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Plants vs Zombies 2: It's about time (for some balance changes)

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Let's start off with the Plants. W.I.P

Players House

Peashooter

Changes: N/A

Context: Peashooter is supposed to be THE starter offesive plant, so it's supposed to be underpowered.

Sunflower

Changes: N/A

Context: Sunflower is supposed to be THE starter sun-producing plant, but with some upcoming changes, it'll be able to finally compete for a spot in your garden. Or maybe not.

Wall-nut

Changes:

Durability: 80 Bites --> 64 Bites

Context: I felt as though Wall-nut was just getting its job done to properly, and it was easily outclassing the Tall-nut, a plant that should outcalss it. These changes should help make Tall-nut a viable option alongside Wall-nut.

Potato Mine

Changes:

Explosion radius: 1x3 --> 1x1

Context: Potato Mine radius seems to be VERY off from its animation, so this is to keep it more in line with well, its animation.


Ancient Egypt

Cabbage-pult

Changes: N/A

Context: Cabbage-pult is supposed to be a viable alternative to the Peashooter, so I felt that no changes were necessary.

Bloomerang

Changes:

Boomerang pierces through lane: 3 --> 7

Boomerangs now pierce through graves without using a pierce of a boomerang

Sun cost: 175 --> 150

Time between fire: Until Boomerang comes back --> 3 seconds

Context: These changes are to make Bloomerang a viable alternative to the Laser Bean.

Iceberg Lettuce

Changes: N/A

Context: Iceberg Lettuce has always been a perfectly viable plant without being overpowered, so no changes were necessary.

Grave Buster

Changes:

Recharge time: Mediocre --> Fast

Sun cost: 0 --> 100

Now drops coins, and ocasionally gems or power ups from graves

Context: While this thing was already pretty good in AE/DA, these changes are to:

A) make it closer to the origanl Grave Buster in PVZ1, and

B) Give it more of a purpose. Instead if clearing a Grave and being done with it, it also helps you when grinding coins/gems.

Bonk Choy

Changes:

Punch damage: 1 --> 1.5

Context: Bonk Choy was fairly underpowered when compared to the Snapdragon, so these changes are to make it better suited for melee combat, as well as combat with the Snapdragon for a spot on your lawn.

Repeater

Changes: N/A

Context: I felt no changes were necessary, as it already was a decent plant to begin with.

Twin Sunflower

Changes:

Can be planted at the start again

Sun cost: 125 --> 150

Recharge: Mediocre --> Sluggish

Context: To promote diversity when using sun producing plants, Twin Sunflower has received some changes to her Sun cost and recharge time.

Snow Pea

Changes:

Now unlocked after you beat the Zomboss Sphinx-inator.

Context: Nobody likes plants being premium. ALL premiums will no longer be premium, and will be unlocked after beating that world's respective boss fight.

Pirate Seas

Kernel-pult

Changes: N/A

Context: Kernel-pult was already fairly balanced, so I didn't think changes were necessary.

Snapdragon

Changes:

Sun cost 150 --> 200

Context: I felt as though Snapdragon was a little too strong, as it can even be used effectively in Big Wave Beach, so this thing needed a nerf.

Spikeweed

Changes:

Sun cost: 100 --> 75

Context: Spikeweed wasn't really performing to well, so this small change is to give it a bit more usability.

Coconut Cannon

Changes:

Reload time: 21 seconds --> 17 seconds

Sun cost: 400 --> 425

Context: In order to make Coconut Cannon slightly more viable, I lowered its reload time, while increasing its sun cost slightly to compensate.

Cherry Bomb

Changes: N/A

Context: I feel as though this plant is perfectly blanced, and it's a great instant to use.

Spring Bean

Changes: N/A

Context: Until I get an exact time on for long this bugger sleeps, no changes. (From future Ballistic Planet, it sleeps for 10 seconds ;))

Spikerock

Changes:

Sun cost: 250 --> 200

Context: I feel as though Spikerock isn't getting the job done like his younger brother, so he gets a buff to compensate.

Threepeater

Changes:

Sun cost: 300 --> 250

Context: Threepeater has stiff compatition with Snapdragon, so this buff is to hopefully make it a bit stronger versus Snapdragon.

Torchwood, Power Lily and Squash

Changes:

All three are now unlocked after beating the Zombot Plank-walker.

Context: See Snow Pea

Wild West

Split Pea

Changes: N/A

Context: None were necessary as far as I'm aware of.

Chili Bean

Changes: N/A

Context: Chili Bean is a powerful, yet at the same time balanced plant. None were needed.

Lightning Reed

Changes:

Damage: 0.5 --> 1

Sun cost 100 --> 175

Context: Lighting Reed was one of the worst plants in PVZ2. With these changes, it can now deal damage while still being fairly costed.

Pea Pod

Changes:

Sun cost 125 --> 100

Context: It costed too much to be useful. with these changes it should now be a bit more fairly costed.

Tall-nut

Changes:

Durabilty: 160 bites --> 200 bites

Context: Because screw Wall-nut.

Melon-pult

Changes:

Splash damage: 2 --> 1.5

Sun cost: 325 --> 300

Context: Back to the days of PVZ1.

Winter Melon

Changes:

Spalsh Damage: 2 --> 1.5

Sun cost: 500 --> 525

Context: This plant was insanely OP, so nerf were a givin'. Back to the days of PVZ1, with a slap on the wrist (err stem?) to boot.

Jalapeno and Imitater

Changes:

Are now unlocked after beating the Zombot War Wargon.

Context: See Snow Pea

Far Future

Laser Bean

Changes: N/A

Context: With Bloomerang buffed, no changes needed to happen to this guy.

Blover

Changes:

Sun cost: 50 --> 75

Context: A slight nerf, because it's a little too powerful in Pirate Seas.

Citron

Changes:

Damage: 40 --> 65

Context: This guy was almost completely outclassed by Coconut Cannon, so now this thing can 1-hit Bucketheads.

E.M.Peach

Changes:

Sun cost: 25 --> 75

Context: This thing was doing WAY to much for what it was costed, so a nerf was necessary.

Infi-nut

Changes:

Plant food barrier max duration: N/A --> 4 minutes

Context: A slight nerf too the incredibly powerful Infi-nut

Magnifying Grass

Changes: N/A

Context: Some plant needs to stay op. Amirite?

Starfruit

Changes:

Sun cost: 150 --> 125

Is now unlocked after beating Far Future - Day 24

Context: Starfruit no longer costs 150, and is no longer a premium. Where's Tile Turnip?

Tile Turnip

Changes:

Sun cost: 0/250/500/1000/2000/4000/8000 --> 0/100/200/400/800/1600/3200/6400

Unlocked: After beating Far Future - Day 24 --> After beating Zombot Tommorow-tron.

Can now dig up in empty Tile Turnip space to dig up the Tile Turnip

No longer counts as losing a plant

Context: Tile Turnip now ramps up slower, and you can have 1 more out on the field. In addition the player is finally be able to dig them up, but now you have to beat Zomboss to unlock him.

Dark Ages

Sun-shroom

Changes:

Growth time from small to medium: After 1 batch of sun --> After 3 batches of sun.

Growth time from medium to large: After 2 batches of sun (while medium) --> After 5 batches of sun. (while medium)

Context: This plant completely outclasses Sunflower, so to keep them even, nerfs ahoy.

Puff-shroom

Changes:

Time to disappear: 1 minute --> 3 minutes

Durabilty: 2 bites --> 3 bites

Context: Life is a great thing. Puff-shroom can't live long enough to really enjoy it, so here are some buffs to him.

Fume-shroom

Changes:

Sun cost: 125 --> 75

Context: Restoring him to his rightful place.

Sun Bean

Changes:

Sun cost: 50 --> 100

Sun per hit: 5 --> 10

Plant food sun explosion: 600 --> 1000

Context: Not exactly doubling it, but updating it to the new sun cost system.

Hypno-shroom

Changes:

Sun cost: 125 --> 75

Now unlocked after beating Dark Ages - Night 11

Context: Is too up now, so restoring it to PVZ1 status. Also, no longer premium!

Magnet-shroom

Changes: N/A

Context: No changes were necessary. It feels well balanced.

Pea-nut

Changes:

Fire rate is now exactly like Peashooter's

Durabilty 40 --> 64

Is now unlocked after beating the Zombot Dark Dragon.

Context: To bring this more in line with a Hybrid of Peashooter and Wall-nut.

Big Wave Beach

Lily Pad

Changes: N/A

Context: Are changes necessary to this?

Tangle Kelp

Changes:

Recharge: Sluggish --> Mediocre

Context: Because it only works in water, I feel as though this is justified.

Bowling Bulb

Changes:

Bulb Damage: Cyan: 2, Aquamarine: 6, Orange: 9 --> Cyan 3, Aquamarine 9, Orange 20

Bulb Plant food damage: 30 each --> 60 each

Bowling Bulb now cycles through all bulbs.

Context: To restore them to thier former glory, and to go beyond!

Chomper

Changes:

Chewing time: 30-42 seconds --> Seconds now scale with remaining Zombie health, up to 42 seconds.

Is now unlocked after beating Big Wave Beach - Day 17.

Context: No longer premium, and can chomp Zombies for a much shorter amount of time.

Guacodile

Changes:

1st rushing attack damage now 1-hits the zombie, except if it's a Gargantuar or Zombot.

Rushing damage after 1st hit: 7.5 --> 15

Sun cost: 125 --> 225

Recharge time: Fast --> Mediocre

Context: More damage, but you get these out slower.

Banana Launcher

Changes:

AOE: 1x3 --> 3x3

Damage: 60 --> 75

Recharge time: Fast --> Mediocre

Sun cost: 500 --> 650

Reload time: 21 seconds --> 17 seconds

Context: Now he's more like a Cob Cannon!

Ghost Pepper, Homing Thistle, Sweet Potato and Sap-fling

Changes:

All are now unlocked after beating the Zomboss Shark-o-tronic sub.

Context: See Snow Pea

Zombies

Canceled

For those who are curious

These are the hacks you can do at the time of writing. (We're in the 4.1.1 version (Halloween update))

Wall-nut, (#1, #3, and #4 of) Bloomerang, (#1 of) Grave Buster, Bonk Choy, Twin Sunflower, Snapdragon, Spikeweed, Coconut Cannon, Spikerock, Threepeater, (#1 of) Lightning Reed, Pea Pod, Tall-nut, Melon-pult, Winter Melon, Blover, Citron, E.M.Peach, (#1 of) Starfruit, (#1 of) Tile Turnip, Sun-shroom, Puff-shroom, Fume-shroom, Sun Bean, (#1 of) Hypno-shroom, (#1 and #2 of) Pea-nut, Tangle Kelp, (Part of #1, all of #2 and #3 of) Bowling Bulb, (#2 and #4 of) Guacodile, and ALL of Banana Launcher.

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