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Plants that either went unused, were scrapped, went through changes found within the game files prior to their release, or were otherwise planned to be in the game.

Scrapped

Plants that were either originally considered to be in the game, completely removed from the game, or only remnants remain of their existence.

Beet

Beet from Plants vs. Zombies Adventures was originally going to be in this game, until Bonk Choy took its place. Had it not been scrapped, it would have been the first plant from Plants vs. Zombies Adventures to be added into Plants vs. Zombies 2.

Though, Plants vs. Zombies Heroes has used a very similar design to the scrapped Beet as a nod to his appearance in Plants vs. Zombies Adventures. This was due to the early artistic influences from the cancelled Plants vs. Zombies Adventures in development of PvZ Heroes.

Tactical Cuke

It would have been a plant/powerup that would blow up all the zombies on the lawn. According to Mark Barret, one of the artists for the game, it was removed because if the developers made a mechanic that could wipe out an entire screen, then they would have to design the game in a way that would force the player to use it, making the game not fun for long. Despite this, it would later be added as a power up for the Chinese version of Plants vs. Zombies 2.

Far Future

Ampliflower

A plant that would have buffed other plants around it. According to Mark Barrett, the concept ended up being too complicated and overpowered, so it was scrapped. The only reference to it is in an early version of the Far Future world map data.

Dark Ages

Before the release of the 2.3.1 update, some mushrooms were found in the code. These were later replaced by the new plants in Dark Ages.

Scaredy-shroom

Would have functioned exactly like it did in the original Plants vs. Zombies. This plant would later return in the 10.6.1 update.

[SCAREDYSHROOM]
Scaredy-shroom

[SCAREDYSHROOM_DESCRIPTION]
TO-DO

[SCAREDYSHROOM_DESCRIPTION_HEADER]
Scaredy-shroom is a long-range shooter that hides when enemies get near it.

[SCAREDYSHROOM_TOOLTIP]
Long-range shooter, hides when enemies are nearby

Pult-shroom

It would have lobbed projectiles at a steady rate, but slowly increasing, and lobbing more projectiles over time. Each spore does 40 damage, and 200 damage for its Plant Food spore. Its cost was 75 sun, and had a fast recharge. It functions a lot like Blooming Heart does.

[PULTSHROOM]
Pult-shroom

[PULTSHROOM_DESCRIPTION]
TO-DO

[PULTSHROOM_DESCRIPTION_HEADER]
Pult-shroom flings projectiles over obstacles at the enemy. It flings more projectiles over time.

[PULTSHROOM_TOOLTIP]
Flings more projectiles over time

Roto-shroom

It could have been manually be set to the direction the player wants it to shoot. Capable of shooting in eight fixed directions, with each spore dealing 20 damage. Its cost was 175 sun, and had a fast recharge.

Dart-shroom

Could only be planted on the first five columns on the lawn. Its darts did 33 damage. Its cost was 100 sun, and had a fast recharge.

Zoom-shroom

It functioned similarly to how Chard Guard functions now, knocking back zombies. It also would vanish after 10 seconds, like Puff-shroom. Its cost was 50 sun, had a range of "Touch," and a very slow recharge.

Vacuum-shroom

Had the same toughness as Wall-nut, and it would have acted like Sweet Potato. Plant Food would give it a shield like Wall-nut as well. The vacuum effect has a 3x3 range. Its cost was 25 sun, and had a sluggish recharge.

Evil-shroom Speed

An unused plant which was simply a placeholder test for the orange evil potion. When eaten, it increases the speed of the zombie who ate it. You could also tap on it 3 times to destroy it. Its cost was 50 sun, and had a sluggish recharge.

Evil-shroom Toughness

An unused plant which was simply a placeholder test for the purple evil potion. When eaten, it increases the toughness of the zombie who ate it. You could also tap on it 3 times to destroy it. Its cost was 50 sun, and had a sluggish recharge.

Icy Currant

Nothing much is known about it or why it was never released. It was added in the 2.2.4 update of the Chinese version of Plants vs. Zombies 2 as a fully functional plant, being an ice variant of Electric Currant.

Unused

Plants that are unused in the current version of the game.

Sprout

Sprout was originally meant to be used in the Zen Garden instead of small plants, but was ultimately scrapped. Strangely, it was later given code to be plantable in-game. It was associated with an unused mini-game where one would plant a few Sprouts before the game started.

When planted on an odd column, it has a 50% chance of growing into a Sunflower and a 50% chance for a Peashooter, and a 75% chance of growing into a Wall-nut and a 25% into Tall-nut on even columns. This plant was accidentally exposed in the Neon Mixtape Tour, Side B Dev Diary.

Lost City

Sun Pod

Has similar properties to Pea Pod. It would grow a head for every 500 sun you have saved up. Its cost is 300 sun, and has a fast recharge. This plant was accidentally exposed in the Neon Mixtape Tour, Side B Dev Diary.

Sun Gun

A single use plant that would have attracted sun, then would have shot it out towards a zombie with each shot dealing 150 damage. Its cost is 50 sun, and has a sluggish recharge. This plant was accidentally exposed in the Neon Mixtape Tour, Side B Dev Diary.

Mini Peashooter

Mini Peashooter shoots peas at zombies like Peashooter, although they only deal 5 damage. When fed Plant Food, all Mini Peashooters on the lawn will create duplicates towards the front or same column if there isn't enough room. It will not create any towards the back of the leftmost Mini Peashooter, even if the lawn becomes full. Its cost is 25 sun, and has a fast recharge.

Mini Peashooter can not be boosted by Appease-mint, although its seed packet shows that it is in the Appease-mint family. Since it uses a different pea projectile, they do not turn into fire peas when passing through Torchwood, nor can they be reflected by Jester Zombie.

Burnade

Burnade knocks a zombie back and then despawns. After a set time, the zombie explodes, instantly killing the zombie and dealing damage equal to said zombie's health in a 4x3 area. Plant Food gives it 3 uses before expiring.

Prototype Plants

Far Future

Plasma Bean [Citron]

An early plant that would eventually become Citron, found solely in extremely early versions of the iOS exclusive releases.

[PLASMABEAN]
Plasma Bean

[PLASMABEAN_DESCRIPTION]
{FLAVOR}As a young bean he dreamed of becoming a magical fruit.  Maybe some kind of citrus specializing in close-up magic.

[PLASMABEAN_DESCRIPTION_HEADER]
Plasma Beans shoot powerful balls of plasma.

[PLASMABEAN_TOOLTIP]
Shoots powerful balls of plasma

Big Wave Beach

Coconut Bowler [Bowling Bulb]

This plant was an early version of Bowling Bulb. Its projectiles dealt consistent damage, each one dealing 100 damage, and were angled more. Its cost was 10 sun, and had a sluggish recharge. Most of its properties seem to have just been placeholders.

Bamboom [Banana Launcher]

It would have functioned like its final counter Banana Launcher, although had a 1 second reload time and a 3x3 splash area that dealt 4000 DPS. Its cost was 10 sun, and had a sluggish recharge. Most of its properties seem to have just been placeholders.

Lost City

Column Pod [Red Stinger]

An early version of Red Stinger, seeing as it increases defense when put further from the player's house.

Gold Tile Turnip [Gold Leaf]

An early version of Gold Leaf, seeing as it refers to the Gold Tile-producing Tile Turnip.

Jurassic Marsh

Dinonip

An early prototype of Perfume-shroom.

Modern Day

Aqua Booster [Moonflower]

An early prototype of Moonflower. Although unknown what it could have originally been, perhaps it was once able to boost any plant instead of a specific group. It functioned exactly like Potato Mine, likely as a placeholder.

Hidden Plants

The following plants are set to be "hidden" in-game, meaning that even if they are modded to be the reward for beating a level, they will still not display in the almanac nor the seed selection screen.

Holly Barrier Leaf

It's not technically unused, just unseen. It's very buggy whenever planted, ranging from either dealing no damage at all or infinite damage.

Holly Barrier Leaf Plant Food

Like the regular Holly Barrier Leaf, the Plant Food version is also internally as seperate plant. Also like the original, its damage value isn't set and thus does either no damage at all or infinite damage.

Noctarine Cloud

It's not technically unused, just unseen. It disappears instantly upon planting. Strangely it's set to be unlocked with 250 Seed Packets despite said seed packets being unobtainable.

Unused/Early content for Plants

Plantable in-game Marigold

Although not unused, Marigold was originally meant to be plantable in-game, but this idea was later scrapped because one could use it to farm coins easily, thus became only available in the Zen Garden.

If made available to be planted on the lawn, either via hacking or other means, Marigold will produce silver coins. It eventually falls asleep after a period of time. If fed Plant Food, she will produce a burst of silver coins and then disappear.

Ancient Egypt

Bloomerang

Bloomerang has unused code that would have allowed it to stun zombies.

Pirate Seas

Spikeweed

An early Plant Food effect that would presumably have Spikeweed launch a buzzsaw. This concept would later be used for Iceweed's Plant Food ability.

Cherry Bomb

A high-level explosion effect of Cherry Bomb exists in the files, but went unused for unknown reasons.

Far Future

Magnifying Grass

Was once named MagnifyinGrass, dropping out the rather awkward and unnecessary pun.

An unused "normal" shot projectile for the plant goes unused, only dealing 10 damage. Maybe the player would have been able to fire the plant with no sun at the cost of severely reduced damage.

E.M.Peach

Has unused code that would have allowed it to be planted and activated manually, allowing it to be used again after recovering for 10 seconds. Although does not appear to function anymore.

Dark Ages

PvZ Placeholder sprites

An unreleased version of the game has Sun-shroom and Puff-shroom using still sprites from the first game.

Big Wave Beach

Bowling Bulb

Two early concepts purposed by Mark Barrett for the plant would have one be a manually controlled plant, where you could tap the plant and drop it on the lawn before needing time to charge before growing again. The other would have it be an instant use plant, similar to what Tumbleweed would become.

Modern Day

Grimrose

A video uploaded by animator Liam Robinson shows a non-shadow version with 3 stamens. In a reply to a comment, he said: "The engineering got so muddled and complicated because of the transformation to "shadow version", I think that communication got lost in the game."

Premiums

Fire Peashooter

Fire Peashooter was once likely meant to appear in Dark Ages, suggesting by how it was originally set as its home world in the almanac. It had a much simpler design, being a recolored Peashooter, even using the same designs for its costumes. Its Plant Food would fire a bunch of fire peas, like the other pea plants at the time.

Unused/Early leveling for Plants

Gold Leaf

Gold Leaf had no upgrades until the 9.9.1 update, before this update there were placeholder upgrades for her in the game files that went unused.

Level Seed Packets Coins Upgrades
Sun Cost Recharge
(Slow)
1 0 0 50 30 seconds
2 10 1,000
3 75 5,000
4 200 10,000
5 400 10,000
6 750 20,000 25 seconds
7 1,000 30,000
8 1,250 40,000 25
9 1,500 50,000
10 2,000 75,000 20 seconds


Thyme Warp

Like Gold Leaf, Thyme Warp had placeholder upgrades in the files that were later replaced in the 9.9.1 update.

Level Seed Packets Coins Upgrades
Sun Cost Recharge
(Very Slow)
Area
1 0 0 75 60 seconds Full Board
2 10 1,000
3 75 5,000
4 200 10,000
5 400 10,000
6 750 20,000 50 seconds
7 1,000 30,000
8 1,250 40,000 50
9 1,500 50,000
10 2,000 75,000 45 seconds


Early Sun Costs

A few of the plants had different sun and gem costs prior to its final release. Some of the Power Ups were also going to have different coin costs.

  • Pre-release screenshots revealed that Melon-pult and Threepeater had the same sun costs as they did in the original game: 300 and 325 respectively. Their sun costs were switched before the final release.
  • Citron's original sun cost was 400 sun.
  • Infi-nut's original sun cost was 125 sun.
  • Bonk Choy's original sun cost was 175 sun.
  • Lightning Reed's original sun cost was 150 sun.
  • Guacodile's original sun cost was 175 sun.
  • Sap-fling's original sun cost was 250 sun.
  • Chard Guard's original sun cost was 50 sun.
  • Gold Leaf's original sun cost was 400 sun.
  • Phat Beet's original sun cost was 200 sun.
  • Primal Peashooter's original sun cost was 125 sun.
  • Perfume-shroom's original sun cost was 0 sun.
  • Dusk Lobber's original sun cost was 175 sun.
  • Aloe's original sun cost was 100 sun.

Early Plant Shop Prices

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