and its mysteries. Mysteries like who grew these plants, where did the zombies come from, and if Donald likes spaghetti. So many questions, so few answers.
1. Produces 25 sun every 45s.
2. Plants on top gain +100 health.
3. CHARGE 10: Gains +25 health.

Kernel-pult OVERVIEW STATISTICS
Kernel-pult2
Last seen at Level 3-3
Kernel-pults throw weak kernels at zombies, while also having a 25% chance to throw stunning, heavy butter instead.
Targets flying zombies
Sun Cost: 125
Recharge: 10s
Targets: Air & Ground
Health: 250
Damage: 10
Butter Damage: 30
DPS: 5
Attack Speed: 2s
Range: Lane
Stun Duration: 8s
ALMANAC ENTRY GEAR
"Your puns are unfunny and stupid," snaps Kernel-pult. "I won't butter you up any longer, I'm done with ALL of them!"
1. Butter deals +20 damage to buttered enemies.
2. Butter lasts for 11s instead of 8s.
3. Butter chance raised from 25% to 30%.

Endurian OVERVIEW STATISTICS
Endurian2
Last seen at Level 3-6
Endurians resist zombie attacks with considerably high health and dealing spiky spike damage to nearby zombies, including nearby attackers.
Sun Cost: 100
Recharge: 20s
Targets: Ground
Health: 3000
Damage: 5
DPS: 10
Attack Speed: 0.5s
Range: Tile
ALMANAC ENTRY GEAR
Everyone thinks of Wall-nut as the stone-faced guy who keeps zombies at bay with his hard shell. However, he's so much more than that. He plays the flute, has a wife and kids, and has very strong opinions regarding your outfit today.
1. Gains +600 health for a total of 3600.
2. Deals +5 damage when under 750 health.
3. Range extends 0.5 tiles left and right.

Tangle Kelp OVERVIEW STATISTICS
Tangle Kelp2
Last seen at Level 3-9
Tangle Kelps drag the first zombie they make contact with underwater, dealing tons of damage to them.
Plant on water
Sun Cost: 50
Recharge: 16s
Targets: Ground
Health: 250
Damage: 1000
Ability Delay: 2ss
Range: Tile
ALMANAC ENTRY GEAR
Tangle Kelp considers himself an intellectual on the lawn, knowing all the places where a well-shot pea can hurt the most (in the zombie's empty stomach), how to maximize Sunflower efficiency (give them the Wi-Fi password) and the best way to defend your brain from the zombies (have no brain in the first place).
1. Drowns up to 2 zombies at once instead of 1.
2. Can move victims in a 3x3 area to his lane.
3. RUMBLE 2: Instantly completes recharge.

Snapdragon OVERVIEW STATISTICS
Snapdragon2
Last seen at Level 3-12
Snapdragons breathe high-damage walls of incendiary fire, covering a large area and roasting all zombies in that area.
Sun Cost: 200
Recharge: 14s
Targets: Ground
Health: 250
Area Damage: 20
Area DPS: 2.9
Attack Speed: 7s
Range: 3x2
ALMANAC ENTRY GEAR
Snapdragon's fiery powers come from a burning passion for someone purple that bears many teeth. Incidentally, that person is NOT Arnold. Arnold can go ahead and exit stage left.
1. Fire wall distance raised from 2 to 3.
2. ECHO 6: Next attack covers 3 full lanes.
3. ECHO 3: Gains +5% faster attack speed, up to +50%.

Buttercup OVERVIEW STATISTICS
Buttercup2
Last seen at Level 3-15
Buttercups hurl freshly-churned butter at nearby zombies that attack them, stopping them in their tracks. However, they're quite fragile.
Shorter and harder to attack
Sun Cost: 25
Recharge: 22s
Targets: Ground
Health: 250
Damage: 30
Range: Contact
Stun Duration: 8s
ALMANAC ENTRY GEAR
Buttercup's always been in steep competition with her half-cousin (twice removed), Uppercup. There's only enough room for one buttercup-based plant in this game, and someone's gonna have to spill their milk at some point.
1. Gains +200 health for a total of 450.
2. Butter lasts for 11s instead of 8s.
3. DROP: Butters all zombies in a 3x3 area.

Wildflower OVERVIEW STATISTICS
WildflowerBfN
Last seen at Level 3-18
Wildflowers attack zombies with stinging petals while also growing another Wildflower friend in front of them every so often and also each flag.
Sun Cost: 175
Recharge: 14s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Unit Spawned: Wildflower
Spawning Speed: 17s
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Wildflower would tell you that he's a firm believer in teamwork. "The more of you there are, the easier it is to do things like defeat zombies, assemble a bobsled team, or recreate the entirety of Romeo and Juliet using only Wildflowers."
1. RUMBLE 3: All Wildflowers gain +25 health.
2. ECHO 3: Next growth comes 3s sooner.
3. Deals +5 damage if over 5 Wildflowers in lane.

Dreadroot OVERVIEW STATISTICS
Dreadroot2
Last seen at Level 3-21
Dreadroots damage all zombies in their lane with piercing laser beams and can be planted on land or sea without a Lily Pad.
Plant on water or landTargets flying zombies
Sun Cost: 175
Recharge: 12s
Targets: Ground
Health: 250
Area Damage: 10
Area DPS: 2.4
Attack Speed: 4.25s
Range: Lane
ALMANAC ENTRY GEAR
Dreadroots have the eye of a hawk. They can spot any zombie from a mile away, and hit them too. But by far their most impressive feature is how just by staring into your eyes, they can tell what your favorite flavor of pie is. Stellar!
1. RUMBLE 1: Next attack gains +10 damage.
2. CHARGE 10: Next attack gains +40 damage.
3. Attacks heal plants for 75 lost health.

Twin Sunflower OVERVIEW STATISTICS
Twin Sunflower2
Last seen at Level 3-23
Twin Sunflowers produce twice as much sun as regular Sunflowers would, at the same rate and with lots of extra durability. What a deal!
Sun Cost: 150
Recharge: 8s
Health: 1000
Sun Production: 50
Production Speed: 30s
ALMANAC ENTRY GEAR
The Twin Sunflowers, despite their cheery appearances, are dangerous mob bosses that deal in sun. And despite being mob bosses, they have no way to defend themselves because they left their guns at home. They also physically cannot hold guns, as they do not have hands. They're not very good mob bosses.
1. FLAG: Production speed is reduced by 5s.
2. RATTLE: Spawn Sunflower and 2-tile knockback.
3. Gains +600 health for a total of 1600.

Lightning Reed OVERVIEW STATISTICS
Lightning Reed2
Last seen at Level 3-26
Lightning Reeds cast powerful lightning bolts that electrocute zombies, then chain to other nearby zombies to damage them as well.
Targets flying zombies
Sun Cost: 125
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 5
Chain Damage: 5
Chain Targets: 5
DPS: 2.5
Attack Speed: 2s
Range: Three lanes
ALMANAC ENTRY GEAR
Lightning Reed can reed your mind like a book. He knows that you think that was a shockingly good pun, and that you'd like for him to continue. You have no say in the matter - he will continue.
1. Chain targets raised from 5 to 6.
2. RUMBLE 3: Next attack gains +5 damage per chain.
3. ECHO 4: Next attack chains up to 20 times.

Floatus OVERVIEW STATISTICS
WSPlant2
Last seen at Level 3-29
Floati cast bubble beams that grow in damage over time while blasting a zombie in one of three lanes. Damage resets when the beam breaks.
Plant on water
Sun Cost: 225
Recharge: 12s
Targets: Ground
Health: 250
Damage: 1-4-35
DPS: 4-16-175
Ramp-Up Time I: 3.25s
Ramp-Up Time II: 5.5s
Attack Speed: 0.25s
Range: Three lanes
ALMANAC ENTRY GEAR
Floatus would like you to know that her bubble beam isn't meant for recreational use. She's not going to set up a bubble bath for you. No. Not a chance. Not unless you ask nicely. Then MAYBE she'll consider it.
1. Damage ramp-up time reduced by 34%.
2. Beam slows targets down by up to 50%.
3. Powers up after 7.75s for 60 damage.

Pumpkin OVERVIEW STATISTICS
Pumpkin2
Last seen at Level 3-32
Pumpkins can be planted on top of another plant to offer them protection from zombie attacks.
Plant on other plants
Sun Cost: 100
Recharge: 30s
Targets: Ground
Health: 4000
Range: Contact
ALMANAC ENTRY GEAR
Pumpkin's thick shell on the outside makes it tough for zombies to break in, but on the inside, his self-esteem has a thin outer layer that cracks easily. Don't poke it too hard.
1. Gains +25 health per 25 health protected plant has.
2. Deals 50 damage in 3x3 area upon degrade.
3. CHARGE 7: Restores 75 lost health every 1s.

Gatling Pea OVERVIEW STATISTICS
Mega Gatling Pea2
Last seen at Gates and Trials
Gatling Peas fire four peas at a time, making them highly effective at decimating almost any kind of zombie - except those that fly, of course. Every so often, Gatling Peas have a small chance to unleash a devastating barrage of peas.
Sun Cost: 400
Recharge: 18s
Targets: Ground
Health: 250
Damage: 10*4
Attack Speed: 2s
DPS: 20
Attempt Barrage: 20s
Success Rate: 20%
Barrage Peas Fired: 40
Barrage Total Damage: 400
Range: Lane
ALMANAC ENTRY GEAR
Gatling Pea spends all his time on the couch, blaming all of his life problems on others. "Those darn liberals," he roars with uncharacteristic anger. "They're ruining my life! They must be stopped at all costs. As long as that cost is less than twenty bucks. Any higher than that and my wife will complain."
1. Barrage attempt rate reduced from 20s to 11s.
2. FLAG: Fires an additional pea, up to 4 extra.
3. RUMBLE 6: Gains +10% attack speed, up to +50%.

Buckshot OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Buckshots fire densely-packed shells that deal tons of damage at point-blank range, but not so much at a distance. Shells travel in a cone with extraordinarily limited range. If all of the shells from a single attack do damage, the next attack happens quicker.
Sun Cost: 225
Recharge: 14s
Targets: Ground
Health: 250
Damage: 40*6
Max Damage: 240
Shells Fired: 6
Shell Spread: 75°
First Attack: 2s
Attack Speed: 5.25s
Max DPS: 45.7
Rampage Bonus: 34%
Rampage Max DPS: 69.3
Range: Cone
ALMANAC ENTRY GEAR
Buckshot has the accuracy of a ham sandwich. "This is a blatant and obvious violation of international law," mutters the ham sandwich, unaware of the consequences of speaking against Buckshot. "As such, my lawyers and I will be drafting swift and vicious documents of legal prosecution and persecution."
1. Spread reduced by 34% & range raised by 15%.
2. Shells inflict STUN effect for 0.4s each.
3. Rampage bonus raised from 34% to 45%.

Ragweed OVERVIEW STATISTICS
Ragweed3
Last seen at Gates and Trials
Ragweeds unleash a powerful sneeze when planted that pushes back and damages all zombies in an area in front of them, then continue to periodically sneeze but with considerably less force and a chance to knock zombies back.
Sun Cost: 175
Recharge: 14s
Targets: Ground
Deploy Sneeze Damage: 35
Deploy Sneeze Knockback: 2
Deploy Sneeze Area: 3x2
Regular Damage: 25
Regular Attack Speed: 5s
Regular DPS: 5
Attack Knockback: 1.5
Knockback Chance: 25%
Regular Area: 3x2
ALMANAC ENTRY GEAR
Ragweed's only notable character trait (besides being a festering wart in my side) is being impossibly sick at all times. Not sick as in cool. Sick as in sick as in sick. He can't stop sneezing. He utterly REFUSES to stop sneezing. He sneezes at the grocery store. He sneezes on zombies. He sneezes on Snapdragon and Chomper as they are embraced in the wondrous act of love. "Wow Ragweed, that's gross. I'd love it if you went to sneeze on Peashooter instead," Chomper grunts. "I find myself agreeing with my lovely compatriot here. Though I do find myself wondering why you come to do such acts like these?" Snap dragons. But there is no proper answer to his inquiry. He sneezes because he must. They are watching. It is his turn.
1. Knockback chance raised from 25% to 34%.
2. Deploy sneeze damage raised from 35 to 150.
3. Deploy and attack knockback raised by 34%.

Hot Potato OVERVIEW STATISTICS
Hot Potato2
Last seen at Level 4-1
Hot Potatoes can be used to clear a plant's snow layers or destroy an existing snow mound. In addition, they deal damage zombies to passing through.
Plant on other plants
Sun Cost: 25
Recharge: 10s
Targets: Plants
Damage: 5
Damage Rate: 0.25s
Duration: 2.5s
Total Damage: 50
ALMANAC ENTRY GEAR
Roses are red, violets are blue, Hot Potato is lukewarm, you look like a shoe.
1. Slows passing zombies down by 34%.
2. Total damage raised from 50 to 65.
3. Thaw and damage time cut by 25%.

Candill OVERVIEW STATISTICS
WSPlant2
Last seen at Level 4-3
Candill radiates heat which helps to manage snow layers and snow mounds, and can be stacked up to 4 times to greatly increase their effectiveness.
Shorter and harder to attack
Sun Cost: 75
Recharge: 20s
Targets: Ground
Health: 250
Health per Stack: +50
Melting Area: 3x3
Melting Speed: 20/15/10/5s
Layers Melted: 1
ALMANAC ENTRY GEAR
Candill once tried dating Snow Pea, but you can probably guess why that didn't work out. That's right. Candill doesn't like poker.
1. FLAG: Gains an additional stack.
2. Gains +50 additional health per stack.
3. CHARGE 30: Does a bonus attack.

Snow Pea OVERVIEW STATISTICS
Snow Pea2
Last seen at Level 4-6
Snow Peas fire icy peas that inflict CHILL upon zombies, making them move, attack, and use abilities slower. The first time one of those icy peas hits a zombie, that zombie is frozen for a short time.
Sun Cost: 200
Recharge: 14s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Attack Speed: 2s
Range: Lane
Freeze Duration: 5s
Chill Amount: 50%
Chill Duration: 5s
ALMANAC ENTRY GEAR
Snow Pea has a lot of hobbies. He does skiing in the winter, surfing in the summer, and defeating zombies year-round. That last one is his least favorite.
1. Freeze duration raised from 5s to 12s.
2. Inflicts CHILL to other zombies on Tile.
3. Freezing peas inflict CHILL in 3x3 area.

Garlic OVERVIEW STATISTICS
Garlic2
Last seen at Level 4-9
Garlics divert zombies that bite them into either the lane above or below them.
Sun Cost: 75
Recharge: 20s
Targets: Ground
Health: 3000
Range: Tile
ALMANAC ENTRY GEAR
Many plants aren't big fans of Garlic's rancid smell. They say he smells worse than rotten eggs, dog droppings, and zombies combined. But Garlic is proud of his stench. Without it, he wouldn't be the pro lane diverter that he is today. Thanks, Garlic!
1. Inflicts zombies with STUN for 4s after diverting.
2. RATTLE: Diverts zombies in a 1x3 area.
3. CHARGE 7: Restores 25 lost health every 1s.

Riceberg OVERVIEW STATISTICS
WSPlant2
Last seen at Level 4-12
Ricebergs are defensive plants that chill any attackers, then freeze any others in a 3x3 area when defeated.
Plant on water or landDifficult to maneuver around
Sun Cost: 125
Recharge: 30s
Targets: Ground
Health: 3000
Area: 5x3
Freeze Duration: 12s
Chill Amount: 50%
Chill Duration: 5s
ALMANAC ENTRY GEAR
Riceberg and Riceburger have been very close siblings since the fifth grade. While Riceberg is the awesome upfront and cool guy, Riceburger provides emotional support and buys food. She also eats food. The food is gone. It's in her belly. Everything is in her belly. Her hunger is limitless. The nutrients are desired and she will find them wherever possible. She also died in the fire! Riceberg was somewhat okay with this.
1. Deals 75 damage to zombies that are frozen.
2. Freeze area raised from 5x3 to 5x5.
3. Freeze duration raised from 12s to 16s.

Chard Guard OVERVIEW STATISTICS
Chard Guard2
Last seen at Level 4-15
Chard Guards fling multiple zombies back up to 3 times, then act as a defensive plant to block zombies from going past.
Sun Cost: 100
Recharge: 30s
Targets: Ground
Health: 1000
Damage: 25
Max Leaves: 3
Range: Contact
Knockback Distance: 3
ALMANAC ENTRY GEAR
Chard Guard gets a kick out of flinging zombies off the edge of Windswept Peak. He laughs at their flailing bodies as they plummet to their doom. He's still scared of chickens, though.
1. CHARGE 15: Restores 1 lost leaf.
2. Gains +1 leaf for a total of 4.
3. Gains +2 knockback for 3rd leaf.

Acornado OVERVIEW STATISTICS
WSPlant2
Last seen at Level 4-18
Acornados pull all zombies in a 3x3 area to their tile for a moment and lightly damage them all the while.
Targets flying zombiesPlant on other plants
Sun Cost: 50
Recharge: 18s
Targets: Air & Ground
Damage: 5*4
Area: 3x3
Duration: 1.2s
Damage Tick Rate: 0.3s
Total Damage: 20s
ALMANAC ENTRY GEAR
The key to creating localized tornados is spinning really, really, really fast. It's a miracle that Acornado doesn't get dizzy from all the spinning he does. Or maybe he does and we just can't tell. He always looks a little off.
1. Effect tick damage raised from 5 to 20.
2. Inflicts CHILL to affected enemies for 8s.
3. Recharge time cut by 1s per zombie pulled.

Fire Peashooter OVERVIEW STATISTICS
Fire Peashooter2
Last seen at Level 4-21
Fire Peashooters shoot explosive high-damage fireballs at zombies, decimating anything that comes near.
Sun Cost: 400
Recharge: 16s
Targets: Ground
Health: 250
Area Damage: 35
Area DPS: 17.5
Attack Speed: 2s
Range: Lane
Area: Tile
ALMANAC ENTRY GEAR
When she's not out utterly obliterating the local zombie population, Fire Peashooter practices her motorcycle riding, shops for birdhouses, and commits arson.
1. Deals +10 damage to intended targets.
2. ECHO 5: Next attack affects a 3x3 area.
3. CHARGE 20: Gains +10% attack speed, up to +50%.

Winter Splinter OVERVIEW STATISTICS
WSPlant2
Last seen at Level 4-25
Winter Splinters shoot slowing icicles that split off into shards down four directions diagonally.
Sun Cost: 200
Recharge: 16s
Targets: Ground
Health: 250
Damage: 20
Shard Damage: 10
DPS: 5
Shard DPS: 2.5
Attack Speed: 4s
Range: Lane
Shard Range: 2
Chill Amount: 50%
Chill Duration: 5s
ALMANAC ENTRY GEAR
Winter Splinter is the only Windswept Peak resident with a driver's license. But what for? Where could she possibly drive? She lives on a mountain. How did she even get a license in the first place???
1. ECHO 3: Split shards gain +2 pierce.
2. FLAG: Next attack freezes zombies for 5s.
3. RUMBLE 3: Next attack splits into 8 shards.

Pepper-pult OVERVIEW STATISTICS
Pepper-pult2
Last seen at Level 4-28
Pepper-pults lob fiery peppers that deal very weak splash damage but affect a massive area.
Targets flying zombies
Sun Cost: 150
Recharge: 8s
Targets: Air & Ground
Health: 250
Area Damage: 5
Area DPS: 1.5
Attack Speed: 3.25s
Range: Lane
Area: 5x5
ALMANAC ENTRY GEAR
Pepper-pult has ferocious eyebrows. They strike fear into any zombie, except the ones that want to eat your brains. All of them. They are so angry and vicious that they make Chomper look like a cute little bugger. And Chomper is a cute little bugger. Nothing is being proven. You're a lousy funt, Pepper-pult.
1. Deals +5 damage to grid items.
2. ECHO 5: Next attack affects a 7x7 area.
3. RUMBLE 2: Next attack gains +15 damage.

Mossling OVERVIEW STATISTICS
WSPlant2
Last seen at Level 4-31
Mosslings release a small group of Emburr buddies when they take enough damage and when defeated. Emburrs rush down the lane, jump at zombies from a short distance away, and EXPLODE in a fiery blast.
Sun Cost: 400
Recharge: 20s
Targets: Ground
Health: 3000
Damage to Spawn: 500
Area Damage: 75
Spawn Count: 3x
Spawn Upon Defeat: 1x
Range: 2
Area: 3x3
ALMANAC ENTRY GEAR
Yeti Moss outcast this Mossling in particular when he wouldn't shut up about buying P-Bucks. Look at him now... strong, able-bodied, and with a legion of Emburr buddies that keep him safe. He'd sell any one of his beloved Emburrs for a few P-Bucks if he could.
1. Emburrs deal +25 damage to intended targets.
2. Spawn when defeated raised from 1 to 3.
3. Emburr range raised from 3 to 5.

Inferno OVERVIEW STATISTICS
Inferno2
Last seen at Level 4-33
Infernos blast zombies with a constant stream of flames that consumes fuel when tapped. Infernos will slowly regain lost fuel after a short while.
Sun Cost: 350
Recharge: 18s
Targets: Ground
Health: 250
Area Damage: 15
Area DPS: 60
Attack Speed: 0.25s
Range: 4
Max Fuel: 50
Fuel Per Shot: 1
Refuel Fuel Gain: +5
Refuel Rate: 0.5s
Refuel Delay: 12s
ALMANAC ENTRY GEAR
Don't talk to him before he's had his morning cup of gasoline. He'll write obscenities on your forehead. Horrifying things like "pee" and "poo". And in PERMANENT MARKER no less. Dude's got no chill.
1. Refuel delay reduced from 12s to 7s.
2. Max fuel raised from 50 to 75.
3. RUMBLE 4: Instantly gains full fuel.

Iceweed OVERVIEW STATISTICS
Iceweed2
Last seen at Gates and Trials
Iceweeds deal constant damage to zombies that walk over them while inflicting a potent potent CHILL effect. In addition, they can destroy three rolling objects or survive three One-shot attacks.
Shorter and harder to attack
Sun Cost: 225
Recharge: 8s
Targets: Ground
Health: 750
Damage: 10
DPS: 20
Attack Speed: 0.5s
Range: Tile
Chill Amount: 50%
Chill Duration: 5s
ALMANAC ENTRY GEAR
SPIKEROCK
Nope!
Nope!
Nope!

Chilly Pepper OVERVIEW STATISTICS
Chilly Pepper2
Last seen at Gates and Trials
Chilly Peppers explode when planted, dealing damage to nearby zombies and unleashing a powerful freezing effect that freezes zombies in their lane. In addition, Chilly Peppers also briefly chill zombies in adjacent lanes.
Sun Cost: 150
Recharge: 30s
Targets: Ground
Damage: 200
Damage Area: 1x3
Freeze Duration: 12s
Freeze Area: Lane
Chill Amount: 50%
Chill Duration: 5s
Chill Area: Three lanes
Ability Delay: 2s
ALMANAC ENTRY GEAR
Chilly Pepper wasn't originally a freezy weird blue pepper. He used to actually be someone who enjoyed himself as a Jalapeño. Oh how times have changed. Nowadays Chilly Pepper's soul is so cold and empty that it turned him blue and icy. He could not care less about Peashooter, or Sunflower, or any of the others. He's just really mean and stupid for absolutely no reason. "Get cold, you funt." Is all he would comment on the matter.
1. Explosion damage raised from 200 to 400.
2. Chill duration raised from 5s to 12s.
3. Freezes zombies instead of chilling them.

Winter Wreath OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Winter Wreaths can be planted on top of other plants to provide extra chilling protection as well as a reduction in recharge time. Additional Winter Wreaths affecting the same type of plant will provide diminishing benefits.
Sun Cost: 50
Recharge: 10s
Targets: Ground
Health: 125
Chill Amount: 50%
Chill Duration: 5s
Recharge Reduction: 15%
Reduction Stack Loss: -3%
Minimum Reduction: 3%
ALMANAC ENTRY GEAR
"Ho ho ho! Merry Feastivus!" Winter Wreath calls out to the plants, despite it being the first week of June. All the plants are annoyed with her existence. It's always Feastivus to her. Always. Can't she get a life or something? Turns out, no. This is all Winter Wreath has. She was doomed with the responsibility of being themed around obscure winter decor, so now she has no choice. "Have a happy nude year!"
1. Recharge reduction raised from 15% to 18%.
2. Gains +125 health for a total of 250.
3. Freezes zombie that eats it for 12s.

Flask Frond OVERVIEW STATISTICS
WSPlant2
Last seen at Level 5-1
Flask Fronds taint spells they're planted on, causing them to have adverse effects for zombies instead of benefiting them. Drat.
Sun Cost: 50
Recharge: 18s
Targets: Spells
ALMANAC ENTRY GEAR
Flask Frond emotionally manipulates the zombie spells into turning against their brethren. What would their parents think of this zombie-potion nonsense? Have they no shame? No honor? Then afterwards he relieves himself in them.
1. Gains +25% potency on zombies slower than 4s/tile.
2. Gains +25% potency on zombies that move at 4s/tile.
3. Gains +25% potency on zombies faster than 4s/tile.

Chomper OVERVIEW STATISTICS
Chomper2
Last seen at Level 5-4
Chompers eat a zombie whole, but then take time to chew. They're vulnerable while chewing, and resort to a melee bite attack against zombies that aren't quite edible.
Sun Cost: 165
Recharge: 10s
Targets: Ground
Health: 250
Damage: 10
DPS: 8
Attack Speed: 1.25s
Range: 2
Ability Cooldown: 15s
ALMANAC ENTRY GEAR
Chomper takes a look at the two boxes of rubbers. One of them is super super extra massively large, and the other is normal sized. Which one should he get? Would the element of surprise be a superior tactic for an advantage in the bedroom? Would it instead be great to get their hopes up with the almost comically large condom? Chomper doesn't know. Snapdragon probably doesn't care either way. The rubbers aren't what he's there for. He's there for a sweet, sweet time.
1. Attack range raised from 2 to 3.
2. Chew time reduced from 15s to 11s.
3. RUMBLE 1: Produces 25 sun.

Celery Stalker OVERVIEW STATISTICS
Celery Stalker2
Last seen at Level 5-7
Celery Stalkers deal heavy damage to zombies behind them with powerful punches and hide underground.
Shorter and harder to attack
Sun Cost: 50
Recharge: 14s
Targets: Ground
Health: 500
Damage: 10
DPS: 20
Attack Speed: 0.5s
Range: 1 (behind)
Hide Time: 0.8s
ALMANAC ENTRY GEAR
Celery Stalker #1 thinks of himself as a hitman, a trained assassin, a special agent for the plant forces. Celery Stalker #2 thinks he's full of houseplant. Celery Stalker #3 would add on, but he's been deported to Sweden for seducing a tricycle.
1. Restores 250 lost health every 1s when underground.
2. After emerging, next attack inflicts STUN for 2s.
3. Deals 5 splash damage to other zombies on the Tile.

Jalapeno OVERVIEW STATISTICS
Jalapeno2
Last seen at Level 5-10
Jalapenos ignite the entire lane, dealing tons of armor-piercing damage to all zombies in it instantly.
Sun Cost: 125
Recharge: 45s
Targets: Ground
Damage: 1000
Ability Delay: 1s
Range: Lane
ALMANAC ENTRY GEAR
Jalapeno would prefer you to not mention his brother, Chilly Pepper. The incident was several years ago now, and it's probably for the best if you move on. "He wasn't even that useful anyway," Jalapeno says. "Please just keep moving along."
1. RUMBLE 1: Recharge timer reduced by 3s.
2. Deals +400 damage to zombies in a 1x3 area.
3. Also explodes up the column, dealing 300 damage.

Aloe OVERVIEW STATISTICS
Aloe2
Last seen at Level 5-13
Aloes periodically heal plants in front of them, making them more difficult for zombies to successfully take down, and unleash a powerful, temporary healing aura in a large area around themselves when defeated. All healing clears negative debuffs and damage over time effects.
Sun Cost: 100
Recharge: 16s
Targets: Plants
Health: 250
Healing: 500
HPS: 117.6
Heal Speed: 4.25s
Range: 1
Aura Tick Healing: 40
Aura Tick Rate: 0.1s
Aura Duration: 2.5s
Aura Total Healing: 1000
Aura Area: 3x3
ALMANAC ENTRY GEAR
What's Aloe's secret? Too much coconut oil. Way too much coconut oil. If Aloe sees your injury, run. You will drown in the coconut oil. You will never make it out alive.
1. Aura duration raised from 2.5s to 3.5s.
2. Healing rate reduced from 4.25s to 3s.
3. Healing range raised from 1 to 2.

Solar Azalea OVERVIEW STATISTICS
WSPlant2
Last seen at Level 5-17
Solar Azaleas produce sun more quickly than regular Sunflowers do, but do so at the cost of being incredibly frail and easy for zombies to get past.
Sun Cost: 75
Recharge: 8s
Health: 50
Sun Production: 25
Production Speed: 20s
ALMANAC ENTRY GEAR
Solar Azalea shakes out another big sun. That's how it started. And that's how it's gonna keep going. "You know, I'm a centerpiece in our economy," she brags to you over a cup of tea. "If I ever stopped working then there would surely be great consequences. Haha. I'm okay with it though! Yep! Totally. Hey, where are your fingers going? Bit gnarly out today for that kinda thing, ain't it? What's a therapist?"
1. Produces 1.25s faster per Solar Azalea in 3x3.
2. RATTLE: Deals 75 Tile damage and drops 25 sun.
3. You can plant Solar Azaleas on other plants.

Hocus Crocus OVERVIEW STATISTICS
Hocus Crocus2
Last seen at Level 5-19
Hocus Crocuses use slick sleight-of-petal chicanery to teleport zombies back towards the right side of the lawn.
Targets flying zombies
Sun Cost: 175
Recharge: 8s
Targets: Air & Ground
Damage: 50
Cooldown: 15s
First Hit: 0.5s
Health: 250
Range: Three lanes
ALMANAC ENTRY GEAR
Hocus Crocus is very proud of her ability to use slick sleight-of-petal chicanery to teleport zombies back towards the right side of the lawn. She's also very proud of her ability to recite parts of her resume from memory alone. And her ability to speak in Spanish for no reason. "Si," she says. "Estoy bajo la influencia de las drogas y el alcohol."
1. Damage raised from 50 to 75.
2. RUMBLE 1: Does a bonus attack.
3. ECHO 1: Cooldown reduced by 1s, up to 10s.

Beeshooter OVERVIEW STATISTICS
Beeshooter2
Last seen at Level 5-22
Beeshooters shoot bee stingers at zombies which deal poor damage but have a 15% chance to deal massive damage.
Sun Cost: 125
Recharge: 8s
Targets: Ground
Damage: 5
High Damage: 100
Attack Speed: 2s
Health: 250
Range: Lane
ALMANAC ENTRY GEAR
Despite her name and odd nature, Beeshooter herself does not pollinate the other plants. She'd rather get to know them a bit first before jumping to that step. But her bees are fine with a one night stand.
1. Big stingers deal armor-piercing damage.
2. ECHO 5: Next attack is a big stinger.
3. Big stingers deal 5x damage to grid items.

Ghostleek OVERVIEW STATISTICS
WSPlant2
Last seen at Level 5-25
Ghostleeks float down the lane, invisible to any and all enemies. They swing their sword at zombies, revealing themselves, but dealing high damage. Lasts for a limited time.
Plant on other plants
Sun Cost: 75
Recharge: 12s
Targets: Ground
Health: 1000
Move Speed: 1s/tile
Damage: 30
DPS: 15
Attack Speed: 2s
Range: 1
Area: Tile
Lifetime: 12s
ALMANAC ENTRY GEAR
Ghostleeks are legendary warriors from times of old, with zombie-slicing knowledge that can fill up an entire encyclopedia. They only became ghosts because Larry ordered expired sushi for one of their birthday parties and they all violently exploded. DARN you, Larry.
1. RUMBLE 3: Lifetime is extended by 10s.
2. ECHO 6: Next attack affects a 3x2 area.
3. DROP: First attack deals +180 damage.

Overthyme OVERVIEW STATISTICS
WSPlant2
Last seen at Level 5-28
Overthymes temporarily power up other plants, giving them a massive attack and ability speed boost for a short time along with a permanent smaller speed boost that stacks indefinitely. Tap on Overthyme to arm, tap on another plant to boost that plant.
Sun Cost: 275
Recharge: 45s
Targets: Plants
Health: 250
Speed Boost: 5x
Boost Duration: 10s
Cooldown: 30s
Minor Speed Boost: 5%
ALMANAC ENTRY GEAR
Overthyme normally wouldn't take up a job like this. It's way safer at the 24-hour fast food joint he worked at before. But here the pay grade is way larger, he's met some great friends, and, most importantly, any excess boosting material is left to him for snorting after hours. Based!
1. Speed boost also impacts recharge time.
2. Minor speed boost raised from 5% to 10%.
3. ECHO 1: Cooldown reduced by 4s, up to 20s.

Tiger Grass OVERVIEW STATISTICS
Tiger Grass2
Last seen at Level 5-31
Tiger Grasses send out grass tigers towards zombies that come too close, which continue to run down the lane and slash at zombies until defeated.
Sun Cost: 250
Recharge: 16s
Targets: Ground
Health: 250
Tiger Health: 300
Tiger Damage: 20
Tiger Attack Speed: 1s
Tiger DPS: 20
Tiger Range: Melee
Spawn Distance: <4
Respawn Time: 15s
ALMANAC ENTRY GEAR
Tiger Grass waits in the bushes for the perfect time to strike. Her reflexes are fast, strong, unpredictable, and chaotic. It's how she got away from the police in the National Bank Incident of '87. She hopes the next zombie walking by has a lot of money in their wallet.
1. FLAG: Maximum tiger health raised by 100.
2. CHARGE 7: Respawn time reduced by 1s, up to 10s.
3. Tiger gains +10 damage when below 100 health.

Rhubarbarian OVERVIEW STATISTICS
Rhubarbarian2
Last seen at Level 5-34
Rhubarbarians land with a crash, pummel zombies with area damage fists, and leap forward when there's nothing left for them to attack in search of fresh victims. If there are zombies behind them, Rhubarbarians can also leap backwards.
Sun Cost: 450
Recharge: 60s
Targets: Ground
Damage: 75
Attack Speed: 0.25s
DPS: 300
Health: 3000
Lifetime: 20s
Attack Damage Area: Tile
Deploy Delay: 3s
Spawn Damage: 1500
Spawn Knockback: 2
Spawn Damage Area: 3x3
Range: 1
Min Leap Distance: 1
Max Leap Distance: 5
Min Leap Damage: 100
Max Leap Damage: 500
Min Leap Area: Tile
Max Leap Area: 3x3
Min Leap Speed: 0.5s
Max Leap Speed: 2.5s
ALMANAC ENTRY GEAR
Rhubarbarian, despite his name and utterly inhumane fighting style, is actually quite civilized by plant standards. He places a napkin on his lap when dining, always says please, and brushes his teeth after every meal. For a comparison, look at Snapdragon and Chomper on the couch over there. Whatever they're doing is explicitly NOT civilized and Rhubarbarian would advise you to stop looking at them. It's for your own good.
1. Spawn damage raised from 1500 to 4000.
2. Deploy delay reduced from 3s to 0.25s.
3. Damage raised from 75 to 100.

Homing Thistle OVERVIEW STATISTICS
Homing Thistle2
Last seen at Gates and Trials
Homing Thistles fire spikes at the closest zombie to your house, dealing heavy damage to them with bonus damage to armored enemies. Each spike has a small chance to be a quick-moving critical hit that deals even MORE damage.
Targets flying zombies
Sun Cost: 275
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 40
Armor Damage: 60
DPS: 11.4
Armor DPS: 17.1
Critical Damage: +20
Critical Velocity: +25%
Critical Chance: 25%
Attack Speed: 3.5s
Range: Everywhere
ALMANAC ENTRY GEAR
Homing Thistle does not want to be found. He hides behind the trees, hoping that you will not notice. He pleads for his life. "I know what you do with plants," he whispers. "But you'll never catch ME!" Wrong.
1. Critical hits inflict STUN for 2s.
2. Critical hits damage all zombies on Tile.
3. Critical hit chance raised from 25% to 34%.

Blockbuster OVERVIEW STATISTICS
Blockbuster3
Last seen at Gates and Trials
Blockbusters lash out with thorny vines that drag zombies to them so that they can deliver a proper, brutal, beating. In addition, zombies that attack Blockbusters will take even more damage from their thorny thorns.
Difficult to maneuver around
Sun Cost: 175
Recharge: 14s
Targets: Ground
Health: 750
Damage: 35
Attack Speed: 2s
DPS: 17.5
Range: 2
Pull Speed: 7s
Pull Range: Lane
Thorn Damage: 5
Thorn Damage Rate: 0.5s
Thorn DPS: 10
ALMANAC ENTRY GEAR
Blockbuster's best friend is Carrotillery. "I am very tired, as it has been a long day," she says. "Please leave me be." You better leave her alone unless you want a face full of NUCLEAR CARROT BOMBS! Which you most likely want to avoid. It's not good for your health. Or, really, any part of your puny existence. Funt.
1. Inflicts STUN for 4s after pulling a zombie.
2. Pull speed is reduced from 7s to 3s.
3. Gains +500 health for a total of 1250.

Treegeneration OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Treegenerations are defensive plants which swipe at nearby zombies, constantly regenerate lost health, and turn into a sapling when eaten. The sapling turns back into a Treegeneration with half health after a short time and can't be eaten normally.
Sun Cost: 100
Recharge: 30s
Targets: Ground
Health: 2000
Damage: 20*2
Attack Speed: 4.5s
Delay Between Swipes: 0.5s
Total Attack Speed: 5s
Total DPS: 8
Range: 1
Self Healing: 5
Healing Rate: 0.1s
HPS: 50
Heal Delay: 1s
Defeat Damage: 20
Defeat Knockback: 0.5
Defeat Effect Area: Tile
Sapling Growth Time: 10s
Regrow Health: 50%
ALMANAC ENTRY GEAR
Treegeneration doesn't just explode and turn into an itsy bitsy sapling when he's defeated. He also does that when he's in an awkward social situation, when there's a lull in the conversation, and when he's approached by the ladies. Surprisingly, the ladies love it! Too bad he's a sapling and can't press the advantage. Adda boy, Treegeneration!
1. FLAG: Attacks 20% faster, up to 80%.
2. Regrow health raised from 50% to 75%.
3. Heal delay reduced from 1s to 0.25s.

Magical Fruit OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Magical Fruit fires piercing bolts down her lane with limited range, which deal more damage to armored foes. However, her health isn't quite as high as some of the other Monarchs.
Sun Cost: 325
Recharge: 80s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Armor Damage: 15
Armor DPS: 7.5
Attack Speed: 2s
Range: 4
Area: 4
ALMANAC ENTRY ACTIVATED ABILITY - 75WSun
Magical Fruit knows no magic, and her energy bolts are actually really realistic hallucinations. They only deal damage because zombies are REALLY imaginative, and also because of the fact they know she stems from Road Trip Classic. Racist!
Dazzling Eye
Magical Fruit increases her range from 4 to 3x4, and attacks every 0.1s for 5s with tripled damage, dealing a total of 1500 damage (2250 to armored zombies) when this ability is activated.
Recharge: 12s

Blooming Heart OVERVIEW STATISTICS
Blooming Heart2
Last seen at Level 6-1
Blooming Hearts fling magical hearts that charm zombies into taking more damage but moving faster. Stacks up to 10 times.
Targets flying zombies
Sun Cost: 75
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 5
DPS: 2.9
Attack Speed: 1.75s
Range: Lane
Effect Potency: 10%
Max Stacks: 10x
ALMANAC ENTRY GEAR
Blooming Heart's magical hearts aren't really magical. She douses them in pickle juice before each battle, making them completely irresistible to hungry zombies.
1. Zombies with 10x stacks move 25% slower.
2. Starts off with 3x stacks instead of 1x.
3. ECHO 4: Attacks in 3 lanes instead of 1.

Sun Bean OVERVIEW STATISTICS
Sun Bean2
Last seen at Level 6-3
Sun Beans infect zombies with sun, causing them to drop sun as they take damage depending on how much health they have. Effect can stack up to three times.
Sun Cost: 0
Recharge: 30s
Targets: Ground
Health: 25
Min Dropped Sun: 5
Maximum Sun Produced: 150
Health to Sun Ratio: 5:1
Max Stacks: 3x
Range: Contact
ALMANAC ENTRY GEAR
"Spend a little bit of sun on me," Sun Bean whispers, an evil grin taking shape. "I'll make it worth your while. C'mon kid, just give me your sun and it'll be allllll better."
1. Max sun produced raised from 150 to 175.
2. Health to sun ratio raised from 5:1 to 4:1.
3. Max effect stacks raised from 3x to 4x.

Sweet Potato OVERVIEW STATISTICS
Sweet Potato2
Last seen at Level 6-6
Sweet Potatoes attract zombies into their lane, resist zombie attacks with high health, and are briefly immortal when planted.
Sun Cost: 75
Recharge: 20s
Targets: Ground
Health: 3000
Invulnerability: 5s
Range: 3x3
ALMANAC ENTRY GEAR
Sweet Potato doesn't like to be confused with her cousin, Sweat Potato. They each do completely different things.
1. Invulnerability raised from 4s to 6s.
2. RATTLE: Heals 2000 health in a 3x3 area.
3. Heals 250 health from attracting a zombie.

Imp Pear OVERVIEW STATISTICS
Imp Pear2
Last seen at Level 6-9
Imp Pears use powers of magic and sheer determination to convert zombies that consume them into Imps. Imps that eat them deliver a crippling bout of gastrointestinal distress.
Shorter and harder to attack
Sun Cost: 25
Recharge: 18s
Targets: Ground
Health: 25
Range: Contact
Stun Duration: 10s
ALMANAC ENTRY GEAR
Imp Pear giggles and griggles to himself. If he's gonna be transforming zombies into Imps, he's gotta play the part.
1. Gas cloud STUN raised from 10s to 15s.
2. Imp is hypnotized upon transformation.
3. Gas cloud range raised from 3 to 6.

Red Stinger OVERVIEW STATISTICS
Red Stinger2
Last seen at Level 6-11
Red Stingers fire pairs of stinging petals down the lane with malicious intent, and gradually enter a more defensive form when further from home.
Sun Cost: 175
Recharge: 8s
Targets: Ground
Damage: 10*2
Damage II: 10
Damage III: N/A
DPS: 11.4
DPS II: 5.7
DPS III: N/A
Health: 250
Health II: 2500
Health III: 5000
Attack Speed: 1.75s
Range: Lane
ALMANAC ENTRY GEAR
Red Stinger doesn't have many friends, but they do have many relatives. Blue Stinger has severe depression, Green Stinger came down with the bubonic plague, Yellow Stinger needs to wear diapers, and Gilbert supplies Snapdragon with pills for "special time." It may be their fault Red Stinger has no friends. He hates them all equally.
1. CHARGE 7: Restores 50 lost health every 1s.
2. Gains +1500 health in Stage III for a total of 6500.
3. ECHO 3: Next attack fires an additional petal.

Gold Leaf OVERVIEW STATISTICS
Gold Leaf2
Last seen at Level 6-13
Gold Leaves generate gold tiles of your very own, which produce sun as long as something is on top of them.
Plant on other plants
Sun Cost: 75
Recharge: 24s
ALMANAC ENTRY GEAR
Gold Leaf is a scam artist. His so-called "gold" tile isn't even made of gold! It's actually made out of brass. But his clients would never know the difference. "Fools, fools!" he whispers, an evil glint in his eye.
1. Gold tile gains a muffin symbol.
2. Gold tile gains a taco symbol.
3. Gold tile gains a bagel symbol.

Magnifying Grass OVERVIEW STATISTICS
Magnifying Grass2
Last seen at Level 6-17
Magnifying Grasses turn a measly 50 sun into a magical bolt of awesome damage and awesome suffering when tapped.
Sun Cost: 75
Recharge: 14s
Targets: Ground
Health: 250
Damage: 300
Range: Lane
ALMANAC ENTRY GEAR
Rumor has it that, if you peer through Magnifying Grass, you'll be able to read the mysterious scripts written on the Crumbled City's ancient artifacts. You still won't be able to read them, though, because they're written in Swedish.
1. Deals piercing damage to zombies with armor.
2. Gains the ability to target Air zombies.
3. RUMBLE 4: Produces a total of 25 sun.

Heath Seeker OVERVIEW STATISTICS
Heath Seeker2
Last seen at Level 6-20
Heath Seekers explode into a storm of homing darts that eliminate most weaker zombies on the lawn.
Sun Cost: 350
Recharge: 60s
Targets: Ground
Damage: 25
DPS: 2500
Attack Speed: 0.01s
Range: Everywhere
Total Darts: 100
Total Damage: 2500
Duration: 1s
ALMANAC ENTRY GEAR
When Heath Seeker's on the phone with the local pizza shop, they have to make sure bud #4 is distracted. Bud #4 always gets forty breadsticks. All the other buds are not fond of bud #4.
1. First 20 darts deal +10 damage.
2. RUMBLE 1: Recharge reduced by 1s.
3. RUMBLE 4: Lasts for an additional 0.05s.

Melon-pult OVERVIEW STATISTICS
Melon-pult2
Last seen at Level 6-23
Melon-pults lob heavy melons that deal a significant amount of damage in a substantial area.
Targets flying zombies
Sun Cost: 325
Recharge: 22s
Targets: Air & Ground
Health: 250
Area Damage: 35
Area DPS: 9.3
Attack Speed: 3.75s
Range: Lane
Area: 3x3
ALMANAC ENTRY GEAR
Melon-pult knows he's got a really weird head shape. He knows that very well. So why do you have to keep bringing it up? You know it hurts his feelings. What a meanie.
1. Attacks inflict STALL for 8s.
2. CHARGE 10: Next attack deals +40 damage.
3. Deals +15 damage to flying zombies.

Hot Date OVERVIEW STATISTICS
Hot Date2
Last seen at Level 6-27
Hot Dates pull zombies from their entire lane towards their tile while slowly burning them alive.
Sun Cost: 75
Recharge: 18s
Targets: Ground
Damage: 10*40
Area: Lane
Duration: 4s
Damage Tick Rate: 0.1s
Total Damage: 400
Activate Delay: 3ss
ALMANAC ENTRY GEAR
Hot Date likes to move fast when it comes to romance. He'll start chatting it up with a zombie, invite them over to his place for dinner, then get RIGHT into the heated stuff.
1. RUMBLE 1: Duration raised by 1s.
2. Deals +5 damage to zombies on his tile.
3. Pull power raised from 5 to 7.

Kiwibeast OVERVIEW STATISTICS
Kiwibeast2
Last seen at Level 6-30
Kiwibeasts bash the ground, creating shockwaves that damage nearby zombies. As they take damage, they attack faster and faster and become larger. When they grow, they also unleash a mighty shockwave that pushes zombies back.
Difficult to maneuver around at Stage III
Sun Cost: 150
Recharge: 22s
Targets: Ground
Health: 2000
Damage: 25
Attack Speed I: 4s
Attack Speed II: 3s
Attack Speed III: 2s
DPS I: 8.8
DPS II: 11.7
DPS III: 17.5
Area: 3x3
Shockwave Damage II: 50
Shockwave Knockback II: 1
Shockwave Damage III: 100
Shockwave Knockback III: 2
Shockwave Area: 3x3
Health for Tier II: 1500
Health for Tier III: 750
ALMANAC ENTRY GEAR
Kiwibeast doesn't realize that his method of becoming more powerful through pain doesn't apply to everyone. Maybe that's why everyone tends to keep a good distance between themselves and him.
1. Stage III attacks inflict STUN for 0.5s.
2. RUMBLE 2: Gains a moderate amount of rage.
3. Excess rage past Stage III heals Kiwibeast.

Caulipower OVERVIEW STATISTICS
Caulipower2
Last seen at Level 6-33
Caulipowers send psychic shockwaves towards unknowing zombies, turning them against their former friends.
Targets flying zombies
Sun Cost: 500
Recharge: 45s
Targets: Air & Ground
Zombie Heal: 75%
Range: Everywhere
Attack Targets: 2
Ability Cooldown: 12s
ALMANAC ENTRY GEAR
Caulipower bears witness to the passage of time itself. He sees the past, the present, and the future. He knows all there is to know. He also works at the local pizza shop on weekdays and likes skateboarding.
1. Hypno'd zombies are healed to 125% health.
2. Hypno'd zombies drop 25 sun when defeated.
3. Hypno'd zombies have 25% slower move speed.

Gumnut OVERVIEW STATISTICS
Gumnut2
Last seen at Gates and Trials
Gumnuts launch a blob of gum at the first zombie that approaches them, trapping them in place and forcing them to destroy the gum before continuing onwards. Gum rapidly loses health over time as well. Other zombies that walk by will help free the trapped zombie and have an easier time doing so.
Sun Cost: 100
Recharge: 26s
Targets: Ground
Health: 250
Gum Health: 1500
Gum Decay: 5
Gum Decay Rate: 0.25s
Trapped Damage: 100%
Bystander Damage: 125%
Range: Contact
ALMANAC ENTRY GEAR
Gumnut grins at you cheekily, like a sticky turd. "This is not my joke," he says.
1. Gum health raised from 1500 to 1900.
2. Zombies that are gummed take 25% more damage.
3. Gum starts decay after 5s instead of immediately.

Uppercup OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Uppercups whack zombies with ultra-powerful uppercut attacks that pack a serious punch, knocking them away from her and into a neighboring lane.
Sun Cost: 150
Recharge: 14s
Targets: Ground
Health: 250
Area Damage: 50
Range: 2
Ability Cooldown: 16s
Knockback Distance: 2
ALMANAC ENTRY GEAR
Uppercup goes for every cheap shot, every punch into the face, every attack below the belt. But as long as no stray referees come on the lawn, she's perfect for a home defense. Pokra hates her.
1. Gains +600 health for a total of 3600.
2. Deals +5 damage when under 750 health.
3. Range extends 0.5 tiles left and right.

Peculiar Pear OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Peculiar Pears turn zombies into Omega Imps which can take quite a beating, but drop sun when defeated.
Shorter and harder to attack
Sun Cost: 0
Recharge: 45s
Targets: Ground
Health: 25
ALMANAC ENTRY GEAR
What's so Peculiar about the Peculiar Pear? Hard to say, honestly. Sure, he looks like a crusty metal crab. So what? He turns zombies into gigantic, towering Omega Imps. And what's so wrong with that? He even plays volleyball. Crazy, right? No. It's really a testament to your ragtag team of plants when someone this wacky pales in comparison to the others. Maybe it's about time to start shipping them to correctional facilities. Or New Zealand!
1. Omega Imp drops an additional 50 sun.
2. Omega Imp is CHILLED for first 12s.
3. Omega Imp health reduced by 20%.

Omega Imp OVERVIEW STATISTICS
WSVet
Last seen at Gates and Trials
Omega Imps are transformed from regular zombies into hulking, gigantic Imps that drop sun on defeat.
This zombie is a Ground zombie.
Move Speed: 3s/tile
Health: 1500
Damage: One-shot
Attack Speed: 1s
Range: Melee
DETAILS ALMANAC ENTRY
Veteran zombies can appear in Gates and Trials as improved, stronger versions of zombies you've faced before. He's big and mean and also an Imp. Drops 100 sun upon defeat.
The Omega Imp sizes over even the tallest of towering tyrants. His impeccable height and basketball prowess makes him a force to be reckoned with both on the lawn, and in his own home. Every doorway is too small for him. He has to physically get on his hands and knees and crawl through like the day he was born (5'2). He must shimmy quietly down the stairs or he may break through them and fall several stories. He's tried getting a warrant to expand his house doorways, but he found that it violates his warranty, so he can't. It's tough being omega. And imp. Simp. The goes

Rye OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Rye summons an Ancient Hawk that follows your touch and spits out powerful energy bolts at nearby zombies. Ancient Hawk also casts a passive aura of mystical bad karma that reduces the movement - but not attack - speed of zombies in its midst.
Targets flying zombies
Sun Cost: 400
Recharge: 80s
Targets: Air & Ground
Health: 500
Hawk Speed: 1.5t/s
Hawk Damage: 40
Hawk Attack Speed: 2s
Hawk DPS: 20
Hawk Range: 2
Aura Radius: 3x3
Aura Slow: 20%
ALMANAC ENTRY ACTIVATED ABILITY - 75WSun
Rye's Ancient Hawk isn't just a strange, finger-following bird who shoots magical lightning at the innocents. He's also a wonderful friend to all. Rye's many extensive weeks of training the Ancient Hawk in his off time really paid off. He'd listen to your problems, and offer genuine and healthy advice to help improve yourself. He hooked up Chomper with the special pills when he needed them most. He even stood up to Peashooter and his dreadful nonsense when he tried to yell at Rye for accidentally leaving three specks of dirt in his general radius. Peashooter will never recover from the medical bills! Hip hip hooray!
Feathered Fury
Ancient Hawk pulls all zombies in a 3x3 area around it to its tile and then obliterates them with a mystical lightning strike that deals 100 armor-piercing damage with Tile area.
Recharge: 18s

Intensive Carrot OVERVIEW STATISTICS
Intensive Carrot2
Last seen at Level 7-1
Intensive Carrots can be planted on recently defeated plants to bring them back from the dead with 75% health, or on injured plants that are still alive to restore 75% of their health.
Plant on other plants
Sun Cost: 75
Recharge: 14s
Targets: Plants
ALMANAC ENTRY GEAR
Intensive Carrot does sigh language. That wasn't a typo, she sighs out all her thoughts and inquiries. All the other plants hate it. They think she's just being lazy. "Sigh," she sighs. "Wake up! There's a zombie invasion!" says Sunflower. "Get back in the kitchen," growls Peashooter. "Do you know where I can get some of those blue pills?" asks Chomper. "Sigh," she replies. "That's great! Thanks!" Chomper will have a fun night.
1. Plants are revived with 125% health.
2. Plant healing raised from 75% to 100%.
3. Revived plants also instantly recharge.

Stallia OVERVIEW STATISTICS
Stallia2
Last seen at Level 7-4
Stallias burst into a puff of perfume when planted, knocking zombies back and slowing them down.
Targets flying zombies
Sun Cost: 0
Recharge: 20s
Targets: Air & Ground
Area: 3x3
Slow Amount: 50%
Slow Duration: 10s
Knockback Distance: 1
ALMANAC ENTRY GEAR
Stallia loves to stall zombies. She also loves to stall time, which is something that she's done oh-so-sneakily by making you read this entry. How delightful!
1. Knockback raised from 1 to 1.35.
2. Recharge reduced by 1s per stalled zombie.
3. Slow duration raised from 8s to 12s.

Cactus OVERVIEW STATISTICS
Cactus2
Last seen at Level 7-7
Cacti fire spikes at long range which deal more damage the farther they fly. When zombies come too close, they switch to firing bursts of close-range darts.
Targets flying zombies
Sun Cost: 250
Recharge: 8s
Targets: Air & Ground
Health: 250
Spike Damage: 50-300
Spike Attack Speed: 8s
Spike DPS: 6.25-37.5
Spike Range: 4+
Dart Damage: 15*4
Dart Attack Speed: 2.4s
Delay Between Darts: 0.3s
Total Dart Attack Speed: 3.3s
Dart DPS: 18.2
Dart Range: <4
ALMANAC ENTRY GEAR
Cactus came to Tranquil Valley to chill out, to get away from the hustle and bustle of her regular life. She most certainly did NOT come there to fight more zombies. Or maybe she did and she's just putting on a front. Maybe there's nothing she loves to do more than battle zombies. You never know.
1. Attack changes at 5 tiles instead of 4.
2. Darts have 25% chance to gain +1 pierce.
3. Spikes deal 50% more damage to Air zombies.

Parsnip OVERVIEW STATISTICS
Parsnip2
Last seen at Level 7-10
Parsnips furiously snip at zombies that get too close to them and unleash a particularly strong snap after attacking a few times. They can also be tapped to move to another tile anywhere on the lawn.
Sun Cost: 200
Recharge: 12s
Targets: Ground
Health: 250
Snip Damage: 10*5
Snip Attack Speed: 3.6s
Delay Between Snips: 0.2s
Total Snip Attack Speed: 4.4s
Snip DPS: 11.4
Snip Range: 2
Cycles to Snap: 4
Snap Damage: 100
Snap Knockback: 1
Snap Range: 2
ALMANAC ENTRY GEAR
Parnsip doesn't just snip. He snaps, he crackles, and if he's having an especially rough day he might even pop.
1. Snap attack also inflicts STUN for 6s.
2. Number of snip attacks raised from 5 to 7.
3. Snip and snap attack range raised from 2 to 3.

Power Lily OVERVIEW STATISTICS
Power Lily2
Last seen at Level 7-13
Power Lilies explode into a cloud of mystical petals that empower plants, increasing their attack and ability speed for a short while. The explosion deals light damage to zombies and the cloud slows them down when they're walking through it.
Plant on other plants
Sun Cost: 75
Recharge: 30s
Targets: Plants
Damage: 25
Speed Boost: 25%
Speed Boost Duration: 20s
Attack Speed: 2s
Area: 3x3
Zombie Slow: 15%
ALMANAC ENTRY GEAR
Power Lily radiates a glow of both amazing awesomeness and radical rendezvous, but also of about a pound of illegal Plant Food smuggled in from outside the Bloomlands.
1. Speed boost raised by 3% per plant boosted.
2. Duration raised by 2s per plant boosted.
3. Recharge reduced by 2s per plant boosted.

Escape Root OVERVIEW STATISTICS
Escape Root2
Last seen at Level 7-16
Escape Roots explode when approached, and can be tapped once armed to switch places with any other plant on the lawn with a brief cooldown between swaps.
Shorter and harder to attack
Sun Cost: 50
Recharge: 16s
Targets: Ground
Health: 250
Area Damage: 100
Arming Time: 6s
Range: Contact
Area: Tile
Ability Cooldown: 3s
ALMANAC ENTRY GEAR
Escape Root smuggles illegal plant immigrants in and out of Tranquil Valley. What's her secret, you might ask? Well, she just... doesn't get caught, that's all.
1. CHARGE 5: Gains +25 damage, up to +100.
2. Swap cooldown reduced from 3s to 1s.
3. Arming time reduced from 6s to 3s.

Wasabi Whip OVERVIEW STATISTICS
Wasabi Whip2
Last seen at Level 7-20
Wasabi Whips whip zombies ahead and behind with a fiery vengeance, dealing bonus damage to stunned, frozen, or otherwise incapacitated zombies.
Sun Cost: 300
Recharge: 18s
Targets: Ground
Health: 250
Damage: 10
Bonus Damage: 35
DPS: 10
Bonus DPS: 35
Attack Speed: 1s
Range: 3 (ahead and behind)
ALMANAC ENTRY GEAR
Wasabi Whip robs banks, goes on joyrides, and evades the authorities every step of the way. Wasabi Nae Nae grunts and does weird dance moves. Truly a talented family.
1. Enemies behind are attacked 33% faster.
2. Bonus damage raised from +40 to +65.
3. Armored zombies take bonus damage.

Briarworks OVERVIEW STATISTICS
WSPlant2
Last seen at Level 7-23
Briarworks launch explosive fireworks that deal huge damage to a zombie, then scatter sparks behind them to damage more zombies.
Sun Cost: 500
Recharge: 20s
Targets: Ground
Health: 250
Initial Damage: 150
Initial Damage Area: Tile
Spark Damage: 75
Spark Count: 8
Spark Pierce: 5
Spark Spread Angle: 60°
Attack Speed: 6s
Range: Lane
ALMANAC ENTRY GEAR
Briarworks takes great pride and joy in setting up illegal, armed explosives right for zombies to stumble upon and 'enjoy.' Nobody is responding to her job applications.
1. DROP & FLAG: Next attack scatters 32 sparks.
2. Spark pierce is raised from 5 to 8.
3. Initial damage is raised from 150 to 300.

Bamboom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 7-26
Bambooms can unleash a storm of explosive cannonballs that deal damage in a cross formation. Tap on Bamboom to arm, tap again on a tile to fire.
Sun Cost: 400
Recharge: 26s
Targets: Ground
Health: 250
Area Damage: 1000
Area: +
Ability Cooldown: 15s
ALMANAC ENTRY GEAR
Bamboom likes gumballs. He also likes unleashing pure and undignified devastation upon the enemy. He has written several suggestions to his favorite gumball company to start production of unholy pain-flavored gumballs. They did not reply.
1. Explosions affect a larger area.
2. Ignites ground for 200 damage over 8s.
3. Deals +400 damage to target tile.

Stickybomb Rice OVERVIEW STATISTICS
Stickybomb Rice2
Last seen at Level 7-29
Stickybomb Rices hurl timed charges that stick to zombies and explode after a while. Multiple charges can be stuck to a single zombie, and charge explosions trigger other charges to explode. Each stacked charge adds +5 damage.
Targets flying zombies
Sun Cost: 275
Recharge: 8s
Targets: Air & Ground
Health: 250
Area Damage: 10
Bomb Explode Delay: 9s
Chain Damage Boost: +5
Attack Speed: 2s
Range: Lane
Area: Tile
ALMANAC ENTRY GEAR
Stickybomb Rice, considering what she does to zombies on the lawn, has committed several crimes. You'd never guess what they were! That's right! Tax evasion.
1. Fuse time raised from 8s to 10s.
2. Charges deal +10 damage to armor.
3. ECHO 7: Next attack throws 3 charges.

Strawburst OVERVIEW STATISTICS
Strawburst2
Last seen at Level 7-31
Strawbursts grow over time, becoming more and more powerful. When tapped, they launch themselves at zombies and explode.
Sun Cost: 325
Recharge: 22s
Targets: Ground
Health: 250
Area Damage: 65/250/1000
Growing Time: 10s/10s
Area: Tile/3x1/3x3
Ability Cooldown: 10s
ALMANAC ENTRY GEAR
Strawburst feels no pain upon beheading himself and tossing his head like an incendiary grenade. "Honestly, I don't feel anything. But it fills me with great pleasure to know that my head is definitely scarring and/or traumatizing young plants." No, he hasn't been arrested yet. Unfortunately.
1. RUMBLE 15: Instantly grows fully.
2. Regrow time reduced from 10s to 5s.
3. Can grow up to Stage IV for 1500 damage.

Headbutter Lettuce OVERVIEW STATISTICS
Headbutter Lettuce2
Last seen at Level 7-33
Headbutter Lettuces headbutt zombies from ahead and behind, with a 12% chance to throw stunning butter as well.
Sun Cost: 225
Recharge: 14s
Targets: Ground
Health: 250
Damage: 10
Butter Damage: 30
DPS: 10
Butter DPS: 30
Attack Speed: 1s
Range: 1 (ahead and behind)
Stun Duration: 6s
ALMANAC ENTRY GEAR
Headbutter Lettuce's butter is perfectly legal in boxing, provided it's unsalted and with a low carbohydrate count. But his headbutts have gotten him banned in several European countries.
1. CHARGE 10: Next attack is butter.
2. Butter lasts for 8s instead of 6s.
3. Butter chance raised from 10% to 15%.

Cob Cannon OVERVIEW STATISTICS
Cob Cannon1
Last seen at Gates and Trials
Cob Cannons fire devastating nuclear-powered corn cobs anywhere on the lawn, but have to reload for a very long time.
Targets flying zombies
Sun Cost: 700
Recharge: 30s
Targets: Air & Ground
Health: 250
Splash Damage: 4000
Shockwave Damage: 1500
Splash Damage Area: 3x3
Shockwave Radius: 5x5
Physical Size: 1x2
Ability Cooldown: 45s
ALMANAC ENTRY GEAR
Cob Cannon is a weapon of mass destruction. No church is safe from his magnificent cobs. The butter will rain down upon them like the pangs of suffering upon Europe. But there is no butter tonight. Tonight, they will know nothing but FEAR and how to properly order pantaloons online.
1. Deals +4000 damage to target tile.
2. RUMBLE 1: Cooldown reduced by 0.5s.
3. Gains +700 health for a total of 1000.

Bun Chi OVERVIEW STATISTICS
Bun Chi2
Last seen at Gates and Trials
Bun Chis smack zombies at close range with a three-hit combo and grow in power after each combo is completed. After growing enough power, they can be tapped to unleash a powerful Thunder Clap attack that will otherwise dissipate after a while if not used.
Sun Cost: 150
Recharge: 8s
Targets: Ground
Health: 250
Damage: 20*3
Attack Speed: 2.5s
Delay Between Slaps: 1s
Total Attack Speed: 4.5s
DPS: 13.3
Range: 2
Cycles To Thunder Clap: 5
Thunder Clap Damage: 500
Thunder Clap Knockback: 2
Thunder Clap Range: 3
Thunder Clap Duration: 15s
ALMANAC ENTRY GEAR
As the one who must not be named, Bun Chi is a furry, spiky bastard. Even Peashooter runs out of things to say when he's around them. Bun Chi is so absolutely unreasonably stupid and pointless that even gender evades them. Bun Chi crawled out of hell one day, drooling and shivering, and awkwardly shimmied their way into the Bloomlands. They do not deserve to be here, fighting along real plants. Shine Vine is more of a real plant than Bun Chi. Golf Leaf doesn't exist and he's more of a real plant. Dune Buckethead isn't even a plant and he's more real. Get lost, Bun Chi. Sink into the water and never return. Fatherless, loveless waste of time and sun. Madagascar!
1. Thunder Clap attack no longer dissipates.
2. Cycles to charge Thunder Clap cut from 5 to 3.
3. Attacks 25% faster for each charge gained.

Mighty Yam OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Mighty Yams unleash heavy high-damage combos, concluding in a powerful haymaker that deals unfathomable damage.
Sun Cost: 500
Recharge: 22s
Targets: Ground
Health: 250
First Hit Damage: 5
Second Hit Damage: 15
Third Hit Damage: 35
Final Hit Damage: 2000
Final Hit Knockback: 2
Delay Between Hits: 0.5s
Combo Initiation Speed: 3s
Combo Break Pause: 1s
Total Attack Speed: 4s
Average DPS: 513.8
ALMANAC ENTRY GEAR
Ask the Mighty Yam how he gets his immense strength and power, and he'll invite you to his special meditation place. "The key to great power," he begins with wise and wise, "is to first encounter your true power inside yourself. Meditate like I do. Find your inner strength. Breathe deeply. Drink several gallons of tea. Breathe deeply. College. Meditate like breathe deep do. Te. A. Then, and only when, is how you'll find the strength to obliterate foes." He sounds crazy, but his methods work, so who are you to judge? That's right.
1. Final hit damage raised from 1000 to 4000.
2. Combo speed reduced from 6s to 4.75s.
3. Attack range increased from 1 to 2.

Saint Sage OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Saint Sage casts a luminous aura that passively raises the health of nearby plants and restores health to those plants over time as well. She also periodically summons up to 5 golden orbs at once which seek out zombies once they enter her range.
Sun Cost: 300
Recharge: 80s
Targets: Plants
Health: 500
Aura Near Radius: 3x3
Aura Far Radius: 5x5
Near Health Boost: 30%
Far Health Boost: 20%
Near Heal Tick: 30
Far Heal Tick: 20
Heal Tick Rate: 0.5s
Near HPS: 60
Far HPS: 40
Orb Spawn Rate: 7s
Max Held Orbs: 5x
Orb Damage: 25
Orb Area: Tile
Orb Stagger Delay: 0.2s
Orb Attack Range: 5x5
ALMANAC ENTRY ACTIVATED ABILITY - 100WSun
Saint Sage is a bit troubled. Those zombies are on the lawn again! And her plant friends are sick with tennis elbow! What is she to do? Don't fret; she's got just the thing. She WHIPS open the Tender Book of Gonzalez, and flips to a random page. "Oh brother," she begins, "stop speaking utter nonsense, you stupid toad. Instead, preach some not so utter nonsense, like the love you have for the golden sun and it's hepatitis. What? Oh no, I left the oven on at home! How does this keep happening to me? Gonzalez 1:44 - 5." Suddenly, all of the zombies have disappeared. The plants now have baseball elbow. It's a miracle. It's stupid. It's definitely! The Word of Gonzalez. And with your spirit.
Divine Intervention
Saint Sage causes all plants on the lawn to become immortal for 8s and restores full health when this ability is activated.
Recharge: 20s

Rotobaga OVERVIEW STATISTICS
Rotobaga2
Last seen at Level 8-1
Rotobagas fire powerful rutabagas in four directions and can fly above other plants.
Plant on water or landTargets flying zombiesPlant on other plants
Sun Cost: 150
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 10
DPS: 5
Attack Speed: 2s
Range: 4 directions
ALMANAC ENTRY GEAR
Rotobaga used to have a good, well-paying job back in the day. Look at her now, stuck shooting rutabagas at zombies with no break in sight. How unfortunate.
1. ECHO 4: Fires 2 shots per direction.
2. Gains +25% attack speed when sharing a tile.
3. CHARGE 5: Next attack pierces 4 zombies.

Toadstool OVERVIEW STATISTICS
Toadstool2
Last seen at Level 8-4
Toadstools whip zombies with their long tongues, dropping sun with each and every hit. When a zombie gets too close, they eat that zombie whole and produce some more sun once they finish digesting.
Sun Cost: 275
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
DPS: 10
Attack Speed: 1s
Range: 4
Hit Sun Production: 5
Eat Range: 1
Chew Duration: 30s
Digestion Sun Production: 50
ALMANAC ENTRY GEAR
Toadstool's been through a lot in her life. She used to lounge softly in the Lost City back then. She'd swing on the great golden swing, daydreaming about the day that someone would actually buy her and she'd have to go and fight. Look at her now. Lounging slightly less softly in Tranquil Valley, sipping pints of distilled alcohol, wondering where it all went wrong as she licks zombies to death. For shame, Toadstool, for shame.
1. Chew duration reduced from 30s to 22s.
2. Digestion sun raised from 75 to 100.
3. Attack range raised from 4 to 6.

Zoybean Pod OVERVIEW STATISTICS
Zoybean Pod2
Last seen at Level 8-6
Zoybean Pods summon helpful zomboids which march on rightward and attack zombies. If there are no zombies in the lane, they'll continue growing their zomboid through carrot and melon forms.
Sun Cost: 175
Recharge: 8s
Targets: Ground
Health: 250
Spawn Speed: 6.5s
Zomboid Health: 100
Zomboid Damage: 50
Zomboid Attack Speed: 1s
Zomboid Speed: 4s/t
Carrot Health: 100
Melon Health: 300
Carrot Grow Time: 3s
Melon Grow Time: 5s
ALMANAC ENTRY GEAR
Zoybean Pod's cousin-in-law Soybean Pod doesn't get out much. And why should he? He's literally just a pod of three soybeans. He's not interesting. He doesn't move. He doesn't even get barrel. Zoybean Pod is infinitely superior in that way. Not only does he create infinite armies of eerie imitations of the lifeless corpses that trudge upon your lawn, he also, in fact, gets barrel. Tough 20, SoyBEN ODD!
1. Spawn speed reduced from 6.5s to 5s.
2. First zomboid is a melon zomboid.
3. Grows carrots and melons 34% faster.

Petrified Stump OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-9
Petrified Stumps absorb lots of damage but emit spooky fog that stops nearby plants from functioning.
Sun Cost: 75
Recharge: 20s
Targets: Ground
Health: 6000
Range: Contact
Fog Area: 3x3
ALMANAC ENTRY GEAR
What happened to Petrified Stump to make him, well, petrified? Ask around and you'll get a lot of different answers. "I think he realized how useless and pointless he is," Peashooter peas. "I think he's just a little scaredy-plants," chimes Scaredy-shroom. "Fools," Cabbage-pult pults. "It must be all those zombies! There's a zombie on your lawn, after all!" The others look at him with dismay. "Why do we have him?" Peashooter snouts.
1. Fog deals 10 area damage every 2s.
2. Heals 200 health every 4s per scared plant.
3. Gains +1200 health for a total of 7200.

Turkey-pult OVERVIEW STATISTICS
Turkey-pult2
Last seen at Level 8-12
Turkey-pults throw tofu turkeys at zombies which land with a to-funk and continue on to ruthlessly peck other zombies.
Sun Cost: 125
Recharge: 16s
Targets: Ground
Health: 250
Damage: 10
DPS: 2.7
Attack Speed: 3.75s
Range: Lane
Zurkey Health: 25
Zurkey Damage: 10
Zurkey Attack Speed: 0.5s
Zurkey Speed: 1 s/t
ALMANAC ENTRY GEAR
Turkey-pult's Zurkeys all have names, political views, and opinions on your hair. There goes Larry! There goes Barry. There goes Susan. There goes Howard. There goes... Dune Buckethead? Dune Buckethead!!? How did he get here? "I thought I locked the door," Turkey-pult says. "I'm feeling like a real Tunkey-pult right now." The Zurkeys chirp and chortle in vague but meaningful agreement. Howard breaks wind. "Zip it, you lot!" she whispers whispingly. Peashooter appears. "I am going to ruin you and your family. You will be cursed with bad luck and bad hair for a thousand years," Turkey-pult roars with frightening anger. Peashooter disappears. Great!
1. Impact damage raised from 10 to 30.
2. Zurkey health raised from 25 to 40.
3. ECHO 4: Next attack throws 3 Zurkeys.

Fanilla OVERVIEW STATISTICS
Fanilla2
Last seen at Level 8-15
Fanillas blow cold air at zombies which briefly inflicts a stunning effect but doesn't deal any damage.
Sun Cost: 100
Recharge: 10s
Targets: Ground
Health: 250
Attack Speed: 2.25s
Range: Lane
Stun Duration: 0.5s
ALMANAC ENTRY GEAR
Fanilla's a pretty big fan(illa) of soundproof rooms. That's because whenever Fanilla wants to be herself and just blow some wind like she always does, she gets insulted and anti-complimented. "Go blow yourself!" Peashooter shouted at her. "Wow, haha, I really do not like the flatulence you express." Sunflower kitchened. "HfshsndhjdsnakaojsbsbsnNabsbaaaaaaaaa," gestated Bun Chi like a rabid dog. That just doesn't happen in a soundproof room. Though it's also worth mentioning she's also a fan(illa) of Allium. She doesn't mind all the wind Fanilla's got blowing about. If Fanilla could, she'd blow more than just wind for Allium. But she can't, so a good cuddle will have to do instead.
1. Stun duration raised from 0.5s to 0.6s.
2. Flying zombies are stunned for 0.8s.
3. CHARGE 10: Next attack gains 2 knockback.

Crucibloom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-19
Cruciblooms produce large amounts of sun every so often and all share a single large health pool.
Sun Cost: 175
Recharge: 12s
Targets: None
Health: 2000
Sun Production: 75
Production Speed: 30s
ALMANAC ENTRY GEAR
Crucibloom locks eyes with its siblings. They moan softly, twice, in unison. They begin the chanting. The singing and dancing will begin soon. Not immediately, as Crucibloom #8 doesn't like for its tomfoolerous actions to be put on display for the others (Crucibloom #11 in particular) to see. Not too late either, as Crucibloom #19 kind of zones out after a while. Once the singing and the dancing happen, the ritual will be complete. The one who chomps, slobbers, and performs random divine acts of goodness will appear. Tonight. The Cruciblooms will lay eyes upon... Gonzalez. Or summon Dune Buckethead by accident. Either are entirely possible.
1. Gains +800 health for a total of 2800.
2. Gains +200 health per Crucibloom.
3. CHARGE 10: Heals 400 health every 1s.

Allium OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-23
Alliums shoot magical petals which deal damage to all zombies of the same type.
Targets flying zombies
Sun Cost: 150
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 10
DPS: 5
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Allium treats everyone with the utmost respect and kindness. That's not because she's an especially kind person, but since she has to treat everyone the same way she just sort of ends up being nice to everyone at once. She'd love to verbally abuse Bun Chi, but then she'd have to verbally abuse her beloved Fanilla. She'd never do that! She loves Fanilla too dearly for that, it'd break her heart to have to utter mean somethings about her. So there she stands, complimenting Bun Chi on their ugliness. The Bun Chi seems to understand. It grunts twice, slobbers on the floor, and screeches like a five-year-old. "I guess that's a good sign," Allium says.
1. Deals +1 damage per zombie hit at once.
2. ECHO 7: Next attack deals +90 damage.
3. The first Allium each level costs 0 sun.

Zofu OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-26
Zofus explode when planted, dealing damage to nearby zombies equal to a percentage of their health and inflicting them a strange curse that turns them into zomboids when they're defeated.
Targets flying zombies
Sun Cost: 175
Recharge: 60s
Targets: Air & Ground
Damage: 50%
Area: 3x3
Curse Duration: 15s
Gain Carrot Health: 400
Gain Melon Health: 1000
ALMANAC ENTRY GEAR
"My name's actually a portmanteau," Zofu cheekily grins. "Can you guess what the words are? That's right! Zooplankton and tofu!" Seeing your estranged stare, Zofu chuckles and shakes his square head. "No, no, no, I was joking. Sorry. It's zombified and tofu. Didn't mean to get you all up in a twist there. Heheh." Yeah.
1. Area damage raised from 50% to 65%.
2. Curse duration raised from 15s to 40s.
3. Gain carrots and melons 25% faster.

Soul Shrub OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-29
Soul Shrubs convert unlife energy from defeated zombies in their lane and use it to charge up an all-powerful laser attack that obliterates anything in its path. Tap to unleash the blast when it's most needed. Soul Shrub cannot collect souls from zombies it defeats.
Sun Cost: 300
Recharge: 20s
Targets: Ground
Health: 250
Souls to Charge: 50
Laser Damage: 40
Laser Damage Rate: 0.1s
Laser DPS: 400
Laser Duration: 3s
Laser Total Damage: 1200
Laser Range: Lane
ALMANAC ENTRY GEAR
Yeah yeah, it's cool and all being a soul harnessing shrub. You think it's soooo neat, don't you? Soul Shrub doesn't. Those souls of his are weird. And of course, they're the ones he's stuck with for all eternity. "I blessed the rains down in Africa," one clamors. "Have you seen my wallet?" Another mentions. "I want you to quench my elbows so softly." HE starts. "I want to feel the absorbent lips reveal my true form and send me to the heavenly state of mind that you pack. The illustrious dogma of feet you provide to give me satisfaction. Oh, the glorious roads and their wonders could not provide me the simple pleasure that you do on this Friday night." Pain and misery. Oh funt!
1. Can store up to 15 additional souls.
2. Souls to charge reduced from 50 to 42.
3. Gains ability to target Air & Ground.

Pokra OVERVIEW STATISTICS
Pokra2
Last seen at Level 8-31
Pokras unleash a devastating eight-hit combo before firing a piercing spike attack and then taking a few moments to rest. The longer they rest, the stronger the next combo attack will be.
Sun Cost: 225
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
Combo Speed 0.3s
Combo Hits: 8x
Combo Total Damage: 80
Combo Time: 2.4s
Range: 2
Spike Damage: 40
Spike Range: Lane
Resting Time: 7s
Combo Damage Gain: +2
Combo Damage Gain Rate: 3s
Combo Max Damage Gain: +20
ALMANAC ENTRY GEAR
Pokra strikes super duper fast not because she's particularly vicious or angry, but because she frankly just wants the whole situation to be over with. "I just can't stand fighting zombies," she remarks. "It's not very fun or engaging. I like to spend my time watching documentaries like "Dune Buckethead: Unloved", or "Born A Crime: A Shine Vine Story", or even "Power Vine". The zombies get in the way of that. And that's really not okay."
1. Combo hit count raised from 8 to 10.
2. Max damage gain raised from +20 to +30.
3. Damage gain rate reduced from 3s to 2s.

Tricky Truffle OVERVIEW STATISTICS
WSPlant2
Last seen at Level 8-34
Tricky Truffles are mischievous instant-use plants that activate a random effect when planted.
Possible Effects:
  • Creates a healing field that rapidly restores health to plants in a large area
  • Deals minor damage to zombies in a large area and stuns them for a few seconds
  • Creates a damage field that rapidly deals damage to zombies in a large area
  • Creates a random non-instant use plant that has been unlocked
  • Chills zombies in a large area for a few seconds
  • Creates random zombies that have been fought before on random tiles in a large area
  • Creates an invisibility field that turns plants, zombies, and grid items in a large area invisible for a few seconds
  • Randomly shuffles all plants in a large area around
Sun Cost: 50
Recharge: 10s
HEALING FIELD
Tick Healing: 50
Tick Rate: 0.1s
Field Duration: 3s
Total Healing: 1500
Field Area: 3x3
STUNNING BLOW
Damage: 25
Stun Duration: 5s
Area: 3x3
DAMAGE FIELD
Tick Damage: 10
Tick Rate: 0.1s
Field Duration: 5s
Total Damage: 500
Field Area: 3x3
RANDOM PLANT
Spawn Count: 1x
Max Sun Cost: 500
AREA CHILL
Chill Effect: 50%
Chill Duration: 10s
Chill Area: 3x3
RANDOM ZOMBIES
Spawn Count: 1-4x
Spawn Area: 3x3
Hypnotized Chance: 20%
INVISIBILITY FIELD
Field Duration: 4.5s
Field Area: 3x3
RANDOM SHUFFLE
Shuffle Area: 3x3
Shuffle Delay: 0.5s
Targets: Random
ALMANAC ENTRY GEAR
"Some chalk in the stalk!" Tricky Truffle slaps, knowing well that he is both hairy and respectful. "Car, cook to me now. For I am Tricky Truffle, jester of the crypt, and I want you to conquer my mailbox so dramatically that I can't haunt for 6 generations. Like the simplistic cat always said: Let's build this together!"
1. Chance to instantly generate 150 sun.
2. Chance to deal 125 damage to all zombies.
3. Chance to spawn another Tricky Truffle.

Olive Pit OVERVIEW STATISTICS
Olive Pit2
Last seen at Gates and Trials
Olive Pits drill into the ground and consume up to four zombies that walk over them, then vanish into a puddle of slowing oil. Olive Pits can also be planted on top of certain grid items such as tombstones to destroy and replace them.
Sun Cost: 150
Recharge: 14s
Targets: Ground
Range: Tile
Pit Size: 4
Puddle Slow: 50%
Puddle Duration: 20s
ALMANAC ENTRY GEAR
Olive Pit does not deserve a meaningful Almanac Entry. He has not earned it. "Why do you all hate me so?" he begs. Everyone turns away. Nobody answers. He is left alone in the room with nothing but sadness and misery. And Dune Buckethead. There is always Dune Buckethead.
1. Pit size raised from 4 to 6.
2. Oil duration raised from 20s to 28s.
3. DROP: Pulls zombies in 1x3 area to tile.

Sonic Bloom OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Sonic Blooms unleash a mighty shockwave when planted which deals damage based on the number of plants currently deployed. Shockwave deals bonus damage to grid items.
Sun Cost: 125
Recharge: 30s
Targets: Ground
Inner Shockwave Damage: 1:100
Inner Shockwave Area: 3x3
Middle Shockwave Damage: 1:75
Middle Shockwave Area: 5x5
Outer Shockwave Damage: 1:50
Outer Shockwave Area: 7x7
Grid Item Damage: 200%
ALMANAC ENTRY GEAR
Sonic Bloom unleashed a particularly mighty shockwave back in '69 that single-shockwavedly caused the displacement of approximately three plants and the defeat of approximately nineteen thousand zombies. It was quite based.
1. Global shockwave damage raised by 20.
2. Grid item damage raised from 200% to 300%.
3. Shockwave inflicts STUN for up to 10s.

Light Lily OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Light Lilies launch balls of light at zombies at a frequency based on how much sun you have in your bank. If you don't have any at all, they stop attacking.
Sun Cost: 150
Recharge: 8s
Targets: Ground
Health: 250
Damage: 25
Attack Speed: 4s
Min Attack Speed: 1s
Conversion Ratio: 25:0.1s
Sun for Max: 750
ALMANAC ENTRY GEAR
Folks often question Light Lily's decision to take up residency in Cobweb Crypt. She says it's because she wants to light up the world, brighten up the other plants' days, but nobody really believes her. They think she's trying to evade the authorities. They don't know what crimes she has committed, but they know she's done something. Nobody is naturally that positive. Nobody cares about you. Actually, that part might just apply to Shine Vine. Shine Vine is without love. Useless.
1. Min attack speed reduced from 1s to 0.6s.
2. Initial attack speed reduced from 4s to 3.6s.
3. Conversion raised from 25:0.1s to 20:0.1s.

Flower Pot OVERVIEW STATISTICS
Flower Pot1
Last seen at Level 9-1
Flower Pots can be planted on sand or flowing sand to allow for planting there. They also work on destroyed and cracked tiles in Boneyard Badlands.
Plant on other plantsShorter and harder to attack
Sun Cost: 25
Recharge: 8s
Health: 250
Range: Tile
ALMANAC ENTRY GEAR
Everyone knows Flower Pot as the reliable friend with a good attitude and positive approach to life. But they don't know the other side of Flower Pot. They don't know the unholy sights he has witnessed by being able to stare directly up at plants from beneath. He was traumatized by the time Snapdragon and Chomper moved to the same tile. Everyone he talks to has been exposed. He will never be the same again.
1. Produces 25 sun every 50s.
2. Plants on top gain +100 health.
3. CHARGE 10: Gains +25 health.

Electrici-tea OVERVIEW STATISTICS
Electrici-tea2
Last seen at Level 9-3
Electrici-teas periodically zap zombies in an area around them, dealing additional damage the more zombies are packed in there. If powered up enough, they'll inflict a momentary STUN.
Sun Cost: 150
Recharge: 8s
Health: 250
Damage: 20
Attack Speed: 5s
DPS: 4
Damage per Zombie: +5
Max Damage: 150
Max DPS: 30
Zombies to Max: 26
Stun Duration: 1s
Zombies to Stun: 13
Area: 3x3
ALMANAC ENTRY GEAR
Electrici-tea looks up at you with soulless eyes. "Hello, friend!" he teas disarmingly. "It's nice to meet you! My name's Electrici-tea! What's your name?" You look at him with the most disgust you have ever felt. You did not feel this much disgust when you heard of Chomper and Snapdragon's cumulative misadventures (in fact, you felt quite the opposite). You did not feel this much disgust when Shine Vine was added to Plants vs. Zombies 2. You didn't even feel this much disgust when Bun Chi crotched last Thursday. Just looking at Electrici-tea brings new levels of disgust. "Say disgust one more time," snickerdoodles Sunflower from the kitchen. Alright, my bad.
1. Max damage raised from 150 to 175.
2. Min damage raised from 20 to 25.
3. Zombies to stun cut from 13 to 9.

Zap OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-5
Zaps rush down the lane when planted until they reach a zombie, when they'll electrocute that zombie for high damage and chain the bolt to several other nearby zombies, stunning the whole lot of them.
Plant on other plantsShorter and harder to attack
Sun Cost: 0
Recharge: 10s
Deploy Delay: 0.8s
Initial Damage: 75
Initial Stun Duration: 2s
Chain Damage: 50
Damage Loss/Chain: -5
Chain Stun Duration: 1.5s
Stun Loss/Chain: -0.1s
Max Chains: 9
Chain Range: 5x3
Chain Bounce Time: 0.15s
ALMANAC ENTRY GEAR
Zap wakes up in bed, another day of his sad existence. He finds out the hard way that last night, someone broke in and took a grand wee on his pillow. He goes to the grocery store, and someone goes out of their way to forcefully shove his entire full cart upside down into a bunch of glass display cabinets. As he's going home, Peashooter dumps a bunch of cement on his head? Where did Peashooter even get cement? Nobody knows. He probably had to provide great pleasure to get it. This is everyday life for Zap. But don't feel bad for him; he's a filler plant. Not today, thank you!
1. Deploy delay cut from 0.8s to 0.1s.
2. Chain range raised from 5x3 to 7x7.
3. SLASH 1: Recharge reduced by 1s.

Banana Peel OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-7
Banana Peels slide the first zombie that steps on them into an adjacent lane. Banana Peels can be planted on top of other plants and up to three can be stacked on a tile.
Plant on other plants
Sun Cost: 25
Recharge: 6s
Range: Contact
Max Stacks: 3x
ALMANAC ENTRY GEAR
"Shwoopsie!" Banana Peel cries as he slips a zombie. Banana Peel thinks he's SO FUNNY! It's not gonna be so funny when Peashooter burns his house down, kicks his dog, and eliminates his federal funding. "Your jokes and tomfoolery have gone on for too long, Lousy Lamana," Peashooter roars, fire burning in his eyes. "You must pay the price for your sins. Repent, and sin no more. Useless hunk of lumpy monkey nonsense." Banana Peel laughs it off. "My insurance provider has got my back!" he chortles as his left eye twitches. "It'll all be back to normal in no time."
1. Max stacks raised from 3 to 5.
2. Knocks zombies back 1 tile.
3. Deals 35 damage to zombies.

Iron Maiden OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-11
Iron Maidens are completely original, never-before-seen plants encased in a suit of metal armor that blocks a One-shot attack. When exposed to electrical storms, their suit will become briefly electrified and zap nearby zombies based on static charge. As a metal plant, Iron Maiden conducts electricity and takes 50% reduced electrical storm damage.
Sun Cost: 75
Recharge: 30s
Health: 6000
Range: Tile
Zap Damage: 10
Zap Rate: 0.25s
Zap DPS: 40
Zap Range: 3x3
Zap Min Duration: 3s
Zap Max Duration: 8s
ALMANAC ENTRY GEAR
Iron Maiden considers himself to be, without a doubt, the most metal plant. He has forty tattoos and three piercings. He listens exclusively to Iron Laden, Metallic-ish, and Megabreath. He mains Brainium Basher in Battle for Neighborville. Okay, to be honest, with that last one we're wondering if maybe he meant "mental" instead of "metal". He also hates dolphins and is afraid of flutes. Doo doo doo. Madness!
1. Gains +2000 health for a total of 8000.
2. Zap range raised from 3x3 to 5x3.
3. Electrical storm effects last 50% longer.

Electrocucumber OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-14
Electrocucumbers spit out balls of lightning down the lane which zap zombies in adjacent lanes until they hit a zombie, dealing major damage.
Sun Cost: 175
Recharge: 14s
Health: 250
Range: Lane
Ball Damage: 25
Attack Speed: 4s
Ball DPS: 6.3
Bolt Damage: 5*3
Bolt Count: 3
Bolt Hit Rate: 0.5s
Bolt Range: 2
ALMANAC ENTRY GEAR
Electrocucumber underestimates his own power sometimes. "I don't realize how electrically charged I really am," he explains. "Sometimes I'll be out having a drink with my buddies and I'll just randomly fill their beings with thousands of volts of electricity. And I'll be like 'Sorry guys, forgot I was an electric-type plant' and they'll all go like 'It's okay Electrocucumber, we accept you for who you are despite your obvious design and balancing flaws' and it's really sweet of them but I can't help but feel bad."
1. SLASH 3: Next attack gains +5 bolt count.
2. Bolt count raised from 3 to 4.
3. Ball deals +25 damage to armored zombies.

Brass Brawler OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-17
Brass Brawlers punch nearby zombies vigorously, gaining faster attack speed as the level approaches completion and dealing bonus damage to armored zombies. When exposed to electrical storms, they gain maximum attack speed briefly based on static charge. As a metal plant, Brass Brawler conducts electricity and takes 50% reduced electrical storm damage.
Sun Cost: 200
Recharge: 8s
Health: 750
Damage: 15
Attack Speed: 2s
DPS: 7.5
Max Attack Speed: 1s
Max DPS: 15
Armored Damage: 20
Armored DPS: 10
Max Armored DPS: 20
Min Boost Duration: 4s
Max Boost Duration: 10s
ALMANAC ENTRY GEAR
"Not a shot, dude tuber!" Exclaims the eccentric Brass Brawler. He takes after many cheesy movie stars. He likes their big fists. They make him feel strange new things, like pain and agony. "Say your final wishings, trout gobbler!" Berates the bodacious Brass Brawler. Everyone wishes his lines were better though. "5372636277291929738281)/$/$:?'clskbsksdha(((((((, hard hat!" Swaddles the sarcastic Srass Srawler. Please make it stop.
1. Gains +250 health for a total of 1000.
2. Deals +5 damage to armored zombies.
3. Electrical storm effects last 50% longer.

Zapsicum OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-20
Zapsicums electrify zombies that eat them while launching them back, causing them to emit an electrified explosion after a few moments equal to part of their health.
Sun Cost: 25
Recharge: 8s
Health: 25
Knockback: 4
Explosion Delay: 5s
Explosion Self Damage: 100%
Explosion Area Damage: 90%
Explosion Area: 3x3
ALMANAC ENTRY GEAR
Zapsicum's tired of the jokes. He knows what you're gonna say. He knows that you think you're funny. He can imagine the scenario already. "Ooh, I'm a big stupid baby! Who's ‘Zapsi'?" You moronically moron to his face. "SHUT UP!!!!" He screams, then he quickly attaches a car battery to your fingers and fries your soul. Well, actually Zapsicum, I just wanted to ask you how your day was. I hate you now. Eat a fruit, man!
1. Explosion area damage raised from 90% to 120%.
2. Explosion delay reduced from 5s to 2.5s.
3. Knockback when consumed cut from 4 to 2.

Metal Petal OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-22
Metal Petals produce sun and resist zombies with high health, however they will rust over time and stop producing sun. You can tap on them to pay 25 sun and activate them once more. When exposed to electrical storms, they will be reactivated briefly, free of charge. As a metal plant, Metal Petal conducts electricity and takes 50% reduced electrical storm damage.
Sun Cost: 50
Recharge: 12s
Health: 250
Production Speed: 20s
Sun Produced: 25
Rust Time: 65s
Storm Min Rust Time: 25s
Storm Max Rust Time: 65s
ALMANAC ENTRY GEAR
Metal Petal is often looked down upon due to her poor reception in Plants vs. Zombies: Garden Warfare 2. She's over it. "Look, friends and foes alike, we've gotta get over this. Just because I was quite possibly the worst pick for a Sunflower in that game doesn't mean I can't be good here," she insists. "I'm not that weak. Try me! I produce sun, and I rust over time. What's not to love? I'm a viable sun producer, on par with some of the greats!"
1. SLASH 1: Production speed cut by 1s, up to 10s.
2. SLASH 1: Gains +50 health, up to +750.
3. Rust time raised from 65s to 75s.

Barrel Cactus OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-24
Barrel Cacti roll down the lane when planted, dealing damage and knocking back zombies. They also constantly fire off spikes up and down.
Sun Cost: 75
Recharge: 30s
Damage: 125
Knockback: 2
Spike Damage: 10*2
Spike Count: 2
Spike Speed: 0.75s
Range: Lanes
ALMANAC ENTRY GEAR
Despite being called a "Barrel" Cactus, Barrel Cactus cannot be broken open to find that he contains copious amounts of alcohol. That's because he already drank it all. The alcohol has been consumed. There is none left to slurp up when you destroy his supple body. "I've got a hankerin' for yer BEER mister Peashoots!" Barrel Cactus yanks. Peashooter is too utterly terrified to come up with a snarky response. "If ye don't get me what I want today… I may have to do something ye'll regret makin' me do, eh." That's an honest threat. Don't make him do it. The pain will never end.
1. Spike speed cut from 0.75s to 0.25s.
2. Gains +25 damage per zombie hit.
3. SLASH 1: Recharge reduced by 2s.

Shocking Nettle OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-27
Shocking Nettles channel thin streams of electricity down 4 directions which deal constant damage and subtly slow zombies down. The more Shocking Nettles are in the same diagonal, the more damage their streams do in that direction.
Sun Cost: 200
Recharge: 10s
Health: 250
Damage: 10
Damage Rate: 0.75s
Damage/Nettle: +10
Max Damage: 30
Nettles to Max: 3
Zombie Slow: 15%
Stream Width: 0.34
Range: 4 directions
ALMANAC ENTRY GEAR
Shocking Nettle does shocking things like punting children and sniffing Dune Buckethead. He also has emotional moments of bonding with his son. "Socking Kettle, you know I don't like it when you deceive me. I gave you life. I gave you vision, hearing, and touch. I presented you with the beautiful and boundless gift of existence and I am repaid for my efforts with deceit and foolishness." Shocking Nettle explains. Socking Kettle shudders a little and then deflates like a balloon. Incredible.
1. Stream width raised from 0.34 to 0.5.
2. Max damage raised from 30 to 40.
3. Zombie slow raised from 15% to 25%.

Lavenderstorm OVERVIEW STATISTICS
WSPlant2
Last seen at Level 9-30
Lavenderstorms unleash powerful lightning strikes from up above when planted, dealing devastating damage to zombies on a number of random tiles in a massive area.
Sun Cost: 100
Recharge: 18s
Damage: 1000*9
Strike Count: 9
Strike Area: Tile
Strike Stagger: 0.2s
Initial Delay: 1.25s
Strike Possible Area: 5x5
Range: Tile
ALMANAC ENTRY GEAR
Lavenderstorm has had enough. Peashooter has insulted her family tree for the last time, and will be punished for his many crimes. She calls down a gigantic thunderstorm of fury from the heavens, carrying the might and anger of slightly over three suns to Peashooter's location. "Ah, what a shame," Peashooter grunts. "When I'm gone, who'll remember you for all of your exploits? Who will share your story to the world of heretics and nonbelievers? It won't be Chomper. It won't be John F. Kennedy. You will be lost to the sands of time, infertile cushion." And just like that, Lavenderstorm calls off the storm once more. The cycle never ends. The pea's knees will never be broken by the coming fall winds of Nebraska.
1. Damage raised from 1000 to 2000.
2. Strike count raised from 9 to 12.
3. Strike area reduced from 5x5 to 5x3.

Zapdragon OVERVIEW STATISTICS
Zapdragon2
Last seen at Gates and Trials
Zapdragons breathe pure, unfiltered electricity that can damage several zombies or concentrate on a single one. The longer they go without attacking, the stronger the next attack will be.
Sun Cost: 400
Recharge: 30s
Health: 250
Damage: 20*8
Lightning Bolts: 8x
Attack Speed: 7s
Min DPS: 22.9
Power Up Damage I: 25*8
Power Up Time I: 3s
Power Up Damage II: 30*8
Power Up Time II: 5s
Power Up Damage III: 35*8
Power Up Time III: 7s
Bolt Chain Damage: 5
Bolt Chain Targets: 2x
Range: Three lanes
ALMANAC ENTRY GEAR
Although not the most iconic dragon in the plant kingdom, Zapdragon would say he's pretty happy with himself. "I've got power, in more ways than one. I have a family who knows and loves me. And my brother is in the happiest relationship he could ever be in. What else could I want?" Despite his cheerfulness, the answer is clear: he wants somebody's hand in marriage. Not yet! Just you wait, Zapdragon.
1. Lightning bolts raised from 8 to 10.
2. Powers up after 7s, +5 every 2s.
3. DROP: First attack fires 24 bolts.

Power Vine OVERVIEW STATISTICS
Power Vine2
Last seen at Gates and Trials
Power Vines can be planted on top of other electrical plants to offer additional protection and amplify their electrical effects. They also briefly stun zombies that attack them, as additional help.
Sun Cost: 125
Recharge: 10s
Health: 500
Amplification: 100%
Damage: 5
Stun Duration: 0.75s
Stun Cooldown: 1.25s
Range: Tile
ALMANAC ENTRY GEAR
Everyone knows Flower Pot as the reliable friend with a good attitude and positive approach to life. But they don't know the other side of Flower Pot. They don't know the unholy sights he has witnessed by being able to stare directly up at plants from beneath. He was traumatized by the time Snapdragon and Chomper moved to the same tile. Everyone he talks to has been exposed. He will never be the same again.
1. Amplification raised from 100% to 125%.
2. SLASH 2: Next attack deals +45 damage.
3. Gains +250 health for a total of 750.

Lightning Leaves OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Lightning Leaves generate an electrical barrier that spans three lanes and lightly damages zombies with a chance to briefly stun them. Once the barrier is destroyed, Lightning Leaves can generate another one after a while. Switches to close-range attack when barrier is down.
Sun Cost: 225
Recharge: 8s
Health: 250
Barrier Health: 5000
Barrier Area: 3x1
Barrier Damage: 5
Barrier Damage Rate: 0.25s
Barrier DPS: 20
Barrier Stun: 0.25s
Barrier Stun Chance: 10%
Barrier Recharge: 18s
Attack Damage: 15*3
Attack Stagger: 0.2s
Attack Speed: 1.8s
Total Attack Speed: 2.5s
DPS: 18
Attack Area: Tile
Attack Range: 2
Range: Tile
ALMANAC ENTRY GEAR
Lightning Leaves is both an electrifying force of nature on the battlefield and in the bedroom. When he gets toasty, he gets toasty. If you catch my drift. He's also good at OBLITERATING zombie foes! Those lightning bolts that do questionably large amounts of damage? Those are his! He's very proud of what he does and he wants you to be proud as well. He was not hugged enough at a young age. Don't encourage him.
1. Barrier gains +1000 health for a total of 6000.
2. Barrier chance to stun raised from 10% to 20%.
3. Barrier recharge delay reduced from 18s to 11s.

Brambles OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-1
Brambles snare and damage the first zombie stupid enough to step on them until another zombie comes along and frees it. Ranged zombies have the upper hand on this one.
Sun Cost: 75
Recharge: 18s
Targets: Ground
Health: 250
Range: Contact
Tick Damage: 10
Tick Rate: 0.5s
Max Snare: 20s
Max Damage: 400
ALMANAC ENTRY GEAR
Brambles likes prickling zombie feet. There's something so soothing about gingerly caressing their heels and getting in-between their toes and alllll around their ankles. His affinity for feet far outmatches Chomper's. He has a very serious problem, and is in desperate need of assistance.
1. Damage raises by 5 after 10s.
2. RUMBLE 1: Recharge timer reduced by 10s.
3. Deals +5 damage to armored zombies.

Rock Pea OVERVIEW STATISTICS
Rock PeaGW2
Last seen at Level 10-4
Rock Peas fire rocks that deal moderate damage and briefly STUN zombies, along with a chance to fire a big boulder that knocks them back.
Sun Cost: 200
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
Boulder Chance: 20%
Boulder Damage: 25
Boulder Stun Duration: 0.5s
Boulder Knockback: 2
Attack Speed: 3.75s
Average DPS: 3.5
Range: Lane
ALMANAC ENTRY GEAR
Rock Pea is tired of being the weakest Peashooter in other games, such as Garden Warfare 2. "It's, quite frankly, an insult to my character and what I am capable of achieving in life," he grumbles. "Furthermore, my effectiveness in a gunfight is a matter of which your opinions matter not!" He's just butthurt.
1. CHARGE 7: Next attack is a big boulder.
2. Deals +10 damage to zombies with magnetic items.
3. Big boulder knockback raised from 2 to 3.

Terracotton OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-7
Terracottons launch ceramics at the first zombie in their lane, dealing high damage and sending razor-sharp ceramic shards out to damage other zombies behind them.
Sun Cost: 325
Recharge: 10s
Targets: Ground
Health: 250
Damage: 65
Attack Speed: 5s
DPS: 13
Shard Damage: 10
Shard Count: 5
Shard Spray Area: 90°
Shard Travel Distance: 2
Range: Lane
ALMANAC ENTRY GEAR
Terracotton's ceramic pots are priceless artifacts from the distant past, covered with drawings of strange figures and mysterious surroundings. He chucks them around like they're nothing. "They make for good ammunition, I guess," he guesses. "Don't really care much for them otherwise." Think of the HISTORY, Terracotton! What are you doing???
1. Shard count raised from 5 to 7.
2. Shard flight range raised from 2 to 3.5.
3. Shards deal +5 damage to armored zombies.

Levitater OVERVIEW STATISTICS
Levitater2
Last seen at Level 10-10
Levitaters cause the strongest zombie on screen to levitate in the air, helplessly floating upwards and then slowly being lowered back down.
Shorter and harder to attack
Sun Cost: 40
Recharge: 8s
Targets: Ground
Health: 250
Levitate Duration: 6s
Pushback Distance: 2
Attack Speed: 12s
Range: Everywhere
Ability Cooldown: 12s
ALMANAC ENTRY GEAR
Levitater is unloved and hated by all of his friends. They loathe him. They seethe him. He is absent from their parties. "Where's Levitater?" they ask. Deep down, none of them care. He has wronged them too many times. What did he do? Simply exist. That 40 sun price tag puts everyone off HARD.
1. Levitate duration raised from 6s to 9s.
2. Deals 50 damage to levitated zombies.
3. Zombies take 2x damage while levitating.

Tall-nut OVERVIEW STATISTICS
Tall-nut2
Last seen at Level 10-13
Tall-nuts are high-health defensive walls that can be planted in water, are unable to be pushed or pulled, and can resist three One-shot zombie attacks.
Plant on water or landDifficult to maneuver around
Sun Cost: 125
Recharge: 45s
Targets: Ground & Air
Health: 9000
Range: Contact
ALMANAC ENTRY GEAR
At such a towering height, Tall-nut has an elevated view of things. He refuses, for example, to buy second-hand milk. He also refuses, as another example, to come up with his own jokes. He's a bit of a nonce.
1. TANK 1000: Recharge timer reduced by 5s.
2. Can resist a fourth One-shot attack.
3. CHARGE 10: Restores 75 lost health every 1s.

Bone Beet OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-16
Bone Beets slam the ground constantly, dealing damage to zombies around them while also momentarily applying STUN. They deal extra damage to grid items.
Sun Cost: 100
Recharge: 8s
Targets: Ground
Health: 250
Damage: 5
Stun Duration: 0.25s
Grid Item Damage: 10
DPS: 3.3
Grid Item DPS: 6.7
Attack Speed: 1.5s
Range: 3x3
Area: 3x3
ALMANAC ENTRY GEAR
Bone Beet is full of love and ambition. He has so much to give to the world, but nobody seems to want to look past that one time he called everybody useless badgers and jumped off a cliff. "I've grown so much since then," he sighs. "Just give me another chance."
1. Grid item damage raised from 10 to 15.
2. ECHO 7: Next attack affects a 5x5 area.
3. DROP: Gains +50% attack speed for 10s.

Pea Pod OVERVIEW STATISTICS
Pea Pod2
Last seen at Level 10-19
Pea Pods grow additional heads over time, allowing them to fire more peas per attack. Pea Pods can be planted on top of Pea Pods to instantly grow another head.
Sun Cost: 125
Recharge: 6s
Targets: Ground
Health: 250
Damage: 10
Max Heads: 5
Max Damage: 10*5
Min DPS: 5
Max DPS: 25
Growing Time: 20s
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Though you only see up to five in the pod, Pea Pod's pod space goes way back. Waaaaay back. He has guest rooms, malls, and a little pod head society in there. Think your double-decker mansion is big? Try getting inside a Pea Pod. No, not that way.
1. Max heads raised from 5 to 6.
2. Grow time reduced by 2s per grown head.
3. Gains +75 health per grown head.

Voodoober OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-22
Voodoobers absorb the souls of defeated zombies anywhere on the lawn. After absorbing enough souls, they questionably produce sun for your usage.
Sun Cost: 75
Recharge: 22s
Health: 250
Soul Conversion: 12
Sun Production: 25
Range: Everywhere
ALMANAC ENTRY GEAR
Voodoober is blind, deaf, and mute. They interact with the world around them through different vibrations. A mailbox opening has a different frequency than, say, a barrel of fireworks going off. In a similar vein, zombie footsteps have a far less noticeable sensation than Chomper and Snapdragon getting down and dirty in the shed.
1. Collects souls from defeated plants.
2. Soul conversion reduced from 12:25 to 9:25.
3. ECHO 5: Produces 50 sun instead of 25.

Blockoli OVERVIEW STATISTICS
Blockoli2
Last seen at Level 10-24
Blockolis slam zombies with high-health floret shields, damaging them and applying STUN briefly with light knockback, but then have to cool down for a while.
Difficult to maneuver around
Sun Cost: 300
Recharge: 14s
Targets: Ground
Health: 1000
Damage: 65
Attack Speed: 1s
Stun Duration: 8s
Knockback: 0.75
Cooldown: 16s
Range: 1
Shield Health: 2000
Shield Count: 2
ALMANAC ENTRY GEAR
Blockoli is an epic gamer. "You are worthless garbage," he screams at a sprout online. "You will achieve nothing in life and your existence is beyond meaningless." But deep inside, behind those giant floret shields, he doesn't mean any of it. He cares deeply and truly for everybody he knows. He volunteers at the squirrel rehab center every weekend. He delivers groceries for Voodoober every Tuesday and Thursday. He just wants to look cool.
1. ECHO 1: Next attack deals +85 damage.
2. Shield health raised from 2000 to 2750.
3. Knockback raised from 0.75 to 1.5.

Sandstem OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-27
Sandstems cast bitter sandstorms that travel down the lane, picking up zombies and carrying them backward while dealing light damage.
Sun Cost: 275
Recharge: 18s
Targets: Ground
Health: 250
Damage: 10*3
Sandstorm Push Force: 6
Sandstorm Lifetime: 6s
Sandstorm Decay: -0.125
Sandstorm Motion: +25
Attack Speed: 12s
Range: Lane
Area: Tile
ALMANAC ENTRY GEAR
Sandstem enjoys his personal space. "Back off, shmucks," he yells at the top of his lungs. "Get your grubby little hands as far away from me as possible!" Nobody is allowed to get within two feet of him, ever. Except for Heartichoke. He has a soft spot for Heartichoke. She can get as close as she likes.
1. Push force raised from 6 to 8.
2. Sandstorm motion reduced from +25 to +20.
3. Sandstorm decay reduced from -0.125 to -0.075.

Prickly Pear OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-26
Prickly Pears spike zombies that attack them and house three Prickly Pearriers. Tap on Prickly Pear to arm, tap again on a tile to send a Prickly Pearrier there with a complimentary shockwave that shoves zombies back. Each Prickly Pearrier resists zombies with high health and spikes them just the same.
Difficult to maneuver around
Sun Cost: 200
Recharge: 20s
Targets: Ground
Health: 1000
Damage: 10
Attack Speed:' 0.5s
DPS: 20
Max Pearriers: 3
Shockwave Damage: 35
Shockwave Knockback: 1
Shockwave Area: 3x3
Pearrier Health: 1000
Pearrier Damage: 10
Pearrier Attack Speed: 0.5s
Pearrier DPS: 20
Range: Everywhere
ALMANAC ENTRY GEAR
Prickly Pear is, as you may expect, quite prickly on the outside. Any zombie, snowman, or illegal fire hydrant can attest to that. But what you might not know so quickly is that she's also quite prickly on the inside. But she doesn't let most folks see inside. Much to both your and Wall-nut's surprise, it's considered fundamentally rude to investigate someone's insides without their inert permission. Who knew?
1. Shockwave knockback raised from 1 to 2.
2. Max Pearriers raised from 3 to 4.
3. Shockwave damage raised from 35 to 100.

Sleekshot OVERVIEW STATISTICS
WSPlant2
Last seen at Level 10-32
Sleekshots can be used to sling other plants down the lane, dealing damage based on their health. Tap on Sleekshot to arm, plant another plant on top of it to load, and tap on Sleekshot again to fire.
Sun Cost: 175
Recharge: 18s
Targets: Ground
Health: 250
Conversion Ratio: 1:1
Range: Lane
Ability Cooldown: 15s
ALMANAC ENTRY GEAR
One time, Wall-nut accidentally knocked over Sleekshot's glass of wine. In turn, Sleekshot "accidentally" slung him all the way to Detroit. That's right. He got ratio'd so hard he entered REAL LIFE.
1. Shots inflict STUN for up to 8s.
2. Cooldown reduced from 15s to 10s.
3. Deals +25% damage to armored zombies.

Ultomato OVERVIEW STATISTICS
Ultomato2
Last seen at Gates and Trials
Ultomatos consume all of your remaining sun and channel it into a powerful beam of pure energy that vaporizes zombies. The beam lasts longer based on how much sun was consumed. Reduced damage to bosses.
Sun Cost: ?
Recharge: 20s
Targets: Ground
Range: Lane
Damage: 50
Boss Damage: 25
Damage Rate: 0.25s
DPS: 200
Boss DPS: 100
Min Beam Duration: 1s
Conversion Ratio: 25:1s
ALMANAC ENTRY GEAR
Ultomato deals reduced damage to bosses not because of any special restrictions or legal disputes, but because he doesn't want it to be too hard for them. "If I were able to deal full damage to bosses," he explains. "Which I totally can, by the way, it would simply be unfair. They would die immediately and sob to their wives about their awful day at work. That's not the Ultomato way. Ultomato HATE women!" He's definitely cappin'.
1. Gains an extra 0.5s for every 2s of duration.
2. Beams that last for over 10s pierce 2 zombies.
3. Beams that last for over 5s deal 65 damage.

Tomb Tangler OVERVIEW STATISTICS
Tomb Tangler2
Last seen at Gates and Trials
Tomb Tanglers destroy grid items they're planted on and absorb their durability - or what remains of it - as health for themselves. They also breath dense fog in an area in front of them which slows down zombies.
Difficult to maneuver around
Sun Cost: 75
Recharge: 18s
Targets: Ground
Health: 2000
Health Steal: 100%
Fog Range: 3
Fog Slowdown: 35%
ALMANAC ENTRY GEAR
Consult the Tangler: Episode 1,664
Hello Tomb Tangler! My friends are very upset. They keep fighting over trivial things, like my wife and the pursuit of happiness. What can I do to get them all to fall unto my precariously placed Atlantic Ocean?
Thanks, Gustavo
TOMB TANGLER SAYS;
TombKill
Sincerely,
The Tangles
1. Fog slowdown raised from 35% to 50%.
2. Zombies in fog take 10 damage per 1s.
3. Health steal raised from 100% to 120%.

Blastberry Bomber OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Blastberry Bombers can be tapped to spend sun in exchange for scattering explosively stunning berry bombs across the lawn.
Sun Cost: 100
Recharge: 30s
Targets: Ground
Sun Consumption: 100
Bomb Count: 9x
Bomb Tile Damage: 100
Bomb Tile Area: Tile
Bomb Splash Damage: 50
Bomb Splash Area: 3x3
Bomb Tile Stun Duration: 3s
Bomb Splash Stun Duration: 1s
Bomb Range: Everywhere
ALMANAC ENTRY GEAR
Blastberry Bomber waits patiently in line with his groceries for the day. It's the fifth time he's tried to purchase his items, but for some reason, they won't let him through. He pushes his cart through begrudgingly again, and the cashier looks at him with absolute contempt. "Alright you little bugger," the cashier begins. "If I catch you with that stupid piece of crap in your cart again I'm going to do horrid things to you." He sifts through Blastberry Bomber's cart, seemingly oblivious to his hidden item. Paper towels, peppers, Chomper, all normal so far… WAIT! What's that? A PIPE BOMB? Not again! NOT again! "NO! YOU WILL NOT!" The cashier screams in pain and supplements. "I'm gonna kill you! Kill you! Kill you now!" The store erupts in a sheet of flame. There is nothing cleft. Comeuppance for your sins.
1. Attack sun consumption reduced from 100 to 75.
2. Tap and hold to convert 175 sun into 20 bombs.
3. Bomb splash effect area raised from 3x3 to 5x3.

Dennis OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Dennis uses his drill to shake the ground around him, slowing nearby zombies down and unleashing powerful, damaging tremors that are extra effective against grid items. Every few attacks, Dennis unleashes a critical hit that deals even more damage. Truly a masterpiece.
Sun Cost: 300
Recharge: 80s
Targets: Ground
Health: 500
Damage: 10
Damage Rate: 0.25s
DPS: 40
Grid Item Damage: 15
Grid Item DPS: 60
Critical Damage: +20
Critical Damage Rate: 10
Damage Radius: 3x3
Passive Slow: 15%
ALMANAC ENTRY ACTIVATED ABILITY - 25WSun
Where does Dennis get all of his bombs? "At the bomb store, of course," he answers. Well, that mystery was quickly solved. Done and dusted. What do we talk about now? Politics? The stock market? Waffle production grinding to a halt across the Bloomlands? The climate crisis? The Great Zombification? Farmer Zombie's pants being too loose? There's so many choices! It's easy to get overwhelmed. Maybe we should just go home...
Bomb Burrow
Dennis burrows underground to another tile of your choice and leaves behind a giant bomb that explodes after 3s, dealing 150 non-armor piercing damage in a 3x3 area.
Recharge: 7s

Bowling Bulbs OVERVIEW STATISTICS
Bowling Bulb2
Last seen at Level 11-1
Bowling Bulbs bowl bulbs down the lane, bouncing off multiple zombies. Fires teal, then blue, then orange bulb and reloads in that order.
Sun Cost: 225
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10/20/30
Attack Speed: 2s
Range: Lane
Ability Cooldown: 3.25s
ALMANAC ENTRY GEAR
How do Bowling Bulbs decide which direction they're going to bounce? Based on how their target moans when they make impact. If they moan in a soprano, the bulbs know to go up. If it's alto, they'll go down. A genius idea that definitely isn't pointless.
1. CHARGE 20: Next 3 bulbs deal Tile splash damage.
2. Reloads orange, then blue, then teal bulbs.
3. Bulbs gain +5 damage after each bounce.

Hurrikale OVERVIEW STATISTICS
Hurrikale2
Last seen at Level 11-4
Hurrikales generate a huge gust of wind with an icy undertone, pushing zombies back and inflicting a CHILL for a short time.
Targets flying zombies
Sun Cost: 75
Recharge: 22s
Targets: Air & Ground
Area: Lane
Chill Amount: 50%
Chill Duration: 5s
Knockback Distance: 5
ALMANAC ENTRY GEAR
You might think it's a little off-brand for a plant all about ice-cold winds and freezy vibes to be hanging out on a tropical island. You'd be correct, but Hurrikale doesn't particularly mind. As long as he gets to see the looks on the zombies' faces when they get blown all the way back to square one, he's happy.
1. Pushback distance raised from 5 to 6.5.
2. Recharge cut by 1s per zombie blown.
3. CHILL duration raised from 5s to 12s.

Electric Blueberry OVERVIEW STATISTICS
Electric Blueberry2
Last seen at Level 11-7
Electric Blueberries channel powerful storm clouds that electrocute a random zombie, then have to recharge for a short time.
Shorter and harder to attack
Sun Cost: 200
Recharge: 18s
Targets: Ground
Damage: One-shot
Ability Cooldown: 12s
ALMANAC ENTRY GEAR
Electric Blueberry makes deeply intimate eye contact with you. Is she about to reduce you to nothing more than a pile of ashes? Is she about to ask you on a date? Is she about to annex Canada and bring it over into the Bloomlands by taxi? You have no idea. Absolutely no idea. She doesn't either. "Please move on to the next plant," she begs. "This is getting a little awkward."
1. ECHO 4: Next attack targets 2 zombies.
2. DROP: Does a bonus attack.
3. CHARGE 7: Charges 5% faster, up to 25%.

Cattail OVERVIEW STATISTICS
Cattail1
Last seen at Level 11-10
Cattails float on the water, shooting spikes that seek out zombies.
Plant on waterTargets flying zombies
Sun Cost: 250
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 10*2
DPS: 8.9
Attack Speed: 2.25s
Range: Everywhere
ALMANAC ENTRY GEAR
Cattail meows and purrs, but it's not all sunshine and rainbows. She's swearing like a sailor, cussing you out - but with those adorable eyes you wouldn't even think it.
1. FLAG: Gains +50% attack speed for 5s.
2. ECHO 6: Next attack fires 3 spikes at once.
3. Spikes gain +5 damage after traveling for 3s.

Draftodil OVERVIEW STATISTICS
Draftodil2
Last seen at Level 11-13
Draftodils fire air blasts down the lane which push zombies back a short distance with each hit. After being exposed to a wind gust, they'll briefly deal increased damage.
Sun Cost: 200
Recharge: 10s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Knockback: 0.25
Boosted Damage: 25
Boosted DPS: 12.5
Attack Speed: 2s
Range: Lane
ALMANAC ENTRY GEAR
Draftodil spends her free time working as a highly-reliable weather vane for her clients. It's not the most exciting job out there, but it pays the bills.
1. Bonus damage raised from 25 to 30.
2. Knockback raised from 0.25 to 0.35.
3. Gains +1 pierce when damage is boosted.

Seaweed OVERVIEW STATISTICS
WSPlant2
Last seen at Level 11-16
Seaweeds have poisonous leaves that poison zombies on top of them, gradually dealing more and more tick damage. They also spread periodically when exposed to rain.
Plant on water or landShorter and harder to attack
Sun Cost: 125
Recharge: 8s
Targets: Ground
Health: 250
Damage: 5/s
Max Stacks: 20x
Growing Time: 30/15s
Attack Speed: 0.75s
Area: Tile
ALMANAC ENTRY GEAR
Seaweed grows like a mold when exposed to water. He grows over anything: sand, concrete, tacos, plastic, you name it. If it's got some sitting water, it's got Seaweed in it. It's difficult to have a private conversation without Seaweed listening in.
1. Spreads 20% faster than usual.
2. Max stacks raised from 20 to 25.
3. RUMBLE 2: Gains 2x attack speed for 5s.

Banana Launcher OVERVIEW STATISTICS
Banana Launcher2
Last seen at Level 11-19
Banana Launchers automatically fire explosive bananas at their target tile. Tap to select, then tap on a tile to make Banana Launcher's target that tile.
Targets flying zombies
Sun Cost: 350
Recharge: 8s
Targets: Air & Ground
Health: 250
Damage: 30
Attack Speed: 1s
ALMANAC ENTRY GEAR
Banana Launcher had spent years researching in his field, researching the most effective way to make a crowd laugh. He brought volunteers down to his lab and had them slide, smack, and slapstick through his experiments. And all of this research has finally led to its conclusion. The ultimate king of comedy... is the banana peel!
1. Deals 5 damage to left and right tiles.
2. RUMBLE 2: Does a bonus attack.
3. ECHO 5: Next attack deals +15 damage.

Kelp Bundle OVERVIEW STATISTICS
WSPlant2
Last seen at Level 11-22
Kelp Bundles roll a volley of kelp balls down the lane which split into smaller kelp chunks and then again into kelp bits.
Plant on water or land
Sun Cost: 100
Recharge: 24s
Targets: Ground
Health: 250
Damage: 50/25/10
Kelp Ball Count: 3x
Kelp Chunk Count: 4x
Kelp Bit Count: 5x
Range: Lane
ALMANAC ENTRY GEAR
Kelp Bundle thinks what he's doing is simply sharing the joy of having such an extended family with all the zombies. The zombies see it as a mass casualty event as their friends are mowed down in front of them.
1. Kelp bits inflict zombies with STUN for 1s.
2. ECHO 4: Recharge timer reduced by 1s.
3. Kelp bit count raised from 5 to 7.

Cocoknockout OVERVIEW STATISTICS
WSPlant2
Last seen at Level 11-25
Cocoknockouts might punch slower than your other up-close-and-personal friends, but for each zombie on the lawn he'll attack 0.1s quicker.
Sun Cost: 175
Recharge: 14s
Targets: Ground
Health: 250
Damage: 10
Attack Speed: 3s
Max Attack Speed: 0.2s
Zombies to Max: 28
DPS: 2.5
Max DPS: 33.3
Coyote Time: 3s
Range: 1
ALMANAC ENTRY GEAR
Cocoknockout's name exceeds most character limits for online forms and video games, so he's started calling himself other things like "Larry" or "Johnson", or even shudders "Guillermo". It's really not working out too well for him.
1. Coyote time reduced from 3s to 2s.
2. Deals +5 damage when at max attack speed.
3. Attack range raised from 1 to 2.

Lemon Zest OVERVIEW STATISTICS
WSPlant2
Last seen at Level 11-28
Lemon Zests infuse other plants around them with citric power, causing zombies that attack them to get a taste of their own medicine and suffer damage while being momentarily STUNNED.
Difficult to maneuver around
Sun Cost: 200
Recharge: 20s
Targets: Plants
Health: 1000
Damage: 35
Area: 3x3
Stun Duration: 0.5s
ALMANAC ENTRY GEAR
Lemon Zest moans seductively as the zombies touch her friends. The sheer passion power of her suggestive noises send arcing veins of electricity through everything nearby, zapping zombies in the process. It's really messed up when you think about it. So just don't think about it! Be like Dune Buckethead.
1. TANK 200: Zaps all zombies in a 3x3 area.
2. Gains +500 health for a total of 1500.
3. No longer inflicts zombies with STUN.

Munchen OVERVIEW STATISTICS
Munchen2
Last seen at Level 11-31
Munchens gobble up zombies, grid items, almost anything with frightening speed, but will starve after going too long without eating anything.
Difficult to maneuver around
Sun Cost: 200
Recharge: 22s
Targets: Ground
Health: 250
Attack Speed: 2s
Range: 1
Ability Cooldown: 8s
Starving Time: 15s
ALMANAC ENTRY GEAR
Munchen's a bottomless pit. He'll eat anything you give him. We do mean anything. We know what you're thinking of and would advise you to stop. Please. Please stop. STOP RIGHT THERE! WE MEAN IT!
1. RATTLE: Explodes for 100 damage in a 3x3 area.
2. Gains the ability to target Air & Ground.
3. RUMBLE 1: Adds +1s to starving timer, up to +22s.

Crab Claw OVERVIEW STATISTICS
WSPlant2
Last seen at Level 11-34
Crab Claws can be tapped to switch between a high-damage offensive state and a heavily armored defensive state. Crab Claws are resistant to movement, pushes, pulls, negative effects and other ailments inflicted by zombies while defensive and unleash a heavier hit with knockback every 8th attack while offensive.
Sun Cost: 225
Recharge: 10s
Targets: Ground
Health: 250
Defensive Mode Armor: 75%
Damage: 10
DPS: 20
Attack Speed: 0.5s
Range: 2
Heavy Hit Rate: 8
Heavy Hit Damage: 30
Heavy Hit Knockback: 0.5
ALMANAC ENTRY GEAR
Crab Claw is NOT related to Lobster Claw. Not one bit! Okay fine, maybe they're second cousins twice removed. Maybe they're siblings. Alright, you win, cards on the table, horseradish on the floor, they're lovers forever and ever.
1. Defensive mode armor raised from 75% to 85%.
2. Heavy hit rate reduced from 8 to 6.
3. Gains the ability to target Air & Ground.

Thyme Warp OVERVIEW STATISTICS
Thyme Warp2
Last seen at Gates and Trials
Thyme Warps rewind time when planting, sending all zombies back to the right side of the lawn but restoring their health.
Targets flying zombies
Sun Cost: 125
Recharge: 90s
Targets: Air & Ground
Range: Everywhere
Zombie Gone Time: 8s
Fade Out Time: 2s
Fade In Time: 2s
Zombie Healing: 100%
ALMANAC ENTRY GEAR
"I care + I asked + smile about it + stay glad + not basic + skill + touched grass + rational + you rose up + no hate + triggeredn't + got a life + ok :) + cool beans + not cringe + nice job + based + grammar good + you're good + have a nice day + GG," chimes Thyme Warp on his mic. "Bruh," he concludes.
1. Zombie gone time raised from 8s to 11s.
2. Zombie healing reduced from 100% to 70%.
3. Recharge reduced by 2s per zombie rewound.

Electric Currant OVERVIEW STATISTICS
Electric Currant2
Last seen at Gates and Trials
Electric Currants zap zombies that are attacking them at close range and generate damaging electric fences between other Electric Currants in the lane or column.
Sun Cost: 125
Recharge: 12s
Targets: Ground
Health: 500
Damage: 25
Attack Speed: 2s
DPS: 12.5
Fence Damage: 10
Fence Damage Rate: 0.5s
Fence DPS: 20
ALMANAC ENTRY GEAR
Electric Currant is real and he is in your home. He is sailing within the bounds of reality. The infinite nature of the universe beckons his equally at once reckless and reckful behavior to continue. "You cannot remove me," he laughs, melancholy and vaguely fiberglass. "I live in your mind. Although, I do pay rent."
1. Diverts attacking zombies after eating for 3s.
2. RUMBLE 2: Gains +5 fence damage for 10s.
3. Gains ability to connect fences diagonally.

Boom Balloon Flower OVERVIEW STATISTICS
Boom Balloon Flower2
Last seen at Gates and Trials
Boom Balloon Flowers create balloon bombs which can be dragged onto a tile of your choice. The balloon bombs explode on contact with a zombie and several can exist on a single tile.
Sun Cost: 325
Recharge: 26s
Targets: Air & Ground
Health: 250
Damage: 100
Production Speed: 6s
Max Storage: 3x
Max Tile Stacks: 3x
Damage Boost/Stack: 15%
ALMANAC ENTRY GEAR
Boom Balloon Flower's name is really a mouthful, but that's probably a good thing. After all, it's the perfect descriptor of what she does. She booms. She balloons. Flower. You can't pack that much detail in two words! Boom Flower! Explosive Daisy? Kabalalaba Fleefloo? No way! So deal with it. Say her name. She's proud and loud to have it.
1. DROP: Immediately starts off with 3 balloons.
2. Damage boost/stack raised from 15% to 23%.
3. Storage raised from 3 balloons to 9 balloons.

Umbrella Leaf OVERVIEW STATISTICS
Umbrella Leaf1
Last seen at Level 12-1
Umbrella Leaves deflect up to three falling rocks that would otherwise land near them. They also deflect thrown imps and lobbed attacks which can trigger them early.
Difficult to maneuver around
Sun Cost: 50
Recharge: 14s
Targets: Falling Rocks
Health: 250
Max Leaves: 3
Area: 3x3
Ability Cooldown: 4s
ALMANAC ENTRY GEAR
When the plants asked Umbrella Leaf to come help them out in fighting zombies, she thought she'd be deflecting some rain, maybe some Bungee Zombies, but she most certainly did not think she'd be hanging out on the edge of an active volcano, deflecting massive burning rocks, and sleeping in a cardboard box. It was an interesting surprise.
1. Gains +1 leaf for a total of 4.
2. CHARGE 7: Regains a lost leaf every 10s.
3. Converts item into shockwave, up to 50 damage.

Horseradish OVERVIEW STATISTICS
WSPlant2
Last seen at Level 12-4
Horseradishes attack zombies from afar, dealing solid damage per hit. When approached, they will charge down the lane to damage all in their path.
Sun Cost: 150
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
DPS: 5
Attack Speed: 2s
Range: Lane
Charge Damage: 25
Charge Damage Rate: 0.2s
Charge DPS: 125
Charge Range: Lane
ALMANAC ENTRY GEAR
There's some bad chlorophyll between Horseradish and Guacodile. Horseradish might have been the better pick - a trusty steed, capable of handling any terrain, but there's just something so charming about the simple Guacodile. Maybe one day they'll get to settle their beef.
1. Charge gains +5 damage per tile traveled.
2. Charge deals +20 damage to armored zombies.
3. Charge inflicts STUN to zombies for 6s.

Meteor Flower OVERVIEW STATISTICS
Meteor Flower2
Last seen at Level 12-7
Meteor Flowers launch volleys of fiery meteors which deal explosive impact damage to zombies and leave behind piping hot lava tiles. Impact damage can harm flying zombies, but lava cannot.
Targets flying zombies
Sun Cost: 225
Recharge: 8s
Targets: Air & Ground
Health: 250
Ability Cooldown: 8s
Damage: 25*5
Meteor Count: 5x
Meteor Spread: 3x3
Meteor Stagger: 0.15s
Damage Area: Tile
Lava Damage: 5
Lava Damage Rate: 0.5s
Lava DPS: 10
Lava Duration: 5s
Total Lava Damage: 50
Range: Everywhere
ALMANAC ENTRY GEAR
Forecasts call for light rain with a chance of Meteor Flowers. "Have you ever stopped and considered the legitimacy of these forecasts?" Meteor Flower asks you with a cold, unyielding stare. "Have you ever, even once, thought to yourself that they could be fraudulent? That they could be misleading? Untruthful? Bamboozling? Jamboree? I'll bet you haven't. Fool."
1. Meteor count raised from 5x to 6x.
2. Lava duration raised from 5s to 6.5s.
3. ECHO 2: Next attack fires +5 meteors.

Kale Knight OVERVIEW STATISTICS
WSPlant2
Last seen at Level 12-11
Kale Knights take swings at zombies with their mighty sword. Each consecutive attack adds more damage up to 5 times before briefly needing to rest.
Sun Cost: 200
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10/20/30/40/50
Attack Speed: 1.75s
Range: 4
Ability Cooldown: 15s
ALMANAC ENTRY GEAR
Oh sure, everyone knows Kale Knight for keeping his cool under pressure and looking oh-so-handsome all the time, but behind that suit of rusty metal armor lies a kale who just wants everyone to shut up and will go to great lengths to achieve that.
1. Final combo deals 75 damage instead of 50.
2. Final combo damages all zombies on the Tile.
3. Combo cooldown reduced from 12s to 8s.

Silver Sword OVERVIEW STATISTICS
Silversword3
Last seen at Level 12-15
Silver Swords throw swords down the lane, bouncing off the first zombie they hit and landing 2 tiles rightward. When the sword lands, it explodes for even more damage.
Sun Cost: 200
Recharge: 16s
Targets: Ground
Health: 250
Damage: 10
Area Damage: 65
DPS: 2.5
Area DPS: 16.3
Attack Speed: 4s
Range: Lane
Area: Tile
ALMANAC ENTRY GEAR
Always a showoff, Silver Sword likes to do trickshots on the job. He'll bounce a sword off that trash can, off that fire hydrant, off that random cat, and POW! Right on target!
1. CHARGE 7: Next attack bounces if it misses.
2. Bounce distance raised from 2 to 3.
3. Bounce explosion inflicts STUN for 0.5s.

Explode-o-nut OVERVIEW STATISTICS
Explode-O-Nut2
Last seen at Level 12-18
Explode-o-nuts are unstable barricades that keep zombies at bay with a chewy shell, and explode violently when taken out. Explosion can damage flying zombies. Their health also decays over time.
Sun Cost: 100
Recharge: 30s
Targets: Ground
Health: 2000
Decay Rate: 100/s
Damage: 1000
Area: 3x3
ALMANAC ENTRY GEAR
Explode-o-nut is highly explosive! This shouldn't really come as a surprise, since their name is Explode-o-nut and everything. But who knows? Maybe you're just an idiot and you didn't know. And if you are an idiot and didn't know, well that sucks.
1. Gains +25 damage per zombie in blast radius.
2. TANK 1000: Deals 50 damage in a 3x3 area.
3. Decay rate reduced from 150/s to 100/s.

Bamboo Shoots OVERVIEW STATISTICS
Bamboo Shoots3
Last seen at Level 12-21
Bamboo Shoots launch a powerful rocket down the lane when tapped with knockback, then need to reload and recharge for a short while.
Sun Cost: 350
Recharge: 12s
Targets: Ground
Health: 250
Area Damage: 600
Range: Lane
Area: 3x3
Ability Cooldown: 15s
Knockback Distance: 1
ALMANAC ENTRY GEAR
Bamboo Shoots lives for two things, and just those two things only: BAM, and BOOM. Okay, fine, you win. They also live for SHOOTS. But nothing else!
1. DROP: Next attack deals 2x damage.
2. Deals +25 damage per zombie in blast radius.
3. Deals +200 damage to intended target.

Torchwood OVERVIEW STATISTICS
Torchwood2
Last seen at Level 12-23
Torchwoods ignite straight-firing projectiles that pass through, setting them ablaze which doubles their damage and gives them Tile splash damage. In addition, burn zombies that try to attack them and release lanewide flames when defeated.
Difficult to maneuver around
Sun Cost: 50
Recharge: 24s
Health:500
Damage Boost: +100%
Splash Damage: Tile
Burn Damage: 20
Burn Rate: 1.5s
Burn DPS: 13.3
Burn Range: Contact
Flame Damage: 200
Flame Range: Lane
Flame Delay: 3s
Targets: Ground
ALMANAC ENTRY GEAR
The gift that keeps on giving. Until you want them to move on, in which case it's that gift you cannot get rid of. There is nothing you can do to get rid of Hydrangea. They will keep coming back, time and time again.
1. Flame damage raised from 200 to 400.
2. Damage boost raised from +100% to +125%.
3. Gains +500 health for a total of 1000.

Lava Guava OVERVIEW STATISTICS
Lava Guava2
Last seen at Level 12-26
Lava Guavas erupt violently, dealing heavy damage to zombies in a 3x3 area and also leaving behind powerful lava that further damages them.
Shorter and harder to attack
Sun Cost: 75
Recharge: 20s
Targets: Ground
Area: 3x3
Explosion Damage: 200
Tick Damage: 5
Tick Rate: 0.1s
Lava Duration: 40s
Total Lava Damage: 2000
Total Damage: 2200
ALMANAC ENTRY GEAR
Lava Guava loves erupting into a pool of superhot lava. There's just something inherently fun about it. He says people need to try it out sometime. Poor guy just doesn't understand that not everybody is capable of erupting.
1. Lava duration raised from 40s to 50s.
2. Eruption damage raised from 200 to 350.
3. Lava slows passing zombies down by 25%.

Fireweed OVERVIEW STATISTICS
WSPlant2
Last seen at Level 12-29
Fireweeds lash out with angry burning roots that deal armor-piercing damage to the strongest or weakest zombie on the lawn, and then continue to attack that zombie until it is defeated. Tap to toggle targeting priority.
Sun Cost: 150
Recharge: 16s
Targets: Ground
Health: 250
Damage: 5
DPS: 2.5
Attack Speed: 2s
Range: Everywhere
ALMANAC ENTRY GEAR
Fireweed locks eyes with you, the player. That's all she does. She doesn't say anything at all. Utter silence. No transactions regarding purchased credit fards or rubber ponchos. Nothing at all. It's eerily silent. You hate it. Secretly, she's into it. She looks further into your eyes. A swan flies into view and drops an egg on your head. "Idiot," she declares mightily.
1. Inflicts STUN for 1s to armored zombies.
2. ECHO 5: Next attack targets 2 zombies at once.
3. RUMBLE 3: Does a bonus attack.

Lavacado OVERVIEW STATISTICS
WSPlant2
Last seen at Level 12-31
Lavacados hurl blobs of hot lava that leave behind long-lasting puddles of magma that deal damage over time. Tap on Lavacado to arm, tap again on a tile to fire a blob at that tile.
Sun Cost: 300
Recharge: 20s
Targets: Ground
Health: 250
Range: Everywhere
Area: Tile
Tick Damage: 10
Tick Rate: 0.25s
Lava Duration: 50s
Total Damage: 2000
Ability Cooldown: 15s
ALMANAC ENTRY GEAR
Lavacado always has the same corny joke he makes when he hurls a blob of hot lava at zombies. It goes something like "that's a nice zombie you got there, would be a real shame if someone were to hurl a blob of hot lava at it and destroy it" and it's not really funny at all.
1. Lava deals +5 tick damage to armored zombies.
2. Lava blob deals 100 impact damage to Tile.
3. Lava duration raised from 50s to 70s.

Mossbow OVERVIEW STATISTICS
WSPlant2
Last seen at Level 12-34
Mossbows rapidly fire weak shots but can overwhelm weaker enemies with relative ease. Since they are heavy weaponry, they need 2 tiles of space.
Difficult to maneuver around
Sun Cost: 450
Recharge: 30s
Targets: Ground
Health: 250
Damage: 5
DPS: 50
Attack Speed: 0.1s
Range: Lane
ALMANAC ENTRY GEAR
Mossbow has difficulties fitting into tight spaces. When he gets into an elevator, nobody else can get in. That's it. That is Mossbow's elevator ride, all alone. It's somewhat soothing for him, but then he gets lonely and it's not soothing anymore.
1. Gains +450 health for a total of 600.
2. ECHO 7: Next attack gains +5 damage.
3. RUMBLE 5: Gains 3 pierce for 3s.

Chili Bean OVERVIEW STATISTICS
Chili Bean2
Last seen at Gates and Trials
Chili Beans give zombies tummy rumblies when eaten, causing them to be defeated and release stunning gas. There is a small chance for the zombie to release a nuclear explosion instead that deals massive damage to ALL other zombies and grid items.
Shorter and harder to attack
Sun Cost: 50
Recharge: 10s
Targets: Ground
Health: 25
Explosion Damage: 1000
Explosion Area: Everywhere
Explosion Chance: 1%
Stun Duration: 6s
ALMANAC ENTRY GEAR
Chili Bean's eye twitches with anticipation. He knows that there will be a nuclear explosion soon. He knows that, in due time, a zombie will unknowingly consume him and accidentally cause the deaths of his friends, forefathers, and other vaguely general acquaintances. He knows that there will be mass destruction. The zombies will file lawsuits and claim that Chili Bean is committing war crimes but he knows there's not enough evidence to convict him. He knows he will get off scott-free, as he does every time. A real quirky quota, this one.
1. STUN duration raised from 6s to 8s.
2. Explosion chance raised from 1% to 2%.
3. Explosion damage raised from 1000 to 4000.

Apple Mortar OVERVIEW STATISTICS
Apple Mortar2
Last seen at Gates and Trials
Apple Mortars fire apple cores down three lanes that inflict zombies they hit with STUN for a brief moment.
Targets flying zombies
Sun Cost: 300
Recharge: 12s
Targets: Air & Ground
Health: 250
Damage: 35
Stun Duration: 0.5s
DPS: 10
Attack Speed: 3.5s
Range: Three lanes
ALMANAC ENTRY GEAR
Apple Mortar is a kind and trustworthy individual. He donates to the poor. He reuses and recycles. He slaughters the nonbelievers in masses. Apple Mortard is not. Apple Mortard would pickpocket your car keys, insult your hair, spit on turtles, and ask for the mercy of our hateful god Tomb Tangler. Then he is punished in the alleys. Woahza!
1. Flying zombies are stopped for 1s.
2. ECHO 5: Next attack gains +25 damage.
3. DROP: Gains 3x attack speed for 5s.

Burn Blossom OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Burn Blossoms ignite zombies with a fiery fury when consumed, causing them to gain a fire aura that doesn't hurt them but instead steadily damages adjacent zombies. When the ignition runs out, the zombies is burnt to a crisp.
Sun Cost: 75
Recharge: 24s
Targets: Ground
Health: 25
Aura Damage: 5
Aura Damage Rate: 0.25s
Aura DPS: 20
Aura Area: 3x3
Aura Duration: 15s
Aura Total Damage: 300
ALMANAC ENTRY GEAR
Burn Blossom has a fiery passion for many things. We would list what those things were, but she was very unhappy with all the press attention she was getting for an almanac entry. "I'm really not that interesting guys," she attempted to plead with us. "Can you send, like, a few of you all back home?" But if she's not that interesting, why won't she tell us? There's something spicy to uncover here. Send more men. Send some women too, if she likes them better. Send Peashooter. Send a pipe bomb. We MUST know. Fire!
1. Aura deals +5 damage to zombies on the Tile.
2. Aura effects compressed into 11s duration.
3. Aura deals +5 damage for the first 3s.

Shelf Mushroom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-1
Shelf Mushrooms allow plants planted on them to see over some obstacles, heights, and other nuisances, and also provide a slight range increase to short-sighted plants.
Sleeps during the dayPlant on other plants
Sun Cost: 75
Recharge: 12s
Targets: Air & Ground
Health: 250
Range Increase: 25%
ALMANAC ENTRY GEAR
Shelf Mushroom once dreamed of becoming a painter. "I want to go out and travel the world," she said. "I want to see everything that it has to offer me." If by "everything" she meant "zombies and water", she struck the lottery!
1. Range increase raised from 25% to 33%.
2. CHARGE 5: Plant's next attack deals 25% more damage.
3. Plants that can't gain more Range attack 15% faster.

Boomberry OVERVIEW STATISTICS
BoomBerry2
Last seen at Level 13-3
Boomberries launch explosively stunning berries at the first zombie in three lanes and leave behind a huge bomb when eaten that explodes after a short delay.
Targets flying zombies
Sun Cost: 225
Recharge: 8s
Targets: Air & Ground
Health: 250
Area Damage: 30
Area DPS: 7.5
Attack Speed: 4s
Range: Three lanes
Area: Tile
Stun Duration: 0.5s
Bomb Damage: 100
Bomb Area: 3x3
Bomb Fuse Time: 10s
ALMANAC ENTRY GEAR
Boomberry's explosive, all right. Just ask his wife. "Yes, Boomberry is very explosive," she says in a robotic voice. "His explosions know no bounds. His bounds know no bounds. Those bounds are third removed." Blink twice if you need help.
1. ECHO 3: Next attack inflicts STUN for 1s.
2. Death damage raised from 100 to 200.
3. Death damage now triggers immediately.

Odd Onion OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-5
Odd Onions trap the first zombie that touches them, gradually sapping their health and converting it into sun until another zombie comes along and frees it.
Shorter and harder to attack
Sun Cost: 100
Recharge: 20s
Targets: Ground
Health: 250
Damage: 10
Damage Rate: 0.5s
DPS: 20
Damage per Sun: 50
Sun Production: 25
Max Sun per Zombie: 200
Range: Contact
ALMANAC ENTRY GEAR
What makes Odd Onion so odd is not her unusual method of converting the strength of zombies into sun, but the fact that she's never watched a movie. Not one. Not a single movie. Nothing at all. What does she do in her free time? Does she just sit and stare at walls all day? Are they attractive walls? What?
1. Damage per sun reduced from 50 to 35.
2. Gains +750 health for a total of 1000.
3. Max sun per zombie raised from 200 to 250.

Wax Gourd OVERVIEW STATISTICS
Wax Gourd2
Last seen at Level 13-8
Wax Gourds are tough walls that slam the ground when zombies come near, dealing damage to groups at a time. In addition, they're three times heavier than the average plant, making them perfect for counterbalancing.
Plant on water or landDifficult to maneuver around
Sun Cost: 200
Recharge: 20s
Targets: Ground
Health: 3000
Area Damage: 25
Area DPS: 6.3
Attack Speed: 4s
Range: 2
Area: 2
ALMANAC ENTRY GEAR
"Everyone always compliments me on how big I am," Wax Gourd says as he steps on a scale... somehow. "I don't get it. There's so many taller plants than me. Have you seen Blockoli or Tall-nut? What about Voodoober? What's so special about me?" Emotional blackmail. That's what, Wax Gourd.
1. Gains +1000 health for a total of 4000.
2. Deals 100 spawn damage in a 3x3 area.
3. Plant weight raised from 3x to 5x.

Golden Clover OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-10
Golden Clovers throw magical spears down the lane which apply a mark effect to zombies. When a marked zombie is defeated, all Golden Clovers who attacked it emit a healing pulse that restores health to nearby plants.
Sun Cost: 125
Recharge: 12s
Targets: Ground
Health: 250
Damage: 5
DPS: 5
Attack Speed: 1s
Range: Lane
Mark Duration: 3s
Tick Healing: 50
Tick Rate: 0.1s
Healing Duration: 1s
Total Healing: 500
Healing Area: 3x3
ALMANAC ENTRY GEAR
The existence of Golden Clover implies the existence of both Silver and Bronze Clovers. Where are they? What happened to them? "I think Golden Clover is holding them hostage in her house," Wax Gourd says. "You're a FATTY, uglyhead," interjects Peashooter. He was not invited to this conversation. "Peashooter, you have made some very rude remarks," Odd Onion odds. "Get the hell out of here." Dang.
1. Mark effect now has an infinite duration.
2. ECHO 2: The next attack pierces 2 zombies.
3. Healing duration raised from 1s to 1.3s.

Boggle-shroom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-12
Boggle-shrooms get into minds of zombies, causing them to move and attack faster and switch lanes at random for a short time whilst also taking more damage.
Sleeps during the dayShorter and harder to attack
Sun Cost: 50
Recharge: 8s
Targets: Ground
Health: 25
Speed Boost: 75%
Lane Switch Time: 4-6s
Damage Increase: 75%
Duration: 20s
Range: Contact
ALMANAC ENTRY GEAR
Boggle-shroom's mind is full of mysterious things. It jumps to the strangest of conclusions at times. "Hey Boggle-shroom," Swift-shroom speeds. "Wanna team up for some MUSHROOM SYNERGY?" "Speaking of mushroom synergy, did you know that Bobby Duke Fiasco was not only a fine-tailored commander," Boggle-shroom boggles. "But that he was also dope on the mic?" What? Where did that come from? "Boggle-shroom, me boy," Mr. Krabs says, for he is now canon. "We need twenty Krabby Patties© PRONTO!" "Speaking of boys," Goggle-shroom goons. "Did you know that Blockoli has prostate cancer?" Uhh, okay? "BOGGLE-SHROOM YOU FUCKING PIECE OF SHIT I'M GONNA WHOOP YOUR ASS," Peashooter perturbs. "YOU FUCKING BITCH I HATE YOU SO MUCH STOP DRUGGING MY WATER!!!" "Speaking of drugs..." Toggle-shroom torms. "..." He has nothing to add. He is now staring off into space. His mind is fried. Boggled. Awesome!
1. Zombies squawk like chickens when under the influence.
2. Zombies make fart noises when under the influence.
3. Zombies have colors inverted when under the influence.

Swift-shroom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-15
Swift-shrooms throw spores at zombies and speed up all other mushrooms in an area around them, with reduced effectiveness the more Swift-shrooms are boosting a mushroom.
Sleeps during the day
Sun Cost: 75
Recharge: 8s
Targets: Ground
Health: 250
Damage: 10
DPS: 10
Attack Speed: 1s
Range: 4
Speed Boost (1-4): 10%
Speed Boost (5-8): 5%
Max Speed Boost: 60%
ALMANAC ENTRY GEAR
Swift-shroom's so speedy, you almost can't see him at all! Except, you really can see him. You can see every detail, in perfect quality. It's not a pretty sight. You'd rather not. "I am very heavily offended by your decision to cast me aside in such a way based on a factor that is out of my control," he scolds. "Meanie beanie."
1. Attacks 5% faster for each mushroom in a 3x3 area.
2. RUMBLE 2: Doubles speed boost effect for 5s.
3. Also grants +25 health to boosted mushrooms.

Lily of Alchemy OVERVIEW STATISTICS
Lily of Alchemy2
Last seen at Level 13-17
Lilies of Alchemy sling magic-tipped petals that slow zombies down and reduce the amount of damage they deal, with small chance to throw a potion that hypnotizes them.
Targets flying zombies
Sun Cost: 100
Recharge: 16s
Targets: Air & Ground
Health: 250
Damage: 10
DPS: 2.5
Attack Speed: 4s
Range: Lane
Slowdown: 20%
Damage Reduction: 20%
Potion Chance: 20%
Potion Zombie Healing: 125%
ALMANAC ENTRY GEAR
Lily of Alchemy not only brews zombie-intolerant potions with which to fight back the undead, but she also runs the Bloomlands' only underground pharmacy. "My back hurts," Kertruffle says. "I've got just the thing!" excites Lily of Alchemy. "Kitchen," kitchens Sunflower. "Ravioli," Lily of Alchemy deflates. "I'm flaccid. Help me," Chomper burritos. "You need medical help," Lily of Alchemy brews. "And to get away from me."
1. Zombie healing raised from 125% to 175%.
2. Slowdown effect raised from 20% to 40%.
3. Potion chance raised from 20% to 25%.

Ketruffle OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-19
Kertruffles launch mysterious spores at selected tiles which hypnotize all zombies on the tile, then cool down for a short time.
Targets flying zombiesSleeps during the day
Sun Cost: 400
Recharge: 45s
Targets: Air & Ground
Health: 250
Zombie Heal: 125%
Area: Tile
Ability Cooldown: 30s
ALMANAC ENTRY GEAR
Kertruffle's heard some pretty concerning noises coming from the depths, but she's sure it's nothing! "It's probably just Bean Sprout playing tricks on us again," she says. "I'm sure there's nothing to be afraid of down there!" Honeydew has other ideas. "I wonder if there's new friends to be made down there," she floats. "Maybe they're just like us!" As always, Peashooter is here to ruin everyone's day and make existence just that little bit more miserable. "You're both whores," he incels. "Get back to the mines."
1. Velocity raised by 50% and max range raised from 4 to 5.
2. Berries with remaining pierce fly out again upon return.
3. Berries deal +15 damage when returning to Scatterfruit.

Shiitake OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-22
Shiitakes rush down the lane, rapidly swinging their sword, damaging everything they run into. You can swipe Shiitakes into other lanes to change their course or backward to switch directions. They will automatically change directions upon hitting a grid item.
Sleeps during the day
Sun Cost: 200
Recharge: 8s
Targets: Ground
Damage: 10
Attack Speed: 0.1s
DPS: 100
Range: 0.6 (ahead and behind)
Range: Contact
Swipe Cooldown: 1s
Max Duration: 20s
ALMANAC ENTRY GEAR
Shiitake knows what you're thinking of when you read his name, and no, he actually has a lot of trouble with it. "I don't know what it is about me, man," Shiitake takeshiits. "I've had laxatives, I've eaten a bunch of salt, I found some of Chomper's special solution, but nothing's worked. It's so weird. I get gassy really easily, why can't I spread the word of the stinky lord?” He's talking about the Industrial Revolution. Nonce.
1. RUMBLE 1: Max duration raised by 2s. Max 20s.
2. Deals +5 damage to armored zombies.
3. Inflicts a 25% slowdown effect for 10s.

Honeydew OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-25
Honeydews attack zombies that get too close with a sweeping blade for major damage, unleashing a potent wave of healing around them with each hit. When planted, Honeydews emit an extra-powerful wave of healing.
Sun Cost: 200
Recharge: 8s
Targets: Ground
Health: 250
Damage: 15
DPS: 7.5
Attack Speed: 2s
Range: 3x1
Tick Healing: 10
Tick Rate: 0.1s
Heal Duration: 1s
Total Healing: 100
Spawn Tick Healing: 50
Spawn Tick Rate: 0.1s
Spawn Heal Duration: 1s
Total Spawn Healing: 500
ALMANAC ENTRY GEAR
Honeydew's healing feels like a good back rub. Like, a REALLY good back rub. Imagine getting your back rubbed. Now imagine it better. More pleasurable. More yellow. No, a little less yellow. YES! Excellent. That's it. "What are you talking about," Honeydew honeys. "And who are YOU?"
1. ECHO 4: The next attack has doubled healing.
2. ECHO 2: The next attack heals in a 5x5 area.
3. Spawn tick healing raised from 50 to 150.

Bean Sprout OVERVIEW STATISTICS
WSPlant2
Last seen at Level 13-29
Bean Sprouts are cute little buggers who enter a monstrous Beast Sprout state when defeated. Beast Sprouts swipe at zombies with razor-sharp claws, bite zombies that push their luck, and unleash stunning roars.
Shorter and harder to attack
Sun Cost: 300
Recharge: 30s
Targets: Ground
Health: 750
Beast Sprout Health: 750
Beast Claw Damage: 50*2
Claw Attack Speed: 5s
Delay Between Swipes: 0.6s
Total Claw Attack Speed: 5.6s
Claw DPS: 17.9
Claw Range: 2
Beast Bite Damage: 75
Bite Attack Speed: 3s
Bite DPS: 25
Bite Range: Contact
Roar Stun Duration: 8s
Roar Area: 3x2
Roar Speed: 35s
First Roar Speed: 15s
ALMANAC ENTRY GEAR
He's adorable! He'd never hurt a fly. Never in a million years. Look at his little eyes and his cute little ears and... what's that growling noise?
1. Bite attack speed reduced from 3s to 2s.
2. Roar attack also knocks zombies back 2 tiles.
3. Claws deal +15 damage to incapacitated zombies.

Scatterfruit OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Scatterfruits launch berries out in a Y formation which fly out a set distance and then return. Along the way, each berry can pierce a certain number of zombies before returning early.
Targets flying zombies
Sun Cost: 150
Recharge: 12s
Targets: Air & Ground
Health: 250
Damage: 10
DPS: 3.3
Attack Speed: 3s
Max Pierce: 5
Range: 3 directions
Projectile Distance: 4
ALMANAC ENTRY GEAR
Scatterfruit's social battery is empty. Come back tomorrow, when it will be equally empty but at least it will be a new day with plenty of exciting places for Scatterfruit to redirect you to. His personal favorite? Hell.
1. Attacks also inflict STUN in a 3x3 area for 6s.
2. Attacks also deal 100 damage in a 3x3 area.
3. Cooldown reduced from 30s to 23s.

Blooming Ivy OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Blooming Ivies cover the ground, causing zombies on top of them to take increased damage from all sources. They also spread over time to nearby tiles and can inhabit the same tiles as other plants.
Plant on other plantsShorter and harder to attack
Sun Cost: 100
Recharge: 20s
Targets: Ground
Health: 250
Area: Tile
Damage Increase: 25%
Min Spread Time: 10s
Max Spread Time: 20s
Spreading Range: 3x3
Max Spread per Plant: 9
ALMANAC ENTRY GEAR
Blooming Ivy wishes he could enter a home without spawning fifty duplicates of himself. "How am I supposed to keep you all straight?" he inquires. It's a real dilemma.
1. Spreading time reduced by 33%.
2. Applies a 15% slowdown effect for 3s.
3. FLAG: Immediately spreads twice.

Twirl-shroom OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Twirl-shrooms cast bitter dust devils that travel down the lane, picking up zombies and carrying them backward while dealing light damage.
Sleeps during the day
Sun Cost: 275
Recharge: 18s
Targets: Ground
Health: 250
Damage: 10*3
Dust Devil Push Force: 6
Dust Devil Lifetime: 6s
Dust Devil Decay: -0.125
Dust Devil Motion: +25
Attack Speed: 12s
Range: Lane
Area: Tile
ALMANAC ENTRY GEAR
Twirl-shroom is a pushy sort. She does a lot of pushing. Her entire personality is based around the fact that she can spin up dust devils out of nowhere. "Hey, hey, look at me, this is my personality," she pushes. "This is my identity. I can blow zombies."
1. Push force raised from 6 to 8.
2. Devil motion reduced from +25 to +20.
3. Devil decay reduced from -0.125 to -0.075.

Grass Saboteur OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Grass Saboteur throws daggers at the first zombie in three lanes which deal a flat amount of damage plus additional damage based on a percentage of the zombie's maximum health.
Sun Cost: 350
Recharge: 80s
Targets: Air & Ground
Health: 500
Flat Damage: 30
Damage Bonus: 15%
Boss Damage Bonus: 3%
Attack Speed: 2.5s
DPS: 12+15/3%
Range: Three lanes
ALMANAC ENTRY ACTIVATED ABILITY - 75WSun
Nobody questions how Grass Saboteur gets things done. Not anymore. He just does. The last time anybody asked... they got a seven hour long answer. Nobody wants to suffer through that again. "Kids these days with their goldfish attention spans," he shucks. "They don't know what they're missing out on."
Shadowy Mischief
For the next 10s, all new zombies enter the lawn with 40% reduced health and armor health, and 25% reduced movement speed.
Recharge: 25s

Moonflower OVERVIEW STATISTICS
Moonflower2
Last seen at Level 14-1
Moonflowers cast a shadowy aura that turns plants inside of it invisible, stops Poise Tendrils from sensing plants there, and wakes up sleeping mushrooms.
Sun Cost: 50
Recharge: 22s
Health: 250
Area: 3x3
ALMANAC ENTRY GEAR
Moonflower turns her fellow plants invisible not because it keeps them safe and sound, because she honestly couldn't care less. She turns them invisible both because she thinks they look mind-blowingly ugly but also because she wants the zombies to eat her. She's also a bit of a twat which is why she disturbs mushrooms' sleep.
1. Produces 25 sun every 45s.
2. Gains +450 health for a total of 600.
3. Mushrooms gain +15% attack speed.

Nightshade OVERVIEW STATISTICS
Nightshade2
Last seen at Level 14-5
Nightshades smack zombies up to three times for huge damage.
Shorter and harder to attack
Sun Cost: 25
Recharge: 10s
Targets: Ground
Health: 250
Damage: 50
DPS: 28.6
Attack Speed: 1.75s
Max Leaves: 3
Range: 1
ALMANAC ENTRY GEAR
Nightshade dances menacingly under the light of a thousand imaginary stars, enticing the zombies to come near. "You are all mesmerized by my sudden and unexplained ability to bust a move," he yells at them, as they slowly shuffle closer. "Even you, dear reader, will fall into my trap. My boogie is simply too mighty for you. You will be smacked wholeheartedly."
1. Regrows a lost leaf every 10s.
2. Deals +25 damage with final leaf.
3. Gains +1 leaf for a total of 4.

Solar Tomato OVERVIEW STATISTICS
Solar Tomato2
Last seen at Level 14-8
Solar Tomatos explode into a brilliant ray of sunlight when planted, dropping sun for each zombie in an area and getting rid of some Poise growth.
Plant on other plants
Sun Cost: 150
Recharge: 18s
Targets: Ground
Area: 3x3
Tile Clearing: -3
Area Clearing: -2
Sun per Zombie: 25
ALMANAC ENTRY GEAR
Solar Tomato is infatuated with the sun. She does excessive research on its nature and size. She attends classes that teach solely about the sun. She obsessively draws fanart of the sun that depict it in scantily clad attire. She stares at it sometimes for upwards of 8 hours. She's been writing up a plan to eradicate the moon for her personal enjoyment. Her friends are oblivious. It will explode, and it will be glorious. The sun will take over.
1. Deals 50 damage to affected zombies.
2. Inflicts zombies with STUN for 4s.
3. Also drops sun from plants in area.

Shadow-shroom OVERVIEW STATISTICS
Shadow-shroom2
Last seen at Level 14-11
Shadow-shrooms poison the zombie that eats them, causing them to take constant damage until defeated.
Sleeps during the dayShorter and harder to attack
Sun Cost: 25
Recharge: 18s
Targets: Ground
Health: 25
Damage: 5
Damage Rate: 0.25s
Range: Contact
ALMANAC ENTRY GEAR
Shadow-shroom's poison really does last forever. A young zombie might get splashed with a little, and that gloop sticks with them for the rest of their un-life. They'll grow old, be playing poker with their friends, and they'll still have a face covered in gloop. It's pure dedication, and a little bit of super glue.
1. Poison slows zombies down by 25%.
2. Poison spreads to nearby zombies.
3. Poisoned zombies take 25% more damage.

Moon Bean OVERVIEW STATISTICS
WSPlant2
Last seen at Level 14-14
Moon Beans crack open shadowy portals beneath the 3 strongest zombies on screen, dropping them into the abyss.
Sun Cost: 50
Recharge: 18s
Targets: Ground
Damage: One-shot
Range: Everywhere
Targets: 3
Password: 2385
ALMANAC ENTRY GEAR
Moon Bean's zombie-busting career has really taken off ever since she started summoning shadowy portals and removing the zombies from our plane of existence. "It really makes you wonder why I was dealing in Magic Beanstalks for so long," she says.
1. Portals inflict STALL to other zombies on the Tile.
2. Portals deal 50 damage to other zombies on the Tile.
3. Prioritizes leftmost zombies instead of strongest.

Ghost Pepper OVERVIEW STATISTICS
Ghost Pepper2
Last seen at Level 14-17
Ghost Peppers are naturally invisible to all zombies and Poise Tendrils, float over other plants, and haunt nearby zombies for major damage. Once she starts attacking, she'll fade away after a short time.
Targets flying zombiesPlant on other plants
Sun Cost: 125
Recharge: 10s
Targets: Air & Ground
Health: 250
Lifetime: 18s
Damage: 5
DPS: 10
Attack Speed: 0.5s
Range: 4
ALMANAC ENTRY GEAR
Ghost Pepper's a bit shy. She doesn't like to be open. She has trust issues with her fellow plants. She is afraid of the government. But get to know her a bit, and she'd perk up! She'd give you free beer! She'd spook you freely in front of all your friends! She'd throw pipe bombs over the public restaurant stall! She may even let you peek under the sheets and get to cooking some spicy stuff. Or she'd laugh in your face and call you a funt.
1. Deals +5 damage when lifetime falls below 9s.
2. RUMBLE 2: Lifetime is extended by 3s.
3. RATTLE: Explodes for 50 damage on the Tile.

Plantern OVERVIEW STATISTICS
Plantern1
Last seen at Level 14-20
Planterns periodically clear nearby Poise growth, burn zombies that attack them, and unleash a lanewide flame attack when destroyed.
Sun Cost: 125
Recharge: 30s
Targets: Ground
Health: 1000
Damage: 20
DPS: 10
Attack Speed: 2s
Range: Contact
Area: Lane
Death Damage: 150
Clearing Area: 3x3
Area Clearing: 1
Clearing Rate: 15s
ALMANAC ENTRY GEAR
Plantern's the brightest boy on the lawn. It has its benefits, like fog removal and annoying the neighbors. But the other plants make fun of him for it. He's bright boy. He's shine-features. He's a little Dune Buckethead. But he'll keep on shining, much to their dismay, and show his true self everywhere.
1. RUMBLE 2: Gains +5 damage, up to +25.
2. Death damage raised from 200 to 300.
3. TANK 250: Gains +25 damage for 3s.

Shrieking Leek OVERVIEW STATISTICS
WSPlant2
Last seen at Level 14-23
Shrieking Leeks unleash a horrifying shriek when planted that is infused with the power of a thousand tortured souls and which instantly recharges a plant.
Targets flying zombiesPlant on other plants
Sun Cost: 75
Recharge: 45s
Targets: Plant
ALMANAC ENTRY GEAR
Shrieking Leek spends hours on end shrieking into the endless void near the south side of Chiseled City, where no plant has ventured before. He shrieks with a passion and fury, hoping that maybe one day the void will shriek back to him.
1. Replaces shriek with a goat bleating sound.
2. Replaces shriek with a human screaming sound.
3. Replaces shriek with a reverb fart sound.

Glowrange OVERVIEW STATISTICS
WSPlant2
Last seen at Level 14-25
Glowranges fire bolts of light energy that deal heavy damage to zombies on a tile while STUNNING them for a short time and clearing out some Poise growth. Tap to arm, tap again on a tile to fire.
Targets flying zombies
Sun Cost: 325
Recharge: 30s
Targets: Air & Ground
Health: 250
Damage: 200
Tile Clearing: 4
Area: Tile
Ability Cooldown: 20s
Stun Duration: 8s
ALMANAC ENTRY GEAR
Glowrange shines bright like a diamond! But that's a gross understatement. To say Glowrange is JUST bright is like saying ice is JUST cold, fire is JUST hot, and Snapdragon and Chomper are JUST spicy. It's simply untrue!
1. Inflicts STUN as well as inflicting STUN.
2. ECHO 3: Next attack deals +100 damage.
3. RUMBLE 5: Attack cooldown reduced by 10s.

Grimrose OVERVIEW STATISTICS
Grimrose2
Last seen at Level 14-27
Grimroses periodically crack open shadowy portals, dropping the three closest zombies to them into the abyss.
Sun Cost: 375
Recharge: 26s
Targets: Ground
Health: 250
Damage: One-shot
Attack Speed: 15s
Range: Everywhere
Attack Targets: 3
ALMANAC ENTRY GEAR
Grimrose loves dropping zombies into shadowy portals. She thinks it's like yoga, a really good release for stress and all these other negative emotions. The zombies think it's a fate worse than being defeated, but who cares?
1. Portals inflict STALL to other zombies on the Tile.
2. Portals deal 50 damage to other zombies on the Tile.
3. Prioritizes leftmost zombies instead of strongest.

Loonbloom OVERVIEW STATISTICS
WSPlant2
Last seen at Level 14-30
Loonblooms turn all of your plants invisible to zombies and Poise Tendrils for a short time while briefly waking up any sleeping mushrooms.
Plant on other plants
Sun Cost: 100
Recharge: 45s
Targets: Plants
Range: Everywhere
Duration: 12s
ALMANAC ENTRY GEAR
Loonbloom is going to duck your mother into a bin. "SAUSAGES HER," he creams, for he does not know. "AGA BOOGA!" Run. Use those juicy legs. Get as far away as you can. "AWOOGA," you hear from below. It is too late. Close your eyes.
1. Invisible plants gain +25% attack speed.
2. Invisible plants heal for 250 health every 1s.
3. Invisible plants recharge 15% faster.

Shrinking Violet OVERVIEW STATISTICS
Shrinking Violet2
Last seen at Level 14-32
Shrinking Violets instantly shrink all zombies in a large area for a while, making them take twice as much damage from plants and likewise deal halved damage to plants.
Targets flying zombiesShorter and harder to attack
Sun Cost: 50
Recharge: 45s
Targets: Ground
Damage Boost: 100%
Damage Reduction: 50%
Ability Delay: 1s
Area: 3x3
Duration: 30s
ALMANAC ENTRY GEAR
Shrinking Violet giggles to herself. "The zombies might have some pretty wacky moves and abilities," she whispers. "But I have the ULTIMATE POWER to reduce their... packages... to miniscule, embarrassingly small sizes. Their friends and spouses alike will point and laugh at their decimated masculinity. They will have nothing left to give to the world. They will be full of sorrow and despair."
1. Recharge timer reduced by 2s per zombie shrunk.
2. Shrinking effect lasts forever instead of 30s.
3. Inflicts affected zombies with STUN for 4s.

Poison Pepper OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Poison Peppers explode into deadly fumes that cover a large area. The fumes deal escalating damage over time while also progressively slowing zombies down more and more, but take a while to become effective.
Sun Cost: 175
Recharge: 75s
Targets: Ground
Damage: 1-6 (by 1)
Damage Rate: 0.1s
Zombie Slow: 10-60% (by 5%)
Ramp-Up Time: 5s
Effect Duration: 60s
Total Damage: 2100
Area: 3x3
ALMANAC ENTRY GEAR
Poison Pepper peculiarly poisons pesky pzombies pwith passion! "Unfortunately, beloved viewer, I have used all of my allotted 'P-words' for the hour. There's a lot of us plants around, and only so many P-words to go around. Sorry, brand rules!" Peashooter emerges from the shadows like an otherwordly snail. "Did someone say something about brand rules?" he sneers. "Brand rules, more like NOT COOL! You're worthless by the way." Peashooter dips back into the night. Poison Pepper is left alone to consider his words.
1. Effect compressed into 40s instead of 60s.
2. RUMBLE 2: Effect lasts an additional 5s.
3. Effect area expands to 5x5 over duration.

Voidorange OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Voidoranges sacrifice other plants and add their remaining health to their own. Tap on Voidorange to arm, tap again on another plant to sacrifice that plant.
Sun Cost: 50
Recharge: 30s
Targets: Ground
Health: 500
Sacrifice Health Gain: 100%
Ability Cooldown: 10s
ALMANAC ENTRY GEAR
Emerging from the shadowy shadows, Voidorange is here to perform random acts of kindness. Stuff like gifting random plants new shoes, helping pigeons cross the street, feeding the weak and elderly breadcrumbs, feasting upon the souls of her fellow plants in their hour of need, baking fresh pies for the homeless shelter, and all sorts of other awesome things! You could call her a hero. She'd prefer you call her Voidorange.
1. Sacrifice health gain raised from 100% to 110%.
2. Sacrificed plant has recharge time cut by a third.
3. Sacrifice cooldown reduced from 10s to 4s.

Prune OVERVIEW STATISTICS
WSPlantVet
Last seen at Gates and Trials
Prunes throw blades at zombies which deal a percentage of their current health in damage. The tougher the zombie, the harder Prunes hit.
Sun Cost: 150
Recharge: 8s
Targets: Ground
Health: 250
Min Damage: 10
Damage Percent: 23%
Attack Speed: 2s
ALMANAC ENTRY GEAR
Prune loves math. Prune wants to make sure everyone else loves math. That's why they made sure that everyone else needs to have a master's in mathematics in order to predict how their prune-on-zombie interactions will go. "Will I take that zombie out in six daggers," Prune exclaims excitedly. "Or will it take seven? Maybe eight? It's so exciting!" It really keeps everyone else on their feet. It's working. The math is kicking in.
1. Min attack damage raised from 10 to 15.
2. SLASH 4: Next attack pierces 3 zombies.
3. Damage percent raised from 23% to 27%.

Patient Pending OVERVIEW STATISTICS
WSHeroic
Last seen at Gates and Trials
Patient Pending throws vials of poison at zombies nearby which deal moderate damage and inflict a permanent poison effect that deals additional damage over time.
Sun Cost: 275
Recharge: 80s
Targets: Ground
Health: 500
Damage: 15
Attack Speed: 0.75s
DPS: 20
Poison Damage: 5
Poison Damage Rate: 1s
Poison DPS: 5
Max Poison Stacks: 20
Max Poison DPS: 100
Card Pierce: 3
Range: 3x2
ALMANAC ENTRY ACTIVATED ABILITY - 75WSun
Usually, the saying "an apple a day keeps the doctor away" holds fairly true for most life situations. Not with Patient Pending. "WHAT? What are you doing?!" He pends. "Wh-why!? Are you on our side or not?! That is our brethren! One of our brothers! Oh, the humanity! The brutality! The utter absurdity! How could you????" He's utterly flabbergasted. He can't handle it. "Oh, mein gott...Sie sind eine Schande für Ihre Familie und ich hoffe, dass Ihr freundlicher Arbeitgeber in der Nachbarschaft dafür sorgt, dass Sie ein Schinkensandwich werden."
Caustic Cure
Patient Pending inflicts an ancient poison upon the zombie with the highest health which spreads to other nearby zombies slowly over time. After 60s, all zombies inflicted with the ancient poison take 2000 damage.
Recharge: 80s

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