Lawn Zombie (Note: General Barrier Barrel Omitted) Zombie Characteristics Album/Picture Flag Zombie
Flag Zombie Durability: Balanced Average270
Speed: Basic1/ 5
His flag marks the arrival of a large swarm or "wave" of zombies.
Carrying the bloody red brain flag. When a large wave of zombies attacks, they will appear first. The flags carried had no defensive effect. Strictly speaking, they are not ordinary zombies. Imp
Imp Durability: Balanced Average 270
Speed: Hungry1/4
Thrown into the grass, past your defenses, and shuffled forward.
A small zombie that follows the giant zombie in the trash can on its back. When the giant zombie is injured, it will be thrown out of the trash can and land in the third grid.
Can be blown away by clovers during the throwing process. Giant
Gargantuar Durability: Great Great3600 (1800, 1)
Speed: Hungry1/4
Gargantuar is really huge.
Damage: Use telephone poles to destroy plants
(Causes 1500 damage each time, kills plants directly)
Special: Will throw imps when injured
(Throw the imp when you receive more than 1800 damage and land on the third grid on the left side of the field)
An extremely towering giant zombie holding a very destructive telephone pole. It will deal a heavy blow of 1500 damage to the target that dares to block it, and directly destroy the plants (unless steel thorns and nut armor). Treasure Yeti
Tresure Yeti Durability: Dense1000
Speed: Basic1/5 Speedy1/2 (when escaping)
Speed ??details: after appearing for a while Escape
Special: Carrying treasure
Will appear in random levels with the random event "Yeti Spotted!" There are special costumes in mysterious Egypt, pirate harbor, and the distant future.
A treasure snowman will be distributed in each level. It will quickly run away soon after emerging. It is immune to the poisoning effect of Croton and can be affected by the shielding effect of Pulse Yellow Peach.
After defeating, you will receive the Snowman's Lunchbox, which contains 1000 gold coins. Cowboy
Cowboy
Zombie Durability: BalancedAverage270 (230,180,90)
Speed: Basic
Ordinary but not content with being ordinary cowboy zombie.
Ordinary zombies distributed in the "Wild West" map. Divided into ordinary zombies, roadblock zombies, iron barrel zombies, and flag zombies. A normal zombie wears a 40 durability cowboy hat, which does not affect its total durability.
When the Pianist Zombie plays the piano, it will sway and speed up to the dance music. . Gold Digging Zombie
Prospector
Zombie Durability: BalancedAverage 270
Speed: Stiff
When his fuse burns out, Will be blown past your defenses.
A pack of explosives appears tied around the waist. Under normal circumstances, after 12.5 seconds of action, the explosive bag on the body will explode and blow it to the far left side of the field, and then change direction and move forward to the right. The explosive package is at a high altitude during the explosion and can be blown away by the clover. Freeze attacks extinguish sparks on the leads. Piano Zombie
Pianist
Zombie Durability: Hardened 1200
Speed: Creeper
Rolling over plants on his piano At the same time, the music played can cause the dancing zombies to switch lines.
Use the piano to glide forward, and you can crush plants when you encounter them, causing great damage. Playing the piano music will cause all the cowboy zombies on the field to start swaying and randomly changing their lines every 7.5 seconds.
When crushing Ground Thorn or Steel Ground Thorn, you will be instantly killed. Cloaked Zombie
Poncho
Zombie Durability: Hardened 60 (+1080) +270
Speed: Basic
Sometimes has a Hidden armed iron plate.
Equip a cloak. When the cloak is shot down, 50% of the cloaked zombies will randomly reveal an iron furnace cover on their body, with a durability of about 1080, which can be attracted by the Magnetic Mushroom. Chicken Wrangler Zombie
Chicken Wrangler Zombie Durability: Balanced Average 270 (220, 180, 90)
Speed: Normal Basic
Once the wire holding the chicken is destroyed, A cage of chickens will be released.
When its durability is lower than 220, once it starts to act, the barbed wire tied to its body will break, and then the 10~14 zombie chickens it carries will be released within three columns, causing them to Get into the venue quickly.
Contacting a plant will cause the wire to break. It will not release the chicken when it is immobilized until it dies or is knocked away. Zombie Chicken
Zombie
Chicken Durability: Fragile 1
Speed: Flighty
Once released to the lawn, these chickens Will run at full speed to peck at your brain.
Chicken herder zombies are released in groups within three rows from the barbed wire fence. After being released, 10~14 will move forward at full speed. Robot Bull
Zombie Bull Durability: Hardened 1300
Speed: Stiff
Can throw its imp rider past most defense lines.
When the Zombie Bull fully enters the arena, it becomes enraged and begins to move forward at a speed of 2/3 blocks per second. When encountering an obstacle, it will throw its Imp Rider forward across a distance of four spaces (but will be blocked by the upright defense line). The zombie bull will then resume its normal movement.
Mechanical zombies will be immobilized by Pulse Yellow Peach and will not be affected by Croton and Gas Onion. Zombie Bull
Rider Durability: Balanced Average 270
Speed: Hungry
Being projected beyond the highest defense line Most of the outer defense lines were then walked on foot.
It will be launched by the robot cow and land four squares in front of it. At this time, it can be blown away by the clover, or intercepted in the current square by the tall nut or holographic barrier.
Can be thrown by the Western Giant Zombie. Wild West
Gargantuar Durability: Powerful Great 3600
Speed: Hungry Hungry
A giant zombie with brand awareness.
A huge zombie standing like a mountain. Holding a very destructive iron cane, when attacking plants, it can directly destroy the plants with a heavy blow of 1500 damage (unless steel thorns and nut armor are used).
Carries an explosive barrel containing a Bull Rider Imp. When it takes 1800 damage, it will be thrown and land on the third square on the left side of the field (it will not be thrown when passing through this square). Future Zombie Jetpack Zombie
Jetpack
Zombie Durability: Solid450 (300, 150)
Speed: Speedy
Increase height , floating past all but the tall plant barrier.
Carry the levitating jet on your back and move forward in a flying state, high enough to pass over low plants. When encountering plants of normal height, the firepower will be increased to increase the height and overcome them.
Will be blocked by tall nuts.
Can be blown away by clover and hurricane cabbage.
Electromagnetic Shield Zombie
Shield Zombie Durability: Solid Solid460 (6 std)
Speed: Basic
Use a force field to protect yourself and nearby zombies.
It will release a 1200 durability electromagnetic force field at regular intervals to block attacks from the front within 3 columns.
Mecha zombies are immune to the poisoning effect of Croton, the shielding effect of Pulse Yellow Peach is available, and they can be forced to retract the electromagnetic force field. Mecha Locust Imp
Bug Bot Imp Durability: BalancedAverage270(1)
Speed: Speedy
Land on the lawn and cross your defense system , and jump forward.
Small mecha zombies that will not directly enter the venue. Either descending from the sky in swarms, or being launched by giants. Regardless, clovers can be blown away while in the air when exiting (landing or launching).
After being launched, it will jump forward at a high speed after landing.
Immune to Croton, and the shielding effect of Pulse Yellow Peach is available. Robo-Cone Zombie
Robo-Cone
Zombie Durability: Armor Machined2500
Speed: Stiff Stiff
Covers the Armored Barricade for its Significant protection is provided to the driver.
The mecha roadblock provides the driver with terrifying resistance.
Can be stopped by Pulse Yellow Peach.
Immune to the poisoning effect of croton. Disco 3000
Disco-tron
3000 Durability: Armor Machined2000
Speed: Basic
When the rhythm is played, it will There are jet dancers landing.
Disco 3000 will stop for 8 seconds every time it moves, summoning jet dancers in four directions: up, down, left, and right.
Belongs to mecha zombies. Jet Dancer
Disco Jetpack
Zombie Durability: Solid450 (300, 150)
Speed: Speedy
Increase height , floating gorgeously over all but the tall plant barrier.
Summoned by Disco 3000, they fall from the sky in groups of four.
Carrying a hover jet on its back, it moves forward magnificently in flight. The judgment method is exactly the same as that of Sprayer Zombie. Will be blocked by tall nuts.
Can be blown away by clover or hurricane cabbage. Mecha Football Zombie
Mecha-
Football
Zombie Durability: Armor Machined2000
Speed: Basic
Push plants across the lawn.
When the Mecha Football Zombie encounters an obstacle, it will not eat it. Instead, it will push it forward one space, causing 400 damage to the Charmed Zombie. The plant on the far left will fly off the screen.
Mecha zombies will be shielded and immune to the poisoning effect of Croton. Mecha Giant Zombie
Gargantuar
Prime Durability: Great3600 (1800, 1)
Speed: Stiff
Has all of the following : Heavy armor, laser eyes, extremely powerful arms, and Mecha Locust deployment system.
Mecha zombies are equipped with two extremely destructive mechanical arms. When encountering an obstacle, it will deal 1500 damage twice and kill plants instantly.
Equipped with laser eyes, when moving to a specific grid, it will use lasers to randomly sweep plants, causing them to suffer damage ranging from 60 to 300. (Can also kill zombies)
Will launch a Mecha Locust Imp after taking 1800 damage.
Dark Age Zombie Jester Zombie
Jester Zombie Durability: Protected600
Speed: Basic
Reverses projectiles fired at him.
It will bounce all bullets that can be reached directly in front of itself.
Ultimate bullets cannot bounce except ordinary sized peas and homing missiles.
When a bullet is about to come, it will accelerate to "swift" and form a whirlwind, spinning forward quickly and rebounding the bullet trying to cause damage to itself. Imp Monk
Imp Monk
Zombie Durability: BalancedAverage270
Speed: Hungry
Summoned into the lawn, stepping over you defense system and staggered forward.
Small zombies that invade in a variety of ways. Either emerging from a tombstone, being thrown by a giant, or walking directly into the field. Can be blown away by clovers when thrown in the air.
During Necromancy! (spiritualism), the zombies that appear under tombstones have the highest chance of being imp monk zombies. Knight Zombie
Knight
Zombie Durability: Armor Machined160180
Speed: Basic
The helmet given to him by his king is He provides stunning effects to defend against attacks.
The knight's helmet provides a perfect airtight defense for it. The knight's helmet will be attracted by the magnetic force of the magnetic mushroom.
Peasant zombies will be crowned by the zombie king, replace their armor with knight helmets, and become knight zombies. (Also includes Barricade Barrel and Broken Knight) Dark Giant Zombie
Dark Ages
Gargantuar Durability: Great3600 (1800, 1)
Speed: Hungry
The huge zombie quickly knocked down the hammer.
The extremely towering masked robber wields a heavy stone hammer. The stone hammer gives it the ability to destroy targets in front of it. Inflicts 1500 damage in one hit, and directly destroys plants (unless Steel Thorns and Nut Armor).
Carrying a wooden basin on his back, containing an imp monk. When taking 1800 damage, the Imp Monk will be thrown and land on the third square on the left side of the field (it will not be thrown when passing through this square). Wizard Zombie
Wizard
Zombie Durability: Protected690
Speed: Stiff
Turn plants into helpless chickens Sheep of strength.
Every time you move, you will stop casting spells and turn the plant closest to you into a sheep. Will not eat plants.
Sheep cannot be eradicated and cannot be attacked. When the wizard zombie is defeated, the plants he turned into sheep will automatically regenerate. Zombie King
Zombie King Durability: Dumb Dense1080 (720, 40)
Grants a zombie knight helmet to nearby peasants.
When an announcer imp walks into the field, he blows the horn. Before the trumpet sounds, the zombie king falls from the sky and crushes the announcer kid to death. He will not move again.
When the scepter is raised, a new knight's helmet is applied to a peasant zombie or knight zombie, turning it into a knight zombie.
The Zombie King will commit suicide when it is the last zombie or zombies left on the field. Imp Dragon
Imp Dragon
Zombie Durability: BalancedAverage 270
Speed: Hungry
Be spit out into the lawn, across your defense system and move forward.
Small fire dragon zombie. The fireballs spewed by Dr. Zombie's fire dragon machine will hatch and appear with the falling fireballs. After landing, they will jump up and move forward.
You can enter the venue directly in endless mode.
Immune to fire damage.
Only the decapitation animation is not the burning animation. (International) Beach Zombie Imp Mermaid
Imp
Mermaid
Zombie Durability: Balanced Average 180
Speed: Hungry 3.75s/ The grid
is washed into the turf, leaping over your defenses and flopping forward.
Small zombies that invade in a variety of ways. Either being knocked into the field at low tide, or being thrown out by the giant, or simply walking into the field.
At Low Tide! (low tide), the zombies washed down by the waves have the highest chance of being imp mermaid zombies, and the rest are Pompadour zombies and bikini zombies.
Throwing it in the air can be blown away by the clover. Diving Zombie
Snorkel
Zombie Durability: Protected 320
Speed: Basic 5s/bar
Diving zombies will Swim underwater.
The diving zombie wears a diving mask. It will dive underwater, ensuring that no plants except explosive plants, guide thistles and throwing plants can attack it. You can be attacked after landing on the shore or while eating plants. Surfer Zombie
Surfer
Zombie Durability: Protected 490 (326,164)
Speed: Speedy (Surf) 2.5s/bar
Basic (after landing) 5s/block
Surf over the plants in the water, then lift the surfboard to land.
It can surf in the water, it is fast and will not be blocked by any target.
After landing, the surfboard will be lifted up and used to bear throwing damage. When encountering a plant, it will be killed and the surfboard will be inserted into that space.
The surfboard has a durability of 700 and will disappear when it takes damage.
Surfer zombies do not count their dying durability when dying while surfing; dying while lifting a surfboard will insert the surfboard in front. Deep Sea Giant Zombie
Deep
Sea
Gargantuar Durability: Great3600 (1800, 1)
Speed: Hungry3.75s/ Grid
A zombie as huge as the Titanic, with strength beyond that of a crustacean.
The extremely tall giant sea monster has a large driftwood, which can help it destroy targets blocking him. It deals 1500 damage in one blow and can directly destroy plants (unless steel thorns and nuts are used) armor).
Carrying a little ghost mermaid on her back. When taking 1800 damage, the Imp Mermaid will be thrown and land on the third square on the left side of the field (it will not be thrown when passing through this square). Octopus Zombie
Octo
Zombie Durability: Hardened1300 (866,433)
Speed: Stiff
Throw Octopus at your plants Come tie them up.
Every time he moves one square, he will stop and throw an orange octopus at the nearest plant in the priority row to cover the plant. Will not eat plants.
The octopus's durability is 450, it cannot be eradicated, nor can it recover automatically. The octopus remains after the zombie dies. Fishing Zombie
Fisherman
Zombie Durability: Dense1000 (666,1)
Throws fishing line, pulling distant plants towards him.
(Only appears in water)
When it surfaces, it will not move or move passively.
The plant at the front of the row will be dragged forward with a fishing hook every once in a while. It will not take effect when there is a holographic barrier or octopus at the front.
The dragged plant will be pulled forward one space, the plant pulled into the water will disappear, and the plant on the far right side of the screen will be thrown away.
When there are only fishing zombies left on the field, they will commit suicide.
Glacier zombies (all zombies in this world will not be frozen and can only be slowed down) Cave zombies
Cave
Zombie Durability: Balanced Average180
Speed: Basic 5s/square
Common zombie cave dwellers.
Ordinary zombies distributed in the "Ultimate Ice Cave" map. Divided into ordinary zombies, roadblock zombies, iron barrel zombies, ice brick zombies (see below), and flag zombies.
Immune to the frozen state and will convert it into frozen state.
In a Snowstorm! (blizzard), the zombies caught in the whirlwind may be cave zombies, and the rest are snowman imps or hunter zombies. Hunter Zombie
Hunter
Zombie Durability: Protected600
Speed: Stiff Stiff7.5s/bar
It will move to a certain Throwing hail from a distance cools plants and freezes zombies.
Every time you move a square, you will stop moving forward and throw hailstones, up to three times per square. After throwing hailstones, the target hit will be frozen by one third, and a plant will be completely frozen before moving forward.
Excess snowballs will be blocked by frozen plants.
The frozen state will be changed into a frozen deceleration state. Yeti Imp
Yeti Imp Durability: BalancedAverage 180
Speed: Hungry3.75s/block
Thrown into the lawn, crossing your defense system , and stroll forward.
Small yeti zombies that invade in many ways. Either they were swept into the field when a snowstorm invaded, or they were thrown out by giants in large numbers, or they walked directly into the field.
In a Snowstorm! (blizzard), the zombies caught in the whirlwind are most likely to be snowman imps, and the rest are cave zombies and hunter zombies.
Can be blown away by clovers when thrown in the air. Dodo Zombie
Dodo Rider
Zombie Durability: Protected490(326,163,1)
Speed: Speedy2.5s/bar
A dodo carrying an imp rider. It can flap its wings and fly over obstacles as well as more dangerous plants.
When it appears, the dodo will walk forward until it is about to walk on the ice floe. At this time, it will flap its wings and fly one and a half distances, surpassing this target. Will overrun any plant except the attacking Beet Guard.
When thrown in the air, it can be blown away by clovers. When on the ground, it will change the frozen state it received into the frozen slowdown state. It is immune to the frozen state in the air and will be knocked down by the corn pitcher's butter block. , and then proceed on foot. Ice Brick Zombie
Blockhead
Zombie Durability: Armor Machined160180
Speed: Basic5s/grid
Ice attached to the head The block provides it with an amazing impact resistance effect.
The ice provides a perfect airtight defense. Sloth Giant Zombie
Sloth
Gargatuar Durability: Great3600 (2700,1800,900,1)
Speed: Hungry 3.75s/block
p>A burly ground sloth skin zombie carrying a cage of imps, carrying and throwing three imp zombies instead of one.
The extremely burly Ground Sloth Leather Rogue can lift a huge icicle. The icicle can bring a devastating blow of 1500 damage to any target that dares to block it, directly destroying everything except armor and steel. Any plant other than ground thorns.
There are three snowman imps hidden in the ground sloth's hair. When receiving 2700, 1800, and 900 damage, one will be thrown in sequence and land in the third square on the left side of the field (it will not be thrown when passing through this square).
Troglobite
Troglobite Durability: Protected670 (446,223)
Speed: Stiff
Troglobite is able to push ice into the field Strong zombies of zombies.
The burly zombies appear along with three frozen little ghost snowmen. Every time you move one space, you will push an ice block, and each push will bring all the ice blocks in front of you, but this action will be blocked by sliding ice floes, or the mud of spring beans and sticky saplings. Weasel Zombie
Weasel
Hoarder Durability: BalancedAverage270 (220,180,90)
Speed: Basic
Will be killed in tree stumps Crush it to release the hidden Itachi zombie.
There are 6~11 zombie ferrets hidden in the tree stumps. They jump into the field and can eat plants normally. When the durability does not exceed 220, the ferret will be released once attacked (it will never be released if no damage is taken).
Serrets will not be released when instantly killed by Ash Plants.
The ferret will not be released if it fails to enter the dying state. Zombie Ferret
Ice Weasel Durability: Fragile Fragile40(1)
Speed: Fast Flighty
Once released, it will move forward at full speed and even cross Sliding ice floes to eat your brain.
Swarms of zombie zombies are released from their piles. After being released, it will move forward at full speed and rush across the ice floes. Adventurer Zombie
Adventurer
Zombie Durability: Balanced Average270 (180, 90) Movement Speed: Normal Basic
A common zombie with a well-groomed beard .
The most common zombie in the abandoned ancient city area. There are four forms: normal, barricade, iron barrel, and flag. The first three of them can be carried into the field by a flying insect (called flying insect zombie). Lost City Imp Zombie
Lost City Imp
Zombie Durability: BalancedAverage270 (180, 90)
Moving Speed: Hungry
Beed Skim across most of your defenses and explore on foot.
Will appear in groups; they will be thrown from the box by the porter giant zombies they carry, and land directly on the third square on the left. Lost Pilot Zombie
Lost Pilot
Zombie Durability: Solid Solid490 (326, 164) Movement Speed: Normal Basic
Falls from the sky and crosses the defense line.
The flying ruin zombies will fall from the sky in groups through the special attack "Parachute Rain!" and hang in the air for 5 seconds, eating the plants in the area. After being active in the air for a while, he fell down and walked normally. In the air, it can be shot down by plants such as clover, hurricane cabbage, and beet guard. Excavator Zombie
Excavator
Zombie Durability: Protected Protected490 (326, 164) Movement Speed: Fast Speedy
Digs up plants and throws them backward.
The Excavator Zombie uses a shovel to absorb direct bullets in front of it, making it immune to the trouble caused by direct fire attacks. When encountering a regular plant, it will choose not to attack it but dig it up and throw it to a range of about three spaces behind (or throw it out of the lawn).
Some explosions will knock the shovel down, causing it to walk in a straight line regardless of plants; the shovel will be used to hit certain plants or hypnotized zombies. Parasol Zombie
Parasol
Zombie Durability: Protected490 (326, 164)
Movement Speed: Hungry
Provided by Parasol Protection against thrown objects.
The Parasol Zombie carries a parasol.
It gives her protection against thrown bullets, so that she will never be attacked by projectiles (not immune to splash damage). Bug Zombie
Bug Zombie Durability: Protected350 (175)
Moving speed: Speedy
Flying insects carry zombies into the field, over ground defenses, and lift them over obstacles.
The flying insect zombie will carry an adventurous zombie into the field from the air and jump directly across the low plants. Flying insects will gain height when encountering plants that are insurmountable by Adventurer Zombies. When the flying insect zombie is defeated, the adventurer zombie will also drop. Flying insect zombies will also carry roadblock adventurer zombies and barrel adventurer zombies. Plants attack it first with flying insects and then with zombies, and can be instantly killed by butter. Porter Giant Zombie
Porter
Gargantuar Durability: Powerful Great3600 (1800) Movement Speed: Hungry
The majestic and terrifying behemoth symbolizes the rage of the explorer. .
The porter giant zombie enters the venue carrying an imp. He destroys plants that dare to stop him, raising a torch, dealing 1500 damage to the target plant, and an instant kill effect. When the durability is lower than half, the Ancient City Imp Zombie will be thrown from the box to the third square on the left. If it fails to throw an imp until it dies, the imp will also die. Imp Porter
Imp Porter Durability: Protected Protected490 (326,124) Movement speed: Normal Basic
Put down the backpack on the gold floor tile; the backpack turns into a tent that constantly releases zombies.
When the little ghost porter comes into contact with the golden floor tiles, he will lie down on it, and his backpack will fall on the golden floor tiles, thus building a tent with a durability of 700. An adventurer zombie (normal, barricade, iron barrel) will come out of the tent every 10 seconds.
When it dies (except when it disappears, is killed by ashes, or is crushed by a backpack), the backpack will be dropped backwards. If it is killed in the last square, the backpack will not be dropped. As an obstacle, the durability is 500. . Relic Hunter Zombie
Relic Hunter
Zombie Durability: Dense1080 (720,360) Movement Speed: Basic1/6
Swing into and over the defense line.
You will use the rope to swing into 4~6 blocks of the field, and then walk on foot.
You can be blown away by clovers while swinging. Skull Zombie
Turquoise
Skull Zombie Durability: Solid350 (233, 116)
Movement Speed: Normal Basic
Use The skull steals sunlight and then releases a light wave energy attack that destroys the world.
When responding to an attack, the skull will be raised to absorb sunlight every time it moves. This process lasts for 5 seconds. Once sunlight is absorbed or the absorption ends, a wave of energy light will be released four spaces ahead, causing 4000 ash damage to enemy targets.
It will not return the incoming sunlight after death. During the absorption process, sunlight turns blue and gradually moves closer to it (still able to be collected).