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In this game, you battle other players. Choose a side, plants or zombies. Then, battle. You can unlock more plants/zombies over time, but you have five to start off. A new plant and a new zombie is unlocked every time we get two new players on both sides.
Each plant and zombie has four abilities: two offensive abilities, one support move, and the Plant Food/Brain ability. (In this game, Brains are the zombie version of Plant Food. Plant Food/Brains are given when a plant/zombie defeats three zombies/plants without being defeated.) Some moves require a charge of two to five turns. While charging up, you cannot attack, but the attack you're charging is often powerful, and sometimes deals massive damage, which is 250. Sometimes moves have status effects.
Note: In my previous games, I have had a recharge for moves that do 250 damage. In this game, I have replaced the recharge with a charge-up.
Nothing much here, except you battle by commenting. Remember, if you want to read over how the battle's going, start at the last comment and work backwards. Also, if you are defeated, you have to wait five turns before you can fight again.
A basic attacker, which is good to start off. It has basic attacks and average health.
Attack 1: Pea Cannon-Shoots a pea, dealing 10 damage to one zombie.
Attack 2: Chili Bean Bomb-Charge: 3 turns. Shoots an exploding chili bean, dealing 250 damage to three zombies.
Attack 3: Leafy Shield-Provides a plant with a leaf shield for three turns, reducing the damage of attacks that hit it by 5 damage.
Attack 4: Pea Gatling-Uses 1 Plant Food. Unleashes a pea barrage, dealing 60 damage to one zombie.
A great plant if you want to heal, but at the cost of reduced damage and health.
Attack 1: Sun Shot-Shoots a sun projectile, dealing 5 damage to one zombie.
Attack 2: Sunbeam-Charge: 2 turns. Shoots a beam of sunlight, dealing 20 damage to one zombie.
Attack 3: Heal Beam: Creates a healing link with a plant, healing that plant 10 health per turn for up to five turns.
Attack 4: Solar Flare-Uses 1 Plant food. Creates a giant sun bomb, dealing 50 damage to two zombies.
A very effective plant with great health, powerful attacks, and an attack with a status effect.
Attack 1: Chomp-Chomps a zombie, dealing 15 damage to one zombie.
Attack 2: Goop-Charge: 2 turns. Spits goop, dealing 10 damage to one zombie. The zombie then has Poison for two turns, dealing however many turns are left until the effect wears off times five damage per turn.
Attack 3: Spiky Shield-Provides a plant with a spiky shield for three turns, making an zombie that attacks it receive 10 damage.
Attack 4: Om Nom Nom-Uses 1 Plant Food. Swallows three zombies whole, dealing 250 damage to three zombies.
A little less effective offensively than Peashooter, but more effective defensively.
Attack 1: Spike Shot-Shoots a spike, dealing 10 damage to one zombie.
Attack 2: Potato Mine-Deploys a Potato Mine, which deals 250 damage to one zombie after three turns.
Attack 3: Tallnut Battlement-Provides another plant with a nut shield for three turns, reducing the damage of attacks that hit it by 10 damage.
Attack 4: Supercharged Spike Shot-Shoots a barrage of spikes, dealing 60 damage to one zombie.
Good for either picking away at small groups of zombies or clearing out bigger ones.
Attack 1: Cherry Seed Spit-Spits a cherry seed from each head, dealing 5 damage to two zombies.
Attack 2: Chaboof-Charge: 3 turns. Explodes, dealing 250 damage to three zombies.
Attack 3: Seed Shield-Provides another plant with a shield made of seeds. When attacks hit it, one of the cherry seeds is shot at the attacking zombie, dealing 5 damage to it. This can happen five times.
Attack 4: Cherry Bombardment-Uses 1 Plant Food. Bombards the area with Cherry Bombs, dealing 250 damage to five zombies.
A basic character, which has basic attacks and average health.
Attack 1: Z-1 Assault Blaster-Shoots a bullet, dealing 10 damage to one plant.
Attack 2: Rocket Jump-Charge: 2 turns. Uses it's jetpack to rocket into the air, dealing 15 damage to three plants from the liftoff explosion. Also, it is immune to attacks for three turns after.
Attack 3: Army Helmet-Provides another zombie with an army helmet for three turns, reducing the damage of attack that hit it by 5 damage.
Attack 4: ZPG-Uses 1 Brain. Launches a ZPG, dealing 250 damage to three plants.
A great character for healing, otherwise pretty basic.
Attack 1: Goo Blaster-Shoots goo, dealing 5 damage to one plant.
Attack 2: Energy Warp-Charge: 2 turns. Turns himself into energy, dealing 5 damage to three plants and making himself immune to attacks for three turns.
Attack 3: Healing Goo-Shoots a new, different kind of goo, healing one zombie 15 health.
Attack 4: Sticky Explody Ball-Uses 1 Brain. Throws a sticky explody ball, dealing 10 damage to three plants and giving them the poison status effect for two turns.
Likes to beat up plants with powerful attacks, one or two at a time.
Attack 1: Concrete Launcher-Shoots concrete, dealing 15 damage to one plant.
Attack 2: Jackhammer-Jumps on a jackhammer, dealing 15 damage to two plants.
Attack 3: Teleporter-Charge: 2 turns. Provides another zombie with a teleporter, making it immune to attacks for three turns.
Attack 4: Wrecking Ball-Uses 1 Brain. Calls in a wrecking ball, dealing 250 damage to two plants and stunning one more for two turns.
A heavy hitter on the zombie team, about equal with Engineer.
Attack 1: Football Toss-Throws a football, dealing 15 damage to one plant.
Attack 2: Sprint Tackle-Charge: 2 turns. Tackles a plant, dealing 25 damage to one plant.
Attack 3: Dummy Shield-Provides another zombie with a dummy shield for three turns, reducing the damage of attacks that hit it by 10 damage.
Attack 4: Touchdown-Uses 1 Brain. Tackles a plant, dealing 25 damage to one plant, and then throws footballs in the air, dealing 15 damage to three more.
A moderately powerful zombie, which is good for attacking multiple plants at once, at the cost of health.
Attack 1: Disco Ball Swing- Swings a disco ball, dealing 10 damage to one plant.
Attack 2: Disco Dancing-Charge: 3 turns. Summons four backup dancer, which bite plants, dealing 5 damage to four plants.
Attack 3: Mirrorball-Provides another zombie with an extremely shiny disco ball for three turns, making every plant that attacks it get stunned for 1 turn.
Attack 4: Disco Inferno-Uses 1 Brain. Swings a disco ball twice, dealing 10 damage to two plants, and then shoots fire out of it, dealing 10 damage to two more plants. The plants are also burned for two turns, making them lose five health every turn.
Note: Milesprower2 is a Peashooter, Starfruity is a Sunflower, and ProcrastinatorMan is a Soldier Zombie. Also, I have rearranged the move list so the first comment is the first on the list.
Milesprower2: I use Pea Cannon on ProcrastinatorMan.
Starfruity: I use Heal Beam on Milesprower2.
ProcrastinatorMan: I shall use Z-1 Assault Blaster on the so-called Peashooter known as Milesprower2.
Milesprower2: I use Leaf Shield on myself.
Starfruity: I charge Sunbeam.
And it carries on like that. Anyway, I hope you have fun!