My take on the rebalancing almost everyone has done at some point. Note that while my plants and zombies will be in proper order, I will skip some of them to do other ones, but I will hopefully add all in the end. I will naturally skip plants with no need for rebalancing, but I will only announce this in the end. As a final point, I might add further buffs/nerfs to already listed plants, so don't judge immediately.
Changed attack; does 1nds and every 10th hit is an uppercut that deals 5nds to all zombies in its range
Does 10nds per hit to obstacles on the lawn, sarcophagi, barrels, Pianist Zombie, and frozen blocks
Changed attack; falls asleep for 15 seconds the first time and decreases 3 seconds for each zombie bounced until it reaches a no-cooldown point
Bounces zombies three tiles back in non-Pirate Seas worlds (Plant Food effect)
Fire remains on the lane 2 seconds longer (in order do kill zombies encased in ice blocks or protected by Glitter Zombie)
Fire extends to the column it is planted on, i.e. the fire is in a cross shape
+25 sun cost
Planting method changed; first planting costs 125 sun; to upgrade it, the player taps on the Pea Pod. To upgrade it to two heads, it takes 100 sun. Three heads cost 75 sun. Four heads 50 sun. And five heads cost 25 sun. In total - 375 sun. The player can upgrade a Pea Pod without the need of a cooldown in between.
Recharge time increased from "Fast" to "Mediocre"
Big peas deal 25nds instead of 20nds and deal splash damage in a 1x1 area (Plant Food effect)
Attack changed; chew time is based on the health of a zombie. The bigger the health, the bigger the chew time. The maximum chew time, when eating a Knight or Blockhead Zombie, is 25 seconds.
The burp after swallowing a zombie pushes back zombies in front of it by 3 tiles
Changed Plant Food effect; drags all zombies in the lane to it, deals 60nds to every one, and then burps to send them to the ninth column.