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Please comment on the most lethal plants in Plants vs Zombies.
1, factory data

1. pea shooter

Durability: 300

Critical point: 0

Plants vs. Zombie Plants (7 photos)

Attack: 20

Range: a whole line ahead

Shooting interval: 1.4 seconds

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Shoot a pea at a time.

2. Sunflower Sunflower

Durability: 300

Critical point: 0

Production interval: 24 seconds

Price: 50 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: a medium-sized sunlight (25 sunshine values) is generated every 24 seconds.

3.cherry bomb cherry bomb

Five plants (5 photos)

Durability: 300

Critical point: 0

Attack: 1800

Scope: A circle with its own center and explosion radius of 1.5 grid.

Preparation time: 3.5 seconds

Price: 150 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Large-scale lethal blasting

4. Wall nut fence nut (new version translated as nut)

Durability: 4000

Critical point: 0

Damage point 1: intelligence (maximum HP *2/3)

Damage point 2: Intelligence (maximum HP * 1/3)

Price: 50 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: blocking zombies, high durability.

note:

Int is an integer (only integer, not integer).

The specific value of the damage point is not given here, because the damage point of the through-wall nut varies with the maximum HP.

After modifying the maximum blood volume of nuts, the two damage points of wall-nut also change proportionally.

Here, based on the normal game 4000 durable standard blood nut wall, DP 1 and DP2 are 2666 and 1333 respectively. If you mark int(MAX HP*n 1/n2) afterwards, please calculate it yourself.

5. Potato Mine Potato Mine (new version translated as potato mine)

Durability: 300

Critical point: 0

Attack: 1800

Ground breaking time:15s (from installation to ground breaking)

Preparation time: zombie contact

Price: 25 sunshine

Cooling time: 30 seconds

Can be planted in grass/flowerpots.

Features: single-line small-scale group killing

6.snow peas

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line ahead

Shooting interval: 1.4 seconds

Price: 175 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: After each attack, an ice pea hits the target, and the attached ice deceleration effect lasts 10 second (the slowed target moves/attacks at half speed).

7.Chomper big mouth flower

Durability: 300

Critical point: 0

Attack: 1800 vs giants 40

Scope: Front 1.5 square.

Chewing time: 42 seconds

Price: 150 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Swallow all the zombies you can.

8. Repeater double shooter (new version translated as double shooter)

Durability: 300

Critical point: 0

Attack: 20 (per pea)

Range: a whole line ahead

Shooting interval: 1.4 seconds

Price: 200 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Two peas are sent in succession for each attack.

9. puffy mushrooms

Durability: 300

Critical point: 0

Attack: 20

Scope: 3 squares straight ahead.

Shooting interval: 1.4 seconds

Price: 0 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Spores are ejected once per attack.

Features: Sleep during the day.

10. sunshine mushroom

Durability: 300

Critical point: 0

Production interval: 24 seconds

Growth time:120s (from planting to adult)

Price: 25 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Characteristics: Larvae produces small sunshine (15 sunshine value) every 24 seconds, and after adult, it produces moderate sunshine (25 sunshine value) every 24 seconds, and the sunshine generation time is not reset.

Features: Sleep during the day.

Note: Growth does not reset the time when sunlight is generated. Adult Pleurotus ostreatus still continues the interval and time for larvae to produce sunlight (for example, larvae still have 5 seconds to produce sunlight). At this time, the grown adults will not reread for 24 seconds to generate sunlight, but will continue the data of larvae for 5 seconds to generate medium-sized sunlight)

1 1. Smoked Pleurotus eryngii

Durability: 300

Critical point: 0

Attack: 20

Range: about 4 squares ahead.

Shooting interval: 1.4 seconds

Price: 75 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Each attack emits a spore smoke (penetration effect).

Features: Sleep during the day.

12. Grave robber tombstone devourer (new version translated as human-eating tablet)

Durability: 300

Critical point: 0

Devouring time: 4.5 seconds (from placing to removing tombstone)

Price: 75 sunshine

Cooling time: 7.5 seconds

Can only be planted on tombstones.

Features: remove tombstones and restore plantable grass.

Features: It can be eaten by zombies when swallowed.

13.Hypno-Shroom Charming mushrooms (new version translated as confused mushrooms)

Durability: 300

Critical point: 0

Price: 75 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: hypnotize and eat a zombie of your own, and fight for your own side.

Features: Sleep during the day.

Note: The hypnotic effect is to force the right turn rather than change the direction, so there is no problem that miners will turn around and enter the house after eating.

Note: It is invalid for Gargantuar, ice truck and catapult.

14. Pleurotus eryngii

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line ahead

Shooting interval: 1.4 seconds

Price: 25 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Attack one spore at a time.

Features: Take yourself as the radius 1. Hide and stop attacking when zombies appear in the grid.

Features: Sleep during the day.

15.Ice-shroom ice mushroom (new version translated as glacier mushroom)

Durability: 300

Critical point: 0

Range: Full screen 20 damage

Preparation time: 1 sec

Price: 75 sunshine

Cooling time: 50 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Self-explosion deals 20 damage to full-screen zombies, freezes all freezable targets for 4 seconds, and then continues to slow down the ice 15 seconds.

Features: Sleep during the day.

16. Destroy mushrooms (new version translated as doomsday mushrooms)

Durability: 300

Critical point: 0

Attack: 1800

Scope: 25 square meters

Preparation time: seconds

Price: 125 sunshine

Cooling time: 50 seconds

It can be planted in grass/water lilies/flowerpots.

Features: After the explosion, an explosion pit will be left in place. Plants can't be planted in the pit, but the pit will automatically.

Features: Sleep during the day.

The pit recovery time 180 seconds is divided into two stages, each lasting 90 seconds.

17. Water lily (new version translated as lotus leaf)

Durability: 300

Critical point: 0

Price: 25 sunshine

Cooling time: 7.5 seconds

Can only be planted on the water.

Features: Plants can be planted on water lilies after being planted on the water surface.

18. Pumpkin and watermelon

Durability: 300

Attack: 1800

Range: minimum range at the back, and 1.5 grid at the front.

Price: 50 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: aim at the target and hit it, damaging all targets within the landing point. Wogua can't kill nut zombies at once.

19.Threepeater triple shooter (new version translated as triple shooter)

Durability: 300

Critical point: 0

Attack: 20 (per pea)

Scope: self-line, upper and lower lines, and the first three lines.

Attack interval: 1.4 seconds

Price: 325 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Fire a pea at the same time for each attack on three rows.

20. Entangling aquatic plants

Durability: 300

Critical point: 0

Attack: 1800

Range: a small range around itself

Price: 25 sunshine

Cooling time: 30 seconds

Can only be planted on the water.

Features: Pull a single zombie close to you to the bottom.

2 1. jalapeno

Durability: 300

Critical point: 0

Attack: 1800

Scope: its own line

Preparation time: 3.5 seconds

Price: 125 sunshine

Cooling time: 50 seconds

It can be planted in grass/water lilies/flowerpots.

Features: linear blasting, great lethality.

22. Spike thorn

Durability: 300

Critical point: 0

Attack: 20

Scope: self-operated grid. Self-operated grid

Attack interval: 0.7 seconds

Price: 100 sunshine

Cooling time: 7.5 seconds

Can only be planted on the grass.

Features: it will not be eaten by zombies, and it will cause harm to zombies who walk on their own.

Features: It has a special killing effect on car zombies.

Note: the so-called thorn will not be eaten by zombies, which means under normal game conditions (the modifier can be realized).

23. Torchwood Torch Stump

Durability: 300

Critical point: 0

Price: 175 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Overfire will turn ordinary peas into fire peas (40 damage caused by a single fire pea, and 13 damage caused by small-scale sputtering after hitting the target).

Features: De-icing is to change the ice peas that pass by itself into ordinary peas and remove the ice properties.

Features: Cross fog.

24. high nuts

Durability: 8000

Critical point: 0

Damage point 1: (normal game 5333)

Damage Point 2: (Normal Game 2666)

Price: 125 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: blocking zombies, high durability.

Features: Being tall can prevent some special zombies from jumping over.

25. Marine mushroom (new version translated as sailor mushroom)

Durability: 300

Critical point: 0

Attack: 20

Scope: 3 squares straight ahead.

Attack interval: 1.4 seconds

Price: 0 sunshine

Cooling time: 30 seconds

Can only be planted on the water.

Features: Each attack sprays a sea-air liquid.

Features: Sleep during the day.

26. Plant street lamp flowers

Durability: 300

Critical point: 0

Price: 25 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Fogging in the range of 3 1 can make people see the contents of the jar clearly.

27. cactus cactus

Durability: 300

Critical point: 0

Attack: 20

Range: a whole line ahead

Attack interval: 1.4 seconds

Price: 125 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Each attack fires a spike bullet.

Features: attack the balloon first

Blauwe.

Durability: 300

Critical point: 0

Preparation time: 0.5 seconds

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: It can blow away dense fog (fog spreads to the left again after 24 seconds and 24 seconds) and balloon zombies.

Features: If you are bitten by a zombie, you will skip the preparation time and finish blowing immediately.

29. Split pea and pod shooter (new version translated as two-way shooter)

Durability: 300

Critical point: 0

Attack: 20x2/20

Scope: its own line

Attack interval: 1.4 seconds

Price: 125 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: attack one pea at a time on the front and two peas at a time on the back (synchronous rhythm of positive and negative attacks).

30. carambola (carambola)

Durability: 300

Critical point: 0

Attack: 20x5

Range: As long as one of the five directions is short-range, there is no distance limit for the others.

Attack interval: 1.4 seconds

Price: 125 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Each attack simultaneously fires a five-pointed star in the direction extended by its five corners.

3 1. Pumpkin pumpkin head

Durability: 4000

Critical point: 0

Damage point 1: int (maximum HP*2/3) (normal game 2666)

Damage point 2: int (maximum HP* 1/3) (normal game 1333)

Price: 125 sunshine

Cooling time: 30 seconds

Can be planted on grass/water lilies/flowerpots/cattails.

Features: High durability covers plants to protect plants from zombie attacks.

Note: The pumpkin head is wider than ordinary plants, so there will be a situation where the clown blows up the pumpkin without blowing up the plants inside.

32. Magnetic mushroom

Durability: 300

Critical point: 0

Scope: A circle with a center and a magnetic radius of about 3 square.

Re-absorption time:15s

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Absorb the iron ornaments of a single zombie within the magnetic range.

Features: Sleep during the day.

33. Cabbage pulls cabbage pitcher

Durability: 300

Critical point: 0

Attack: 40

Range: a whole line ahead

Attack interval: 2.9 seconds

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Throw a cabbage at each attack.

Note: the slope of the roof is ignored when throwing (direct light such as peas and carambolas will be blocked by the slope of the roof)

Throwing plants can kill diving zombies.

34. flowerpot

Durability: 300

Critical point: 0

Price: 25 sunshine

Cooling time: 7.5 seconds

Can be planted on the grass/roof.

Features: After planting, plants can be planted in flowerpots.

35. Corn kernels can

Durability: 300

Critical point: 0

Attack: 20 (corn) /80 (butter) butter throwing probability is 25%.

Range: a whole line ahead

Attack interval: 2.9 seconds

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Every time you throw a corn kernel, you have a certain chance to throw butter (butter stops all actions of the target after hitting the target for 4 seconds).

36. Coffee beans Coffee beans

Durability: 300

Critical point: 0

Swallowing time: 1 sec

Price: 75 sunshine

Cooling time: 7.5 seconds

Can only be planted on sleeping mushrooms

Features: Wake up mushrooms.

Note: After the plant swallows the coffee bean, it has a bounce recovery action (the action lasts for 0.7 seconds), and the plant is truly awakened after this action is completed.

37.garlic

Durability: 400

Critical point: 0

Damage point 1: int (maximum HP*2/3) (normal game 466)

Damage point 2: Intelligence (maximum HP* 1/3) (normal game 233)

Price: 50 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Forcibly divert the zombies who ate themselves to an adjacent line.

38. Umbrella leaf umbrella (new version translated as radish umbrella)

Durability: 300

Critical point: 0

Price: 100 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: Protect the plants in the 9-grid self-center from being stolen by bungee zombies and attacked by basketball.

39. marigold marigold

Durability: 300

Critical point: 0

Production interval: 24 seconds

Price: 50 sunshine

Cooling time: 30 seconds

It can be planted in grass/water lilies/flowerpots.

Features: A silver coin or gold coin is generated every 24 seconds.

Note: whether marigold is paid is related to the planting bureau and the last flag.

The legal provisions are as follows:

A. The marigold planted in this bureau can still be produced for a period of time after the last flag of this bureau, and then it will be frozen (this period of time is much longer than that of forcing the blame, so we will not see the shutdown phenomenon in Endless Survival, giving priority to the next bureau).

Marigold flowers not planted by this bureau will be frozen immediately after the last flag of this bureau.

C it is unrealistic to plant marigold flowers after the last flag of our bureau to produce 2-3 gold coins and then freeze them.

All frozen production only shows that after the current game (actually frozen remaining production time) enters the next game, the remaining production time of marigold is completely thawed, and production is resumed with the previous data. The marigold after the last flag of each game follows the above three laws.

40. melon and watermelon cans

Durability: 300

Critical point: 0

Attack: 80 (watermelon bomb) /26 (sputtering)

Range: a whole line ahead

Attack interval: 2.9 seconds

Price: 300 sunshine

Cooling time: 7.5 seconds

It can be planted in grass/water lilies/flowerpots.

Features: After each attack, throwing a watermelon and hitting the target will cause sputtering damage to the surrounding area. The sputtering range is about 9 square meters.

The following is the upgraded factory.

Planting method: plant on plants that can be upgraded.

Under the endless survival mode (EL), the price of each plant in the site will increase by 50 sunshine.

4 1. gatling pea machine gun shooter

Durability: 300

Critical point: 0

Attack: 20 (per shot)

Range: a whole line ahead

Attack interval: 1.4 seconds

Price: 250 sunshine

Cooling time: 50 seconds

Can only be used to upgrade repeater dual Pea.

Features: Each attack shoots four peas.

Note: All upgrade cards will reset the factory properties after upgrading.

42. Gemini Sunflower (new version translated as Gemini Sunflower)

Durability: 300

Critical point: 0

Production interval: 24 seconds

Price: 150 sunshine

Cooling time: 50 seconds

Can only be used to upgrade sunflowers. Sunflowers.

Features: produce two medium-sized sunlight every 24 seconds.

Planting method: plant it on plants that need upgrading.

43. Melancholy mushroom (talkative little mushroom)

Durability: 300

Critical point: 0

Attacks: 20 times (each attack)

Range: The range of self-centering injection is about 1.5 grid.

Attack interval: 1.9 seconds

Price: 150 sunshine

Cooling time: 50 seconds

Can only be used to upgrade Pleurotus eryngii.

Features: Smoke is emitted in four directions for each attack (penetration effect).

Features: Sleep during the day.

44. cattail (new version translated into foxtail)

Durability: 300

Critical point: 0

Attacks: 20 (per attack)

Scope: Covers the entire screen

Attack interval: 1.4 seconds

Price: 225 sunshine

Cooling time: 50 seconds

Can only be used to upgrade water lilies.

Features: Each attack launches two spikes (two spikes can be aimed at different targets respectively), with guidance.

Features: give priority to the nearest target and the balloon.

45. Winter melon and ice melon (new version translated as ice watermelon)

Durability: 300

Critical point: 0

Attack: 80 (ice melon bomb) /26 (sputtering)

Range: a whole line ahead

Attack interval: 2.9 seconds

Price: 200 sunshine

Cooling time: 7 seconds

Can only be used to upgrade watermelon cans.

Features: After each attack, throwing an ice watermelon to hit the target will cause sputtering damage to the surrounding area. Sputtering range is the same as that of watermelon pitchers whose ice deceleration effect lasts 10 second.

Planting method: plant on watermelon pot.

Under the endless survival mode (EL), the price of each plant in the site will increase by 50 sunshine.

46. Gold-absorbing magnetic iron absorbs gold (the new version is translated as a gold-absorbing mushroom, but it is not a mushroom)

Durability: 300

Critical point: 0

Scope: Full screen gold absorption. Full screen gold absorption

Re-absorption time: 6 seconds

Price: 50 sunshine

Cooling time: 50 seconds

Can only be used to upgrade the magnet -shroom magnetic mushroom.

Features: Up to 5 full-screen coins (including silver coins/gold coins/diamonds) can be drawn at a time.

Note: Golden Magnets are not mushrooms. You can upgrade from sleeping magnetic mushrooms without sleeping during the day, and you don't need to wake up with coffee beans.

47.Spikerock spike king (new version translated as steel spike)

Durability: 450

Critical point: 1

Damage point 1: 300

Damage point 2: 150

Attack: 20 (per stab)

Attack interval: 1 sec

Price: 125 sunshine

Cooling time: 50 seconds

Can only be used to upgrade spikes.

Features: Will not be eaten by zombies. It attacks zombies who walk on their own bodies, stabbing them twice each time.

Features: It has a special killing effect on car zombies.

Features: The second kill effect with immune tapping/crushing.

48. Corn cannon

Durability: 300

Critical point: 0

Attack: 1800

Range: a circle with the impact point as the center and the explosion range radius of about 1.5 grid.

Attack interval: 35 seconds (from alignment release to loading completion)

Price: 500 sunshine

Cooling time: 50 seconds

Can only be used to upgrade corn kernels cans.

Two adjacent corn cans are needed.

Features: manual firing drops a corn shell in the selected area, which can kill with great power within the explosion range.

Note: The time from the release of alignment to the landing of the shell is 4 seconds.

Under the endless survival mode (EL), the price of each plant in the site will increase by 50 sunshine.

49. Imitator (transformed into eggplant)

Durability: 300 (equivalent to the imitation card after deformation)

Critical point: 0 (same as above)

Deformation time: 3.2 seconds

Price: equal to the price of the imitation card.

Cooling time: equal to the cooling time of imitation card.

Properties: Reset all the properties of the imitated plant after the deformation of the imitated plant is completed.

You can't imitate eight purple cards to upgrade plants (the modifier can be realized) and you can't imitate yourself (the modifier can be realized)

Note: The cards imitated by imitators are called white cards.

50.exploding nuts

Durability: 1

Critical point: 0

Damage point: the same cherry bomb

Features: contact with zombie explosion

Note: it only appears in "wall nut bowling".

5 1. Huge nuts

Durability: 8000

Critical point: 0

Features: same height nut

Note: it only appears in "wall nut bowling".

52. Back-shot double shooter

Durability 300 critical point 0 attack power 20*2

Note: only in the vase.