Crazy Dave VS King (PVZ VS Clash Royale)

 

“So the principles of warfare are: Do not depend on the enemy not coming, but depend on our readiness against him. Do not depend on the enemy not attacking, but depend on our position that cannot be attacked”

- Sun Tzu


Hey y'all welcome to the first MMania (Media Mania) VS Blog. 


Today we will be looking at a match between some of the silliest tower defenders out there. 


The planting pothead from Plants vs Zombies, Crazy Dave. (But you can just call him Crazy Dave)

VS

The ruler of the duel, the tower bound royalty, Clash Royale's King.


War never changes, a fight between forces for the safety of its people is a tale as old as time. These two however, aren't ones to defend their property with regular methods. The crazier the weapon, the more effective it becomes.

Before We Start…

We should set some basic information like what we are using. For Dave we will be using all of the PvZ games you would expect. Plants vs Zombies, Plants vs Zombies 2, Garden Warfare, Garden Warfare 2, Battle For Neighborville and Heroes. However we will also be using any of the Chinese PvZ games listed here (or at least the ones we could get information on and actively contribute to the blog). Along with the games will be using the Dark Horse Plants vs Zombies comic run and any promotional material we deem within reason.


For the King we will be using Clash of Clans, Clash Royale, and other Supercell IPs like Boom Beach, Hay Day and Brawl Stars (more on this later). We will also be using both seasons of the Clash animated series Clash A Rama (This show could be written off as non canon due to a Community Managers statement but that's no fun). Similar to the PvZ side we will also use any promotional material considered reasonable.


We will also be using unreleased (as of writing) games for both including Plants vs Zombies 3, Plants vs Zombies Match, Clash Mini and Squad Busters. These games may not be fully out yet but assuming they make it to full release we want to cover all our bases for this blog. If the games do not make it to full release you can ignore their inclusion.


Another note, we will be using pretty much everything for both when it comes to  arsenal. This includes cards for Clash Royale that are event exclusive such as the Super Troops and Warmth spell.


Full honesty, we cannot get our hands on every PvZ comic nor could we get our hands on the Books of Clash (without spending money however, none of us have the money to do so). Going back to the PvZ comic point, along with language barriers brought by Chinese games they also have a ton of comics and other media. Unfortunately to get this blog out within the next year we will not be covering Chinese PvZ material outside of games. However I (Tru) may create something related to PvZ scaling which shows off any findings from the Chinese books as I dig into them more.


Not everything scan or calc was done by this blog. Some pieces were taken from G1^2's Dr. Zomboss VS Dr. Neo Cortex Blog, DBE Blog’s Winnie the Pooh VS Mini Pekka and credible VSBW pages. All credit would fall in their hands.


Finally we would like to make note that this blog will quickly become outdated. Clash Royale still receives frequent updates and while less frequent PvZ 2 and its Chinese counterpart still occasionally get updated.


With all this being said let's see which hat is better, the pot or the crown?

Background

Crazy Dave

“Greetings, neighbor! The name's Crazy Dave. But you can just call me Crazy Dave.”


In the world where humans are on the brink of extinction by a megalomaniacal super scientist, you’d expect an incredibly smart genius to also combat this threat. In comes Crazetopher David Blazing the Third. Or, as he's commonly known, Crazy Dave. Not much is known about this strange man's history apart from he liked parades and has a niece named Patrice. (Oh, he also has brothers called Evil and Brave Dave)


But don’t judge a book by its cover, Crazy Dave is an incredibly helpful man with a surprisingly great set of smarts. Crazy Dave helped defend the house of The Player, giving him seed packs to help him defend his home from the evil zombies. Dave would even sell the player more seeds and additional help. But, Dave could not stick around in the final battle as he was kidnapped by a Bungee. Later down the line, Crazy Dave’s life would get turned upside down when he ate a taco. Yes, a taco. But this was no ordinary taco…this was the best taco that this man could ever have, it was so good that he wanted to do it again! So Dave traveled back in time to chase that taco down, once again under the danger of Dr. Zomboss. 


After reclaiming his taco, Zomboss would go back and attempt to take over Neighborville once and for all. Dave, alongside many plant allies, now fights in total conflict against the Zombies using his onslaught of plant friends. You may ask why Dave fights in a never ending war with a slim chance of winning? Well, BECAUSE HE'S CRAAAAZY!!!

King

“Welcome to Clash Royale... Lets Go!”


In a world full of battles, challenges, wars, where people build villages, defend their deeds, raid each other's villages, and unite into clans to gain more power and resources to make their village the best place to live and make their battles the best ways to entertain, one day a decision was made. Warriors decided to not just limit themselves to test their strength and smarts against well built villages, but also to test all of that in a real time battle against each other. And this time, instead of being commanded by village's chiefs, their leader was someone less focused on building tough villages and more focused on fighting tough battles in the arena. 


King was someone with that kind of attitude. Though it's more fitting to say Kings, since there are millions of those, ready to fight in arenas and progress further to become best strategists in the world. Starting from Training Camp and eventually getting to Legendary Arena with various decks, Kings have faced all possible challenges of battle. But even then, that alone wasn't enough. The more time goes, more new spells, new buildings, new warriors, new challenges Kings find and use for more various battles. Even uniting into own Clans as well to have more opportunity to become better. Even recently Kings found out new kinds of fighters in Champions and Evolutions.


In the end, the best Kings of all reach their peak and become an Ultimate Champion. They don't win all the battles, often they have to face a loss and shifts in their playstyle. But this is what everyone has to go through in the path of the champion. Over time, Kings will get more new powers, new troops, new obstacles. What will stay the same is a never-ending evolution where with each clash, King will keep his thrive for glorious battles.

Arsenal

Crazy Dave

Sun

Sun is Dave's main currency for placing most plants. Dave can collect sun when it falls from the sky during that day or when it is produced by sun producing plants. Sun can range in cost depending on who is producing it. A tiny sun can give 5 sun, a small sun can give 25 sun, an average sun can give up 50 sun and the best and biggest sun drops can give 75 sun overall. The max amount of sun holdable is 9900 in most games but PVZ 2 China allows you to hold up to 33,464 sun.

Headgear

With this metal headgear Crazy Dave protects his brains from being eaten by a zombie, just like you’d expect to wear in a large zombie invasion…albeit practically it’s just a pan that surprisingly fits well on Dave’s head.  

Mallet

A standard wooden mallet. Dave uses it to whack zombies and squirbos in the head.

Lawn Mowers

Dave uses a large variety of lawn mowers as a last line of defense against the zombies. These include…

  • Lawn Mowers

  • Tricked Out Lawnmowers

  • Pool Cleaners: These can work in water

  • Roof Cleaners: These can work on roofs

  • Ancient Egypt Lawn Mowers

  • Pirate Seas Lawn Mowers

  • Wild West Lawn Mowers

  • Far Future Lawn Mowers 

  • Frostbite Caves Mowers

  • Dark Ages Mowers

  • Lost City Mowers

  • Neon Mixtape Tour Mowers

  • Big Wave Beach Mowers

  • Jurassic Marsh Mowers

  • Steam Age Mowers

  • Heian Age Mowers

  • Kongfu World Mowers

  • Circus Lawn Mowers

  • Renaissance Age Lawn Mowers

  • Qin Shi Huang Mowers

  • PvZ All Stars Mowers

  • Mind Blower: After collecting some cool swag, the plants upgraded a lawn mower into the "Mindblower". This lawn mower is remote controlled, can self destruct and it has drip. Unfortunately it has a limit on how long it can be used.

  • Mo: Mo is a sentient robotic lawnmower who shifts his position on the lawn to match that of the closest zombie to the house. Like other Mowers he will attack and clear the lane of all zombies if they get too close. Unlike other mowers however, Mo can suck up zombie fog (though it does drain him) and be used as a hacking device.

Shovel

Used by Dave and the player to dig up plants when they are no longer needed (or if you misplaced them).

Rake

Dave usually places this on the front lawn as a trap for the zombies. If they're stupid enough to step on the rake, the wooden handle will fly at their face so hard their heads pop off.

Flower Pots/Planter Boxes

Dave uses pots and planters to preserve plants or to allow them to be placed on his roof. Dave also has special pots that grant a positive affect to plants. These include…

  • Yellow Ducky Tube: Allows non Aquatic plants to be planted in water.

  • Sun-Concentrating Flower Pot: Gives 25 sun and a small defense boost.

  • Solar Power Flower Pot: Reduces a plants sun cost by 25 while giving a slight defense boost.

  • Speed-Up Flower Pot: Speeds up a plant's recharge time by 30% along with giving a small defense buff.

Wheelbarrow

Helps Dave move plants from one place to another between biomes of the Zen Garden. The Zen Garden is a place where you nurture plants in exchange of coins or boosts.

Watering Cans

Dave has two types of watering cans to water his plants. The regular one can only water one plant at a time while the golden watering can is able to water all plants in an area around him.


Watering a plant and giving it time to grow can give the plant a "Plant Food Boost". More on that in the next category.

Fertilizer / Tree Food / Plant Food

  

Fertilizer is used to boost Dave's plants, it helps them grow faster in the Zen Garden. He also has tree food which is used to grow the Tree of Wisdom. Additionally, Dave has Plant food. Plant Food is a special substance that allows plants to activate a special ability. This can be a flurry of peas, blue fire or a rainbow laser as it is all dependent on the plant given the food. Dave can give Plant Food to plants during battle or he can grow the plants in the Zen Garden to give them the boost ahead of time.

Garden Glove

Helps Dave move plants across the lawn or Zen Garden.

Bug Spray

Removes the bugs pestering the plants in order to help the plants grow in the Zen Garden.

Phonograph

Dave uses this to help his plants grow in the Zen Garden. Has fire beats ong.

Chocolate Bar

Chocolate? Chocolate? CHOCOLATE!!! Wakes up Stinky the Snail in the Zen Garden.

Oral Hygiene Equipment 

You don't want zombie mouth right?

Zombie Zapper

Hailing from Plants vs. Zombies Adventures, the Zombie Zapper stuns all zombies on screen for 10 seconds.

Dynamite

It's a stick of dynamite, it's used to explode debris in Dave's path.


Mega-Perk

Dave's gives all plants on screen a 5 second boost. The boost is similar to that of the Plant Perk (which is the next item down).

Plant Perk / ZombiFreeze

Plant Perk gives a 5 second boost to a plant of Dave's choice. This boosts effects varies between plant types. Regular plants get a damage and range boost, melee plants get a damage boost, sun producers stun nearby zombies, defensive plants gain more health and magnet plants get reset allowing them to grab a new item. It also could buff Cherry Bombs range by 2 tiles.


ZombiFreeze freezes a zombie in place for 3 seconds.

Fog-a-majig

Dave's vacuum cleaner used to suck up zombie fog from around the neighborhood.

Lot Reclaiming Items

These are items used by Dave and the player to reclaim areas of Neighborville. While not traditional items for VS, Dave is a crafty fighter so he may be able to find some use from them. These items may also have extra effects outside of opening new lots like giving the Dave the Bacon Tree or Town Boosts. The Lot Reclaiming items consist of…

  • Bee Hive

  • Bee-B-Gone

  • Brick

  • Deputy Badge

  • Honey

  • Not Dave's Box

  • Sea Salt

  • Stick

  • Unlucky Lot Key

  • Water Bottle

Multi-tool

The multi-tool is the all in one unholy concoction of a ton of helpful engineering gizmos.

Zombie Alarm

While we never see it do anything we can assume this alarm will make noise when zombies are getting close to Dave's house.

Trap-O-Matic

Using random stuff from around the lawn Dave was able to make a trap. This trap was capable of catching Twister (more on her later).


Reinforcement Crates

Spawns a random plant from GW2 when destroyed. This also includes all plant variants.


Fireworks of the Ancients

After beating the Zen Sensei, Crazy Dave has his agents of L.E.A.F steal fireworks from the zombies which he used to destroy tombstones and the zombie base.


Citron's Triangulators

When hunting a bounty Citron will use his trusty futuristic triangulators to find his target. Dave could also likely use these as Citron could just give him the triangulators.


Mastered Harmonica

By learning sheet music, listening to an instructional podcast and having a grizzled soul you can harness the power of the harmonica. The mastered harmonica allows you to control Mouseflies, which is a species of fly capable of gnawing through large blocks of moldy cheese.


Bat Zappers

It's a device that zaps bats. It's especially useful against the ones that Baron Von Bats summons with his Bat Banish spell.

Upgrades 

This section pertains to the random upgrades scattered across Plants Vs Zombies 2. They may be purchased from Dave or found across time itself. These include…

  • Wall-Nut First Aid: Allows for Dave to plant defensive walls such as Wall-Nut, Tallnut, etc on a damaged version of itself to replenish it back to full HP.

  • Plant Food Boost: Gives Dave an extra Plant Food slot.

    • Plant Food Bonus: Gives Dave another Plant Food slot.

  • Sun Boost: Dave starts with 25 extra sun.

    • Sun Bonus: Dave starts with another 25 extra sun.

  • Shovel Boost: Whenever Dave uses his shovel on a plant he gets 25% of the sun used to plant it back.

    • Shovel Perk: Adds another 25% to the Shovel Boost.

      • Shovel Bonus: Adds another 25% to Shovel Boost.

  • Extra Seed Slot: Allows Dave to hold an extra plant.

    • Bonus Seed Slot: Gives Dave another seed slot to hold an extra plant.

  • Instant Recharge: By using a Plant Food Dave can instantly remove any recharge time on a plant.

  • Mower Launch: Gives Dave the ability to launch a mower down the lane without a zombie touching it.

  • Basic Artillery: Adds a gun to Dave's Ship with automatic zombie targeting.

  • Basic Shield: Gives more HP to Dave's Ship using this shield device.

Pendants

Pendants can be equipped onto plants to give them special buffs against the incoming hordes. Some are plant specific while others are all purpose for all plants. (Note, the Pendants are from non english speaking PvZ games along with the upcoming Artifacts)

The list of Pendants includes…

  • Universal Medical Box: Heals Health every 3 seconds.

  • Spacetime Bucket Buffs defense by 20%. It also may allow the wearer to travel through spacetime.

  • Rare Fertilizer: Increases damage by 20%.

  • Burning Torch: Boosts fire plants damage by 24%.

  • Sparkling Snowflake: Improves ice plants damage by 24%.

  • Gargantuar Pole: Strengthens electric plants damage by 24%.

  • Super Powder Keg: Increases explosive plants damage by 24%.

  • Dave's Alarm Clock: Decreases recharge time by 20%.

  • Sun Stick: Plants produce 25 more sun.

  • Battery: Decreases planting time by 15%.

  • Energy Saving Can: Lowers a plant's sun cost by 10.

  • Cowboys Gloves: Strengthens damage by 24%, allows for zombies to drop more coins on defeat and reduces rest time by 25%.

    • Purple Gloves: Buffs damage by 30%, attack speed by 20% and gives zombies an 18% chance to drop plant food on death.

  • Princess Ice Crown: Strengthens ice damage by 22%, reduces sun cost by 30 sun and gives zombies a 18% chance to drop sun.

    • Queen Ice Crown: Boosts ice damage by 27%, gives zombies a 22% chance to drop sun on death while lowering sun cost by 35.

  • Energy Saving Battery: Increases electric damage by 22% along with zombies' chance of dropping coins by 15%. It also reduces sun cost by 30 sun.

    • Energy Concentrating Battery: Buffs electric damage by 27%, zombies chances at dropping coins by 35%, cooldown time by 20% and reduces sun cost by 35 sun.

  • Moon Pot: Regenerates 220 Health every 3 seconds while reducing cool down time by 30% and increasing HP by 25%.

    • Sun Pot: Regenerates 240 Health every 3 seconds and increases HP by 25%. Any zombie that bites into a plant with this equipped will be stunned every 4 seconds.

  • Firecracker: Makes explosive damage 22% stronger while reducing rest time by 20% and sun cost by 30 sun.

    • Big Firecracker: Makes explosive damage 27% stronger while reducing rest time by 25%. It gives zombies killed a 22% chance of dropping sun upon death.

  • Insecticide: Buffs poison damage by 22%, lowers cooldown time by 30% and rest time by 25%.

    • Powerful Insecticide: Strengthens poison damage by 27%, reduces cooldown time by 35% and makes it so zombies have a 22% chance to drop sun.

  • White Candle: Improves fire damage by 22%. It also reduces cooldown by 35% and sun cost by 35 sun.

    • Red Candle: Increases fire damage by 27% while reducing cool down time by 35%. It also gives zombies a chance to drop sun after dying.

  • Speed-Up Clock: Has a 37% chance of constantly resetting the plants planting cool down along with a 36% reduction to the cooldown regardless. It also gives 20% of the sun used to place the plant back to Dave. This clock also holds the power Penny uses to travel spacetime.

Artifacts

Artifacts can be used a few times a level with an "active skill". This skill is an ability the player uses to help plants and hurt zombies. Some artifacts also do a weaker version of these abilities passively ever so often. The Artifacts consist of…

  • Kamikaze: Summons a whirlwind to Blow away zombies and bunch them together while buffing "Ninja" plants.

  • Lightning: Summons thunder and lightning giving zombies debuffs and boosts lightning plants power and defense. When a zombie dies with the lightning it may chain to another zombie.

  • Vase Pult: Throws Vases including zombies, plants, sun and supplies. It also increases catapult plants' strength and durability.

  • Octopus: Summons octopuses to ensnare zombies and damage them while applying buffs to "animal like" plants.

  • Time: Claimed to control seconds and minutes. Resets zombies to the start of the lawn while reducing rest time on some plants. It will also create a time stop area where zombies can't move and an acceleration area that speeds up plants.

  • Healing: Heals plants and makes them invincible for a short amount of time. It also boosts plants' attack speed for a short amount of time.

  • Shield: Creates a large shield to push back zombies and protect plants with the side effect of buffing defensive plants.

  • Gashapon: Rolls out 3 balls. These balls contain random plants which when matched will produce an effect based on what you get. It also buffs "probability" plants.

  • Arcade: Creates 8-Bit Peashooters to fire different types of peas at zombies. They only can exist for a short time after the Arcade Artifact is done and it boosts "energy" plants.

  • Sky Monkey Firework Rocket: (yes that's it name) Fires explosive monkeys who blow up and knock back zombies. It also boosts "arsenal" plants.

  • Magic Bean: Throws a bean down that quickly grows into a huge bean stalk launching all zombies who are close to the growth offscreen and acting as a wall in 3 lanes after growth. After this the beanstalk will drop a bunch of high damage peas and seed packets which have pea plants in them (Peashooter, Repeater, etc). It also boosts "Elite Pea" plants.

  • Devolve: Replaces all non Gargantuar zombies with weaker ones or if your lucky chickens. It also improves the offense and defense on "Mage" plants.

  • UFO: Slowly sucks all zombies into the flying saucer. Zombies who make it in the Saucer are carried offscreen and the rest fall taking damage. Any plants shooting the floating zombies will knock the zombies back. 3 Mini Saucers will be summoned to pick up the closest zombies to the house randomly and the artifact boosts flying plants.

  • Prism Tower: Fires a light laser at a zombie, ramping up damage the longer it fires before running out of power.

  • Dinosaur Horn: Summons 2 Dinosaurs in 2 lanes to trample zombies damaging and stunning them. It buffs primitive plants and can even summon a Brontosaurus to stomp the ground launching zombies.

  • Water Gun: Fires water in every lane to knock zombies away with damage. It also boosts 3 rows of plants' attack speed along with boosting all water and ice plants.

  • Hive: Everytime a plant is planted, a bee will enter the Hive (up to 15, if more than 15 enter the Hive the bees combine to make stronger bees that attack faster and slow down zombies). After the artifact is used the bees will attack the nearest zombies before re-entering the Hive (with a cooldown before the next use). It also Decreases plant cooldown times.

  • Black Hole: Creates a black hole to pull zombies towards it (the lower the weight the better it is). It also can summon a mini black hole passively.

  • Meteorite: Drops 5 flaming meteors in a 5x5 area damaging and igniting zombies.

  • Evolution: Turns all plants in a 3x3 radius into random stronger plants. It boosts the power and durability of all plants that cost under 300 sun. It can also randomly create a plant that costs greater than or equal to 100 sun.

  • Golden Glove: Zombies get turned into immobile golden statutes during the artifacts duration. Killing zombies during the duration makes them drop more money.

  • Acid: Creates a pool of acid. Plants cannot be placed here but small zombies passing through are dissolved. More acid pools can allow for bigger zombies to be dissolved. Dissolved zombies may turn into acid zombies which poisons other zombies. The artifact can also boost poison plant’s attributes.

  • Snowmaking: Turns small-medium sized zombies into snowmen. Blows zombies backwards slowly and flies zombies offscreen. It also summons ice cones to pierce through 3 zombies doing damage as they go.

  • Guitar: Literally forces you to play a rhythm game. Fires a slow moving music wave in which the better you do on the rhythm game, the further the music wave moves.

  • Silver Key: Sucks in all nearby small-medium zombies into a portal before summoning a Gargantuar out of the gate.

  • Subway Surfer: This artifact puts a plant of your choosing on a hoverboard. This plant uses its plant food effect until it reaches the edge of the screen and the board can be moved. If you couldn't guess it's part of a Subway Surfers collab.

Power Ups

Power Ups are Dave's last resort if zombies break through the line of plants, and can be used from a distance. Dave has…

  • Power Zap: Used for shocking groups of zombies.

  • Power Toss: Flings zombies away from the house, less effective on bigger targets.

  • Power Snow: Throws slowing, hard hitting snowballs at approaching zombies.

  • Power Flame: Scorches zombies

  • Power Pinch: Pops zombie heads off by pinching them, presumably telekinetically.

  • Tactical Cuke: (There are many versions of this guy) Explodes and does damage to all zombies on screen.

  • Security Gourds: Pushes back incoming zombies.

  • Power Butter: Butters up incoming zombies completely preventing them from moving, effectively a goofier stun.

  • Move Vase: Move a vase.

  • Power Reveal Vase: Reveal what hides inside a vase.

  • Power Shuffle: Shuffle around all plants on the field.

  • Gumbot: A robot gumball machine that, when activated, fires out a barrage of gumballs at every zombie onscreen for big damage.

Tacos

Dave makes tacos so good that he went back in time and fought zombies throughout the ages just to try to eat it again. Why are these important? I don't know, why don't you touch grass? They do make for good bait though, especially when they come off trees.

Never Melt Ice Cream

After failing to finish a large ice cream cone before it melted, Dave created ice cream that could not melt so it never happened again. He then used this to create an indestructible wall to block out Zomboss and his heat ray.

Frog Burping Machine

As Zomboss was attempting to use time travel to take over Neighborville, Dave made a machine where he burped frogs to shut down Zomboss's time rifts.

Flamethrower

Dave has a large homemade flamethrower that he used to test his Unmeltable Ice Cream.

Banana Cannon

Dave has an over engineered cannon made of junk just to fire tiny bananas. The worst part is it worked and defeated Zomboss by causing his machine to slip and fall.

Umbrella Shield 

Dave uses a large umbrella to block attacks from Zomboss's large mech.

Sun Magnifier

Originally a device used by Zomboss to steal the sun's rays from the plants, Dave repurposed this machine to amplify the sun's rays, strengthening all plants nearby.

Robot Sun

A tiny little sun with arms, wheels and surprisingly human-like characteristics. It's so good it fooled the plants into thinking it was day time as it roamed around.

Fire Breathing Mechanical Bull

Gotta cook it somehow.

BBQ Chef-Bot

Let bro cook. It makes tacos using truffle-oil. It also has minor fire manipulation.

Dave Bots

These are robots made in Dave's image to help guide the Agents of L.E.A.F and hand out missions. There is Dave Bot 3000 and Dave Bot 3000.1. They don't seem to do much combat wise but Dave Bot 3000 was shown to explode.

Cars

  • Dave's Twiddydinkies: After the neighbor finds Dave's car keys Dave offers you items in his shop called Dave's Twiddydinkies (It's his trunk). He has a wide range of helpful items for sale including plants, the rake, special lawn mowers etc. In the comics an upgraded version of the car which had an ice cream machine and bigger wheels called the Ice Cream Racer was shown.

  • RV: Dave also has a flying RV he uses to take the plants on special ops missions and to support them using "Boss Mode". With this Dave can drop Cherry Bombs, Sonars, Heal Flowers and a resurrecting watering can. The RV can also make portals.

  • Penny: A fully conscious RV that can fly, time travel and give input when nobody asked. Helps Dave with strategy and maneuvering around time. Penny can even use time particles that come out the back of her to send zombies into a time loop, forcing them to do the same action over and over again. (Note, Penny and the RV may be the same thing but they have different designs and the RV from the GW games resembles the RV from the original PvZ more than Penny).

Dave's Ship

In the Sky City levels of Plants vs Zombies 2 China we see that Dave has a ship which the zombies attempt to attack. It has limited space for ground plants and flying plants reign supreme. The ship comes equipped with a shield and a gun to fight back against the zombies. The gun even has a manual target ability that fires a barrage of bullets before needing to go on recharge.

Cramtoggle Float

In Dave's language cramtoggle means a peanut butter and jelly sandwich with cheese. More evidence as to why Dave is a masochist and should be taken away. This float can hold tons of plants and move them during battle along with firing cramtoggle at anyone from its cannons.

Dino Pig Mech

After Zomboss revealed his Massive Munch Machine, Dave used an upgraded Dino Pig to match it. The Dino Pig is capable of strong melee attacks and farting powerful gas blasts. It also has a pizza oven.

T-Rex Mech

It's a life size T-Rex, that breathes fire. Patrice could not be more clear.

Junkasaurus

Dave's most powerful machine. Usually piloted by plants the Junkasaurus can fly around, charge forward, create portals to Infinity Time, smack enemies with its tail and fire lasers. There can be up to 8 of these mechs as seen in the "Cat VS Dinos" mode.

King

Elixir

Main resource of the King when it comes to practically anything, from using spells, to creating troops and buildings. In Clash of Clans’ universe it is often used as a resource to power up buildings or troops. In Clash Royale battles however, Elixir is used as a main tool to fight. King during the fight can hold up to 10 elixir, and he often has to think before using first. Normally King gets 1 elixir in about 2.8 seconds, 1 elixir in 1.4 during double elixir time and 1 elixir in 0.9 seconds during triple elixir time. However with some modification, he can also get a maximum amount of Elixir in an instant with "Infinite Elixir Challenge" , having nearly no limit in how often and how many troops, buildings or spells he can pull off. Unlike the Chief from Clash of Clans, the King can use normal Elixir to summon what would be Dark Elixir troops, like Minions, Golems, or HAAWG RI-

Crown

King’s main headwear. When fighting against each other Kings get these crowns to themselves as a sign of a victory. King may wear only one crown and guards it well, practically he just has…a lot of them.

Towers

King's main building when it comes to the fight for himself. It has a cannon which activates the moment his tower is attacked or the moment one of Princess' towers is destroyed. It's stationary but durable enough to tank serious damage before going down, whether it be a hit from ruthless P.E.K.K.A. or a big explosive Rocket. He can give his towers various designs but the most iconic is the first one you see above.

Banner Lever

This lever allows the King to change the area around himself into one featured in a "Battle Banner" and become any troop featured inside of it. Which basically includes nearly all Clash Royale troops, and more (However this is a very vague item shown in one trailer and never again. It may only be usable within the white room from the trailer and a non standard item but it isn't clear).

Chests

Practically chests allow the King to collect more cards, gold or magic items, through which he can upgrade his troops furthermore. There are not too much to talk about chests to choose from, so we can pretty much mention all that existed throughout the series:

  • Wooden Chest - Takes 5 seconds to open but gives very little cards or gold

  • Crown Chest - Requires 5 crowns to be opened gives a medium amount of gold and cards

  • Silver Chest - The most common kind of chest, after 3 hours opens and usually gives common and rare cards along with gold

  • Golden Chest - Second most common kind of chest which gives pretty much gives same stuff as Silver Chest but more

  • Gold Crate - Doesn’t have cards, only gold, lots of gold really.

  • Magical Chest - Much rarer and much more rewarding, aside from rare and common it can also give Epic cards

  • Giant Chest - As rare as Magic Chest but instead of guaranteeing to have epic cards it gives large amount of common and rare cards

  • Royal Wild Chest - Chest that instead of giving specific cards, contains Wild Cards - cards that aren’t specific but can be used to upgrade needed cards that are owned.

  • Tower Troop Chest - Chest which gives only Tower Troop cards, an absolute new kind of troops for the time of this blog’s release, we’ll explain later.

  • Level Up Chest - Chests King gets through “King’s Journey”, the higher level is the more rewards will be

  • Epic Chest - Chests that contain only epic cards, large amount of epic cards

  • Legendary Chest - Chest that gives legendary cards, one of the rarest kind of cards 

  • Champion Chest - Chest that contains only Champion Cards, aka gives Champions.

  • Lighting/Mega Lighting Chest - Aside from giving cards of nearly all rarities it allows you to change a given card if the original choice did not satisfy you.

  • Fortune Chest - Chest that shows what it may contain giving King a validity of if he needs chest or not.

  • King’s/Legendary King’s Chest - Chest that contains practically all card rarities. For each card stack, King has a choice between 2 cards of the same rarity. Both of these cards come in the same quantity. For example, King may have to choose between 10 Bowler Cards and 10 Goblin Drill Cards for a particular pair.

  • Challenge Chest - Chest that are given after the end of the challenge, the more challenges are won the more rewards are given

  • Clan War Chest - Chest given after winning the Clans War, the higher in ranks Clan is, the more rewards Kings in their clans will get.

Magic Items 

While not shown, we can assume in the trailer the King was using Magic Items in this trailer. These Magic Items were used to amplify the power of a Hog Rider and transmute chests into chests with better loot and cards. (While not important to the blog Magic Items in game are used to level up cards and open up chests faster)

Abilities

Crazy Dave

Superhuman Stamina 

As shown in the panel above, Dave hasn't slept in 15 years but he is completely unphased by it.

King

Analytical Prediction/Precognition

When having a tough time against his own opponent, King has met a Goblin Grandmaster, who moved him to the hall of champions which had those who came to learn to strategize through a game of chess. King himself was no exception and thanks to the improvement he got throughout the game, he learnt to consider dozens of possibilities (possibly infinite amount of, based on the video’s description and Goblin Grandmasters own description), before making a turn.

Teleportation

Besides that, King seemingly learnt to do abilities similar to Goblin Grandmaster, who on the other hand showed ability to teleport simply by a snap of his fingers.

Time Slow

Another ability Goblin Grandmaster has shown is ability to slow down time, though it is unlikely if King would be able to do it in character or if he even learned the ability.

Levitation

Additionally, for a moment King was also shown to be capable of levitating. This seems to be something tied to mediation and once it is broken he can no longer levitate.

Data Interaction

Characters within the Clash world have been able to interact with digital assets and code. The Battle Ram was shown to break into the code of its trailer and affect the code inside of it, ending the trailer entirely.

Spells / Tricks and Environments

Making this its own section so we can compare these two similar card types directly.

Crazy Dave

Tricks and Environments 

Tricks are a card type in PvZ Heroes used by Plant Heroes (and most likely Dave since he seems to supply these cards in game) to help sway the battle in the plants favor. We will be categorizing tricks based on their "class" in PvZ Heroes. Environments are cards which take over a lane and force a specific effect on any plant in it and also go by this class based system.

Guardian Tricks

  • Doomshroom: Unlike its plant counterpart, Doom Shroom destroys all zombies and plants with 4 or more power.

  • Gardening Gloves: Moves a plant and draws a card. 

  • Grave Buster: Destroys a grave and vanquishes the zombie inside.

  • Shamrocket: Drops a rocket onto a target instantly killing them if they have 3 or more power.

  • Photosynthesizer: Gives a chosen plant HP while drawing a "Galactic Gardens" card.

  • Grape Responsibility: Doubles a plant's HP.

  • Wall-Nut Bowling: For a high cost this card does large damage to the ground lanes while spawning 3 Wall-Nuts.

Guardian Environments

  • Spikeweed Sector: Turns a lane into one that does damage to zombies before they can attack each turn. 

  • Forcefield: Plants in this area cannot be damaged.

Kabloom Tricks

  • Berry Blast: Does damage to a zombie.

  • Berry Angry: Makes all plants slightly stronger.

  • Sizzle: Does high damage to a zombie

  • Banana Bomb: Usually made by the Banana Launcher card, Banana bomb does a small damage for a small cost.

  • Petal-Morphosis: Transforms a plant into a random different plant along with drawing a card.

  • Lava Guava: Does low amounts of damage to the lane it's played and the adjacent lanes. If played on the ground it creates the Hot Lava environment. 

  • Cherry Bomb: Does strong damage to the lane it's played and the adjacent lanes.

Kabloom Environments

  • Hot Lava: Damages everything in the lane including plants.

  • Mushroom Grotto: When a plant is played in this area, a Puff-shroom with "Team Up" is randomly put somewhere else.

  • Pair Paradise: When a plant is placed here it makes a copy of it with "Team Up".

Smarty Tricks 

  • Iceberg Lettuce: Freezes a zombie for one turn.

  • Spring Bean: "Bounces" a zombie.

  • Grave Mistake: Flicks a grave, bouncing it back into the enemy hand. Draw a card.

  • Shrinking Violet: Zombies in and nearby it's lane of placement get their damage cut by 2 power. If any zombie nearby has 0 power after the cut they are destroyed.

  • Sow Magic Beans: Add 4 Magic Beanstalks into your deck.

Smarty Environments

  • Bog of Enlightenment: Plants that are "Amphibious" get a power boost while zombies that aren't get a damage reduction.

  • Planet of the Grapes: If a plant hits a zombie hero here, draw a card.

Mega-Grow Tricks

  • Fertilize: Boosts a plant's damage and HP.

  • Flourish: Draw 2 cards.

  • Vegetation Mutation: Buffs the damage and HP of all plants in environments or on heights.

  • Plant Food: Plants get a small stat boost and do a "Bonus Attack".

  • Grape Power: Doubles a plant's power while conjuring a Grape Responsibility.

  • Banana Peel: Move a zombie and put another banana card in your hand.

  • Espresso Fiesta: For a high amount of sun it allows a plant to do 3 bonus attacks.

Mega-Grow Environments 

  • Coffee Grounds: Plants here get to attack quicker assuming they survive the turn with the "Double Strike" trait.

  • The Red Plant-It: Plants planted here get a massive strength and durability buff.

Solar Tricks


  • Squash: Destroys a zombie.

  • Water Balloons: Does a tiny amount of damage and lowers a zombies power by a small amount. These effects are amplified if 6 sun was made during the turn of playing.

  • Whack-a-Zombie: Destroys a zombie with 3 or less power.

  • Lawnmower: Destroys a zombie on the ground.

  • 2nd-Best Taco of All Time: Heals health and draws a card.

  • Sun Strike: Uses solar radiation to give plants the "Strikethrough" trait for a turn. It also conjures a trick.

  • Tactical Cuke: Instantly destroys all plants and zombies on the ground.

Solar Environments

  • Solar Winds: If no zombies are in this lane by the end of the turn a Sunflower will be spawned here.

  • Venus Flytraplanet: When a plant here does damage a plant hero is healed for that much.

King

Spells

Spells are a type of card the King uses to get an edge when his troops aren't working. Most spells can be placed anywhere in the arena for full map control. Spells can buff the King's army, damage the opponents or summon more troops in a variety of ways.

Offensive Spells

  • Arrows: Perhaps the most simple spell on King's arsenal. By using it, he summons dozens of arrows with big range despite not so big damage. Great way to deal with spam army that has low durability but big numbers. Costs only 3 Elixir.

  • Lightning: Drops 3 strikes of lightning on anyone in its effective range. It will only drop one strike of lightning on each unit and these strikes do massive damage while temporarily stunning foes. Great for small clusters of mid HP units. It costs 6 Elixir. 

    • Zap: A cheaper counterpart to either Lighting Spell or Arrows Spell is Zap Spell. It shoots one blast of lighting with a small territory range hitting all nearby enemies, even making them unable to move due to getting temporarily shocked. Just like arrows, it is a great way to deal with a big army that has low durability. Costs only 2 Elixir.

  • Fireball: A ball of medium damage fire that knocks back smaller units. Good for causing high damage to mid HP units or for handling groups. Costs 4 Elixir. 

    • Giant Snowball: A low damage spell akin to zap but instead of a temporary stun it causes knock back to smaller units and a slow down effect. It costs 2 Elixir. 

  • Earthquake: Cracks the ground underneath enemy units and more importantly buildings as it does more damage to buildings. While it cracks the earth it slows all units in its radius for the cost of 3 Elixir.

  • Rocket: A strong nuke with a low area of effect. Good for dealing with extremely close clusters of higher end middling HP units. It costs 6 Elixir. 

    • Party Rocket: It's a Rocket with a larger radius however, it does no damage and instead instantly turns any troop in its radius into a Goblin for the King including the King's own troops. It costs 5 Elixir.

  • Freeze: Does a small amount of damage and freezes all units in its range for 4 seconds for a cost of 4 Elixir.

  • Poison: Creates an area where troops are slowed and damaged overtime. It costs 4 Elixir.

  • Tornado: Sucks in all units towards the middle of itself. The smaller the unit the easier it is to S U C C. It costs 3 Elixir.

  • Log: This is a low damage spell that can only be placed near the Kings side of the map and also can't hit air troops; however, this card knocks back and rolls through all troops in front of it while chipping at the enemy towers if played correctly. It only costs 2 Elixir.

Support Spells

  • Heal: Heals all of the King's troops within its radius (though it cannot heal buildings). It heals 94 HP every .5 seconds over a 2 second period. It costs 1 Elixir. 

  • Rage: Increases the speed and attack speed of all troops in its range. It also does a small amount of damage on placement. It does this for 6 seconds and costs 2 Elixir.

  • Mirror: Allows the King to place a stronger version of the card he most recently played. It costs one more Elixir than the card the King just played (I.E. if the King places a level 15 Knight for 3 Elixir the Mirrored Knight would be level 16 and cost 4 Elixir).

  • Clone: Takes all troops in its range and clones them pushing the original troop forward. The cloned troop keep the stats of the original outside of the HP in which they only have 1 so they will die to anything. It costs 3 Elixir. 

  • Warmth: A burst of heat in a large area which thaws all frozen troops. It requires 1 Elixir to play.

Summoning Spells

  • Royal Delivery: This card can only be placed on the Kings side of the map. It drops a crate down doing strong knock back damage while leaving behind a Royal Recruit. It costs 3 Elixir. 

  • Goblin Barrel: Launches a barrel filled with 3 Goblins to any part of the map. Works well when made to target one of the enemy kings towers and the tower is distracted by another troop. It costs 3 Elixir. 

    • Barbarian Barrel: Similar to the log but the range is even shorter and it can't knock back enemies; however, A Barbarian will leave the barrel after it has traveled the full distance. It costs 2 Elixir. 

  • Graveyard: Summons 16 Skeletons randomly across its radius and can be placed anywhere. It has a similar use to the Goblin Barrel but it requires more of a commitment to use for its higher reward. It costs 5 Elixir.

Troops/Army

Crazy Dave 

Regular Plants

Peashooters / Pea Cannons

  • Peashooter: First plant you ever get. A quick early game defender who fires straight shot peas.

    • Repeater: So good they did it a second time. As in the pea's. It fires an extra pea.

  • Gatling Pea: Sometimes needing a Repeater to grow, Gatling Pea fires 4 peas out at a time. Mega Gatling Peas may also occasionally fire huge waves of peas.

  • Split Pea: Fires like a Peashooter forward and a Repeater behind it.

  • Twopeater: A two headed Peashooter created by fusing two Peashooters together.

    • Threepeater: A Peashooter That fires in 3 lanes using its three heads. Can be planted or made via fusing Twopeaters.

  • Droplet Shooter: A blue Peashooter who fires balls of water.

    • Snow Pea: Fires cold peas at zombies slowing them down. It even ignores armor.

      • Ice Queen Pea: Same thing as Snow Pea. COOL name though.

      • Frostbolt Shooter: Fires strong Frostbolts that ignore armor. Does more damage to frozen zombies as well.

  • Fire Peashooter: Shoots burning peas along with warming up all plants nearby.

  • Sweet Pea: A slightly stronger Peashooter who can force zombies to move toward it.

  • Beeshooter: A stronger Peashooter who fires bees instead of peas.

  • Pea Pod: Similar to a regular Peashooter but you can stack 4 more peas into its pods for maximum damage.

  • Primal Peashooter: A prehistoric peashooter who can slightly stun and occasionally knock back zombies.

  • Pea-Nut: A cross between a Peashooter and a Wall-Nut. fires peas from its two heads while being super durable.

    • Three-Nut: Trades out durability for a 3rd head leading to more damage. It also changes plants' nearby damage for better or worse.

  • Electric Peashooter: Fires electric peas that zap zombies being hit and around the pea.

  • Shadow Peashooter: Normally, all it does is fire normal peas and also pulls a zombie down into the ground if one gets too close. When powered up by a Shadow-type plant that can affect it, the Shadow Peashooter is now able to fire piercing peas that also slow down enemies. 

  • Goo Peashooter: Fires poison peas that deal damage over time, and can stack on top of enemies. Also very slightly slows them by 2% of the target's normal speed. 

  • Sling Pea: They fire 5 peas up in the air akin to a lobber plant, and they target the five closest zombies to Dave's house. It also does minor splash damage.

  • Snap Pea: The mix of a Chomper and Peashooter. Eats zombies before spitting out their heads.

  • Peawitched Cannon: A Peashooter in a witch costume.

  • Elf Pea: It's a Peashooter dressed up for Feastivus.

  • Podfather: Buffs all Peashooters planted nearby. 

  • Cosmic Pea: Summons another peashooter while giving it the ability to attack faster (attacks a second time assuming it survives the turn).

Chompers 

  • Chomper: Eats a zombie in one bite. It needs to swallow the zombie before eating more, often giving zombies a chance to eat the Chomper itself.

    • Super Chomper: Can bite multiple zombies in front of it and chew on them, but is more fragile when chewing.

    • Three-Headed Chomper: High damage chomper with 3 heads and that doesn't need to swallow. Can eat 3 zombies at once.

Cacti

  • Ball Cactus: A ball shaped Cactus that fires spiked balls to hurt the furthest enemy in the lane.

    • Cactus: A long ranged plant that fires zombie piercing needles and can raise itself higher to pop balloons. It can also go underground to poke zombies from the ground.

      • Tree Cactus: Fires lightning that deals more damage to low health targets.

    • Galacta-Cactus: A cheap ball shaped Cactus that is able to bypass a zombie hero's block meter. Once destroyed it fires spikes at everyone on screen including other plants.

  • Prickly Pear: Whenever it takes damage it will do damage back.

Starfruit

  • Starfruit: Fires damaging stars in 5 directions.

    • Future Star: It's Star Fruit but blue. That's it.

    • Sea Starfruit: Rolls down the lane damaging all zombies in it, even flipping Tortoise Zombies to make them more vulnerable.

    • Angel Starfruit: A Starfruit that fires in 10 directions instead of 5. It can also rotate her body to change where her shots are fired.

    • Shooting Starfruit: A Star Fruit that fires in all lanes.

Snapdragons

  • Lizard Grass: Shoots fire in a 1x3 area in front of itself. Does more damage to buttered enemies.

    • Snapdragon: A better version of Lizard Grass. Breathes fire in a 2x3 area in front of itself.

      • Twin-Headed Snapdragon: A more powerful Snapdragon able to slow zombies down through fear.

      • Cold Snapdragon: Similar to the regular but shoots cold ice to slow zombies.

      • Zapdragon: Fires an electric ball to zap zombies with electricity.

      • Cat Dragon: The E-Girls favorite Snapdragon for Halloween.

Mushrooms

  • Puff-shroom: A weak early game Mushroom used to deal with early zombies before fading out of existence.

    • Shroom for Two: A card from PVZ Heroes that gives you two Puff-shrooms.

    • Sea-Shroom: Similar to the Puff-shroom but it can be placed in water and doesn't fade.

  • Scaredy-Shroom: Cheap, long range Mushroom. Gets scared when zombies are close. 

    • Frankenshroom: A Scaredy-Shroom dressed up for Halloween.

  • Fume-Shroom: Fires piercing bubbles to harm zombies at mid range. 

    • Gloom-Shroom: Typically an upgrade to a mushroom plant. Does high close range damage to all zombies close to it.

      • Toxic Gloom-Shroom: Similar to the regular but fires toxins that linger on those hit.

    • Icy Fume-Shroom: Similar to the regular but it slows all zombies hit by it.

    • Goop-Shroom: Shoots goop that slows zombies to a crawl.

    • Cosmic Mushroom: Summons another Mushroom that is given a strength increase.

  • Spore-Shroom: Any zombie vanquished by it is turned into a Spore-Shroom.

  • Magic-Shroom: Throws cards that damage zombies forwards and backwards. It also can lock enemies in stasis balls.

    • Witch Hazel: Turns a zombie into a Puff-shroom. It also can fire a red laser for damage.

      • Pumpkin Witch: Damages zombies by lobbing pumpkins at them. It can also put pumpkins on zombies' heads. Hypnotizing them to fight for the plants until the pumpkin is removed.

  • Vamporcini: Absorbs the health of zombies in a 3x3 area to heal itself. Acts as a barrier to hold zombies off and when destroyed a group bats will attack zombies in a 3x3 area.

  • Pyro-Shroom: Launches fireballs at zombies. Continuously grows 2 times over time becoming stronger. At its final stage it drops meteors which do a lot of impact damage and slightly less splash damage in a 3x3 area.

  • Cyro-Shroom: Fires chilling shots towards zombies slowing them down. Like Pyro-Shroom it grows in power 2 times with the first growth giving it more damage and the third making its attacks split after hitting zombies into smaller ice balls.

  • Nightcap: Throws poisoned stars that pierce zombies. If a zombie gets too close to Nightcap it will go invisible.

  • Astro-Shroom: A weak mushroom that can damage heroes without activating the block meter and attacks the hero directly whenever a mushroom is planted.

  • Buff Shroom: Gives all Mushrooms a slight buff in HP and power.

  • Button Mushroom: A weak mushroom that fries a damaging cloud.

  • Poison Mushroom: Does more damage when targeting a zombie hero.

  • Mushroom Ringleader: Gains power for each plant on screen.

  • Punish Shroom: Whenever a mushroom is damaged it will attack a random zombie or zombie hero.

  • Smoosh-Shroom: Hits zombies with its hammer shaped head for big damage.

  • Shelf Mushroom: If a card is placed on it this plant will deal damage to a zombie or zombie hero instantly.

Explosives

(Image by 24hGames)

  • Cherry Bomb: A double headed cherry that explodes in a 3x3 area. It can also attack by headbutting.

    • Saturn Peach Bomb: A stronger Cherry Bomb that gives off radiation which makes zombies weaker.

      • Walnut Bomb: An improved Saturn Peach Bomb that when killed, explodes in a 3x3 radius.

  • Potato Mine: Takes a sometime to grow but when it does any zombie who steps on explodes.

    • Hothead: used by the Hero "Spudow", Hothead are incredibly strong potatomines that require no plant time and do more damage.

    • Primal Potato Mine: A higher damaging, more AoE potato mine.

    • Potato Nugget Mine: A smaller potato mine that requires no growth time. Can be placed in bunches but they do less damage then a regular Potato Mine.

    • Escape Root: After charging, Escape Root will grab a plant and swap portions with it. If a zombie gets close it will. become either a Potato Mine, Primal Potato Mine, Cherry Bomb or Grapeshot.

    • Teleportato Mine: Teleports zombies onto it before. exploding underneath them

    • Levitater: Raises zombies into the air while moving them back. It also has a small chance to launch them off screen.

  • Ice-Shroom: Freezes all zombies on screen. It can also melee attack with icy spikes and buff ice based plants.

  • Irascible Mushroom: Spits fireballs to attack enemies. 

    • Doom-Shroom: Causes an explosion which can clear most of the lawn, leaving a crater in its wake. It can also shoot lasers from its eyes.

      • Doomsday Bomb Mushroom: Fires lasers from its eyes and gains attack power from the death of fellow plants.

      • Cariboom: A festive Doom-Shroom reskin.

      • Perfume Shroom: Not to be confused with the plant of the same name seen later, this Perfume Shroom is another reskin of the Doom-Shroom .

  • Small Pepper: Fires fire balls to hurt zombies. 

    • Jalapeno: Sets the entire lane on fire, melting ice and zombies. It can also shoot fireballs to attack zombies.

      • Devil Chili: Breathes waves of strong fire in front of it.

    • Chilly Pepper: Freezes one zombie while being able to attack. Has also been shown to explode effecting 3 lanes with freeze and chill effects.

    • Pickled Pepper: A Jalapeno that burns the vertical column instead of a lane.

  • Popcorn: After taking some time to arm, it explodes on contact doing huge damage to all nearby zombies.

  • Strawburst: Fires its head on command to explode zombies. The longer it charges the more damage it does.

  • Grapeshot: Explodes in a 3x3 radius causing grapes to go bouncing around the screen damaging zombies hit by them.

    • Grapes of Wrath: When destroyed this plant does a lot of damage to the zombie hero.

  • Bombegranate: Explodes in a 3x3 radius, but also leaves behind immobile, explosive pomegranate seeds in that radius that explode when stepped on.

    • Atomic Bombegranate: A high damage low HP plant. When destroyed will plant Seedlings into the lanes adjacent to it.

  • Hot Date: Pulls zombies closer to it with its godly rizz. When it's destroyed it will set fire to an entire lane.

  • Puffball: Causes an explosion of poison. This poison sticks to the zombies hit and ignores armor.

  • Noctarine: Explodes in a 3x3 area creating a poison gas. This gas also boosts Shadow Plants and makes zombies take more damage from Shadow Plants.

  • Heath Seeker: Fires out a volley of piercing darts which home in on zombies.

  • Landlord Bamboo: Explodes on the first zombies to come in contact with it doing massive damage.

  • Bud'uh Boom: Explodes to damage zombies while launching butter to stun even more zombies.

Catapults / Cannons

(Image by Anubis PVZ)

  • Cabbage-pult: Throws cabbages at zombies. Effective at hitting over shields and roofs.

  • Kernel-pult: Throws weak kernels at zombies. Has a chance to throw butter which completely stuns them.

    • Popcorn-pult: Lobs stunning popcorn at zombies.

      • Cob Cannon: Usually requiring Kernel-pults to be planted, it fires large exploding cobs dealing massive area damage (The Chinese version does more damage on misses and fires yellow lasers).

    • Corn Mortar: A version of the Cob Cannon found defending Main Street. Does the same thing as its counterpart. 

  • Melon Slice-pult: Throws watermelon slices to damage zombies.

    • Melon-pult: Throws high splash damage melons at zombies (it can even slow in PVZ Online).

      • Winter Melon: Throws cold melons which slow zombies and it can't be burnt.

  • Bamboo Shoot (PvZ Adventures): Shoots explosive balls from the top of its head causing them to crash down in an area dealing massive damage.

    • Bamboom: A stronger Bamboo Shoot who fires spiked balls.

    • Bamboo Shoots: Fires bamboo rockets to do high damage to zombies.

    • Bamboozle: A high damage and highly durable plant capable of being planted on others. When planted on another plant this plant will draw 2 cards.

    • Candy Cane Shoot: A sweet reskin of the Bamboo Shoot.

    • Bunnyboo: A reskin of Bamboo Shoot with a bit more hop to it.

  • Carrotillery: A high damage low HP plant meant to go behind others.

  • Coconut Sniper: Fires coconut milk at zombies which has a chance to blind them.

    • Coconut Cannon: Shoots an explosive cannonball out its mouth on command for lots of damage. It can also focus on the furthest enemy back and attack it.

      • Coconut Rocket Launcher: A stronger Coconut Cannon that has a chance to deal double damage.

      • Tallnut Cannon: A large, durable Coconut Cannon that fires huge Tall-Nuts.

  • Pepper-pult: Lobs flaming peppers at incoming zombies. It also heats the area around itself, thawing out frozen plants.

  • A.K.E.E.: Fires bullets from the top of its head that bounce between zombies.

  • Banana Launcher: Launches a powerful banana bomb on command.

  • Dusk Lobber: Chucks small, explosive buds at every zombie in the lane. With a Moonflower boost they can attack in adjacent lanes and do more damage.

  • Sap-fling: Throws sticky sap on the ground to slow zombies.

  • Apple Tosser: Fires apple cores at zombies.

    • Apple Howitzer: A stronger apple tosser that slows enemies.

      • Apple Mortar: Fires apple cores at 1-3 zombies stunning them for a very short duration. It also gains a damage boost upon killing a zombie.

  • Blooming Heart: Lobs hearts that become stronger the more the Blooming Heart attacks.

  • Turkey-pult: Lobs tofu turkeys to distract and damage zombies.

  • Stickybomb Rice: Launches sticky rice that holds zombies inplace before exploding after a short amount of time.

  • Lotuspot: While on land, the Lotuspot will fire a single high damage torpedo. In Water, this thing deals splash damage.

  • Lily of Pharmacy: Lobs flowers that poison zombies, with this effect able to be stacked.

  • Bearberry Mortar: Launches a Bearberry which deals damage to zombies in that row.

  • Bud-minton: Lobs badminton shuttlecocks which will bounce to other zombies.

  • Bamboo Trooper: Fires a penetrating projectile that constantly deals damage and slows its target.

  • Pomegranate-pult: Lobs Pomegranate seeds at zombies, dealing extra damage to those in armor.

  • Pineapple-pult: Shoots a Pineapple Rocket at the last zombie in a lane. 

Melee Plants

  • Squash: Once it sees a zombie, it leaps forward crushing it under its weight

    • Winter Squash: Destroys all zombies that are frozen

    • Butternut Squash: Squashes zombies in front and butters up zombies in a 3x3 area.

  • Tangle Kelp: Only usable in water. Grabs zombies and pulls them to bottom

  • Beet: Headbutts a zombie in front of it, dealing damage to all zombies on the tile.

    • Beetboxer: A stronger version of the regular Beet. 

    • Tough Beets: For every zombie and plant that’s on the field, excluding himself, he gains one plus health. 

  • Strong Broccoli / Aggro Brocco: Picks up zombies before suplexing them onto the ground. He does need a 10 second rest after this, however.

  • Choy Ben: The name given to the line of Bonk Choy in the Chinese version of PVZ 2.

    • Bonk Choy: A close range brawler that punches zombies who get close. When it is first planted it does more damage.

      • Tai Choy: The third tier of the Bonk Choy.

      • Monk Choy: The legendary variant of the Bonk Choy, having more health and dealing more damage.

      • Boo Choy: The Halloween Bonk Choy reskin.

      • Basket Choy: An Easter event Bonk Choy

  • Celery Stalker: Waits till the zombie is behind it before rapidly punching away when they least expect it

  • Parsnip: Snaps at zombies with its claws. Before dying it will de-root itself before running down the lane snapping at zombies in its path

  • Wasabi Whip: Smacks zombies with its flaming whip

  • Pokra: Stabs zombies with their leaves doing high damage and slowing them down 

  • Tumbleweed: Rolls down the lane able to randomly stun, knock back or duplicate while bouncing between zombies.

  • Headbutter Lettuce: Attacks the lane in front and behind with a heavy headbutt, a 10 percent chance to butter the zombie he’s attacking.

  • Bamboo Shoot (PvZ2 China): When a zombie is close enough, he will burrow into the ground and start attacking the zombie. He can’t be eaten by traditional zombies.

  • Tornacorn: Launches his cap to attack up to three zombies in front of him.

  • Chest-Nut: Sends out seeds that’ll headbutt zombies. When the zombies eat the seed, another will soon replace it.

  • Tiger Grass: Creates a small grass tiger that will slowly evolve into a larger more powerful tiger, clawing at its enemies. 

  • Bramble Bush: Traps a zombie inside his grasp before attacking the zombie, removing armor from the foe.

  • Rhubarbarian: Stuns zombies upon arrival, pummeling them until the entire lane is clear.

  • Bun Chi: Slaps zombies with its bunny ears. This attack will grow stronger, able to unleash a thunder clap that reduces the damage of foes by 20 percent. Idling can leave this plant to revert to its base damage.

  • Cran Jelly: Crushes a zombie leaving a slowing, damaging puddle of jelly.

  • Bambrook: Pushes zombies back before blocking them, healing himself until there are no zombies in the lane.

  • Sword Disciple: The first level of the plant, able to physically stab and cause the zombie to bleed. This makes zombies to 50 percent damage each attack of their turn.

    • Zorrose: The second stage of this plant which can regenerate some health through damage. 

      • Sword Master: The third and final stage which gains the ability to lose 10 percent of its health to generate Wrath.

  • Guerrequila: Slashes zombies within two tiles to deal mega damage.

  • Match Flower: Punches zombies in front of him. After dealing enough damage, it will set itself on fire and deal more damage. 

  • Dino-Roar Grass: Swallows zombies. When eating, the Dino will fire goop at any zombies who come close.

  • Timid Thorns: Protects plants from being stepped on by a Brontosaurus.

  • Mastercane: Uses his nunchaku to attack zombies.

  • Curling Corms: Launches themselves towards zombies. The first one can create a trail of ice, the second one moving faster on the ice trail. 

  • Splenden’s Blade: Takes out a chain blade stabbing zombies who get close. After stabbing, he’ll be lifted up and smash himself down onto the ground for an AOE attack.

  • Tiger Claw: Ensnares the first zombie it encounters before using its body as a shield, punching any zombies who come close.

  • Hammer Flower: Attacks any nearby zombies with its hammer. This has a chance to be a heavier attack, burying zombies into the ground before stunning them.

    • Byttneria Meteor Hammer: Smashes zombies with its hammer. Will charge this attack up to increase its range and damage before knocking them back.

  • Fishhook Grass: Fires a fishhook at a zombie, reeling them in before throwing them back. 

  • Gardener Grass: Attacks using the flower on her head as a saw blade. This will stun and deal chip damage, although having a chance to instantly half a zombie's health with an attack.

  • Princess Spring Grass: Fires springs that’ll knock zombies back. When the spring falls to the ground, it’ll become a Spring Bean.

  • Twin Year of the Rabbits: One of these rabbits will burrow under the ground before dealing damage to the zombie. If the zombie is small, it’ll be launched off the lawn. This rabbit will then leave a pit which’ll trap smaller zombies. 

  • Burdock Batter: Can hit passing peas to make it travel further and deal more damage. 

  • Cranesbill Fencer: Hops to the tile ahead of it to attack with its blade before hopping back to where it was planted. 

  • Parkour Mandrake: Grows from underground before charging towards zombies, attacking in a manner of ways such as bouncing on their heads or tackling their legs. 

  • Bruce Bamboo: Deals high damage in a 3x3 radius around it with its bamboo attack.

  • Slap Grass: Swats zombies with the flyswatter-like leaf on its head.

    • Venus Flytrap: Heals the plant hero for the equal amount of damage it does.

      • Mars Flytrap:  Fires an attack which steals parts of the hero's Super Meter and gives it to the Plants hero.

  • Black Eyed Pea: Whenever a zombie hero plays a trick this gets a +1 boost in attack and defense.

  • Bananasaurus Rex: This plant bites zombies for solid damage and can attack twice in one turn. When a card is drawn it gets a small boost to its attack power and HP.

  • Muscle Sprout: Gets an attack and health increase every time a plant is planted.


Airborne Plants

  • Rotobaga: Floats over things like water, firing pellets out of the 4 holes on its body diagonally.

  • Loquat / Cycloque: Pulls zombies in a 3x3 area into its lane. Zombies being pulled in can hit each other which damages and stuns them.

  • Asparagus Fighter: Fires 7 Asparagus seeds at zombies in the lane or adjacent lanes. After the 7 shots it needs to recharge for 5 seconds.

  • Saucer Squash: Stuns zombies in its range before flying off. It can also capture some zombies in its light before flying off.

  • Horsebean: These beans will fly towards a zombie before shooting peas. After attacking, it’ll fly back and recharge. 

  • Egret Flower Plane: Fires a barrage of pellets to damage zombies and it  can fire a large stunning missile as well. 

  • Skyshooter: A flying peashooter who gets stronger on elevated surfaces.

  • Pod Fighter: A strong flying pod who fires more if plants are planted around them.

  • Apple Saucer: A flying apple which gains the ability to "Strikethrough" zombies if you have made 6 sun that turn.

  • Leaf Blower: When inside of an "Environment" this plant can "Bounce" a zombie. It also is able to float over water.

  • Wing-Nut: Denies zombies the ability to "Bonus Attack".

Misc Attacking Plants

  • Aspearagus: Shoots asparagus tips from a long range dealing high damage

    • Acespearagus: A stronger version of the Aspearagus

  • Shamrock: Delivers high damage from long range by firing rainbows. Hides when zombies in a 3x3 area near it.

    • Shamrockstar: a better version of the Shamrock. It only hides when a zombie is right in front of it.

  • Frisbee Shooter: Throws frisbees and stuns zombies

    • Bloomerang: Throws a boomerang that hits 3 zombies before returning. May also stun zombies

      • Meteor Hammer Master: lunches meteor hammers, doing high area damage and stunning

  • Water Gun Grass: Goes underwater to spit water at zombies.

  • Electric Anemone: Attacks zombies in a 3x3 area around itself but it must be planted underwater.

  • Pomegunate: Spits seeds at zombies with a chance to fire a barrage of seeds.

    • Machine Gun Pomegranate: Fires seeds at zombies in a 2x3 area in front of it.

      • Rotten Red / Double Gun Pomegranate: Fires ranged shots at zombies. If it is able to defeat a zombie it will fire off a stronger special attack with knockback. Was removed for copyright reasons.

  • Oak Archer: Fires high damage oak arrows at zombies. It also can fire a large volley of arrows into the sky to deal massive area damage (this is done at random or with Plant Food).

  • Dandelion: Flings seed bombs in its lane and the adjacent once, dropping them on zombies nearby.

    • Dandy Lion King: When planted it will do half of the zombie hero's health.

  • Lightning Reed: Fires low damage chain lightning good for weak zombies and chicken.

    • Magnifying Grass: Uses sun to fire strong shots on command. It can also fire paralyzing bolts of electricity.

      • Thunder God Grass: A stronger Lightning Reed that hits a wider area with its stunning lightning.

  • Thyme Warp: Resets all zombies back to the beginning giving plants time to regroup.

  • Energy Bean: Fires a laser capable of piercing multiple zombies.

    • Laser Bean: Shoots a lane piercing laser at zombies.

      • Super Bean: has a chance to fire more than one laser at a time.

      • Cosmic Bean: A weak, non piercing Laser Bean that conjures a random bean. The bean conjured gets "Team-Up".

  • Red Stinger: The farther back it is, the more damage it does and shots it fires.

    • Firebloom Queen: Shoots fireballs at far away zombies and lights the tiles in front of it on fire for close up zombies.

    • Frostbloom Queen: Shoots an AoE gust of wind that traps smaller zombies in snowmen.

  • Small Kumquat: Fires plasma balls at zombies.

    • Citron: Charges a strong energy ball before firing at the first zombie it sees.

      • Super Citron: A stronger Citron that does more damage to mechs.

  • Tulip Trumpeter: When zombies are at range it fires musical notes to damage and hypnotize zombies. When zombies are close it will heal itself and plants around it.

    • Phat Beat: Uses soundwaves to damage zombies in a 3x3 around it.

      • MC Glory: Launches soundwaves to damage zombies.

      • Super-Phat Beats: When planted this plant increases its attack and defense dependent on how many plants and zombies are on the field.

  • Bowling Bulb: Fires three bowling balls in order of weakest to strongest. That being Aquamarine, Blue, and Orange. The Bowling ball will bounce into other lanes upon contact with a zombie.

  • Guacodile: Fires pits at zombies until they get close in which it will charge down the lane. 

  • Moonflower: Produces sun and boosts shadow plants nearby.

    • Nightshade: smacks zombies with its petals. The petals become stronger and recharge if powered by a Moonflower.

    • Grimrose: Drags a zombie into a shadow realm instantly killing it. Can send 3 more zombies to the realm if boosted by Moonflower.

  • Missile Toe: Throws snow bombs onto zombies on command. Does high damage and slows zombies.

  • Electric Currant: Connects to other Electric Currants to create an electric field between them.

    • High-Voltage Currant: Conjures a berry plant, becomes stronger when a berry plant does damage.

    • Icy Currant: Similar to the Electric Currant but it does less damage and slows zombies.

  • Homing Thistle: Shoots thistles at the zombie closest to it in any lane.

  • Lava Guava: Erupts causing Lava to spew out the top of it damaging zombies around it. Leaves the Lava on the ground to burn zombies who walk over it.

  • Electric Blueberry: Creates a storm cloud that strikes zombies with high lightning. 

  • Jack O’ Lantern: Lays fire across the ground to damage zombies in its range. It can also pierce zombies and gain damage boosts when hitting zombie heroes.

  • Ghost Pepper: Screams at zombies who get close causing spirits to attack zombies in front and behind itself. She can’t be eaten, only being removed after she blows herself up. 

  • Kiwibeast: Starts small and as it takes damage it becomes bigger and stronger.

  • Electrici-tea: Zaps zombies nearby, when destroyed it creates a storm cloud to strike zombies.

  • Ice Bloom: Freezes, chills and damages zombies in a 3x3 area.

  • Dartichoke: Fires electric darts at high value targets.

  • Ultomato: Shoots Solar beams at incoming zombies. Plant more of itself on top of it to make it stronger.

  • Inferno: Creates a fire tornado to scorch and push back a zombie.

  • Meteor Flower: Drops powerful meteors on zombies.

  • Bzzz Button: After being eaten the zombies who ate it will become electrified, with damages and slows the zombie while causing them to create a lightning bolt. This lighting bolt will slow down zombies hit by it.

  • BoomBerry: Lobs explosive berries at the last zombie in the lane stunning and anyone hit by the splash damage. It also becomes stronger when more BoomBerrys are planted.

  • MayBee: Shoots bees to hover around an area and sting zombies.

  • SeaFlora: Launches bubbles that pierce through zombies. Can be placed on water or land. 

  • Fire Gourd: On activation it breathes short range fire before it has to recharge.

  • Acidic Citrus: Fires acidic lemon juice to corrode armor on zombies. It also fires Lemon slices to knock back zombies.

  • Venomous Flower: Fires spore bubbles to poison 2 zombies at once.

    • Rafflesia: An upgraded Venomous Flower who explodes poisoned zombies.

      • Royal Rafflesia: An upgraded Rafflesia who's explosions go off in a cross-like shape.

      • Primal Rafflesia: Shoots venom balls that create a puddle to slow down zombies.

  • Ampthurium: Launches electric balls to damage zombies. Its main purpose is in its utility to absorb positive and negative charges from plants in a 3x3 area. It can also absorb lighting.

  • R.A.D. Missiles: Shoots missiles that bounce on zombies heads. After firing 3 missiles they need to recharge for 6 seconds.

  • Monkeyfruit: Throws its staff forward hitting the first zombie in the lane. After the staff hits it will spin for a few seconds damaging any zombies on the tile.

  • Pretty Plum: Lobs flower blossoms at approaching zombies. After hitting a zombie the blossom splits into 5 petals. 4 petals go diagonal in all directions while the last one goes forward.

  • Dragonfruit: Launches fireballs to which damage all zombies around it. This plant also thaws plants around it.

  • Auberninja: Throws arcing ninja stars that hit on the initial throw and return. This plant targets zombies in its lane and the adjacent one along with piercing through zombies.

  • Passionflower Apprentice: Throws rotating gears at zombies damage them. The effectiveness of the gears stack as more gears hit the zombies.

    • Passionflower Researcher: Zombies hit by the gears who are poisoned or bleeding now give additional wrath (No clue what this means but that's just PvZ 2 China)

      • Passionflower: Attacks on zombies crit if a zombie has been hit with 3 gears.

  • Lotus Shooter: Shoots weak water droplets that become stronger and poisonous if toxic steam is absorbed.

  • Vanilla: Fires a vanilla projectile

    • Fanilla: Blows weak gusts of wind at zombies in its lane. It can also create a tornado to damage zombies and blow away the Gentleman Zombies umbrella.

      • Shadow Vanilla: Lobs shadow projectiles zombies. When it attacks 5 times and is boosted by a Moonflower it fires a shadow cloud to slow and make zombies take extra damage.

  • Banana Tree: Throws it 2 leaves 5 tiles far with a boomerang like attack. Once it loses half of its health it only throws one leaf.

    • Banana Dancer: Launches high damage tornados at zombies. Sometimes it will fire a low damage tornado capable of pushing medium sized zombies back to the front of the lawn.

  • Dual Pistol Pinecone: Copyright free Rotten Red.  

  • Narcissus Shooter: Spits piercing bubbles with a chance to spit a bubble which removes zombie Armour. It also gains a power boost when in water.

  • Alarm Arrowhead: What happens you mix the attack of a Squash, the need for connection to attack from Electric Currant and the ability to disable machines like EMPeach. You get Alarm Arrow Head.

  • Jeweler Pomegranate: Launches rubies at zombies which bounce back to him diagonally.

  • Water Lotus: Launches torpedos at zombies dealing high damage. When placed in water the torpedoes gain splash damage.

  • Splitting Stephania: Throws leaves at zombies in its lane or an adjacent one. When the leaves hit the attack will split in a 2 by 3 area around the zombie hit.

  • Kunai Tupistra: Hides underground until a zombie is in a 3x3 area of it. Once the zombie is close enough it jumps out of the ground and throws its leaf blades until it has to go underground and recharge.

  • Orchid Chef: Throws Stinky soup at zombies that smells so bad zombies will turn around and start walking the other way.

  • Boophone Geigi: Throws fans that return to it in an arc in either adjacent lane.

  • Earthstar Nuclear Silo: Launches missiles that damage zombies in a 3x3 area. The missiles will leave radiation in a 1x3 area that makes zombies radioactive. This plant costs more the more you have planted.

  • Impatiens Shooter: Fires dye seeds that do more damage and change color the longer they are charged.

  • Mangosteen: Emits a 3x3 ring around itself to damage zombies. It grows overtime and sometimes has to sleep after attacking. 

  • Tigerstool: Stuns zombies in a 2x3 area with a roar before using phantoms to attack them for huge damage.

  • Ents: Summons damaging spikes, heals after being hurt and can damage zombies who try to eat it from behind.

  • Mad Hat Mushroom: Throws hats at zombies which bounce off them to go into different lanes. Occasionally the hats will send zombies back to the front of the lawn and if the hat is thrown behind Ents it will gain spikes.

  • Laser Crown Flower: Fires a piercing laser that continuously damages zombies until they are dead.

  • Orchid Mage: Launches gravity balls which explode and pull zombies in a 3x3 area towards the ball. It also has 3 tiny gravity balls to knock back close range zombies and it can hover.

  • Pike Hoya: Throws sharp pikes at zombies while charging up a powerful melee that stuns zombies and knocks them upwards.

  • Capaci-cone: Fires electric rings to zap zombies. If electric plants are nearby, Capaci-cone will absorb their electricity allowing its rings to stun and hit in a 3x3 or 5x5 area depending on how much electricity is given to it.

  • Gorgon Pitcher: Shoots snake spirits to damage zombies. If a zombie gets too close or the Gorgon Pitcher is tapped on it will turn the first zombie in its lane into a statue or stun it if it cannot be turned into a statue.

  • Abyss Anemone: Drags a zombie into the void before needing to digest. After digesting 3 zombies, Dave can activate the Abyss Anemone’s cracking eye to fire lasers at zombies. This plant costs more each time you plant it.

  • Abyss Devil’s Claw: Sends out "Abyss Disciples" to absorb the HP of incoming zombies. The HP stolen is used to fuel the "Eye of Abyss" which Dave can activate to do a powerful multiple lane attack. Costs more each time you plant it.

  • Carrot Rocket: Fires carrot rockets at the last zombie in the lane. It also hates Archer Zombies so they will be targeted first.

  • Bubble Flower: Traps zombies in a bubble before popping it doing a small amount of damage and stun. When paired with Electric Sea Pine the bubble does a lot more damage. It can also be planted underwater.

  • Electric Sea Pine: Fires balls of electricity and can be planted underwater.

  • Mine Fruit: Not much info is available on this plant but it's main gimmick was to deal high damage to submarines.

  • Sea Anemone: Attacks zombies in every single lane.

  • Magic Vine: Throws energy balls that deal more damage to zombies with armor.

  • Clivia: Shoots exploding green bullets at zombies.

  • Small Bush: Throws balls of leaves to damage zombies.

    • Firmiana: Similar to small bushes but it becomes stronger and more durable at the start of each wave.

      • Cypress: Same abilities as Firminana but it's stronger and can spread a burning effect to zombies.

  • Small-Nut: It’s uh… it’s a small nut. 

  • Pismachio: A pistachio nut who fires pistachios.

  • Water Chestnut: An "Amphibious" chestnut that can be placed on the same spot as an allied fighter.

  • Grizzly Pear: An "Amphibious" bear-faced pear.

    • Pear Cub: A smaller, "Amphibious" bear-faced pear that turns into a Grizzly Pear when destroyed.

  • Hibernating Beary: A bear-faced berry that grows more powerful each time it’s attacked.

  • Bellflower: A weak flower that uses sound to attack.

  • Sting Bean: An "Amphibious" pea pod that can attack people without building their defensive meters.

  • Navy Bean: All "Amphibious" plants get a small health and power increase.

    • Admiral Navy Bean: A weak bean that does damage to the zombie hero whenever a bean is planted.

  • Bean Counter: When played Dave draws two Weenie Beanies. Anytime a bean is played this plant gets a small attack and defense boost.

  • Jumping Bean: When this plant is planted it can choose an enemy card to "Bounce" off the field and back into the zombie hero's hand.

  • Jelly Bean: When anything is "Bounced" this plant gets a small damage and HP buff. If it is planted on another bean it can "Bounce" a zombie.

  • Marine Bean: Gets a power and durability increase for each "Amphibious" plant on the field.

  • Astrocado: A high damage  low HP plant which is able to "Strikethrough" zombies. When it is destroyed it will make an Astrocado Pit.

    • Astrocado Pit: After enough time has passed (1 Turn) this will grow into an Astrocado.

  • Banana Split: A banana that turns into two Half-Bananas when destroyed. These Half Bananas are put in the adjacent lanes from where the Banana Split died.

    • Half-Banana: A weak banana that boosts the power and health of all bananas in your hand slightly when defeated.

  • Bluesberry: Uses sound from its sax to attack zombies. When played it can automatically do damage to a zombie without needing for the fight phase to start.

  • Briar Rose: Whenever a flower plant is harmed it will destroy the zombie who harmed it.

  • Corn Dog: Able to follow zombies across multiple lanes to damage them. It is also able to go in water.

  • Cosmoss: This plant gets slightly stronger in an "Environment".

  • Doubled Mint: This plant starts out weak but each turn it Doubles its power and health.

  • Elderberry: A "Strikethrough" plant with ok HP. Becomes stronger when planted on another plant.

  • Eyespore: When a plant is planted on it. This plant will destroy any zombie in the lane.

  • Heartichoke: Whenever a plant or plant hero is healed, it does equal damage to a zombie hero.

  • Holly Jolly: When planted it freezes zombies in the adjacent lanes but not on its own.

  • Morning Glory: If you have made 6 sun the turn you plant it, this plant gets a small damage and health buff.

  • Party Thyme: When a plant does a "Bonus Attack" a card is drawn.

  • Pepper M.D.: When any plant or plant hero is healed it gets a damage and defense boost.

  • Pecanolith: All plants and zombies on the field attack using their health stat instead of attack power.

  • Pineclone: All plants on the field become Pineclones.

  • Pismashio: An offensive pistachio with mediocre damage and health.

  • Poison Ivy: Does more damage to zombie heroes than it does to regular cards.

  • Poison Oak: A strong plant who deals more damage to zombie heroes.

  • Potted Powerhouse: Whenever a plant gets a boost to its power and health this plant will get a slight boost to those stats as well.

  • Re-Peat Moss: Anytime a trick is played it does a "Bonus Attack".

  • Shellery: A weak, cheap plant capable of "Teaming Up" with other plants.

  • Sergeant Strongberry: When a berry plant does damage it will do damage to the targets damaged by that berry plant.

  • Strawberrian: Everytime a berry plant is played the Strawberrian will do damage in the two next door lanes. If planted on a berry plant the plant hero will gain a Berry Blast.

  • Wildberry: When planted it moves to a random, different lane from the one it was planted in.

  • Smashing Pumpkin: Damages zombies by smashing into the ground causing a shockwave.

  • Snowdrop: Whenever a zombie is frozen it gets a boost to its stats.

  • Sonic Bloom: When planted it damages the zombie hero doing more damage depending on how many plants are on the field.

  • Sour Grapes: When planted it does a small amount of damage to all zombies on the field.

  • Sypris: The plant hero can see what is hiding inside of gravestones.

  • Transfiguration: Transforms into a random plant if any plant is hurt but does not die.

  • Tricorn: Does damage in its lane and the lanes nearby. Gets a power boost when planted on another plant.

  • Tricarrotops: Whenever a card is drawn it gets a slight defense and attack buff. It also can attack the zombie hero without triggering their defensive meters.

  • Whipvine: Can move a zombie into a different lane when planted.

  • Zapricot: Uses electricity to zap zombies with high damage.

Summoners

  • Zoybean Pod: Releases soy style zombies that’ll fight for the plants.

  • Snowy Cotton: Summons a snowman to attack zombies. This attack slows or freezes zombies.

  • Nitration Mushroom: Uses smaller duplicates to jump onto groups of zombies.

  • Starch-Lord: A future potato which summons a "Root" when at the start of each turn, which itself gains strength and health each time a new Root is placed.

  • Apatatosauraus: A high damage high HP plant that is immune to zombie tricks. When played it will conjure a root plant. Whenever a card is drawn it gets a small boost to its stats.

  • Bird of Paradise: When played it draws a "Superpower" card which is a card usually specific to certain heroes. They can even draw a "Signature Superpower" which is only available to one hero.

  • Captain Cucumber: When it does damage it conjures a card. When a card is conjured it will cost less sun.

  • Cornucopia: When planted this powerful plant places a random plant in every open lane.

  • Clique Peas: A group of peas that shuffle two more sets of Clique Peas into the deck. These Clique Peas are stronger and more durable but they cost more.

  • Haunted Pumpking: A high damage plant that conjures a "Monster" card for the zombies to balance out its cheap cost.

  • Lima-Pleurodon: Whenever a card is drawn this "Amphibious" plant will shuffle a Magic Beanstalk into the deck.

  • Magic Beanstalk: When planted it draws a card.

    • Typical Beanstalk: When played next to a leafy plant it will "Conjure" a card.

  • Molekale: Transforms all plants on the field into one that costs more sun.

  • Moonbean: Everytime this plant does damage it shuffles two Magic Beanstalks into the deck.

  • Mayflower: If this hits a zombie hero it "Conjures" a "Squash", "Corn" or "Bean" plant.

  • Plucky Clover: It "Conjures" an "Event Card", The Plucky Clover's power now matches the cost of the conjured cars.

  • Sage Sage: If the plant hero has made 6 sun the turn this plant is planted, draw a card.

  • Snake Grass: This plant will duplicate itself in the lane right of it each turn. The duplicate will then do the same until it reaches the bottom lane or all Snake Grass are removed.

  • Pair of Pears: When this card is played it plants two Pear Pals in the same lane.

    • Pear Pal: A weak plant capable of being planted in the same lane as other plants and going in water.

  • Veloci-Radish Hunter: When planted this makes a copy of itself with "Team Up".

    • Veloci-Radish Hatchling: A Veloci-Radish Hunter but it doesn't make the copy.

  • Seedling: If it survives for one turn this plant turns into a new one that costs 6 or less.

Sunflowers

  • Sunflower: The first sun producer. Gives Dave the sun needed to build up an army.

    • Sunflower Seed: When destroyed it turns into a Sunflower.

    • Twin Sunflower: Double the heads, double the sun.

      • Triplet Sunflower: Adds a third head for even more sun production.

    • Sunflower Singer: This Sunflower sings to produce sun and give plants around it an attack power boost. 

    • Primal Sunflower: A Jurassic Sunflower who can attack and produce bigger and better sun.

    • Power Flower: A Sunflower that gives 3 sun at once (Similar to Triplet Sunflower but it's from Facebook).

    • Mega Flower: A huge Sunflower the size of a lighthouse. Helps guide sailors in the dark. 

    • Metal Petal Flower: A strong and durable Sunflower who deals damage, takes damage and gives you sun.

    • Cosmic Flower: This Sunflower conjures another flower and gives it the ability to "Strikethrough" multiple opponents. This Sunflower can also attack using "Strikethrough".

Misc Sun Producers

  • Sun-Shroom: A small Mushroom best used at night to create sun.

    • Sunnier-Shroom: A grown up Sunshroom that has more health and gives more sun

  • Sun Bean: Those who eat it will now drop sun as long as they are being damaged.

  • Toadstool: Grabs zombies with its long tongue eating them. Once the zombie is swallowed the Toadstool produces sun.

  • Gold Bloom: Shoots out a ton of sun for the cost of none.

  • Solar Tomato: Stuns zombies when planted, causing them to drop 50 sun.

  • Solar Sage: Makes zombies rethink life and walk away, dropping sun in the process.

  • Sundew Tangler: Grabs and traps zombies, damaging them while producing sun. It also is immune to some negative effects like transmutation, fire, ice and slams from a Gargantuar.

Daisies

  • Small Daisy: Spits coins and has the ability to damage all zombies on screen that gets stronger by consuming coins.

    • Marigold: A stronger Small Daisy that also creates money.

      • Golden Chrysanthemum: An improved version of the previous 2 plants. Also canonically avoids taxes.

  • Dazey Chain: Grows overtime, As its flowers open up it fires a stunning gas along with small damage pellets.

Wall-Nuts

  • Wall-Nut: A cheap defender that has a lot of hit points. Commonly used for zombie bowling as well.

    • Tall-Nut: A more expensive but tougher Wall-Nut. It also blocks zombies from jumping over it.

      • Holographic Tall-Nut: The fully upgraded Chinese version of the Tall-Nut.

      • Iron Maiden / Jugger-Nut: An armored Wall-Nut with even more HP. Weak attacks won't even affect it and it can ignore someone trying to block its attacks.

      • Vine Nut: Damages zombies who attempt to eat it.

      • Go-Nuts: When a plant with "Team Up" is played, all plants with that trait get damage boost including itself.

      • Health-Nut: Attacks using its health.

    • Explode-o-Nut: A less durable Wall-Nut that explodes in a 3x3 area when destroyed.

    • Giant Wall-Nut: Used in Wall-Nut bowling to crush zombies. Of course, it’s massive.

    • Infi-nut: A hologram of a Wall-Nut. Once eaten the infi-Nut will need some time before re-projecting itself to block more zombies.

    • Primal Wall-Nut: A more defensive Wall Nut who is immune to tricks.

    • Cosmic Nut: Conjures a nut into your hand, giving it an attack of three.

    • Mirror-Nut: When any nut is hurt this will deal 2 damage to the zombie hero.

    • Mixed Nuts: If a plant in its lane has "Team Up"

Misc Shield Plants

  • Pumpkin Shell: Surrounds a plant in a pumpkin forcing zombies to attack the Pumpkin first.

  • Calm Chuck: Wraps around plants to keep them protected from zombies but unlike a Pumpkin it can defend a whole lane… also its based on a lollipop mascot.

  • Spinnapple: Bonks enemies who try to attack.

    • Endurian: Pokes zombies who get close while tanking damage. 

      • Jackfruit: A better version of the Endurian who stuns foes who try to attack it.

    • Spineapple: Gives a small damage boost to any plant with no attack power. 

  • Holly Barrier: Fires a leaf on command. These leaves poke zombies who are close and act as a barrier.

  • Murkadamia Nut: A small defensive plant that when boosted by a Moonflower, surrounds itself with a self healing and zombie damaging jelly.

  • Blockoli: Slams its arms down to stun zombies and block them off.

  • Bamboo Spartan: Stabs at incoming zombies with its spear. When the shield breaks the Bamboo Spartan does 3 times its original damage.

  • Bean Sprout: Starts as a passive wall. After taking enough damage it will grow into a monster that punches zombies. 

  • Pineapple: Blocks off zombies and reflects ranged attacks like bullets.

  • Wax Gourd Guard: A defensive plant that jumps when planted. This stuns zombies by knocking them in the air.

  • Dendrobium Windbreak: Blocks strong winds and zombies. Can block more sets of strong wind and gains HP when next to other Dendrobium Windbreaks.

  • Celebration Soda Palm: After taking enough damage this plant fires soda and knocks all zombies in front of it back.

  • Body-Gourd: A high HP plant that will automatically max out a plant heroes’ block meter.

Vines 

(Image by QuyGames)

The Vines are a type of plant that wraps around others. Some of them simply act as a defense while others can give boosts to plants of certain families. The Vine plants are…

  • Pea Vine: Shoots straight shot peas just like the Peashooter, but also greatly boosts any Pea-type plants planted in it.

  • Blastberry Vine: Fires explosive berry's while acting as a defense for plants inside of it.

  • Pyre Vine: Sets fire to the ground in front of it while also defending plants from the cold and zombies by wrapping around them.

  • Shine Vine: This vine boosts the effectiveness of any sun producer inside of it that isn't called Moonflower. It can also create its own sun, stun zombies who try to attack it and see the 4th wall.

  • Explode-o-Vine: Creates a small knockback explosion when placed a bigger one when eaten. It can also be placed on top of other plants as a defense.

  • Gloom Vine: Similarly to the Gloom Shroom its fires fumes in the area around it. However unlike its predecessor it can be placed on shadow plants to defend them and give them a boost in damage.

  • Power Vine: Like all vines it can be planted on plants to defend them from zombie damage however, this one finds strength in numbers. By being placed next to other Power Vines the Power Vines become stronger, faster and shoot more electrical shots.

Defensive Plants

  • Spikeweed: A small plant that sits low on the ground making it hard to destroy.  Pokes at zombies from below popping tires, barrels and more.

    • Spikerock: A stronger, more durable and more expensive gray spikeweed. It can also lower defense.

      • Diamond Spikeweed: An even stronger Spikeweed capable of going underground and dodging attacks.

    • Spiky Spikeweed: Grabs zombies and damages them for large amounts of damage.

    • Vampweed: Ensnares and steals the life out of zombies who step on it. It then gives the health back to the Chomper who placed it.

    • Iceweed: A spikeweed that slows down zombies who step on it.

  • Garlic: Forces zombies who eat it to move to a different lane.

  • Umbrella Leaf: Bounces all airborne attacks such as basketballs and bungees along with tricks away from itself. It also makes all plants nearby immune to tricks.

  • Blover: Pushes all airborne zombies off the lawn. It can also push fog away.

    • Four-Leaf Blover: A more powerful Blover capable of spreading poison. 

      • Fan Blover: An even stronger Blover able to poison and it has a large AoE.

    • Hurrikale: Pushes all zombies in a lane back with a gust of air immediately removing ones that fly. All zombies blown by it will become chilled and slowed down.

  • Bramble Sea Grass: Grabs and stuns all zombies on its tile. It can only be placed underwater.

  • Iceberg Lettuce: Freezes zombies who step on it.

  • Chili Bean: When a zombie consumes this bean they are forced to fart so hard they die. They also leave behind gas that stuns any zombie behind them.

  • Stunion: Has breath so fowl zombies who are hit by it are stunned.

  • Stallia: Releases a purple slowing gas whenever a zombie gets close.

  • Spring Bean: Launches zombies that get close away from itself. After launching a zombie it falls asleep.

  • Chard Guard: Pushes back all zombies who get close. Can do this three times before losing all of its leaves and simply acting as a wall.

  • Sweet Potato: Brings all zombies who walk in the adjacent lanes into its lane.

  • Gumnut: Traps zombies in gum forcing them to get rid of the gum before moving forward.

  • Olive Pit: Spits out slowing olive oil and swallows any zombie who walks over it. Needs time to recharge after a zombie drops into its hole.

  • Hocus Crocus: Teleports zombies to the back to the front of the lawn one at a time.

  • Draftodil: Fires weak gusts of wind that slow flying zombies. It can also generate more powerful gusts of wind to blow flying zombies and very small zombies off the screen.

  • Sumo Melon: Pushes back a zombie before needing to recharge. How far the zombie is pushed is dependent on size.

  • Buttercup: Puts butter on any zombie who attacks it. It also leaves a butter tile to butter the next zombie who walks by.

  • Gravitree: A future tree sent back in time by Sir Isaac Cyber-Newton XXXI to kill William Tell. This tree manipulates gravity to move Zombies from other lanes into the lane it’s placed on as well as to throw apples. The tree also reduces damage it receives slightly and can use each of its six apples to shield three attacks. 

  • Toss Moss: Maybe the only original plant from the comics. As the name implies it tosses anyone who steps on it.

  • Sportacus: When the zombie hero plays a trick, this plant does damage to the zombie hero.

  • Soul Patch: If a plant hero is attacked, all damage that is meant for them goes to the Soul Patch. This plant has high amounts of health and can ignore damage from weaker attacks.

  • Loco Coco: When planted it will place a Wall-Nut in the lanes next to it. If it is planted on top of a preexisting nut plant it will give all plants with 0 attack power the ability to attack.

Hypnotic Plants

  • Beauty-Shroom: Shoots hearts to charm zombies.

    • Hypno-Shroom: Hypnotizes any zombies who eat it forcing them to fight for the plants. It can also confuse and silence attackers by latching onto them or shooting bubbles.

      • Talisman-Shroom: A stronger Hypno-Shroom capable of charming zombies with tassels.

  • Perfume-Shroom: Can hypnotize all dinosaurs in a lane who smell the scent it releases.

  • Caulipower: Hypnotizes zombies from afar before needing to recharge.

  • Pea Pharmacist: Turns zombies into Peashooters.

Buffing / Healing Plants

  • Coffee Bean: Wakes up sleeping Mushrooms. It can also increase attack power and speed.

    • Latte Bean: An improved Coffee Bean

      • Mocha Bean: A better version of the Latte Bean. Does more damage to targets it is faster than.

  • Elderwood: Headbutts zombies and negates 3 hits of damage against it.

    • Torchwood: Heats up peas shot through it to give them a fire effect and more damage. Torchwood also heats up plants around them. It also can boost the power of all plants in its lane. 

      • Wispywood: A buffed Torchwood with an even better resistance to freeze

      • Flamewood: A Torchwood that boosts pea damage even further.

  • Intensive Carrot: Brings a plant back to life. 

  • Power Lily: Creates Plant Food.

  • Aloe: Heals the plant in front of it with its dew.

    • Aloesaurus: A strong, high health plant. When a card is drawn it will slightly heal all plants on the field.

  • Small Radish: Uses pillars of energy to damage zombies while healing plants with low HP.

    • Resistant Radish: Heals plants while alive and upon death while damaging zombies.

      • Ginseng: Sneezes ice crystals. Heals plants and can resurrect the first one vanquished.

  • Heavenly Peach: Heals all plants in a 3x3 radius.

  • Dollarweed Drummer: Buffs nearby plants attack power and attack speed. These buffs are improved when applied to musical plants.

  • Hoya Heart: Buffs the plant in front of it with a damage boost and healing.

  • Ganoderma: Removes goop from plants.

  • Heal Flower: Drops healing sun for all plants around it.

    • Dark Flower: Shoots dark blasts at any zombies in its range.

  • Pistachio: Fires lasers for damage and heals plants along with removing negative effects from them.

    • Hazelnut: A better Pistachio that can convert a negative effect into a buff.

      • Hazelnut Ball: A stronger Hazelnut which can outright ignore negative effects.

  • Grow-Shroom: Gives any plant on the field a damage and health buff.

  • Poppin Poppies: When planted it will grow Lil’ Buddies in its lane and the two next door.

    • Lil’ Buddy: This plant has low HP and is unable to attack. When it is planted it heals a plant hero for 2 health.

  • Steel Magnolia: A plant which gives nearby plants extra health.

  • Smackadamia: An "Amphibious" nut that boosts the health of all nut plants on the field including itself when placed.

  • Astro Vera: A plant that gives the plant hero an extra maximum 10 HP while healing them for 10 HP.

  • Ketchup Mechanic: For every zombie on screen this plant gains damage, health and it heals a plant hero. The more zombies the stronger the effect.

  • Lily of the Valley: Gives any plant planted on an elevated surface a boost to their power and health.

  • Onion Rings: All plants in your hand have their stats set to 4 power and 4 health.

  • Pea Patch: Plants planted on top of it gain an attack and defense buff.

  • Power Flower (PvZ Heroes): Does large piercing damage and heals a plant hero. The healing gets stronger when more flower plants are on the field.

  • Reincarnation: As long as it is in a plant hero's hand it will transform into a random plant. The plant will get a tiny damage and durability increase and will continue to transform until the plant is played.

  • Rescue Radish: When it is planted it will "Bounce" another replant back into the plant hero’s hand.

  • Savage Spinach: If this is planted on a "Leafy Plant" all plants both on the field and in the plant heroes hand will gain a damage boost.

Debuff Plants

  • Magnet-Shroom: Magnetically grabs metal objects. It also throws magnets at zombies and headbutt for damage.

    • Electromagnetic Mushroom: A stronger Magnet-Shroom capable of limiting zombies into the air meaning they can't attack or be attacked.

      • Magneto Mushroom: A more powerful Electromagnetic Mushroom which can convert the defense of the strongest plant on the field's defense into attack (OMG Marvel Scaling).

    • Gold Magnet: Magnetically grabs all coins nearby. It must be planted on a Magnet Shroom.

  • Small Peach: Stuns zombies in a 3x3 area.

    • E.M.Peach: Shuts down all nearby electronics and stuns zombies. It is able to give a shield to plants as well. 

      • E.C.Peach: A stronger E.M.Peach that is able to stun zombies, shut down electronics and even lower the defense of mechs.

  • Poison Tongue Mushroom: Spits poison and increases the effectiveness of debuffs.

    • Sepsis Mushroom: A better Poison Tongue Mushroom that heals HP off negative effects on zombies.

      • Shadow-Shroom: An improved Sepsis Mushroom capable of giving random negative effects on attacks. If this plant is eaten it posions the zombie who eats it.

  • Shrinking Violet: Shrinks any zombies in the lane she’s placed in.

  • Imp Pear: Any zombies who eat this will be turned into an Imp Pear Imp. Any Zombie Imp who eats this Imp Pear Imp will release gas that’ll stun zombies behind them.

  • Brainana: Removes all brains from a zombie hero for a turn and it can be placed in the water.

  • Dark Matter Dragonfruit: A strong splash damage plant which makes zombie tricks cost 6 more.

    • Dragon Bruit: A 3 headed plant that fires in its lane and the two adjacent to it. When killed it will randomly spawn 3 Baby Bruits which attack like 1 headed Dragon Bruits. When powered up by a Moon Flower its attacks will become poisonous.

  • Forget-Me-Nuts: A low HP plant capable of making zombie tricks cost 1 more.

  • The Great Zucchini: Turns all zombies on screen into weak zombies with no special abilities.

Environmental Modifier Plants

  • Grave Buster: Can be planted over graves to eat them over time.

    • Blockbuster: Attacks zombies by striking with its vines and it can attack heroes without activating the block meter. If planted on another replant it will destroy all nearby gravestones and any zombies in them.

  • Tomb Tangler: Wraps around grid objects on the lawn (graves, tents and surfboards). Slows zombies down and occasionally grabs zombies and pulls them underground.

  • Cool Bean: When planted it freezes all gravestones and whatever is in them.

  • Lily Pad: Can only be placed in water. Allows other plants to be placed on top of itself so they can float on water.

    • Cattail: Sometimes requires a Lily Pad to be placed. Shoots homing needles at zombies and can pop balloons.

      • Dogtail: A stronger version of the Cattail that gets a wrath boost while attacking.

        • Foxtail: An improved version of the Dogtail that gives a wrath boost to the strongest. plant.

      • Laser Cattail: A Cattail that gets stronger and more durable when another plant is played next to it.

  • Grass Lantern: Headbutts zombies and weakens zombies attack and defense.

    • Plantern: Makes a ring around itself that removes fog by consuming darkness. It can also use its light as an unblockable attack that gets stronger in Environments. It can even use its light to buff and heal other plants. It's pretty much god.

      • Lighthouse Flower: A stronger plantern that boosts other plants' damage and critical hit damage.

  • Oxygen Algae: Allows for plants to be placed underwater in a 3x3 area around itself. 

  • Hot Potato: Can melt ice surrounding plants.

  • Gold Leaf: Creates a gold tile. As long as a plant is on top of the tile the tile will create sun.

  • Tile Turnip: Creates a Power Tile wherever it is planted. This allows plants to be fed plant food and spread that boost to plants on the same Power Tile type. It gets more expensive the more it's planted.

  • Boingsetta: When Boingsetta is planted it does a field wide attack that damages all grid objects (such as Gravestones, Arcades, etc), destroys critters (Chickens, Weasels, etc), and knockbacks zombies while also slowing them. All attacks after are weaker and only affect its lane.

  • Boom Balloon Flower: Creates exploding balloons that can be placed anywhere on the lawn. Once placed any zombie that walks close to them will cause the balloon to explode and deal damage to it.

  • Lantern Cherry: Lights up a 3x3 area around it to reveal invisible zombies. Slowly fades away as time goes on.

  • Flat-Shroom: Perhaps the most useless plant for this fight. Blocks off sewers so that zombies can't move through them until it is eaten.

  • Oily Olive: Creates a 1x3 oil slick that slips Ballerina Zombies and can be set on fire to deal passive damage.

  • Sod: Allows plants to be placed on top of it in areas where plants cannot be placed like paths.

  • Lychee Drill: Forces underground zombies in its lane out of the ground while damaging them.

  • Fireweed: When planted on the ground it will create the Hot Lava environment there.

Imitater

Imitater is not like your average plant. Imitater is able to copy any other plant and turn into them. This allows the Imitater to fit the needs of any team Dave needs or allow him to set up a strategy quicker.

Weeds

  • Weed: Smacks zombies and fires seeds. Has high numbers but is pretty weak.

    • Springenweed: A re-skinned Weed for Easter

    • Halloweed: A re-skinned Weed for Halloween

    • Pumpkin Weed: Slightly more durable than the regular version.

      • Terracotta Weed: Even more durable than the original.

    • Leaf Shield Weed: Has a leaf shield to block damage coming from the front. Also has the helmet of the Pumpkin Weed for more HP.

      • Wood Shield Weed: Has the helmet of the Terracotta Weed and a stronger shield than the Leaf Shield Weed.

    • Vase Weed: Encased in a vase this weed is very durable outside of some weak points including the feet and eyes.

      • Porcelain Vase Weed: Same as the Vase Weed but stronger.

    • Heal Weed: Drops healing sun that it and it's allies can pick up

    • Flag Weed: Speeds up any plant around it.

    • Dandelion Weed: explodes due to shear excitement damaging zombies it's close to.

    • Wildflower: A more ranged version of the weed that has a strong threadless explosive.

      • Terracotta Wildflower: Same as the original but more durable thanks to the terracotta pot.

    • Invasive Species: When this Weed is inside of an environment it gains a boost in power. 

Power Mints

Mints are a unique type of plant that buffs a group of plants based on their categories for a limited time. It also may have another effect on the battlefield. Plants in this category include…

  • Fila-mint: Does electric damage to all zombies while buffing electric plants.

  • Pepper-mint: Sets fire to a lane and it boosts fire plants.

  • Winter-mint: Does a lawn-wide chilling attack to slow zombies. It also boosts ice plants.

  • Enlighten-mint: Gives a quick burst of sun while boosting sun producers.

  • Reinforce-mint: All zombies are knocked backwards and defensive plants get their plant food abilities activated.

  • Bombard-mint: Sets off a few explosions on the lawn while explosive plants get a buff.

  • Ail-mint: Poisons all zombies along with boosting poison plants.

  • Enchant-mint: Hypnotizes a few zombies on the lawn. Boosts a wide variety of plants like ones that hypnotize, summon, do magic and plants that help other plants.

  • Contain-mint: Buffs environmental modifier plants while stunning all zombies on the field.

  • Enforce-mint: Shrinks a handful of zombies while buffing melee plants.

  • Arma-mint: Launches a bunch of stunning projectiles while boosting catapults, launchers and cannons.

  • Conceal-mint: Drags a few zombies into the void while buffing shadow plants.

  • Spear-mint: Boosts plants that use weapons and sharp objectives along with planting a large sum of Spikerocks on the lawn.

  • Appease-mint: Buffs pea plants while firing a barrage of damaging peas which break off into smaller peas.

TACTICAL CUKE!!!

The plant equivalent of a nuke. It has been stated to be able to destroy mountains (see above) and a smaller version of it causes an explosion visible from space. It's an incredibly powerful tool in Dave's arsenal for crowd control.

Boss Plants

(Image by Twothless)

Sunflower Queen

The Queen of the Sunflowers is a huge threat. She can fire Sun Pulses like the regular Sunflowers, whip you around with the Vine Whip, summon 3 Mystic (or regular) Sunflowers to aid her. She can gather Sun to give herself a boost to fire an enhanced solar cannon. During this charge, it will expose the core weakness of the Queen.

Super Bean

A boss Laser Bean that fires lasers, can float, teleport and create force fields.

Big Stump

The Big stump attempts to crush those who come close to it. It can slam its club arm into the ground, throw a chunk of bark at a foe for long ranged attacks, charge at a foe at incredible speed and even inhale to pull you close to it. 

Marigold

The Marigold will simply drop treasure for those who manage to kill it. She can summon Dandelion weeds to fight for her, stun you with a ground pound, or simply headbutt you. 

Royal Hypno-Flower

The final boss of the Garden Warfare story, the Royal-Hypno Flower is similar to her normal counterpart. She can fire shots like the Alien Flower, leaving dangerous spores on the ground. She can spin her arms and knock you back, summon smaller Hypno shrooms to attack foes, attack a beam to zombies which make them move closer and blur their vision. Her worst attack? Super Goatify. All Zombies on the map are turned into useless goats seemingly forever. The only way to dispel this effect is with a plant named Poly Leaf. 

Squash

The Squash isn't a very complex boss. It soaks up damage and when it gets close enough to some zombies it explodes for massive damage.

Spooky Squash 

The Spooky Squash is a scary foe. He can spit fire at you, full-on breathe it on you, and slam down if you get too close. Doesn’t sound that scary, right? But zombies can’t deal enough damage to the Squash, needing to complete a few objectives to enter a ‘Sugar Rush’ where they can damage the Squash. This is changed in Battle For Neighborville to just be like the Standard Bosses, but it’s important to note.

Bitter Dill


This pickle is the funniest boss I've ever seen. Fires seeds that knockback zombies and bounce off walls. This is complemented by its ability to goop foes denying them of abilities and dealing poison damage. Oh, but you thought this was over?

Brian

Brian might be the scariest boss of all time. This egotistical pickle thinks he’s so cool, fighting Brick Fistmissile, his rival. He can fire mints, and become briney. When he’s briney, you better fear. Brian cannot be killed. You need to take one of his minds and arm a Soda Trap to get these effects off of him. But do not underestimate this pickle, for he is the scariest shit you’ve ever seen.

Blight Cap 

Blight Cap is the Night Caps cooler, older, and stronger sister. It’s said that Blight Cap has been creating spores that disrupt the zombies, called an ‘un-zombie’ virus. Her attacks include throwing clusters of mushrooms at foes, creating walls of purple flames, and summoning plants like Dandelions, Hypno-shrooms, and Doom-Shrooms. When she gets low enough, she’ll cover spores on herself. These spores will make her invulnerable to all damage. When these spores hit you, you cannot attack. The zombies' only way of fighting against this is using a very stinky stink bomb. 

Dreadwood and Dread Roots

IT'S LITERALLY A FOREST! The Dreadwood can fire powerful lasers, blow you away With air, smack you with roots and shoot large sap balls. It also has living roots it controls called Dread Roots which have a weaker version of the laser eye attack from Dreadwood. While this plant may not be able to make it to the battle via lack of movement Dave could attempt to bring the foes to the Weirding Woods which Dreadwood controls.

Plant Heroes

Plants vs Zombies Journey to the West

Iron Man Nut

The Iron Man Nuts main ability is to shoot plasma balls. With many skills and upgrades, the Iron Man Nut can gain the ability to shoot lasers and rockets. It even has the ability to heal itself and surround itself with a temporary invincible shield. 

Wukong Pea



The Wukong Pea Shooter's main ability is to shoot peas. With certain upgrades, the Wukong Pea can increase its fireshot and speed. The Wukong Pea can activate more abilities, giving it the option to ignite tiles underneath zombies. His final skill, Jingu Bang, can deal huge damage to zombies in a range of tiles.

Pig Squash

The Pig Squash’s main ability is to Squash foes like, well, a Squash. This Squash will survive before falling asleep. Certain skills can increase durability, speed, and even create coins. The Pig Squash can also throw a Golden Rake on a random lane, with its final skill being an Earthquake which kills zombies in a 3x3 radius. 

Nut Wujing

The Nut Wujing acts as a Wall-Nut. It can increase its own health, regenerate when not being eaten, and rebound damage to those who eat it. The two most potent skills of the Nut are its ‘Firm’ and “Burst’ attack. The Firm increases all Nut plants on the field. The Burst allows for the Nut to throw itself down a lane like a Wall-Nut in Wall-Nut bowling, killing any zombies who are in the way. It’ll reappear in its original location after this.

Monk Flower

Produces sun along with forcing Sun to fall from the sky even during the night. Any zombie who bites into it will be hypnotized before the ability goes on cooldown. They can even call upon the Golden Band of Wukong which will stun all zombies on the lawn for 3 seconds.

Nezha Shooter

A hero version of the Threepeater. It fires 3 piercing peas, fire peas and "Universe Rings". After its death it will immediately revive.

Plants vs Zombies Garden Warfare/Battle for Neighborville

In the PvZ Shooters all playable plants can move and shoot 360 degrees, they also now can plant weaker plants and resurrect plants that have been vanquished.

Peashooters

  • Peashooter: Peashooters can now momentarily increase speed or jump height, throw "Chili Bean Bomb", hover and turn into a Gatling Pea for a limited time sacrificing all movement and for a barrage of damage.

    • Fire Pea: Burns zombies overtime with flaming peas.

    • Ice Pea: Fires slowing and freezing peas.

    • Toxic Pea: Poisons anyone who gets near or gets hit with its pea.

    • Commando Pea: Fires full auto peas that have no splash damage.

    • Agent Pea: Its silenced peas have no splash but deal double damage on headshot.

    • Law Pea: Can fire its "Six Shooter" extremely fast. Has no splash damage.

    • Plasma Pea: Can charge its peas up before firing for more damage.

    • Rock Pea: Has more health than normal but slower speed.

    • Electro Pea: Fires peas that chain electricity between multiple targets. Its peas can be detonated mid air for an electric explosion.

    • Berry Pea: Shoots peas with extra splash damage. This Pea is a collab with Aquafina.

Sunflowers

  • Sunflower: Sunflower now has the ability to heal teammates with flowers, sundrops or sun beams. They also can fire a sun laser and resurrect teammates very fast.

    • Fire Flower: Ignites zombies with fire to do damage over time. 

    • Power Flower: Shocks zombies with chain electricity.

    • Shadow Flower: Has a faster fire rate compared to other Sunflower variants.

    • Mystic Flower: Charge up powerful blasts of energy before releasing.

    • Metal Petal: Slight slower but slightly more durable.

    • Sun Pharaoh: Fires a 3 round burst "Cobra Laser" instead of the traditional "Sun Pulse".

    • Alien Flower: Fires a mist that lingers after impact dealing damage to anyone inside.

    • Vampire Flower: Less HP but it gains Heath back by doing damage.

    • Stuffy Flower: Upon getting vanquished the zombie killed will drop healing sundrops for Stuffy Flower and her allies.

Chompers

  • Chomper: Can bite zombies for quick damage or swallow them whole from behind. They can spray "Goop" on zombies to slow them down, burrow underground and trap zombies in a "Spikeweed"

    • Fire Chomper: Sprays burning fire for lingering damage instead of biting.

    • Hot Rod Chomper: After swallowing a zombie they gain a short burst of speed.

    • Power Chomper: Uses an arcing electric spray instead of biting.

    • Count Chompula: When a zombie is eaten by them they gain regenerate health.

    • Toxic Chomper: Sprays a toxic mist instead of biting. Standing to close can also result in zombies getting poisoned.

    • Armor Chomper: Has more HP and stronger bite but suffers in speed due to the armor.

    • Chomp Thing: Useless. It has a weak spray and it naturally regenerates slightly faster. Why would you play Chomp Thing?

    • Yeti Chomper: Fires a ranged snowball to slow and freeze zombies.

    • Disco Chomper: After eating 4 zombies they enter "Disco Fever" which gives them a 30 second speed and damage boost.

    • Chester Chomper: It's a Chomper but he has Cheeto abilities and sick af shades.

    • Unicorn Chomper/Twilight Chomper: Similar to regular chompers but they can Warp forward instead of Burrowing. 

Cacti

  • Cactus: Fires long range needles. Can place Potato Mines, Tallnuts and operate a "Garlic Drone".

    • Fire Cactus: Fires flaming needles to flame foes.

    • Ice Cactus: Shoots slowing and freezing needles.

    • Power Cactus: Shoots electric needles which chain electricity across zombies.

    • Future Cactus: Charges up strong energy attacks. The longer they are held the more damage they do.

    • Camo Cactus: Has a further zoom and more headshot damage.

    • Bandit Cactus: Drops the accuracy for speed with fully auto needles.

    • Jade Cactus: Fires needles that have a delayed explosion. She also has more armor at the cost of speed.

    • Zen Cactus: The less ammo this Cactus has the more damage the orbs do.

    • Petrified Cactus: Has more HP and can detonate its eggs mid air.

    • Citrus Cactus: Fires 3 round bursts instead of single shots. It is also a collab with Aquafina.

Roses

  • Rose: Fires homing thistles at zombies and spells including "Goatify '' which turns zombies into goats, "Jinx" which makes zombies easier to damage and "Time Snare" which slows zombies to a crawl. She can also heal/speed up her teammates while making herself invincible with "Arcane Enigma"/"Arcane Lotus". She also has an AoE attack with Arcane Enigma. Rose can even create illusions. (She is also a hero in PVZ Heroes who uses Smarty and Solar cards).

    • Druid Rose: Shoots toxic thorns and poisons zombies who get close.

    • Fire Rose: Fires flaming thorns to burn those hit by them. Can be charged for more damage.

    • Frost Rose: Shoots chilling thorns from her wand. Can be charged for more damage and better freezing power.

    • Nec'Rose: Can charge up her thorns to "Jinx" zombies (not to be confused with Rose's ability to "Jinx" from BFN though it does the exact same thing).

    • Party Rose: Loses some. ammo for "Party Time". After getting 5 vanquishes she can do more damage and move faster.

Kernel Corn

  • Kernel Corn: Shoots kernels to do quick fully auto damage. Can also summon a fighter plane to drop butter bombs, create a butter sonar, shoot corn missiles and leap high into the air while raining down fire (He also is implied to be able to pilot the plane as it is in his base). 

    • BBQ Corn: Shoots spicy shots to set zombies ablaze.

    • Mob Cob: Has piercing shots that go through multiple zombies.

    • Pops Corn: Fires in bursts of popcorn along with better zoom in range.

    • Commando Corn: Shoots slower explosive shots. After getting five kills activates "Full Commando" which increases his movement speed and amount of ammo.

    • Party Corn: Loses some ammo in favor of its legendary mode "Party Time". After 5 vanquishes it gains a speed and damage boost.

Citron

  • Citron: Created when Dave accidentally spilt some cologne, Citron can fire continuous orange beams and semi auto shots from his cannon. He can turn into a ball to move faster and dash into zombies, make a shield and fire an "EMPeach" which stuns zombies and is even more effective on technology (He is also a hero in PvZ Heroes who uses Guardian and Smarty cards).

    • Frost Citron: Lasers zombies with a freezing beam.

    • Electro Citron: Zaps zombies with a single shot electric shot. Can be charged for more damage.

    • Toxic Citron: Fires semi auto shots of toxic slime poisoning zombies hit or who get close

    • Iron Citron: Has a strong single shot canon and high HP. Moves slower due to the armor but gains a legendary mode called "Iron Mode". This mode increases speed, reduces damage and gives Iron Citron 4 more ammo.

    • Party Citron: Shares the legendary mode "Party Time" with the other party characters. After 5 vanquishes it gains a damage and speed boost.

Giga Torchwood

Along with being a boss, Torchwood is a playable character. It can shoot pellets of wood, create a leaf shield slowing itself down while reducing damage, shoot fire from its head, mouth and gun along with upgrading itself to blue fire for a speed, attack speed and damage increase.

Snap Dragon

Breathes fire and shoots fireballs to attack zombies from all ranges. It creates walls of fire, blue homing fireballs and momentarily flies before slaying into the ground.

Night Cap

Uses ranged purple strikes to attack zombies. Can create a shadow zones where she and her allies are invisible and zombies are sucked in. She herself can also go invisible without the zone and rapidly attack in small area with "Fung Fu" (Is also a hero in PVZ Heroes who uses Kabloom and Smarty cards. Her main ability lets her do damage in a lane while creating a Poison Mushroom).

Acorn & Oak

Acorn is a small plant that fires out of the gun on its head. It can also fire a sticky bomb called a "Sap Trap" which detonates on command. Acorn can also dash around and turn into Oak by yodeling. Oak can shoot out rolling logs and even stronger "Super Sap Trap". Other Acorns can hop on top of oak and heal him along with acting as a turret atop Oak.

Wildflower

An all arounder flower capable of fighting from anywhere with range pellets and "Flower Chop". Wildflower can summon an Explosive Dandelion which they control to deal with zombies from a safe location. It can also throw an explosive Flower to deal with groups of zombies, dealing high AoE damage with knockback. Its last ability allows the Wildflower to respawn at the location of a flowerpot that it placed down.

Plants vs Zombies Heroes

Green Shadow 

A Peashooter who uses cards from the Smarty and Mega-Grow categories. She fires a powerful precision pea to vanquish zombies in front of her.

Solar Flare

A Sunflower who uses cards from the Kabloom and Solar categories. She can burn zombies while increasing the amount of sun she gets.

Wall-Knight

A Wall-Nut who uses cards from the Guardian and Solar categories. He has retractable armor he can put on to defend himself.


Spudow

          

A Potato Mine who uses cards from the Kabloom and Guardian categories. He can throw his head off as a "Hot Potato" which when hit explodes for massive damage.


Grass Knuckles

A Bonk-Choy who uses cards from the Guardian's and Mega-Grow categories. He throws a flurry of punches to damage zombies in the surrounding area.


Chompzilla

A Chomper who uses cards from the Mega-Grow and Solar categories. Her main ability is to eat low HP zombies in one big bite.


Captain Combustible 

A Torchwood who uses cards from the Kabloom and Mega-Grow categories. He boosts the damage of plants using his fire.


Beta-Carrotina 

A carrot who uses Guardian and Smarty cards. She can call upon her carrot friends such as Ensign Uproot, who can move a plant or zombie around the field instantly and Lieutenant Carrotron, who "Conjures" a "Root". Beta-Carrotina can also summon a plant which costs two sun but it gains a slight damage and defense boost along with the "Team Up" and "Amphibious" traits. Finally she can also "Conjure" two tricks with "Lightspeed Seed"

Non Plants

  • Stinky the Snail: Collects items like coins for inside of the Zen Garden. Is prone to falling asleep without a dose of chocolate.

  • Bernie the Bee: This bee can grant plants a small decrease in time to grow by spreading his pollen to them.

  • Twister: A funny little dog pig who's main use is for her scent as she was able to sniff out the Boom Boom Mushroom in the comics and truffles in PvZ 3.


King

Regular Troops

Knights

  • Knight: The first and most basic troop of the King is the Knight. The Knight is a melee ground troop who wields a sword and has middling damage and HP for the cost of only 3 Elixir, good stats for the cost.

    • Mega Knight: A much stronger and more durable (and more hated in the community) Knight who uses spiked gauntlets for splash damage instead of a sword. Just the act of placing him causes AoE damage in his area. It can also jump into the air if the Mega Knight is far enough from its target, landing on them with large damage hitting anyone else nearby. It costs 7 Elixir.

Archers

  • Archers: A pair of lightly armored ranged attackers. They'll help you take down ground and air units, from a range, they do however have a small durability so you better make sure to protect them. They cost 3 Elixir.

    • Super Archers: A rare super version of the archers, at first may seem the same, but unlike the average version, their shots send you back a few meters similarly to the tornado spell. They cost only 3 Elixir.

    • Firecracker: Launches powerful explosive shots that recoil her backwards. The fireworks also explode into smaller pieces that damage units.

    • Princess: Incredibly long ranged archer who sends a volley of flaming arrows which cover a large area. Even more fragile than the regular archers. Costs 3 Elixir.

    • Magic Archer: Super long ranged archer who fires piercing arrows which go through multiple troops. It costs 4 Elixir. 

      • Super Magic Archer: A Magic Archer that fires slower and does less damage however, it is able to convert opposing units to their side for a limited time. It costs 5 Elixir. 

Goblins

  • Goblins: A group of 3-4 knife wielding thieves. The Goblins are very fast and do solid damage but they have very low HP. They cost 2 Elixir.

    • Spear Goblins: 3 Spear wielding thieves. Spear Goblins throw spears for strong ground and air damage. However they are fragile and die easily. They also cost 2 Elixir. 

      • Goblin Gang: A group of 3 Goblins and 2-3 Spear Goblins. This card costs 3 elixir.

    • Dart Goblin: A long range, 3 Elixir Goblin who quickly fires fast darts. In trailers these darts are shown to have poisonous properties.

    • Goblin Giant: A large Goblin with a large HP pool. Only targets buildings with its attacks while the Spear Goblins on its bag target anyone. Once the Goblin Giant dies the Spear Goblins will become vulnerable to damage.

Minions

  • Minions: A group of 3 blue air troops that throw down pellets at ground and other air cards. They have low HP and cost 3 elixir. 

    • Minion Horde: A group of 5 Minions that cost 5 Elixir.

    • Mega Minion: A large armored Minion who has more HP and more damage. The extra armor also causes the Minion to be slower. It costs 3 Elixir.

Skeletons

  • Skeletons: A group of 3-4 incredibly low HP medium damage sword troops. Mostly used to distract big troops or to cycle to other cards in the deck. They cost 1 Elixir. 

    • Skeleton Army: A large group of 15 Skeletons. It costs 3 Elixir 

    • Bomber: A slightly more durable skeleton who throws powerful AoE bombs at ground units. It costs 3 Elixir. 

      • Wall Breakers: 2 Skeletons who carry bombs, with their high speed and low HP they run to the nearest building and cause high explosive damage, killing themselves in the process. They cost 2 Elixir. 

      • Balloon: A Bomber which sits in a Balloon dropping bombs onto buildings from the sky. Once destroyed it will drop a bomb that will explode after 3 seconds damaging everything in its area. It costs 5 elixir. 

        • Skeleton Barrel: A flying barrel holding 8 Skeletons. Once the barrel reaches a building or is destroyed it will drop to the ground doing small knock back damage and releasing the 8 Skeletons inside. It costs 3 Elixir. 

    • Guards: A group of 3 armored Skeletons who use spears instead of swords for longer range. While they still have a small HP pool they have a shield which defends them from all damage until destroyed. They cost 3 Elixir. 

    • Giant Skeleton: A large Skeleton who clubbers foes with its hands and bombs which it drops upon death. After 3 seconds the bomb will explode causing massive AoE damage to nearby troops. It costs 6 Elixir. 

Barbarians

  • Barbarians: A group of 4-5 sword wielding brutes. With their medium damage and HP they overwhelm units and crush foes for the cost of 5 Elixir. 

    • Elite Barbarians: Two Barbarians who are stronger, faster and have more HP. They cost 6 Elixir. 

    • Battle Ram: Two Barbarians holding up a piece of wood. After a few seconds the Barbarians will pick up speed with the ram in hand and charge into the nearest building. Once the ram is used or destroyed the two Barbarians will go on to continue fighting. The card costs 4 Elixir. 

    • Lumberjack: An ax wielding Barbarian with more damage, speed and HP. Once it dies it drops a rage spell doing a small amount of AoE damage and giving ally troops in its area the rage effect. It costs 4 Elixir.

Spirits

  • Fire Spirit: A small, fragile spirit made of fire. Deals large splash damage by jumping and exploding onto enemy troops. It costs 1 elixir (Before a patch there used to be 3 Fire Spirits and they costed 2 Elixir).

  • Ice Spirit: A spirit which jumps on targets for small freezing damage. Costs 1 Elixir.

  • Heal Spirit: Pounces on foes doing damage and healing allies in a 360° healing area. It costs 1 Elixir. 

  • Electro Spirit: Leaps onto enemies causing units to be stunned with electric damage. This electricity chains between 9 opponents. Requires 1 Elixir to play.

Giants

  • Giant: A large, tanky unit that targets buildings with strong punches. Costs 5 Elixir. 

    • Royale Giant: A giant who holds a cannon to fire long ranged shots to nearby buildings. Costs 6 Elixir.

    • Electro Giant: Similar to a regular Giant however, when it is attacked within a certain distance from itself the unit who hit him will be zapped. This zap stuns them for a short duration and damages them. It costs 7 Elixir. 

P.E.K.K.A.s

  • P.E.K.K.A: A large robotic warrior who rips through all units on the ground with high health and damage. Costs 7 Elixir.

    • Mini P.E.K.K.A: A smaller version of the P.E.K.K.A that has less HP and damage. To make up for this it is faster and only costs 4 Elixir.

      • Super Mini P.E.K.K.A: A more durable Mini Pekka who can one shot anything (Likely through transmutation) and turn them into Pancakes which heal itself and allies in a small radius. It also creates these Pancakes naturally and costs 5 Elixir.

Musketeers 

  • Musketeer: Uses her large Musket to do ranged damage to ground and air troops. Costs 4 Elixir. 

    • Three Musketeers: Places 3 Musketeers. They take a while to move after being placed but when they do they cause massive damage to opposing troops. Costs 9 Elixir to play.

  • Hunter: (Not really a Musket but shh) Uses a Shotgun to do high amounts of damage to ground and air troops. The closer the enemy is the stronger the shot becomes as more shots will hit. It costs 4 Elixir. 

Wizards

  • Wizard: Lobs strong AoE fireballs to kill small swarm units. Under the hood he has the best afro of all time and only for the cost of 5 Elixir? What a steal.

    • Ice Wizard: Its ice balls sacrifice damage to slow foes down. Once placed an ice ring will form around it to do damage and slow enemies. It costs 3 Elixir. 

    • Electro Wizard: This wizard ditches the splash for lightning which stuns enemies and resets charge attacks. It can target 2 opposing troops at once, splitting its damage between them and it lands with an electric shock around it (like a mini zap spell). It requires 4 Elixir to place.

Witches

  • Witch: Lobs ranged projectiles to do minimal splash damage at ground and air troops. Her real use comes with her ability to summon 4 Skeletons around her to attack enemies. Costs 5 Elixir. 

    • Night Witch: Summons 2 Bats and uses a close ranged Battle Axe for ground damage. Once killed she will summon a bat to continue the fight. Needs 4 Elixir to be placed.

    • Mother Witch: Curses foes on land and air so that when they die they will become piglets. Costs 4 Elixir. 

      • Super Witch: A more powerful Witch who uses the powers of the other 3 Witches. Costs 6 Elixir. 

Machines

  • Flying Machine: It's in the name. Fires cannon balls to harm enemies from a deceptive distance. Costs 4 Elixir. 

  • Sparky: Charges up powerful electric blasts over 4 seconds before releasing powerful splash damage to ground units. This sends her recoling backwards and she costs 6 Elixir. 

    • Zappies: 3 small machines that fire stunning electric attacks. They cost 4 Elixir. 

  • Cannon Cart: A cannon with wheels. Once its wheels are destroyed it will act as a weaker cannon which decays overtime. Requires 5 Elixir to be placed.


Animal Riders

  • HAAAAAAAAWG RIDAAAAAH: The greatest troop ever created. Rides into battle majestically on his Hog allowing him to move fast and jump over rivers to reach the nearby buildings. Costs 4 Elixir to use.

    • Santa Hog Rider: A Hog Rider which drops presents containing spells to buff it and its team such as Heal, Rage, Cloning and Invisibility. It costs 5 Elixir. 

    • Ram Rider: Rides into the fight on her ram slowly moving until she charges forward on her ram for huge building damage. While the ram attacks buildings the Ram Rider uses her bolas to damage and slow down enemy troops. She can also jump over the river and costs 5 Elixir. 

    • Royal Hogs: While not being rode they still fit as an offshoot of the Hog Rider. These 4 Hogs rush towards the nearest building even jumping over water to reach it. They cost 5 Elixir. 

  • Prince: A handsome jouster who uses a charge attack to do double damage into foes. His Lance allows him to have extra range and his horse lets him jump over water. He costs 5 Elixir. 

    • Dark Prince: The Dark Prince charges forward and jumps over the river like its light counterpart; however, it carries a shield to absorb damage and it has splash damage. The splash radius is increased during a fully charged strike. It costs 4 Elixir. 

Golems

  • Golem: A large, slow moving high health rock being who goes after nearby buildings. When destroyed it will cause some small death damage which knocks back opposing troops and split into two Golemites who are similar to golems but weaker. It costs 8 Elixir. 

    • Ice Golem: A Golem made of snow instead of stone. It has a lot less HP, damage and it doesn't split into Golemites however it causes chilling death damage that slows enemies down.

      • Super Ice Golem: A huge high HP Ice Golem. Once destroyed it will freeze all opposing troops and buildings on the map doing a small amount of death damage. It costs 4 Elixir. 

    • Elixir Golem: A Golem that costs 3 Elixir. Once destroyed it will create 2 Elixir Golemites which when killed, will split into 4 Elixir Blobs (2 from each Golemite). Sounds broken until you realize the Blobs give 0.5 Elixir to the enemy once they are destroyed.

  • Lava Hound: Basically a flying Golem down to the only attacking buildings part. Fires blazing shots from its mouth and when killed spawns 7 Lava Pups. These Lava Pups have low Hp and ok damage which they use to target all troops in range. It costs 7 Elixir.

    • Super Lava Hound: A stronger, more durable Lava Hound. Once it dies it drops 3 fireballs dealing high AoE damage and splits into 2 Lava Hounds. Requires 8 Elixir to be placed.

Dragons

  • Baby Dragon: A medium hp air troop who spits splash damage fireballs on enemies. It costs 4 Elixir. 

    • Inferno Dragon: A Baby Dragon that focuses its fire into a continuous stream that ramps up for high damage. It also costs 4 Elixir. 

    • Electro Dragon: A Baby Dragon who fires stunning chain lightning that bounces between 3 units. To place it you need 5 Elixir. 

    • Skeleton Dragons: 2 Baby Dragons that said “Bruh I'm dead.” They have less HP and lower splash but you get 2 for 4 Elixir.

Misc Troops

  • Bats: A group of 5 melee air units that swarm foes with small damage. They cost 2 Elixir. 

  • Rascals: A trio of troops including two fragile weak girls who fire ranged shots at air and ground units and one low damage high health boy. They cost 5 Elixir. 

  • Royal Recruits: 6 bucket helmet boys with shields to soak up damage. Their spears give them a slight range advantage on most melee troops and the spawn across the entire arena in a horizontal line. They cost 7 Elixir. 

  • Valkyrie: Using her battle ax she spins around doing damage in a 360° area around herself. She has decent durability and costs 4 Elixir. 

  • Battle Healer: Passively heals all damage she takes. Once she hits something with her sword she creates a healing aura healing herself and allies. She costs 4 Elixir. 

  • Bowler: A large durable creature who rolls rocks along the ground. As the rock rolls through it knocks back small troops and does decent damage to everyone it rolls through. He costs 5 Elixir. 

  • Executioner: Throws its ax like a boomerang hitting on the initial throw and return. While the ax is in flight it does damage in a small area around the ax. It costs 5 Elixir. 

  • Miner: This unit can dig to any place in the arena before popping up and smacking enemy troops with its shovel for small damage. It costs 3 Elixir. 

  • Bandit: Dashes forward doing strong damage before whacking foes with its club. While dashing it is immune to harm and it costs 3 Elixir. 

  • Royal Ghost: A dead spirit of a king who lives under the Royal Arena. Floats across the arena ( even the river) to slash all foes on the ground with its sword. While he is not attacking he is invisible and unable to be attacked by opposing troops. He costs 3 Elixir. 

  • Fisherman: Maurice and his fish pull in enemies to give them a good ol' fish slap. If he hooks onto a tower he will pull himself towards the tower. All units hooked to Maurice are slowed down. Only ground units can be pulled and slapped. He costs 4 Elixir. 

  • Phoenix: An air troop that does fast melee attacks. Once killed it forms into an egg while dealing knockback death damage. If the egg is not destroyed the Phoenix will reform at full health. A reborn Phoenix cannot form another egg and the first Phoenix costs 4 Elixir

Champions

Champions are an extremely rare type of card that is usually more powerful than the rest. There can only be one on each team at time and they all have a special ability activated by Elixir.  

Golden Knight

This rizz God uses fast sword strikes to damage his foes. For 1 Elixir he can do a dash which chains between units if they are close to each other doing massive damage while moving quickly. He costs 4 Elixir.

Skeleton King

Does solid AoE damage to all troops hit by its club. Absorbs the souls of the dead and for 2 Elixir it can resurrect them as Skeletons. Costs 4 Elixir.

Archer Queen

Using her "CL4SH crossbow, a 10mm over-and-under 30mm pump-action bolt launcher" (very important scan I know), She fires at troops from long range. For 1 Elixir she can go invisible and shoot even faster. She costs 5 Elixir.

Mighty Miner

A tanky Miner who builds up damage as it drills into enemies and towers. He can drill underground for 2 Elixir switching to the opposite side of the arena while leaving a bomb down for enemies The Mighty Miner costs 4 Elixir.

Monk

A high HP tank who strikes foes with his hands, knocking them back every 3rd hit. For 1 Elixir he can activate his Pensive Protection to reflect projectiles back to their senders and reduce the damage he takes by 80%. He is completely immobile in this form and he costs 5 Elixir. 

Terry

They somehow took peak and pushed it past its limits. Terry is a buffed 5 Elixir Hog Rider who for 1 Elixir, can jump super high in the air avoiding all damage until he comes back down doing AoE damage to nearby ground troops.


Little Prince (and his guardian)

This stupid baby has a crossbow that shoots faster the longer he stands still for (only gets faster 5 times). When this little wah wah baby starts to get attacked, for 3 Elixir, he calls upon Guardian who will go in front of the Little Prince and knock foes away with a huge AoE spin slash. It will then act as a regular unit similar to the Knight. All of this for the cost of 3 Elixir.

Buildings

(You know, the thing Clash world originally was well known for.)

Buildings are a type of troop that cannot move and can pull specific kinds of troops towards them. They usually have HP pools due to their more passive and defensive nature. However, if buildings in Clash of Clans mostly act as a defense method, losing health only when damaged, all buildings in Clash Royale can act more aggressive and attack units or enemy’s buildings, though over time will passively lose health until they are destroyed.

Defensive Building's

  • Canon: The most simple and basic building. Targets ground troops with ranged cannon balls for 3 Elixir. 

  • Tesla: Hides in the ground until units get close. Once they get close the Tesla will rise and shock them with electricity (that doesn't stun or chain for some reason). It costs 4 Elixir. 

  • Bomb Tower: Lobs bombs at nearby ground troops for massive area damage. Once destroyed it will drop an AoE death bomb to deal damage to units nearby. It costs 4.

  • Inferno Tower: Locks onto units doing damage the ramps up into powerful heat, besting even the most durable units. Requires 5 Elixir to place.

Offensive Buildings

  • X-Bow: A large crossbow that takes a while to arm. Once armed it quickly fires low damage arrows racking up damage quickly. It has such long range it can snipe the Princess Tower from across the arena. It costs 6 Elixir. 

  • Mortar: Launches strong AoE shells that explode. Takes a long time to arm before firing and the Mortar can't hit units right next to it. With its long range it can fire across the bridge to hit Princess Towers for the cost of 4 Elixir. 

    • Barbarian Launcher: While it does less impact damage than the mortar, it launches Barbarians to fight for its side. It also has more health, fires faster and costs 5 Elixir. 

Spawners

  • Goblin Hut: The Goblin Hut spawns 3 Spear Goblins every 11 seconds and one extra on death. It costs 5 Elixir to place.

    • Party Hut: A Goblin Hut that doesn't spawn Goblins but instead has a Dart Goblin on top with longer than the average Dart Goblins range. Once destroyed 3 Goblins, 3 Spear Goblins and a Goblin Brawler will pop out and attack. It costs 5 Elixir. 

    • Goblin Cage: An unmoving cage that once destroyed, will release a Goblin Brawler to punch foes out of frustration. It costs 4 Elixir. 

    • Goblin Drill: Can be placed anywhere in the arena with a small amount of damage after it rises from the ground. Summon Goblins every 3 seconds. Once destroyed it will spawn in 2-3 Goblins to continue fighting and it costs 4 Elixir.

  • Barbarian Hut: Spawns 3 Barbarians every 15 seconds and one on destruction. Costs 6 Elixir. 

  • Tombstone: Spawns 2 Skeletons every 4 seconds. Once destroyed the Tombstone will summon 4 more skeletons. It requires 3 Elixir to place.

  • Furnace: Every 5 seconds it creates a Fire Spirit. Once destroyed it will spawn an extra Fire Spirit. It costs 4 Elixir.

  • Elixir Collector: Creates Elixir for the King every 9 seconds. It costs 6 Elixir.

Evolutions

Evolutions are a mechanic built into a select few cards. After playing a card a certain amount of times (aka cycles) they will become evolved with the amount of times varying between evolutions. These Evolutions will cost the same as their regular counterparts and have special abilities along with being stronger.

Evolved Barbarians 

Better Barbarians that gain a rage effect on each hit. Requires 1 cycle.

Evolved Firecracker

An improved Firecracker that leaves behind burning AoE zones on impact and on scatter shots. Requires 2 cycles.

Evolved Skeletons

After cycling Skeletons twice they will become Skeletons that multiply after each sword swing creating a new Skeleton.

Evolved Royal Giant 

A superior Royal Giant who creates a 360°explosion around himself everytime he shoots his cannon. Needs to be cycled once.

Evolved Mortar 

An improved Mortar that fires explosives which spawns a Goblin after impact. Needs 2 cycles to be placed.

Evolved Knight

A better Knight with better stats for the cost. It gains a huge damage reduction from all attacks as long as it's moving. Requires 2 cycles

Evolved Royal Recruits

Stronger Royal Recruits who gain a double damage charge attack after their shield is broken. Needs 1 cycle.


Evolved Bats

After playing Bats twice they will become evolved Bats which have over health when placed. As the Bats attack they will heal themselves even if they are still frail.

Evolved Archers 

Improved Archers with better range, health and damage. These Archers gain a damage boost when targets are not close to the Archers. They must have been cycled 2 times to be placed.

Evolved Ice Spirit 

A better Ice Spirit with a unique effect. After jumping onto a target it will freeze them and damage them. After a few seconds it will let off a blast refreshing the target with an AoE freeze blast. It will do this one more time and the target is slowed throughout the duration of the effect. It requires 2 cycles to play

Evolved Valkyrie 

A Valkyrie capable of creating a tornado every time she spins. This tornado does damage to all units and pulls them in towards the Valkyrie.  It requires 2 cycles to play. 

Evolved Bomber

This Bomber is a more durable version of its regular counterpart. Its main draw is that its bomb will now bounce across the ground a few times doing damage on each bounce. To play it only requires 1 cycle. 

Evolved Wall Breakers

These Evolved Wall Breakers do more damage than the regular Wall Breakers. They also deal explosive damage around themselves if they die without reaching a tower unlike the regular version. The final difference is that when they die only the barrel is destroyed and they get a second chance to hit nearby buildings as a weaker “Runner”.

Tower Troops

Tower Troops are the troops that occupy the towers that defend the King Tower. This is a relatively new mechanic at the time of this blog's release so there's not many units in this category (only 2 as a matter of fact, but just like evolutions it’s possible for said mechanic to grow and eventually have more).

Tower Princess

This Princess is not like the ground princess. It rapidly fires single target arrows at enemy troops to deal with anything at any moment they cross the bridge.

Cannoneer

Fires large cannonballs to deal massive damage to troops. Unfortunately it has a lower HP pool and attack rate compared to the Princesses.

Stats

Crazy Dave

Feats

  • Has defended Neighborville for years using his plants along with his neighbors and niece

  • Has stopped Dr. Zomboss's nefarious schemes to eat his brains and the brains of everyone in Neighborville.

  • Has created many different machines (Some of which can travel time and dimensions)

  • Is an accomplished rapper (so good he beat Shaggy from Scooby-Doo in a rap battle don't at me)

Attack Potency

Durability

Speed

King

Feats

  • Has progressed through the arenas of Clash and has even became an Ultimate Champion (Assuming it's a top King and not a mid ladder menace)

  • Has been a vital member of Clan Wars across land and sea

  • Collected every card and has played in many battles using unique cards and strategies 

  • Actually got a global launch

Attack Potency

Durability

Speed

Experience/Skill/IQ/Strategies/Other

Crazy Dave

Dave is a genius inventor plain and simple. He can create highly complex machines capable of dimensional travel out of random stuff he finds across town and do it in very little time. Despite his craziness, Dave's weird antics usually help him more than hurt him. Like when he licked a piece of Zomboss's sun magnet and figured out that it was part of a sun magnet. With this same lick Dave also found out that its other pieces had been flung through time. Dave has defended Neighborville countless times from zombie hoards of all different styles making him very experienced and adaptable. Generally speaking there are dozens of possible combinations of plants that can be done in Plants vs Zombies, for instance just using Plants vs Zombies 2, there are a total of 1,416,167,483,302 possible combinations of plants to use. So even despite his lack of formal training and physical fighting Dave is still a formidable foe due to his tech and plants. Speaking of his plants, let's look at some…

Plant Strategies

Sun Fielding

(Depiction shown is only kind of accurate)

A general strategy used in PvZ games is called Sun Fielding. Sun Fielding is pretty much just spamming sun producing plants in the early game for a large quantity of sun and as meat shields for your bigger plants. Sun Fields are usually placed within columns 2-6 of the lawn.

Peashooter Torchwood

By planting any kind of Peashooter behind a Torchwood the Peashooter will have their pea's set on fire. This gives the peas more damage and a slight bit of splash damage.

Pure Genius

Title tells you everything

Garlic / Gloom Shroom (Gloomwalk)

By having zombies bite into a garlic it will redirect them into another lane. By using a plant who hits multiple lanes such as Gloom Shroom or Phat Beet. Garlic can keep your plants safe while the multiple lane plant does damage. 

Gold Magnet / Marigold

The ultimate get rich quick scheme.

Wind / Dandelion 

Using a gust of wind from either Blover or Hurrikale, the seeds of Dandelions nearby will be blown off for a huge attack.

Blover / Knock Up

(Image by Hardcore Chewie)

Many plants knock back/knock up zombies into the air. Some examples are Springbean, Chard Guard, Tumbleweed, Reinforce-mint and more. Combining this knock up effect With Blovers wind causes zombies of almost any size to be blown off screen and vanquished.

Aloe / Wall Plants

(Image by Gold Leaf)

Wall plants usually have the highest number of hit points in any PvZ game. So using a healing plant such as Aloe is a great way to keep them alive. Aloe is especially great with plants like Chard Guard since it replenishes its knock back leaves.

Wall Plants and Stall Plants / Melee Plants

Melee plants overall get the best value from wall plants. Usually melee plants suffer from low range meaning zombies can get close before the melee plant can rack up a lot of damage. With a wall a melee plant can do massive damage with their attacks behind the safety of a wall. Stalling plants such as Stallia, Iceberg Lettuce and Stunion also have a similar level of effectiveness when used in tandem with melee plants as being able to stop a zombie in the range of a melee plant means a world of hurt for an incoming zombie. 

Mad Hat Mushroom / Ents

When the Mad Hat Mushroom throws a hat behind Ents it will gain spikes that do AoE damage after landing on the first zombie it's thrown at. The Ents will also gain health back everytime the hat is thrown.

Shadow Plants (Conceal-mint Family)

(Image by ANI GAMES)

Shadow plants (aka the Conceal-mint family) are different from most other plants. All plants in this family work best when given a boost from a shadowy aura. This aura is most commonly given by the Moon Flower but it can be applied for a limited time by the Conceal-mint or Noctarine. Some buffs include the Nightshade's infinite ammo and range buff, Dusk Lobber's multi lane attack and the Murkadamia Nut's damaging jelly.

Mint Families 

By planting a mint on the field it will buff any plant of its family (EX: Reinforce-mint buffs defensive wall plants). The mints' non boosting effects also work well with certain plants. Some examples would be the Spear-mint placing boosted Spikerocks at the front of the lawn. This goes well with Thyme Warp and their ability to reset zombies to the front of the lawn. The Reinforce-mint works well with Peanut as a way to clear the field while gaining extra protection for said Peanuts. Enforce-mint works well with Impear as turning zombies to smaller imps means shrinking them is an instant kill.

Vine Families

Unlike Mints, not all Vines buff plants that share families. But some do such as Pea Vine, Shine Vine and Gloom Vine. As mentioned in their section Power Vine is capable of becoming stronger when planted around other Power Vines.

Plants vs Zombies Heroes Decks

(Image by Fry Em Up)

Now we could go on and try to explain the design of the best PvZ Heroes decks but we would be here for a while explaining a ton of game mechanics. So if you're interested here's some Fry Em Up videos on the best PvZ Heroes decks for each plant hero and how they are played. He and other YouTubers have also made plenty of videos with a variety of decks and synergies within PvZ Heroes.


And these are only a fraction of the strategies Dave can pull. With his insane amount of creativity and on the fly thinking he can make almost any of these combinations work.

King

Clash Royale has a pretty big history of its battles. Well no surprise here, millions of various players all with their own kinds of decks and different kinds of strategy. King and other troops of Clash universe often demonstrated to have near perfect accuracy when shooting at their opponents, one of the notable examples outside of the game itself is in one of the Clash-A-Rama episodes when clash troops were performing multi step shots just out of pure boredom not even to benefit for themselves in a fight, simply because they were too bored for not fighting for a few hours. Back a few months ago, there were overall 363,792,233,805 possible decks (and that’s without counting evolutions or tower troops, with which number of possibilities further increases) players in CR could build and use. At his hypothetical best King can masterfully use all sort of possible combinations to use them in all different kinds of strategies, whether it be baits causing the opponent use a lot of resources on weak stuff, a strong counter defense, attack strategy which can be nearly impossible to be countered, and more and more. Considering there are as mentioned above literally billions of possibilities of what strategies King can go with, we’re gonna look at a few but some of the most famous ones.

Deck Archetypes

Cycle

Cycle is a type of deck where the King rapidly applies pressure by sending in cheap units at a fast pace. This constantly rotates their deck around bringing cards that have just been placed back into the players can.

Beatdown

(Image by wonderbrad)

Beatdown is the opposite of cycle. Instead of spamming your foe with cheap cards the King will use much heavier cards and cards better suited for huge offensive pushes. A lot of the time this will cost damage or even a full tower to build up a push strong enough to 3 crown the opponent.

Bridge Spam

Bridge Spam is somewhat similar to cycle. The goal is to place a bunch of units at the bridge to apply pressure to the opponent before they can react.

Split Lane

A Split Lane deck is a type of deck that uses cards that spawn more than one troop. They will then place that troop at the center of the arena to have the troops go off to both sides of the arena. This forces the defending King to either try to counter both sides or to only counter one side and suffer the consequences.

Bait

Bait is another offshoot of cycle in which the user tries to get the enemy to play a card such as log or fireball. However, this is what the King wants as he will then play another card that the “Baited’” card counters but since they already used the card, they can't use it to counter it. Another way of baiting a foe is to make them use their Log or Fireball, only to quickly cycle back to the card they used the spell on before they can get back to the spell.

Siege

Siege decks play very differently from most other decks. Instead of the “win condition” card being a troop, it's a building. Specifically an offensive building such as the Mortar or Xbow. The King uses the building to chip away at the enemy tower while the rest of his deck is used to defend the building being used.

Spawner

You know how we just talked about Siege? What if you did that but more annoying and worse. You would get Spawner decks where you spam the screen with buildings that summon troops.


Now that we have covered some basic deck archetypes we can cover some more specific concepts. Let's look at some card combos which look more into some basic card interactions.

Card Combos

Lava Hound / Balloon (Lavaloon)

Ever since the mighty Lava Hound was brought to Clash this strategy has been used. Using the Lava Hound and Balloon together makes a powerful team which cannot be hit by powerful ground troops. The Lava Hound takes hits for the Balloon while the Balloon deals massive damage to enemy towers.

Splash Cards / Graveyard (Splashyard)

(Image by WallaceCR)

By mixing the power of a card with AoE damage and the Graveyard you get a powerful combo. The AoE card is able to defend the Graveyard from the swarm cards usually used to counter it while the Graveyard does massive damage to the tower.

Elixir Golem / Battle Healer

The Elixir Golems main weakness is dying as it gives Elixir to the opposing King. So to keep it alive it is paired with the Battle Healer who heals around her with every attack.

Miner / Cheap Cards

Cheap cards aren't very specific but let me explain. The Miner is a mini tank that can automatically reach the tower by digging underground; however, it doesn't do a lot of damage. By adding a fast, high damaging and cheap card such as Goblins, Bats or Wall Breakers you can put on the pressure and do plenty of damage.

P.E.K.K.A. / Princes (Pekka Double Prince)

(Art by LemynLime on DeviantArt)

I honestly don't know why this was popular early in CR. Back in ye olden days of Clash Royale people would combine the P.E.K.K.A. with both the Prince and Dark Prince for massive amounts of damage.

Splash Cards / Tornado

(Image by InShane)

This strategy uses the offensive capabilities of Splash Cards. By using Tornado to pull weak units together (preferably pull them next to a princess tower) the Splash Units can hit all of the grouped up units at once and destroy them.

Log / Fireball

Despite how strong the Fireball spell is it has a certain category of units it just barely can't one shot. These units are referred to as "Fireballies". To finish the fireballies off players will use the cheap and quick to cycle Log to finish the job.


Now that we have some basic card combos we can move onto full blown…

Deck Strategies

Classic Hog Cycle

HogRiderCard

MusketeerCard

ValkyrieCard

ZapCard

InfernoTowerCard

FireSpiritCard

SpearGoblinsCard

TheLogCard


One of the more popular cycles in the CR community, it has a lot of variations, but practically all of them have similar cycle strategies. That being to counter enemy’s troops at your own territory and then do slow but steady damage to towers, in this case, via Hog Rider. 


P.E.K.K.A. Bridge Spam

BattleRamCard

PEKKACard

BanditCard

RoyalGhostCard

ElectroWizardCard

MinionsCard

ZapCard

PoisonCard

This deck uses Bridge Spam as the main strategy, prioritizing mighty P.E.K.K.A. in this example. The possible strategies in this deck include: defending with P.E.K.K.A. then build a counter push around her to overwhelm your opponent, defending with P.E.K.K.A. then split push to disrupt your opponents defense plan, chip their tower with leftover Bandits and Royal Ghosts from defense, counter push by placing Battle Ram in front of Bandit/Minions or behind Ghost from leftover defense, constantly pushing with Battle Ram and Poison to get Spell damage onto the Tower and deny their counter push, punish investment with Battle Ram and support troops, punish their lack of elixir by pushing in with Battle Ram and constantly spamming fast troops at the bridge, investing P.E.K.K.A. at the back after you’ve got an elixir lead and they lack tools for punishing, using spell cycle with Poison or even attacking on different sides once P.E.K.K.A. has finished defending and the opponent has to spend elixir to deal with it.


Golem Pump Beatdown


GolemCard

NightWitchCard

MiniPEKKACard

SkeletonDragonsCard

BabyDragonCard

ElixirCollectorCard

TornadoCard

LightningCard


A deck that is all about Elixir management and overwhelming your opponent with a big enough Elixir lead, in this case, Beatdown kind of deck. Golem acts as the main win condition here, Night Witch acts as a Support and Spell bait troop. With the ability to summon Bats, she alone is pretty much the embodiment of ground, air and swarms. Mini P.E.K.K.A. is a Support and core defense troop. With enough health to survive a Sparky blast, and enough strength to kill giants in a few blows. Skeleton Dragons are for Support and Spell bait troop as well as have ability of fast movement travel and area damage.  Baby Dragon is also a core defensive unit with a lot of health. Tornado helps to collect troops together for more splash damage and area control, Lighting spell acts as a main offensive spell removing high damage backlines and buildings. And most importantly Elixir Collector which while fragile allows you to get more elixir to use all important spells. 

The Royal Bandit Siege


IceSpiritCard

FirecrackerCard

MortarCard

TeslaCard

RoyalGiantCard

PoisonCard

TheLogCard

BanditCard

And this deck is one of the examples of the Siege strategy. Royal Giant and Mortar act here as main win conditions, being able to shoot at towers and enemies from far away distances. While Ice Spirit acts as a cheap counter to whatever enemy may throw, whether it be to kill a swarm or slow down a giant unit. Firecracker acts as an offensive and defensive troop, dealing with swarms, air troops and ground troops being a solid protection for Royal Giant or Mortar. Tesla also acts as a great defensive opportunity in case you're not fully ready to pull out Royal Giant or Mortar. Poison deals slowly but surely high damage allowing it to deal with some not highly durable but dangerous opponents like Musketeer or Magic Archer, while Log also helps against swarms and is useful counter defense. And at last but not least, Bandit deals solid damage to troops allowing them to quickly take them down along with buildings whenever it’s possible. 

Tru’s Deck

Can you tell our decks were made before evos? Hi, Tru specifically. I'm here to talk about my OG 3M Deck (Or what I can remember it as, seeing as 3M is the only air defense it probably isn't). Basically this description thrives on punishing your opponents. Building up Elixir to spam put you foes with Bridge Spam or go all in with 3 Musketeers to wreck your enemies. Fun fact, when I made this deck Barbarians had more HP than Musketeers. This meant that the Battle Ram can absorb a Lightning for the Musketeers, keeping them alive. Zap and Fireball were just common spells that worked well and the rest of the deck is standard bridge spam.


And also no, I didn't make this deck, I just stole it from Deckshop Pro back in the day. Overall it's just a fun deck (But also probably not the version I used to dominate with).

Oleggator’s Deck

A deck built and used by me (Oleggator). It is pretty simple in practice as it uses some of Beatdown’s and Cycle’s elements of strategy, depending on the situation, where Ice Golem is to take attention from the units, Ice Wizard and Electro Dragon to slow down opponent, bats and rage spell as a support action in each of the strategies and most importantly, Prince, Dark Prince and Mega Knight as the main offensive units, whether it be in defense or offense. Shall the enemy be heavily distracted, he will not have breathing room left. Obviously this deck has own weaknesses, like how only 3 out of 8 cards damage air units, leaving a possibility to be open to air attack if none of 3 are under the pocket, as well as if not used carefully you can be left with big time to wait until use needed troop due to good amount of them having decently high cost, leaving with no possible defense in case opponent will decide to do a push, as well as some cycle decks may would be able to counter it (Small update: I now have Evolution Bats as well, doesn’t heavily changes Deck’s strategy but erm, cool).    


Now we could go on and on about various decks King has and possible strategies or matchups to perform, however that’ll make this blog a bit unnecessarily too long and distracting from full picture, to keep things a little bit simple, we would rather show you more potentially possible decks to do:


That's a whole lot and yet still both are only a fraction of what possible strategies King can pull off out of his decks simply on fly.

Weaknesses

Crazy Dave 

Crazy Dave’s biggest weakness is his lack of physical fighting ability. Unlike his niece he himself seems to lack proper fight training as shown in his slap battle with Zomboss. He also lacks options to defend himself at close range since he mostly is in his house chilling while the plants fight his fight for him. Another big weakness for Dave is his most defining trait, his craziness. While this makes Dave a hard opponent to predict it also hinders Dave occasionally. Dave can be easily distracted by pretty much anything even during huge zombie hoards. Ice cream, dancing, TV and more can all cause Dave to lose his focus on the goal ahead of him. This scattered brain of his has even led to moments where Dave cannot recall an opponent's weakness like in the final boss fight of Plants vs Zombies.


Dave also has to worry about his plants. While he mostly gets along with them they can grow tired of his antics like when he made a Robot Sun which kept confusing the plants about when daytime was. This made the plants annoyed enough to move out of Dave's house. Dave also requires sun to keep his army of plants regulated which he can run out of if his Sun Producers die out and/or the sun is away. Certain plants are also weak to specific types of attackers and terrain (for example plants such as most straight shooters can't hit over inclines and they cannot get past certain protection from the front).

King

While the King's weaknesses can vary depending on the King in discussion, the average King does have a few weaknesses. The main weakness is that once a King’s Tower is destroyed they have little options for combat as they themselves lack fighting skills. They also have a finite limit of elixir that they cannot go above before they start leaking elixir. Another flaw is in the King's strategies. Some of them require a lot of planning and strategy that if failed could easily lead to defeat such as “Cycle” decks. 


Then comes to the weaknesses of the troops themselves. Swarm troops tend to lose to splash damage. A lot of fast or high damage troops have low HP and can be killed quickly while high HP troops tend to be slow moving targets. Some troops cannot hit airborne foes while other troops can only attack certain card types such as buildings (This weakness may not apply to fighting Dave as most Plants could be considered buildings).

Before We Decide …

Uni/Infinite Speed PVZ

Gnomes and Universe Holding Peas, the two things that any PvZ debater has to think about at any given moment. In PvZ the Gnomes and the Plasma Pea have statements that argue some crazy Feats, so let's talk about them.


First up, the Gnomes. In Garden Warfare 2 the plants go up to the realm of the Gnomes aka Infinity Time which actually brings us to our first point we have seen for Infinite Speed PvZ. The plants piloting the Junkasaurus into infinity by pure speed which is just… no. The Junkasaurus goes through a portal to reach the Gnomiverse which at most is portal creation. This is already shown multiple times to be how the Gnomes enter and exit the realm themselves with the portals that lie under the Backyard Battleground.


Once you reach Infinity Time you are hit with multiple things that are potentially high Feats. For example King Gnomus states they (the gnomes) can create black holes via flatulence, hold time and space in their pockets and many more. These would be quite powerful statements but unfortunately they have issues. Specifically who is the speaker of the statements, King Gnomus. King Gnomus is a very active liar as shown by him lying about you fighting him only to reveal it's a clone. Another issue is that the whole "controlling time and space" statement doesn't line up with what the Gnomes can do in game. If they held time and space in their pockets why would they need to destabilize time with Gnome Floaties? Why can the Gnome Floaties only destabilize time in certain spots which the player charges time at? In fact, the gnome's use of tech and "Time Shards" likely serves as a better explanation of why the gnomes have such cosmic power over them being able to actually hold time and space by natural means. Most everything we see in relation to gnomes is technology based so it would keep in line with this idea. Overall, in our opinion the statements made by the gnomes just makes very little sense with what is actually shown. 


There are many other statements in the same vein as the ones discussed but in general the feats seem to be hyperbolic from a speaker who isn't very credible under most cases and contradicts what is actually shown (please tell me with a straight face these short ass mf Gnomes actually use the galaxy as a comforter with a straight face. I get the franchise is goofy but this is ridiculous). 


There is also an argument that the "singularities" in infinity time can scale to the Junkasaurus. Assuming these are actual singularities and that they don't just share the same name with the real life equivalent, scaling these back to the Junkasaurus is dubious. Sure it can survive in the singularities for a short while but that while is so short it's very hard to scale it back to the Junkasaurus's durability. And the gnomes naturally resist them via the Gnomes Kings statement (which is more valid than his other ones as we can see the Gnomes ignore the effects of the singularities in game).


This leaves the Plasma Pea’s universal statement. While this feat is much more arguable it just seems very hyperbolic. The kind of description that is used for fun and that's not meant to be fully taken seriously. It says the peas dwarf you can I but they are peas so they would be inherently small and not very powerful. Like even if they were universes they would be very small and not as powerful. The description also contradicts itself calling the peas universe and then galaxies. This description was also not created by anyone on the PvZ Team and was instead the winner of a competition. In this competition a fanart variant design that got the most votes would get their variant in the game. This could call the canonicity of the plant into question but that is more debatable as the description persisted into Plants Vs Zombies Garden Warfare 2.


Now while I (Tru) wrote out this section to bring points against Uni and Immeasurable PvZ, it would be wrong to not point out counter arguments and points for Uni PvZ. The choice of weather to buy it is up to you and more importantly for our purposes, the other members of the blog.


For the Gnomes. While yes it is true King Gnomus is a liar, for most of these pieces of dialog there is no reason for King Gnomus to lie. Another point in his favor is that other gnomes consistently point out how Gnomes are very clearly supposed to be powerful cosmic entities. They can have technology capable of destabilizing time, floating and portals so some of these statements aren't as far fetched.


As for the Plasma Pea, while yes it's true it was made by a fan, as we pointed out this description persisted in GW2. There is also not much evidence against it as the biggest points are that the universes would be small and not powerful and the statement is hyperbolic. The point of hyperbole is very subjective and the small universes point could be countered by saying the universes aren't smaller, but more condensed meaning they could still be cosmic in power.

Supercell Scaling

 

Supercell is no stranger to collabs. However a more important collaboration for our research is specifically 3 Supercell IPs that survived the purge and currently live alongside Clash, that being Brawl Stars, Boom Beach and Hay Day and if they scale. In our opinion, pretty much Clash Royale should scale to all 3.


First, There are many references combining Clash and Brawl Stars franchises. These include a Baby Dragon being shown in the Brawl Stars X PSG ad, Shelly and Bo from Brawl Stars being put in Clash Royale for a limited time event (as in, it were literally Shelly and Bo fighting alongside Clash Royale troops) and the best evidence is shown when the Wizard sends his robe to Barley from Brawl Stars (and thus Barley technically using Wizard’s magic to fight in Brawl Stars). Wizard Barley is even mentioned in Clash Royale (mechanical wizard being likely a reference to Barley since said Tip appeared after the update that happened after Brawl Stars’ global release, rather than it being in the game this whole time without context).This would all show that BS and CR are at least in the same universe. Since Shelly and Bo appear in CR, harming other units and being harmed, as well as Barley practically uses Wizard’s powers we can assume Clash Royale and Brawl Stars should scale. Boom Beach and Hay Day also seemingly co-existed with the Clash universe, like in this advertisement, or in a Clash-A-Rama…not twice, but thrice! All of this is without mentioning the blanatant scaling shown in Squad Busters. This game puts all of Supercell's greatest hits against each other including Clash, Boom Beach, Hay Day and Brawl Stars meaning scaling should be present as long as the game doesn't get canceled before release obviously. Scaling CR to all other Supercell IPs would give them the feats of…


Verdicts

Tru

(Rantsona Jumpscare)

Hey everyone, Tru here. First I would love to thank everyone for taking the time to read this blog. It is a pretty long blog and was a huge undertaking for the team here. This is our first MediaMania Blog and I can't wait to hear the feedback on the blog. But now let's break down this match up.


Stats

Before actually diving into the stats I do realize that I have to point out something. Dave and King are not as powerful as their troops. They are weaker without a shadow of a doubt. However in the case of Dave, his RVs should be able to scale as they have taken hits from the cast of the Garden Warfare games (Which are the highest tiers in the verse and scale to all the big stuff mentioned). I would also like to point out that Dr. Zomboss (The guy who survived the Large Planet level explosion) has been shown to be on par with Dave and is capable of being harmed by Patrice. I don't think this makes either of them Large Planet level in AP but it's still notable. On the Kings side his King Tower takes a lot of hits from the units of Clash so it obviously scales. The King has also taken a few hits from the units of Clash and the spells present in the game so he can likely get some scaling through that. 


Overall the stat section for me will just go over the general stats I buy for the high tiers of both army's. This is because instead realistically neither Dave nor the King will try to fight each other head on and when either armor reaches them it's likely over for them.


The stats section is quite interesting and can be described with two questions. Do you buy Uni and Immeasurable PvZ? In my case, no but for others this may be different. Do you buy Brawl Stars Scaling? I think most people will agree that it is fine to scale CR and BS. 


Now this gets me my stats for both. Starting with Dave, his armies' higher tiers should scale the 29.754 Yottatons of TNT Hero Tron explosion and the 227.311c Beta-Carrotina speed feat. Lower tiers should be downscaling both of these by a large margin.


For King this would allow his army to scale to Dynamikes Moon Bust which got the insane 46720.27 Yottatons of TNT and 2.56c Lava Pup Fire. Same thing about the army's low tiers downscaling the high tiers.


This puts the King's army at higher strength in durability but much slower in speed compared to Dave's. This means that the next two categories are going to be very important to finding if Dave can match up to the King's strength advantage.


Arsenal and Abilities

Yeah no contest Dave is just better here. Dave has way more arsenal to work with compared to the King. He has mechs to outmatch the King physically, more tools to actually defend himself with and a lot of wacky inventions that don't require sun to get on the field. The Sun Magnet would lively increase his sun output as well meaning his material would ramped up much quicker. The King has a very small arsenal in comparison to Dave when not looking at troops and something like the Banner Level seems to be circumstantial and maybe something he doesn't have access to. If he can use it however, it would be a great help to match Dave's mechs with a banner unit. But Dave's vehicles and mechs overall give him much better control of the field and give Dave a way to fight back against approaching units.


Dave also has plenty of traditional cars and aircraft. Penny would be especially helpful as traveling across time and trapping the King's forces in a time loop is quite powerful. And since most of Dave's vehicles can fly Dave can ignore most troops that would be able to hurt him. This is compared to the King Tower which is completely immobile.


Something else to note is the King's abilities. About half of his Goblin Grandmaster abilities are theoretical if he even has them. Even if he did the King had never shown use of these abilities in combat while his Levitation isn't very helpful and looks to be slow. The only ability he likely has that is useful is his analytical prediction which is very potent but cannot outright defend him from all out onslaught.


Dave also has stuff like his artifacts to slow down the King's forces and buff his plants.  Dave also has more ways to boost his plants such as Plant Food, Mega-Perk and Plant Perk. All of these supporting items are much better and more versatile than the King's Magic Items. Same story when looking at Dave's pendants which give passive buffs to plants Another important tool is the Zombie Zapper, which will stop all of the King's troops with almost no counterplay available from the King. 


The final note would be the discussion of spells and tricks. For our purposes they will be treated as equal meaning attributes which h effect tricks, effect spells and vice versa. Along with note comes the debate of which is better. Both have trick/spell cards that deal straight damage and buff. They even both have transmutation due to these cards. However, with cards like the Shamrocket being powerful durability negation and Dave having the ability to use tricks to field wide buff his plants compared to the radius based buffing spells. 


But I would like to specifically call attention to the Earthquake spell. Earthquake would be an invaluable tool against all plants rooted in the ground. This is because it causes visible cracks in the ground and does more damage to buildings (Which the plants would likely be classified as).


Overall Dave just has a lot more to work with than King when looking into this category.


Troops

The moment you have been waiting for… the troops. As I said in stats I'm mostly just going to think of their highest stats overall (Large Planet and MFTL VS Dwarf Star and FTL) but with some nuisance since obviously not every troop scales to these levels of power. Stuff like regular Peashooters and Skeletons obviously wouldn't scale to these absurd levels of power. With that out of the way, buckle up. I'm about to break down every interaction I can think of. IN BULLET POINT FORM!


Both:

  • Both Dave's plants and the King's troops have very minimal amounts of resistances.

  • Both teams can thaw out frozen troops (Hot Potatoes and fire plants for Dave. The Warmth spell for the King). Dave has a lot more options to remove chilling effects but Warmth likely has a higher radius of effect compared to most of them along with it being instant.

  • Both teams can transmute enemy troops (Dave has a lot of methods of transmutation such as The Great Zucchini, Rose, Void Orchid and more. The King also has some transmutation as well with the Mother Witch and Super Mini P.E.K.K.A. Overall Dave does have more ways to transmute and can transmute the whole field like The Great Zucchini turning everyone to goats.

  • Both Dave and King have forms of hypnosis they can use even at range. Dave has the Caulipower and Hypno-shroom while the King has the Super Magic Archer. The Super Magic Archer is especially notable due to the usual way plants like to fight when in groups being in large rows.

  • Both have ways to heal using their troops. For Dave he has plants such as Aloe and Heavenly Peach. The King has the Heal Spirit and Super Mini P.E.K.K.A.


Positive for Dave:

  • Due to speed, any plant with movement can likely outmaneuver cards placed by the King.

  • Dave has a lot more variety in his arsenal along with more troops in general.

  • Most of the King's troops use metal which the Magnet Shroom can take away from the King's cards.

    • It may even be able to take the Miner out of the ground like it does to the Digger Zombie. The Lychee Drill does this as well.

  • Blover, Hurrikale and Draftodil absolutely screw with air troops.

  • The Cactus and Cattail can pop Balloons and Skeleton Barrels.

  • Plants that can turn around or hit behind themselves are effective against the Miner and Goblin Drill.

  • The Royal Hypno Flowers mass Goatify is particularly potent as it can only be countered by the Poly Leaf. 

  • The Blight Cap and Solar Sage are incredibly useful with their ability to make enemies rethink life.

  • Thyme Warp can give Dave a huge amount of time to build his army up and strategize.

  • EMPeach can probably affect Sparky and Zappies.

  • The Lantern Cherry can reveal the King's invisible troops such as the Royal Ghost and Archer Queen.

  • The plant Ampthurium can absorb electric attacks from the King's troops such as Lightning, Electro Dragon, Sparky and more.

  • Dave can siphon the zombies brains (their currency to place troops) with a plant like Brainana, which for the sake of verse equalization effects like this and making tricks (in the King's case, spells) cost more should work. This means Dave can get rid of the King's current Elixir count

    • This also means Dave could literally make some spells impossible to use because of the King's Elixir cap using the Dark Matter Dragonfruit’s ability to raise the cost of tricks/spells by 6 Brains (or in the King’s case, Elixir). This is if you want to call PvZ Heroes Brains and Elixir equivalent in value.

  • Many of the cards from heroes have powerful durability negation because the cards effects are likely accurate to the game. This includes cards such as Winter Squash, Three Headed Chomper and more.

  • Because of the equalization between spells and tricks it is likely Umbrella Leaf can make nearby plants immune to all spells and even reflect certain spells and attacks back towards the King.

  • The Soul Patch can absorb any damage that would hurt Dave or a plant hero and redirect it at himself.


Positive for the King:

  • Due to stats, the King's cards with high amounts of hit points can absorb a lot of plant attacks with relative ease.

  • The Monk can invalidate most of Dave’s regular plants, Seeing as the Jester Zombie and the Monk function very similarly.

  • The Golden Knight could quickly dash through large amounts of plants.

  • The Skeleton King can use the death of plants (which with plants like Cherry Bomb will be common) to fuel his ability.

  • Evolved Knight is incredibly hard for most plants to take down with its incredibly high durability while moving.

  • The Magic Archer, Firecracker, Evolved Firecracker and Evolved Bomber all benefit from Dave's traditional row based style of defense. This is due to their piercing or bouncing attacks that hit the plants behind the ones in front.

  • Air cards can ignore many plants who cannot reach flying enemies

  • Heavy troops such as Giants and P.E.K.K.A.s resist knockback from most plants with such abilities.  

  • Since most troops do not bite as an attack, the Hypno-Shroom's main way of inflicting hypnosis would be useless. This goes for others that need to be eaten.

  • The Miner and Goblin Drill can make it past most of Dave's defenses by going underground.

  • Dave's wall plants would be quickly overpowered by the King's troops having superior strength.

  • EMPeach is pretty useless on most troops.


And these are likely only a fraction of the interactions that are in this MU (I'm sure Ollegator will have the other 10000000000000000 lmao). Now you may be wondering who I think takes this category? I think Dave is overall much better in troops. A lot of troop advantages for the King come from having higher AP and Dura but Dave has so many ways around conventional durability it's not a very impactful point. He can counter most troops with the goated Magnet Shroom and most Spells with Umbrella Leaf. The Brainana and Dark Matter Dragonfruit screw with the King's Elixir and as shown there are many more counters and powerful win cons on Dave's side. Not to say the King has none since, I listed them but I just think Dave's are simply better here.


Tertiary

This leaves us with all the other factors not already talked about. Immediately I think Dave is smarter. His intelligence and ability to make highly complex dimensional traveling and time traveling machines with junk found in his lawn is wild. He can find out information just by licking things even when said information should be spread across time. The King is also intelligent, no doubt, you need to have some level of intelligence to play Clash Royale when you're not over-leveled. Overall however, Dave is just smarter.


When it comes to experience I also would argue Dave is more experienced. The King is used to sanctioned battles for a sport that only last up to 5 minutes at most. Compared to Dave who has been fighting an extended war on his lawn for a long time should explain the difference in experience.


Neither fighter is exactly skilled physically but they are both incredibly skilled in commanding. We have explained a ton of strategies they use earlier in the blog but just looking at their accomplishments should paint a solid picture. The King has won Clan Wars and made it as the Ultimate Champion and Dave has won against Dr. Zomboss and his hoard on multiple occasions. Again I think Dave's skills are more legitimized as Dave is fighting for the safety of an entire town and not for sport but the King is still a very skilled adversary.


This really only leaves the weaknesses and who can exploit the other weaknesses. If I'm being fully honest I don't think either will likely fall victim to their weaknesses. The highest level of Kings do not get very over confident and with a stat advantage certain weaknesses related to troops HP are a bit less of an issue. Dave is likely to do something a bit silly and odd but not only is this usually a strength of his but he also knows when to get serious. Overall I don't think either will succumb to weakness that easily


In this section I give full points to Dave but the King is slacking in tertiary stuff either.


Conclusion 

This is one of the most interesting match ups I've ever looked at. They match each other in many ways and differ in many ways. It's a battle of AP vs hax and I find it fascinating. I also find it to be a Dave win. Let me explain, the King is much stronger and his troops can massively damage Dave's army. However Dave's troops and tricks can slow down the King's troops, disarm them, reset their position, durability negate them and much more. He also had more types of plants than the King had troops meaning Dave had more ways to inflict these hax. This would help even out the playing field. And despite being a tower defense with little to no movement, Dave's troops are very blatantly faster meaning they are more likely to pull off these hax. Dave also would win the 1v1 with more tools for a physical battle and much better technology. The King does not want to fight Dave when he is in a mech or vehicle of any kind. 


The King tried to clash with Dave, but Dave's speed, variety, wacky arsenal and broken plant abilities blossomed into something too crazy to stop. The winner is Crazy Dave.

Oleggator

(ignore that this is actually a crocodile in the image)

Alright fellas, we’ve reached the moment to talk about one of my favorite kinds of fights. Army fights. I do want to say, I really love when in animation you can sort of increase the stakes and scale not just via raw power or some super form or character going through some sort of crisis in the middle of the fight, but rather through sheer numbers of various warriors standing up and ready to throw a fight. For these sorts of reasons my favorite Star Wars games (and probably just games in general) are Star Wars Empire At War (along with its DLC - Forces of the Corruption) and Star Wars Battlefront 2 (the first one). The sheer magnitude you can go through in these fights while you also see battle going around yourself and you yourself can contribute to its results in one way or another, whether through being a good soldier, or a master strategist capable of predicting your opponents’ moves 2 steps ahead. That feeling of being in control of a high scale fight, is what generally made me like a bunch of strategy games, Sid Meier's Civilization (Particularly IV and VI) with its global scale country making, Warcraft III with its fantasy style strategy battles, StarCraft II with its cosmic battles between Terrans, Zerg and Protoss, or even Spore to an extent, even though main appeal here is rather about pure creativity but its strategy aspects do come in handy in Space travel mode you know. And well, Tower Defense strategies are really no exception here, among recent examples of my experience there’s Bloons Tower Defense where you just, create tons of monkey, shoot balloons and the longer you keep yourself in it the more your screen is filled with projectiles as if you’re playing not a strategy game but a goddamn Touhou. Among the oldest examples - Kingdom Rush, remember that game? Where you have various kinds of towers in a fantasy setting defending from hordes of monsters, fun game…oh and well obviously under that umbrella of my personal favorite strategies there’s Plants vs Zombies and Clash Royale. I have been playing latter nearly since its release basically and man did I liked that concept of a simultaneous fight and keeping your towers in tact with all various decks and so many battles to get to the 7-th Arena only to be slammed back to the 6-th in next fight…Plants vs Zombies also is a franchise I have experienced multiple times either back in childhood or even now, and it as well was super fun with its variety of plants expanding the ways you can fight against large incoming armies, and this feeling of control over large army is something that I really adore in a MU like this - Crazy Dave vs King. Remember that, it’ll be important for later, but now, let me try my best and explain who will have a crown on his head at the end of this fight.

Let’s start with the least complex thing here, that being well, stats. Plants vs Zombies has a lot of feats and practically gained a big reputation for its basically “lore” sort of feats we get from either some quick dialogues or descriptions, while these are more or less complicated and at some point controversial topics, gladly Dave doesn’t have to rely on them alone to be considered impressive, PvZ pretty casually just drops feats of around Country-Continental level, and perhaps one of the best visual feats for Dave is the massive explosions Dr Zomboss tanks, which is about 30 Yottatons of TNT, as you may noticed there are often times when PvZ just makes these gigantic explosions. Can King match them? Surprisingly yes, through some of his scalings, first being Boom Beach which already has some strong notable feats, like Mercs tanking an island explosion, being capable to pretty much move/dodge lasers and that’s without mentioning Dr. T and him not only Raising Sea with his music but also freezing an entire island with his tech, there’s also Clash-A-Rama (which while is dubiously canon, still sort of big thing in general for Clash franchise, being constantly referred either in game or ads, being still actually used for commercials to this day despite no new seasons around and like, hey, why not use it) where Lava pup, that’s right not even a dragon, a small lava pup burnt down an entire moon, a feat worth nearly 68 Exatons of TNT and biggest of all when it comes to power, with Brawl Stars scaling, King can scale to Dynamike who directly tanked own massive explosion that just, seemingly shattered the moon, to blow up the moon you need explosion worth around 239.03 Petatons of TNT but considering explosion shattered the moon while being on Earth it’s rather better to use surface area to find out how powerful explosion must be to the point that it can reach and destroy the moon, answer to which is 46720,27 Yottatons of TNT (if I had a nickel for every time Supercell character scaled to a moon feat during christmas event…). That’s fairly a lot, and fairly impressive, making King, alongside Clash troops 2224 times more powerful than Dave and his Plants, without any cosmic PvZ usage. While Brawl Stars scaling may seem confusing at first, as explained in before the verdict it’s a pretty consistent thing for Clash and other Supercell IPs crossover with each other, heck soon we probably would have a game called Squad Buster which by itself is basically a crossover between al notable Supercell IPs, and well, besides Brawl Stars this includes stuff like Boom Beach or Hay Day, which also numerously appeared in Clash-A-Rama, reminds me, Hay Day also is in among these crossovers, do they have any notable feats? Well, it’s a farm game, I mean yeah sure from time to time you can find even someone like Barbie to have a Solar System MFTL+ feat but you know, Hay Day isn’t one of these cases. At best there's a feat where Chicken was flying on a firework rocket really fast but you can’t really properly calculate it, and when we do, results probably will be insanely low by Clash standards to the point that they just don't cost this much effort. 

So strength is seemingly on King’s side without going to Cosmic PvZ territory…but what about speed? Clash surprisingly does have some notable feats of light timing, like said Merc in Boom Beach being able to move alongside lasers, as well as one time Giant who is one of the more slower characters in Clash cast, was fast enough to punch his own shadow, or same Lava pup reaching to the moon to cover it being about 2 and a half times faster than light. Impressive, but not seemingly enough to get even to more simple speed feats from PvZ like being comparable to some plants that use light in combat like Magnifying Grass, Power Flower and Laser Bean, but most notably Beta Carrotina flying into space which gets up to 227 times faster than light, 113.5 times faster than what Clash troops can do. All of that without going into infinite speed PvZ. 

This leaves us at the point where it all comes down on the opinion on cosmic PvZ, with help of it Dave pretty much can take all stats and win, are said cosmic arguments solid though? Probably not(?) There's a fair amount of reasons to believe in said feats so I can’t blame you if you do, most of them do sort of have contextual problems, like how some of them are more hyperbolic and just lack some additional backing up for evidence to be solid. In a similar vein people are skeptical with statements like “destroy the world” in all various kinds of media due to lack of context leaving statements not enough validation. With that being said, that does leave us with a picture of King AP stomping but Dave blitzing. And well, is there a way for either to capitalize on said advantages? For that let’s look at King and Dave by themselves first.

Generally speaking both King and Dave are not too much of a physical fighters, often relying rather on own army, but at same time, there are some notable advantage to be drawn for either, first of all, while physically they both aren’t too much capable, Dave does has more stuff to pull out if he gets close to King: A mallet, flamethrower, dinosaur mechs, magic beans or ice cream walls as a defense methods, or various artifacts and power ups which give Dave various summons or some magical attacks like lighting or water gun or potentially even a black hole. However King potentially can use stuff to make himself useful, for instance Banner Lever technically allows King to turn into all other clash warriors if necessary, giving him a bit better chance on CQC. On the other hand, there is another King’s and Dave’s reliable method in fighting…spells! In case of Dave his spells are more useful with Plants so I’ll mention them later on, King on the other hand, can pull out his spells both from long and short distances, a lot of them not being entirely dependent on his troops, some deal high damage or have large area of effect like fireball, snowball, rocket, or even arrows. Some of King’s spells also have a similar potential to bring Dave to a position he needs similarly to Dave, like Tornado spell, or Freeze spell which via its freezing ability can well…freeze Dave and leave him open for attack from either himself or other troops with damage orientation. We can't forget about another potentially useful item in Dave’s arsenal, that being his Cars, most notably RV or Penny and its time related ability. While it’s probably not something Dave would pull out, at least not immediately, its power to put a time loop on opponents should be pretty useful in context of this matchup. Overall Dave can put up a good fight in close distance and some potential against King and troop forces in a long range, at least given some of PvZ2 power ups but King has all the means to keep it and the next section should be pretty much the main reason for what makes King’s range play more useful.

And that section is about, you know, the reason this MU exists in the first place - armies!!!

As you can notice there are TONS of Plants at Dave’s disposal, pretty much hundreds of various plants all around. Just Peashooters, Chompers, Mushrooms, various explosives, tens of sun producers and just on and on, we’ll get to them later, naturally considering PvZ is still living and even seems to be getting PvZ3, despite it being quite a mess, but basically you can get the idea…Dave is insanely versatile in this department…buuuuut King isn’t way too far away really. His game is younger but over time it managed to have dozens of various versatile troops, where even at its start there were all different kinds of positionings, combinations, a strategy of proper Elixir usage to have more opportunities than your opponent, and all of that without even mentioning Champions, Evos, various event troops, Tower Troops all of which add more into this mix. I’d be lying if I told you King isn’t matching in versatility, obviously Dave has more but I think not to a degree where King is useless, a lot of his troops in this matchup can have a good quality to make up for the quantity. Now what is important to mention is whatever scenario we’d be going with, we could either let both start how they “normally” do, as in, Dave prepares his one out of trillion possible sets of Plants, King prepares one out of billion possible Decks to use in battle and they start out fight from that point. However, given the amount of possibilities of what they could use with this set of rules we’d have to go with…uhhhh, let me do real quick mathematics here, multiply the amount of possible plants set to the amount of possible decks and we get…




515,190,732,192,439,617,424,110 Possible ways this matchup could go!

That is a LOT. Like, a LOT (and still kind of a minimum given there are also GW, original PvZ, Heroes, Champions, Evolutions, etc.). Over 515 SEXTILLION POSSIBILITIES!!! To determine a victor in this section, besides perfect knowledge on Plants vs Zombies and Clash Royale with each of plants and troops we have to be, like, some sort of professionals in mathematics that have a giant memory or program a computer and tons of free time to do so. I mean sure, we are VS debaters and if one thing we often have to do is to calculate feats through math and physics, I’m not sure there’s anyone on our side who is so good a mathematician that he would be able to calculate which of these possibilities go to Dave and which to King. Of course we could do a record and determine that way but like, that is clearly way too long of a process to determine a most likely winner with. So more naturally, fair and most importantly - fun, we (or well, at least me in context of this verdict) would go more overboard and let them use everything they have at their disposal. This by itself still opens to a large amount of possible matchups among the armies and how each interaction would go. 


And as the guy who just loves from time to time to play strategy games, I think I will focus on several strategic aspects to keep in mind for this fight. With this much it’s not an easy thing, but pay off should be good, so let’s try, starting from the main basis…


  1.  Resources.

One of the important factors to keep in mind is how we shall treat their resource methods. Technically speaking, King does have advantage in terms of his resource being less reliable on if it’s day or night, even though obviously Dave still has access to Sun through its large number of possible producers (especially with Monk Flower which is capable of making Sun come from sky again). And besides that it puts us at question of if we’ll go to this MU with full chaos, giving Dave maximum amount of Sun (33464) while giving King an “infinite elixir challenge” mode where practically. These 2 modes dive into a gigantic chaos as it means both will be simply spamming dozens…no, hundreds of their warriors to constantly fight and fight for a long period of time if either would try to overwhelm. That being said, I think I’ll try to cover both sides of this “resource” coin, to demonstrate their possibilities with and without given limits of what they can do. 

To start with an “average” ruleset behind their Sun and Elixir mechanics we theoretically can say advantage King and Dave have in normal rate of getting sun and elixir, which sorely is due to both’s playstyle. Plants vs Zombies often relies on solid defence which we build up over the time of the level, while in Clash Royale besides building up solid defence we must pursue strong offence. Due to these different kind of playstyles we can basically say that at the beginning where Dave doesn’t has too much of the sun needs time to collect enough resources and build defence while King in theory can do a massive push since he gets elixir basically as long as the fight goes through outside forces, HOWEVER, if Dave can keep himself and enough of sun producers alive, he potentially can get more and more and be a bit less held down by a cooldown King has despite his unlimited access to the Elixir, so given the chance either side can use right moment and overwhelm. Let’s keep that in mind, we’ll need to consider it a bit later.

Now with “infinite elixir challenge” and 33464 sun immediately in the start of the fight…everything just becomes a lot more chaotic. I mean, why wouldn’t it really, as established they will be spamming everything into each other unless one of them gets a lucky shot. You could say “hey Dave still can eventually lose sun” but given that he can also spam sun producers, all in all it’d be quite a long process to make it specifically a deciding factor. 

And at that point when normally both have advantages possible to abuse during the fight, and at their max they practically don’t have to worry in regards to losing any resources to use everything, let us go to next…perhaps the biggest topic, that being on what said resources are being spent to…

  1.  Army.

Now we finally got to this, a fight of this insanely large amount of plants against not way too much smaller amount of troops of Clash. In this section we’ll be looking at all possible matchups that can happen between said armies whenever conflict will happen. Purely in terms of interactions. Cause oh boy we have a lot to cover here

And to be quite unique here, I will be going with every plant and troop possible to not miss any possible matchups that can happen here with EVERYTHING this blog managed to throw at each side. Now the amount of possible matchups here is still insanely large, so I’ll probably be summarizing most of them at one point or another, both possible benefits their troops can give and weaknesses the other side can exploit. Obviously it may contain stuff that probably was already pretty much stated during this blog but I’ll try to keep all of them more brief and closer to the point of how much use they all can do in this MU. I will warn you, the next section is pretty long, low-key proving that I haven’t missed anything important and actually looked at everything given, so it is fair if your decision will be to go straight down to the next section. In other words either you can now scroll down until I will be summarizing the overall situation in the next section, or, you be brave, prepare yourself 1 liter mug of hot tea and dive into this deep analysis, as well as might check through it if you have looked at everything that was mentioned above. Are you ready? Good, cause starting from a bit more harder side we have…

Plants

  • Peashooters: Starting from basics, Peashooters are probably simplest to deal with, or at least most of them have the same principle. Assuming relative mechanics with CR troops they probably can deal with weak swarm troops like Goblins, Skeletons or even Archers in a few shots, especially Repeaters or Gatling Peas. Split Peas could counter attack from behind which at some point is useful considering some of King’s units are capable of moving underground, thus being able to attack from back which, nearly all plants if planted to the ground like usually can’t deal with. Twopeater and Threpeater are also quite useful as they can attack through different points. But perhaps, considering most of them do nearly identical things it’s worthy to note three most useful Peashooters in this section. That being Electric Peashooter, Goo Peashooter and Shadow Peashooter (there are also Ice Peashooter and Fire Peashooter but these 2 can’t become a good combo when one slows down and the other through heat makes your speed normal again). Others, while doing solid damage, still won’t have an easy time dealing with most of CR’s durable troops and even some swarms have the potential to overwhelm them. Now these 3 possess a bit more variety, since Shadow Peashooter can both pierce, allowing to go through multiple units and slow down for a moment, making more troops a bit slower. Goo Peashooters also have potential to both slightly slow down opponents and do over time damage with poison, and Electric Peashooter can make his attacks go through basically the entire lane being not bad choice against swarms.  All Regular Peashooters however will definitely lack a way to do a solid approach against more durable Clash Royale troops and even the big 3 I mentioned could be attacked from the back. Additionally none of Regular Peashooters have any way to deal with flying units, making most of them not the strongest challenge to deal with. 

  • Chompers: Now Chompers are a bit simpler here,  to the point that I can pretty quickly say about each one here. Regular Chompers can practically eat all Clash Royale troops from small to regular sized ones. This is a good advantage against some single target troops like Knight for instance. But, at least this Chomper in question has a very exploitable weakness, that being - 1. Opponent needs to get close, so all 3 are kinda screwed by all projectile users. 2. Chewing. No matter the size, Chomper takes its time to eat the opponent entirely before getting to new dish, respect for careful way of eating food but in this case in 1v1 situation he can be defeated practically by all troop cards that bring in multiple troops, meaning hypothetically speaking, even something like 1 elixir Skelton can deal with it (Larry, get this guy!!!) if Chomper won’t have any proper defense (best case scenario something like Tall-Nut + Pumpkin Shell or at least vines, which I’ll mention later). Super Chomper while is a bit better at that job also realistically can be overwhelmed without proper defense. Now Three-Headed Chomper can give a solid competition due to its ability to stretch its head to eat enemies, giving potential range to work around. Still just like all 3 it contains the same potential weakness of being open. Just like Peashooters it’s also not likely for them to deal with flying opponents or some ranged fighters that shoot even from longer ranges like Princess or X-Bow or Mortar, etc.

  • Cacti: Cacti meanwhile mostly use spiky projectiles being able to not just hit hard (like peas or “stars”, watermelons, etc.) but technically also pierce the opponent, Main Cactus we all know, possesses one of the more important factors in the fight that not many plants can use. In other words, they have the ability to stretch themselves to be able to aim and shoot into flying opponents. But unlike your average balloon zombie, you can’t just make most of the flying troops go to the ground, with exception being Skeleton Barrel and debatably Balloon. Troops like Lava Hound or dragons will be hard to beat even for cactus without support. Additionally they can temporarily go underground and hit ground troops without being damaged though it makes it easier for tankier opponents to also go through. Tree and Ball Cactus can potentially be useful to more long shooting low heath targets without any protection, but definitely just like normal cactus will have problems whenever the opponent will get close. And Prickly Pear perhaps here is quite the opposite, with her point being taking damage and then attack by herself can be good against opponents of weaker calibre but if someone one shots her, it’s game over (while putting something to shield her kind of makes her pointless since she won’t take damage to do the damage), and practically decent amount of troops have that opportunity.

  • Starfruit: Starfruits, they may be underrated by people but obviously for a reason, since it is tricky when it comes to a question of how to use it properly. That being said they do have potential and always helpful when their opponent is going at any direction but not towards them, if someone will get close they obviously can still be shot almost as if being shot from a shotgun, but before it does that at least Mid-durable troops will have enough speed and durability to take it down, making most of starfruits being better supportive plants rather than 1v1. That being said, it's worth mentioning Angel Fruit and Shooting Starfruit. Shooting Starfruit in scenarios outside of PvZ Heroes is basically Threepeater if it could shoot at all forward directions, can be insanely useful to help out other plants while fighting themselves but basically they are fragile and if being targeted can be pretty easily killed in one shot. Now Angel Fruit is weird cause…well it shoots in not just 5, but 10 directions. Don’t be confused however it doesn’t mean it shoots at all 10 directions at once, but rather that it can switch sides to shoot at 5 more directions, still it is a pretty versatile upgrade for Starfruit, but practically has the same potential weaknesses as regular Starfruits (it does however has pretty cool ult where it shoots like a minor Touhou boss or something of that kind). 

  • Snapdragons: Snapdragons, they’re actually more straightforward ones, as they shoot fire at 3 directions , they can easily deal with swarms or other sorts of multiple pushes but additionally it needs to be decently close to deal with its targets, meaning without defense either tanky enough or long ranged opponents can take them down without trouble. Some of them can slow opponents down but overall contain the same problems.

  • Mushrooms: Now we go into pretty much another kind of plants, with lots of versatile options around all in all. Most importantly at night however, considering that they usually sleep during the day so like, good luck using them…unless they don’t actually if you have Coffee Beans at hands, which still also cost sun meaning that there is some more time and patience needed to start using Mushroom plants during the day (either that or you are PvZ2 and now Coffee Bean is pointless 😔). That being said, let's get to them this one probably will be longer compared to other sections considering Mushrooms are a lot more varied and unique to simplify them to one group doing this and another that. Puff shrooms and sea shrooms are priceless, options…literally, they cost 0 sun so like they aren’t strong don’t shoot at long distances, pretty fast to kill so all in all are easy to deal with, pretty worthy to buy time and get more powerful plants but that’s probably not gonna be helpful in this case, at best maybe mess with low HP troops a little. Scaredy-Shrooms are pretty much cheaper Peashooters, its fear of opponent getting too close however makes it worse in this scenario as well, Fume-Shroom however is whole another deal, considering it does piercing damage it does has opportunity to go up against tactics like weak units behind tanky ones, Gloom-Shroom is cool at close range and can be helpful since it also can shoot backwards, upwards, all 360° simply speaking, however it shoots at far shorter range so unless strategy is something like Gloom-Walk it is rather less beneficial. The most useful here are probably Fume-Shrooms that slow you down, giving more opportunities while slowing down at a bigger rate. Spore-Shrooms are actually decent options against swarm units, something akin to Mother Witch but Shrooms instead of Hogs, it needs to kill first though which at this point is more imaginable to benefit only on swarms. Witch Hazel and Pumpkin Witch now are some of the most beneficial mushrooms or plants in general, as they can make an opponent go for their side either through transmutation means or hypnotising the opponent for their side. However they choose the target randomly with some cooldown making it not the most reliable option to pull out. Vamporcini is a bit similar to Snapdragon in terms of range, but as long as it is being attacked from far it also won’t do way too much on its healing. Pyro and Cryo shroom have potential with their overtime becoming more and more powerful and useful but the obvious downside here is that their best stuff is done over time and if someone will aim at it before reaching its full potential it’d be heavily wasted. Nightcap while does has cool poison attacks, still, like Scaredy-Shroom will be a lot more useless if someone will be too close, at least this time though it won’t leave itself open but more so invisible, that being said they’re still open to be dealt with long ranged weaponry. Other shrooms are more so act as buff and situational so a lot of them may be dealt with easily in 1v1 scenarios.

  • Explosives: Ok ok this actually shouldn’t be super hard. All of them explode, so like, kek.  Yeah same principle it’s just some of them have more tricks to work or make it on face if it's on plantable territory. Doom Shroom here is probably the most destructive but worth keeping in mind that it has a price of damaging plantable ground. To summarize it’ll easily deal with swarms will have trouble with some mid Hp troops and probably wouldn’t be as helpful against the biggest and tankiest troops

  • Catapults: Alright, these are probably my most favorites as they aren’t really bound by any obstacles very much. They additionally can technically attack opponents through shields which if it will work in this scenario you can give arguments for and against. For, because speed advantage, against because in Clash Royale troops with shields still are able to ignore attacks from above, even some massive ones like rockets. Additionally it probably is possible to argue that they could hit flying troops based on how catapults work, but at least as far as my memory goes you couldn’t hurt balloon zombies by catapults so, maybe not, I’m open to be corrected on this note. That being said, these aren't what changes the verdict heavily so I can leave that up to the decision of you, the one who reads this verdict right now. They all are pretty unique but most of them contain basically the principle of attacks usually being a bit slower than with normal shooting ones, which especially isn’t helpful in case if troops will be close. Some Catapults however are quite unique, to say the least. Cob-Cannon, basically shoots a really big rocket cobs of corn ain’t that cool, kind of like missile artillery, but despite its high damage Cob-Cannons should keep distance, shall someone get close they are pretty much finished. Coconut Cannons are also pretty interesting as similarly like Cob-Cannon they shoot giant explosives just a bit later, practically all Cob-Cannons weaknesses apply here. A.K.E.E. can be a good option against swarms or weak troops behind tanky troops but other than that similar problems as other catapults. Overall one of the more useful damage based plants but not without nuances here. Turkey-pult is actually pretty interesting as it straight up throws Turkeys at the opponent which works as a solid distraction and attack method. 

  • Melee Plants: Based on the name you probably can already understand the issue. These plants are good at close range but not really good at long range so anyone who shoots or flies can deal with them, which is a decent amount by Clash standards really. There is pretty famous Squash plant that, as its name tells, squashes opponents by jumping into them, a move which normally can even deal half damage to Gargantuars, but that being said they also cost their life (or well, usage) while doing so, so it’s not like it can do its high damage eternally. A lot of Melee plants contain similar principles which while versatile (in terms of how hitting and how ) can give it some identical problems to work with. There are however some very notable plants in this line. First off one of the recent plants being Bun Chi, which is basically Cactus bunny that hits stronger and stronger the more it hits the enemy, Venus Flytrap which can actually heal heroes plants (which I’ll mention later) by hitting an enemy and perhaps the most valuable melee plant in the community - Pokra, which well, stabs opponent slows them down and also shoots big high damage spikes later on, so some potential work ground at distance here. So practically - they throw fists hard, but they won’t reach for shooting or air opponents.    

  • Airborne Plants: Now we’re getting to something more unique here. Since a lot of King’s troops can fly it’s only natural that these flying opponents must be counter-measured in some way other than relying to aim in the air or stretching like in case with Cactus. These air-borne plants more or less have potential to match with King’s, so let’s see. Well actually there isn’t a lot to see. A lot of them due to flight actually have potential to mess around with ground Melee troops. Such as Loquat and Saucer Squash. And probably they can mess around with flying troops as well, but they don’t seem to be as versatile to generally keep up against shooting and flying troops. Practically solid way to deal with grounded troops but not to big degrees. 

  • Misc. Offensive Plants: This, just like Mushrooms, is also pretty complicated overall, since there are lots of varied plans that can be categorized differently and have different weaknesses and powers, so expect it to be longer. Aspearagueses are pretty typical distance damage dealers, Shamrock pretty much are like Scaredy-Shroom, Frisbee shooters are kind of like Kernel-pults, Water Gun Grass and Electric Anemone rely on water…which actually might be a good opportunity to bring up this fact that an amount of plants that are more effective in water territory probably will be useless, with some possible exceptions, since none of King’s troops try to approach opponent through water, frankly here, given a decent amount of ice troops they have both probably can just freeze and melt water around to the point that you probably wouldn’t risk it to plant any of them here. Oak Archer, Dandelion and Lighting Reed are pretty much damage dealers so nothing much, Thyme Warp is actually useful as it can reset troops back to the beginning giving plants a chance to regroup no notable problems here really, cool option. Beans that can shoot lasers also sort of like other piercing DPSers who would deal damage to weak troops while hitting tough ones. Red Stinger relies on the enemy being far to do more damage, Citron is basically like stationary Sparky in Clash Royale language, Bowling Bulb is basically like permanent Wall-Nut bowling but worse since it doesn’t one shots zombies. Tulip Trumpeter has potential to hypnotize troops so that’s 1 more possible plant to be useful. Guacodile is awesome as it can shoot more crocs at troops while also attacking by himself if someone will get close, but mostly just like others deals damage, Electric currant has potential to create lots of electric fences but basically like, on its own it isn’t strong and it requires troops to ignore its existence. Lava Guava is basically a good option to both kill opponent and leave a mess to make it harder for them to pass, Ghost Pepper is actually one of those that normally can’t be hit in the game but theoretically given Clash characters can hit Royal Ghost, it’s not unfair to assume Ghost Pepper also has a chance to be just, shot or being beaten while she attacks. Kiwibeast basically starts small but overtime becomes more and more powerful, however it is also a melee plant so like, good chance for it to be defeated rather quickly (Kiwi is one of the best fruits ever though). Inferno can potentially keep away troops with its tornado but most likely it’d be more effective against swarms here, Meteor Flower is cool but by itself also not physically strong. Buzz Button makes opponent electrified…buuuuut the moment opponent specifically eats it, this actually should also be pointed out similarly like with water plants - there are also plants that to work and do their thing are needed to be eaten by opponent which while is something mindless zombies do, highly unlikely to be done by Clash Troops who probably just gonna slash, shoot or hit it really hard. BoomBerry is basically a catapult + explosive kind of deal, MayBee’s Bees are basically not that big of a deal when against mid-high troops might counter measure spawners though. Acidic Citrus can actually counter some troops’ armor via its own acid, so worth to note. Ampthurium is a decent option against lighting attacks which King does have some. Other plants mostly present themselves as various kinds of DPSers, some quite weak ones, others requiring some setup to work with.

  • Summoners: Now summoners admittedly I’m less knowledgeable on that topic to tell the situation exactly since it’s been awhile since I really played PvZ Heroes. What I can say based on what I’ve seen in videos, the principle is, well, that they summon other plants to do a job. At least for the most part while additionally doing some powers. Practically to keep short with this one they have potential to do either some buffs or bring in more firepower, but if they dealt with quickly there won’t be much help from them.

  • Sunflowers: Ok well Sunflowers also aren’t that hard of a topic. Basically they are one of the main sun producers. As it says by itself “I’m just a Sunflower, but see me power an entire infantry”. They are important to hold the resources and shall Dave lose them his army won’t hold for much longer. Primal Sunflower can even fight back, would you look at that. But yeah practically it’s one of the most important tools Dave must keep if he wants to use any other above and below mentioned plant.

  • Misc. Sun Producers: Aside from Sunflowers however there are a few more Plants that are capable of producing sun. Sun-shrooms that are cheaper and grow overtime , Toadstool and Sundew Tangler which can give you sun via eating enemies slowly. And perhaps Solar Sage is the most offensively useful as it makes opponents walk away and give you sun. Practically the same principle applies here, shall they be targeted on, they can be dealt with quickly.

  • Daisies: Well uh, they do money, I mean money tree is cool and all but obviously kind of useless in context of this fight, not even the one that can shoot. 

  • Wall-Nuts: Wall-Nuts now basically epitome of the defense here, without their help in tons of situations Plants are simply open to attacks and can’t do much to defend themselves other than shoot back. They are durable and some of them even have additional bonuses like Infi-nut coming back eventually, or Explode-o-Nut exploding upon being destroyed but basically they are not very helpful against more mobile opponents whether it be air, underground or gigantic troops.    

  • Misc. Shielding Plants: Aside from Wall-nuts however there are lots of other plants capable of adding into the defense. One of the most notable ones being pumpkin shells which adds on into the durability and helps to either non durable plants or plants that can’t fight back at all, ot even both. All of them are practically very unique plants in a matter of defense but just like Wall-Nuts contain a similar weakness of no one having a proper way to defend from above.

  • Vines: Alright so similarly to some shielding plants like Pumpkin Shell, these Vines are also basically protect plants as some sort of add-on. They are decently versatile but in context of this fight not exactly groundbreaking (practically most of them increase damage via some setup), albeit there is vine that is notable to mention, that being Shine Vine which protects Sun-Producers while generating more sun, perhaps most helpful.

  • Defensive Plants: These plants meanwhile have potential to do some more benefits other than simply buffing plants or debuffing opponents, a lot of them are different so I’ll mention each notable one. Spikeweeds and all of its kinds basically can do damage without being noticed, potentially can work around non durable swarms but other troops probably will pass it through. Garlic and Chili Bean are useless, as they require troops to bite/eat them while it's more likely they destroy them. Iceberg Lettuce is basically a stational Ice Spirit. Spring Bean in Clash language is basically kind of like Clash of Clans’ Spring Trap (pun unintended), but on a lower scale, in context swarms probably would benefit here since usually Bean activates on singular targets and doesn’t push too far away. Gravitree can attract troops from unprotected lanes to itself but potentially can be dealt with rather quickly if there’s not much on its plant either. But the most notable and coolest plants out there to me are perhaps Umbrella Leaf and Blovers. Blovers have potential to basically remove troops including flying ones from lanes, at least for some time, potentially buying time for a build up of a group.Umbrella Leaf meanwhile basically is a solid protection from attacks that may come from above, which at minimum means they could protect from something like Mortar or Fireball, at best they maybe even could protect plants from more groundbreaking spells, like Earthquake or Lighting. Meaning this plant is probably one of the most crucial ones here, important to note for later. 

  • Hypnotic Plants: Hypnotic plants are also one of the most potentially useful plants as their hypnotic powers can make troops go by their side. The most popular out there - that being Hypno-shroom probably also will be the most useless as, again, to work they need to be eaten which isn’t insanely likely to be done by Troops unlike with Zombies. Caulipower doesn’t need to be eaten however their choice of targets is mostly random and (at least with in-game logic) it is more likely to target weaker targets, which in most cases isn’t helpful, specifically if swarms are around. Perfume-Shroom’s usefulness depends entirely on if you count dragons as dinosaurs…which, well probably not(?) Dragons are probably of reptiloid origins after all but technically speaking we’ve only seen it being done against just dinosaurs. That being said it probably doesn’t matter cause even pterodactyls are flying on ground level when being affected by Perfume-Shroom while dragons probably will be flying way above ground radius we see Perfume-Shroom affecting. Pea-pharmacist can turn into a pea-shooter but it doesn’t seem to work on either stronger enemies or inanimate objects like robots/machines. Overall these plants do have potential but its unlikely to be helpful in this case.     

  • Buffing Plants: Ok so, these plants are also cool in theory but in practice a lot of them do stat buffs for the most part. I mean yeah it’s in the name “buffing plants”. So I don’t think there are many notable ones, some buff health/dura, other buff offense/power, some do it in a bit more situational ways. I do want to mention a few though. First of all the iconic Torchwood which turns peas into fireballs. Intensive Carrot which can bring plants to life, a power that may come in handy at some point. Power Lily which is able to create Plant Food, Plant Food is low key necessary with some of the plants and its special powers even though most of them are just massive high damage AoE attacks. I presume among the weaknesses it is worth mentioning that none of them really can protect themselves so like, they can be quickly defeated if unprotected and/or if plants will rely on them too much, they will drastically fall in power the moment these buffing plants will be lost. 

  • Debuffing Plants: Now this is also where things do get more interesting. Or well, at least there can be noted a lot more potentially useful plants, like E.M. Peach and E.C. Peach which can shutdown electronics (which does help against some of King’s machines). Or Shrinking Violet which can shrink troops nearby and make them weaker. But perhaps most important and notable one is the Magnet-Shroom, mushroom capable of attracting metallic objects to itself leaving opponent with no protection but additionally having some cool down, but if there are like, 5-10 of these it can actually be really useful, as a lot of King’s troops do use metallic swords as a weapon or some sort of metal. Other plants also buy time and/or basically work on defeating the enemy “slowly but surely”.

  • Environmental Dependent Plants: Now these plants are more important to be significant and also dependent on some situations. Grave Buster and Tomb Tangler for instance are perfect counters against Graveyard. Lily Pad is helpful for plants that can’t stand on water but as mentioned before, none of King’s troops rely on water movement so it probably is not necessarily. Cattail and its variants though might come in handy as they can target enemies by their homing attacks (sometimes it doesn’t even make sense how their projectiles fly in PvZ). Plantern allows to see in fog or even through some objects (like vases) but King doesn’t really carry any power where it can be needed. Hot Potato can help in case of plants being frozen which has a good chance to happen considering King carries a decent amount of ice based troops/powers. Lychee drill can move underground troops into the surface which potentially can help against Miner and Goblin Drill. You practically can see the idea that they may be not helpful in a direct approach but can work as potential counters when the most necessary. 

  • Imitater: This one should be quick, as it basically can turn into all aforementioned plants (and some below mentioned), which technically is helpful in game when normally some of them have lots of cooldowns.  But ultimately isn’t exactly helpful in this case when now Dave can just plant more of the same plants.

  • Weeds: Ok well, weeds are probably some of the least special in this case as they just smack foes hard with some specials like explosions or some healing sun. We can move on to more complicated stuff from it.

  • Power Mints: Mints basically act as a support here, each mint will give some sort of buff to the kind of plant either through element or type, nothing too much. There is however one important Mint to mention that is, specifically Enforce-mint that can shrink foes, which can make it easier to deal with mid durable troops or even make tough troops weaker, kind of like the aforementioned Shrinking Violet.  

  • Dave’s Tricks, Upgrades, Power Ups, etc.: Since a good portion of Dave’s stuff is more useful as a support for plants or as a tool against troops rather than 1v1 against King (similarly how a lot of King’s spells can be also more useful as a support for troops and tool against plants). Starting from upgrades, mostly they give Dave more ground for small comebacks and a little defense addition. Pendants for the most part act as a small buff to Plants. Artifacts meanwhile have some useful stuff, like how Time artifact can reset troops back to the start of the lawn giving more time to regroup. Golden glove can turn troops into gold statues for some time, Black Hole seems to be able to also move troops back. And also SUBWAY SURFERS HOVERBOARD WOOOOOO. Power Ups also can do additional damage and/or move troops back away from the lane. Overall Dave can give a lot of support to plants himself as well as for some time keep the needed distance away between troops and plants. 

  • TACTICAL CUKE: A NUKE! A GODDAMN CUCUMBER NUKE! It needs some time before launching but practically it is probably the biggest weapon in terms of damage for Plants. Should it be left unprotected it probably won’t be as useful though.

  • Boss Plants: Ok now we’re getting into less regular and more so “special” plants that will be pretty much trickier to fight against. And probably the most valuable plants on Dave’s side.

    • Sunflower Queen: Sunflower Queen is a pretty big and tough opponent. Especially her charge attack. However, said charge attack she also exposes her core weakness which is likely to be exposed pretty quickly. Tough unlike usual sunflowers but very possible to deal with. 

    • Royal Hypno-Flower: Similar to aforementioned plant, with a difference that her biggest strongest move here is Super Goatify. With which she seems to be able to turn opponents into goats through decently big territory. A very powerful move so if she won’t be targeted for a long time and will be near King she might be one of the biggest win conditions. 

    • Super Bean: He's pretty straightforward though, can shoot lasers, fly teleport protect. All in all not a bad damage dealer but that’s where his strengths basically end.

    • Big Stump: This plant seemingly is strong physically, so it can do pretty well against low-mid durable troops. Maybe even would do well against swarms of some kind but with its ground based moveset is likely to be dealt with by long ranged and flying troops.

    • Marigold: Useless just like Daisies…🚬 ok well they can do something to keep up but realistically it's probably the plant Troop will deal with the quickest.

    • Squash: Well uh, it’s pretty much nearly the same as regular Squash, with the difference that it basically takes damage and explodes, so probably not much to mention.

    • Spooky Squash: Pretty much identical in concept to the above squash, shouldn’t be too hard to deal with in a big picture.

    • Bitter Dill: Deals poisonous damage and gets pretty tricky bounceable seeds, but other than that also not too complicated to deal with.

    • Brian: Identical to Bitter Dill with the difference of having “invincibility”. However given the power difference it's unlikely if that invincibility will come into play.

    • Blight Cap: Similarly a very complicated boss, who has various summons or protection methods, as well as a Gigantic size but also mainly grounded and shall opponent fly it won’t be dealing with them as easily.  

    • Dreadwood and Dread Roots: Dreadwood is a big, powerful boss who has large projectiles, lasers and some plant support. But mostly it is a stationary boss so practically it should be one of the easiest opponents to target, at least in GW standards. It can move 360 degrees and attack from all sides with its roots but that’s about it. 

  • Plant Heroes: And now our discussions become a bit more broad with various versatile plants, from Chinese special versions of plants to Garden Warfare shooters and PvZ Heroes’...well, heroes! This one should be a lot more quicker as some of which I will be talking about won’t be too far away from how discussion about them is above. 

  • Iron Man Nut: Wall-Nut in an iron man suit, cool stuff. Not only protects plants but additionally can actually fight back! But practically has the same weaknesses as other Nuts: that being mobile troops should be able to bypass it either via flying, digging or be like Hog Rider and jump over.

  • Wukong Pea: Pretty much like a good ol Peashooter but over time becomes more and more powerful. Weak defense, strong offense.

  • Pig Squash: A bit more versatile Squash but basically has the same principles of being potentially baited to deal with quicker. Earthquake power though makes it a bit more useful.

  • Nut Wujing: If not being approached can heal overtime which is something not all nuts are capable of, as well as it can use itself as a bowler weapon. Pretty nice additions. But additionally the same weaknesses of nuts.

  • Monk Flower: This is a pretty unique sunflower as it can summon sun during the night, as well as stun for some time. It could also hypnotize if being bitten but like, as mentioned above no one of troops will really try to eat plants. 

  • Nezsha Shooter: Pretty much kind of like Threepeater, with piercing damage power and revive, so nothing new.

  • GW Peashooters: Ok now we’ve reached to plants that basically can fully 100% indubitably move themselves around. Kind of like walking turrets for Peashooters in this case. But in principle it is pretty much the same as regular peashooters in combat, easier movement aside.  

  • GW Sunflowers: These Sunflowers are pretty much Mercy Overwatch of the team, they can shoot beams and all but their best purpose is to attempt to resurrect plants that have fallen which at some point might come in handy when needing to keep some members alive. But yeah if they confront troops by themselves they won’t do better than some other Sunflowers that can fight.

  • GW Chompers: A lot more versatile Chompers that not only can eat but burrow underground and shoot Goop. Lots of variants and even a CHEETOS VERSION. But yeah these ones probably won’t do well in long range either compared to lots of other plants.

  • GW Cacti: As you might expect from one of the few plants that can shoot flying opponents in the original games, this one is pretty much Sniper of the team with drones and mines on its hand. Despite being a cactus it is a lot worse at close range so if he lacks mines or drones and/or they were bypassed there’s not much it can do.

  • GW Roses: Another more versatile supportive plant as it can either boost teammates or even slow down opponents and turn them into goats and even make illusions! But practically she is among less durable troops as a mage so they probably can be one shotted.

  • GW Kernel Corn: Basically this one uses Corn as a weapon for bullets, missiles and can even bring support from air. All in all can be pretty good against swarms but probably will have a harder time against mid and especially high HP troops.

  • GW Citron: This Citron is kind of like Droideka from Star Wars, has a ball form for mobility and can shoot lasers while standing on its few legs, additionally even has its own EMP and compared to other plants is decently tanky. 

  • Giga Torchwood: One Torchwood that can fight back, has its own options of shooting projectiles and using Fire as a strong weaponry. Additionally can use leafs to protect itself so another tank/damage dealer to the piggy bank. 

  • GW SnapDragon: Identical to original Snapdragon with the difference of this one being able to walk, and even shoot homing fireballs, along with flying for a bit longer giving him opportunity to keep up with flying troops.

  • GW Night Cap: Silent killer of the group who highly relies on Stealth to deal with opponents, and frankly in this chaotic rumble it might be helpful. 

  • Acorn & Oak: Oak is a pretty durable and tough damage dealer but as you might notice, not as strong as Acorn so, you basically get the idea he should be quick to deal with as long as he is at his weakest. 

  • Wildflower: A flower that is pretty much an explosive support whose main deal is to keep distance and mess around from far away without being targeted, if she will be targeted though she can be dealt a lot more quickly. However her respawn power is not a bad option in that case. 

  • Green Shadow: And now we’ve reached Plants that pretty much can also bring in some aforementioned plants into the battle depending on the category. Green Shadow is a Peashooter that is one of the more precise and can bring a decent group of plants to protect herself.  

  • Solar Flare: Another fighting Sunflower but this time she can burn opponents while simultaneously getting sun, cool stuff.

  • Wall-Knight: Probably the most durable Wall-Nut out there who can use more protective plants. In general probably the same weakness against troops as all other nuts.

  • Spudow: Can use explosive and defensive plants while also using his head for explosions. More durable troops though probably will be a big problem for him. 

  • Grass Knuckles: CQC Plant who can throw a barrage of hits, but more open to Long ranged shots compared to others.

  • Chompzilla: And another Chomper who can casually eat low-hp troops like it's nothing. With that in mind it won’t have trouble in finishing mid-hp troops that are almost finished.

  • Captain Combustible: Just like you’d expect a Torchwood hero to do it mainly buffs plants, specifically those who use fire as its main tool, so its better off when surrounded by a group of fire based plants

  • Beta Carrotina: A useful plant who can mess around the territory to give control of who goes where. 

  • Non Plants: Useless in this fight…I mean yeah none of them can fight back, one of them is literally a Snail, so like. Nothing too special to expect.

Phew, that sure was a lot, but now that we’ve gone through all Plants let’s go and compare them with…

Clash Troops

  • Knights: Ok so Knight doesn’t cost a lot and is practically the most simple in terms of damage, tanky but not much, a barrage of shots can deal with him but on his advantage if he gets closer his sword can pretty quickly slash through most of the plants. Mega Knight is probably one of the MvPs as he is insanely tanky and almost as large as Giant so in PvZ language, Mega Knight would be as if Gargantuar learned to attack via jump dashes and his first appearance would start to damage frontline plants. The actual way of dealing with Mega Knight is probably to try to surround him and entirely focus lots of firepower on him. Though it can be a bit slow in doing damage compared to other troops

  • Archers: They are weak so probably even Peashooters can potentially deal with them in a barrage of shots, however their long range can mess around even with plants that are protected from a far (for instance thx to Princess or Magic Archer’s Piercing damage). Super Archer can even move plants around and mess with their lane positioning while Firecrackers have potential to do pretty big sized AoE attacks. And most importantly Super Magic Archer has direct power to turn plants to their side (and that’s without mentioning how all shooting troops of Clash have an insane Aim, at peak they can at least deliver multiple solid shots). Shall they be protected and the best Plants can do here is either use Heroes/GW Plants to aim directly at Archers or use piercing plants like aforementioned Fume-Shroom.   

  • Goblins: They actually probably easiest to deal with, most goblins are quick but weak and can be dealt with in a few shots from plants despite their not bad damage. Though Dart Goblin has similar potential as Archers, considering how quickly it shoots its darts. And Goblin Giant with support of Spear Goblins is pretty much kind of like Gargantuar but if Small Zombies would’ve been able to shoot.

  • Minions: So basically they are similar to goblins, not all strong but thanks to their flight they can deal with most of regular Plants, especially those who mainly fight at close ranges. Mega Minion probably should even have high enough durability to withstand most of the plants that can shoot flying troops (albeit Magnet-Shroom has the most potential to disarm it from the helmet). 

  • Skeletons: Now there are many Skeletons to talk about so let me get through some of them really quickly. Average and Army Skeletons are not a bad horde but overall simply are countered by a lot of plants with splash damage, albeit they may have power to take on single target plants by surprise. Bomber and Wall Breakers can do a lot of the AoE damage to plants though, especially Bomber if well protected, helping big tanky units to clear the road. Skeleton Barrel has similar problem as swarm skeletons however they can fly so potentially they can go through a lot of ground plants until Cactus or other flying plants and/or plants that can shoot flying objects will be involved, they still can have element of surprise  and do some damage but overall nothing much. Balloon meanwhile is a bomber if he was protected by the air, lots of splash AoE damage while not a lot of plants can do anything about it. Guards can defend from large damage with shields but basically have similar problems as regular skeletons. And Giant Skeleton is another very tanky troop that can go through a lot of plants and if defeated, deal a devastating final blow.

  • Barbarians: Now we got to the most iconic warriors of this verse, the Barbarians. They may be dumb at times and usually are pretty straightforwardly mildly durable strong troops, most importantly however is that they are vicious and stubborn as hell. And can keep fighting for a long period without breaking a sweat, I mean like, come on who else but Barbarians can just spend 2 Years constantly running in the water and then running again like it's nothing. But yeah just like knights they probably won’t whistand a way too big barrage of shots but their numbers help to get through and deal with lots of plants. Lumberjack can even set up a rage spell for other incoming troops to go through faster and stronger.

  • Spirits: They mostly jump and that’s it, they’re gone however a lot of their splash damages help to hurt multiple plants at once, especially Electro Spirit’s who can go through and heavily damage several plants. While others can do some other bonuses like heal or freeze a plant if Hot Potato isn’t near.

  • Giants: Now we’re basically getting to potential MvPs on King’s side. Giants are insanely durable and can tank tons of barrage attacks from plants, as well as just go through most of them, just like Goblin Giant, Skeleton Giant and Mega Knight Plants would need to spend tons of fireforce to deal with. Electro and Royal Giant are especially threatening as the first one has a 360 degree range AoE to basically hit every plant nearby with electricity, and Royal Giant is basically if Gargantuar learned to shoot with a big one-shot cannon. Albeit they are slow (not to insane degree but still) so they may not be super quick at doing everything.

  • P.E.K.K.A.s: Additionally like Giants big MvPs as they are insanely durable, big and strong. P.E.K.K.A.s are so powerful that they can straight up slice everything they see while not noticing the target, and Super Mini P.E.K.K.A. can even one-shot every plant via its transmutation. Solid fighters but can be dealt with if big damage focus would be on them. Plus they are also pretty slow.

  • Musketeers: Similarly like Archers but more durable. Still without too much protection can be overwhelmed as well. 

  • Wizards: Now speaking of long range attacks, Wizards are big experts at this rate. Regular can use fireballs as a big AoE explosions on Plants, Ice Wizard can instantly Freeze most of the plants, and Electro Wizard is especially good against opponents that require a charge for a strong attack, so for instance if it takes time for Coconut Canon, Citrus, Cob Cannon or even Witch Hazel to shoot and turn someone to their side, Electro Wizard can just constantly reset them not letting them to release their full potential. Wizards are however also not insanely durable so potentially can be dealt with in a few dozens of shots.  

  • Witches: All Witches here are pretty fragile but have strong potential. Regular and Night Witches are basically spawners who can bring in more and more units into fight, as long as they have protection they really can do it for awhile, especially since Night Witch brings more and more Bats that most of regular plants can’t exactly shoot down (unless while doing so they’d lose their focus on ground units at least) while Witch shoots small AoE shots from a decent range. Mother Witch however has the biggest plus in the team as she can turn most of the plants into the Hogs in basically one shot. Practically increasing numbers with each shot. And Super Witch just has advantages from all 3 Witches. 

  • Machines: Here is nothing too much to talk about. Flying Machines have both long range attacks while also flying so that's a good advantage for some time. Sparky is a strong AoE dealer but also not durable and can be dealt with by EMPs from Plants. Zappies and Canon Carts also can deal some damage here and there while having good protection.

  • Animal Riders: Ok now we’re talking about Hooooooooooooog Ridaaaaaaaaaaaaaaaahs. You might be surprised but they and their variations are actually quite useful here. At bare minimum they can actually counter measure all Nuts by simply jumping over them, like they normally do with the walls, walls in Clash are a lot taller than even Tall-Nuts in comparison and Hog Riders simply can just jump really high and really far if they want to. And from here take a good amount of plants by surprise, especially if said plants highly rely on Nuts’ defense. Prince and Dark Prince are also pretty solid damage dealers who can ram through a good margin of defences, but ultimately less unpredictable in this scenario.

  • Golems: And another strong large HP troops like Giants - Golems. Slow but insanely tough and large. As well as their death deals a good damage to all surroundings. Super Ice Golem which can straight up Freeze a large area after being killed is insanely useful as well, if Plants don’t have anything fire related for a protection nearby, to make a recovery. And Lava Hounds are basically flying tanks that can protect weaker flying troops from being attacked. As long as they are protecting, they're doing their job great. 

  • Dragons: Other flying damage dealers, baby dragons and skeleton dragons basically have small AoE on their side, Electro Dragon is kind of like a flying Electro Wizard being capable of resetting foes that require charge. And Inferno Dragon is a potential counter to large HP bosses that take the most hits to deal with as ID’s power grows more and more when it deals damage. 

  • Misc. Troops: Now here there are lots of troops to mention each having a sort of different playstyle in a certain way So I’ll skim through and mention potentially most important ones. Miners can go underground and attack from behind, which is something not a lot of plants, especially ground planted ones, have the ability to countermeasure said disadvantage, with some exceptions. Bowlers can hit multiple Plants at once with its giant Bowling ball (similarly Executioner with his axe). Royal Ghost for the most part is invisible and while Plants can in fact hit and kill ghosts, they can’t see invisible stuff meaning that Royal Ghost has an opportunity to take a lot of plants by surprise, especially if he’ll focus on most of the moving plants. Fisherman can act like a Bungee Zombie of the group but instead of coming from the air, getting to himself plants while being on ground, which potentially allows to take a pit more control of the situation.

  • Champions: Now we’re getting to the Champions, aka skilled warriors that each has their own ability to use, and well, each of them has something unique to bring into the fight really. 

    • Golden Knight: Perhaps one of the biggest potential to deal with plants that are on ground. Golden Knight may seem as an average close range damage dealer, similarly like Electro Spirit can also perform a dashing move where he can dash and hit multiple plants at once, giving a solid edge for the group. But practically he probably has the same weaknesses as regular Knight despite being a quicker and durable one.

    • Skeleton King: Big splash damage dealer at close range, with the biggest tool perhaps being necromancy summoning hordes of Skeletons to attack enemies. Can take Plants by surprise if SK will do that in close range with at least some protection (kind of like Disco Zombie on steroids really). Plants with splash and piercing probably can deal with it much quicker though. 

    • Archer Queen: Just like Archers, precise long ranged shooter who also can do it while being invisible, which is also quite a solid advantage to use.

    • Mighty Miner: A stronger, bigger Miner who at close range can increase his damage the more he drills like an inferno, kind of allowing to drill through even the tough plants like Tall-Nut. As well as the bomb ability is actually a good escape option.    

    • Monk: One of the potentially biggest counter against Plants as most of them use projectiles which Monk can reflect back. Monk generally is amongst the tankiest peoples so he probably can do that lots of times.

    • Terry: Same advantages Hog Riders have + even higher Jumps and AoE damage, with that he can take lots of Plants by surprise, but he better not be alone or else he’ll get all focus on himself

    • Little Prince (and his guardian as well): He’s sort of like Acorn & Oak in that question but instead of transforming into a bigger and stronger opponent, he can just bring in one. Guardian and his rush can be not a bad combo protection but overall? Yeah, the Little Prince is probably the least influential in this debate. 

  • Buildings: Alright now we talk about buildings which serve the King mainly either as a defense against walking plants or general offense.

    • Defensive Buildings: Canon and Bomb Tower are pretty straightforward, they attack, they protect, Bomb Tower especially useful as a way to counter a group of attacking units. Inferno Tower also pretty much can deal quickly with all high HP units over time as its damage only becomes stronger and stronger. And Tesla here is the only one that would take incoming plants by surprise since it mostly hides itself under the ground making it unable for it to be normally targeted.

    • Offensive Buildings: Here it's pretty simple, the concept of said buildings is that they attack while being far away from all chaos, which gives natural advantage when it comes to all regular plants at least. Mortar sends big AoE rocks pretty much which only Umbrella Leaf has a potential chance to counter, X-Bow straight up shoots multiple shots at everything from far away. At same time both are pretty much least targeted units in terms of offence, which is a good advantage to use. They probably will target nearest opponents first, so keep that in mind. Same comes to Barbarian Launcher which will just launch Barbarians to do the job.

  • Spawners: Spawners here pretty much just give King passively more troops to come, and well, Spear Goblins, Barbarians, Fire Spirits and Skeletons constantly coming to help does sound generally useful and Party Hut is basically like an X-Bow with bonus addition. Elixir Collector helps King to get more elixir so technically more often troops can pull out, kind of like Sun Producers for Dave. Help from these is pretty minor overall if the support doesn’t have more ground to it though (like giants defense, other troops attacking, etc.)

  • Evolutions: Now we’re getting to basically evolved versions of some of aforementioned troops, while some of them are pretty simple, other ones can be pretty important to the debate.

    • Evolved Barbarians: Has basically all advantages and disadvantages of  the Barbarians with better stats.  

    • Evolved Firecracker: Just like regular Firecracker it can do lots of AoE, but this time the amount of area effect increases further to the point that not even shielding plants would be able to protect fully from the scatter shots. 

    • Evolved Skeletons: They hit and now there are more of them, basically useful as long as they have something to hit and at that point, Plants need to use big area moves.

    • Evolved Royal Giant: Royal Giant generally is a very dangerous opponent for Plants as he is both tanky and can shoot from long distance, but what makes him potentially even more dangerous here is evolution which also makes 360 degree explosions every time he reloads, meaning that he can simultaneously beat nearby and far away plants while being hard to put down.

    • Evolved Mortar: Similar with Barbarian Launcher but this time with Goblins, practically that’s all you need to understand advantages.

    • Evolved Knight: Has all advantages and disadvantages of a Knight really, just this time he is a loooooot more tanky, to the point that he can fight on par with Mini P.E.K.K.A. so he can be like a small tank akin to Ice Golem.

    • Evolved Royal Recruits: Remember Newspaper Zombies? Yeah that’s basically them.

    • Evolved Bats: Can fly and get more health while doing damage meaning they will be really hard to be generally put down by Plants.  

    • Evolved Archers: Same advantages and disadvantages as with Archers but this time they deal even more damage while being far away from the target.

    • Evolved Ice Spirit: Basically means Ice Spirit can freeze plants for longer. Which is pretty decent advantage to have all in all but still can be countered with something like Hot Potato.

    • Evolved Valkyrie: Can basically move plants to herself shortening the range, meaning that some Plants that take advantage of being afar can be moved directly into one place.

    • Evolved Bomber: Also just like Bomber can take advantage of its AoE blasts hitting 3 lanes at the same time. Evolved just makes it further and at minimum with its bomb would probably hit 9 Plants simultaneously. 

    • Evolved Wall Breakers: These are basically way stronger explosives that will rush into plants or at least will keep rushing even after being destroyed but basically not much tactical advantages from it.

  • Tower Troops: And now this section is basically short, which makes sense this was added only like, a month or 2 ago, so there is a lot of time before we can see it being fully developed but so far we have 2 tower defenders ready to protect the King.

    • Tower Princess: Quick and easy damage, which is useful if many targets are incoming

    • Cannoneer: High damage but slow reload which means in this case he’ll have a good time against Plants that probably will move towards it, since a lot of them don’t come in large groups. But at the same time it is not an impossible scenario.

  • King’s Spells: And at last but not least, how King’s spells can play off against Dave’s Plants? Potentially Umbrella Leaf can defend from some of them, but King with or without it, has multiple ways to mess around. Same Earthquake is a pretty solid example as it shifts earth making it harder for Plants to stand really. Tornadoes can move plants into one place allowing splash attackers to basically deal with all of them in a few shots. The Graveyard can bring in Skeletons out of nowhere and also act as a distraction option. Warmth directly counters freezing options. Rage increases power. Party Rocket straight up can turn plants into goblins which also can take Plants by surprise, and Log…well as much as it is weird to see it fight its own relatives it probably will play out similarly like some of Zombies who squash Plants in cars do. Which is not a bad move all in all.   

And here we are at the end of this veeeeeeeeeeeeeery long section. You can notice, both Dave and King hold a lot of advantages, to the point that with right moves both potentially can take eachother out in a quick succession. And at that point who will use these advantages more correctly? Ladies and gentlemen it's time look at the most crucial part of this Matchup 

  1.  Strategy.

Strategy, the word that basically defines this Matchup, defines these game series, and what we love these franchises for. All these Crazy Royal 5D Chess Games, where we measure potential at our hands and use it in the best way possible. Strategy is what defines this match, Strategy is what will define this winner. So who will take the crown and place it right into own head full of a high level intellectual brain? It is indeed a complicated question really, Crazy Dave’s…you know, Craziness is both what makes him an insanely unpredictable opponent and yet leaves him open to occasionally not rational decisions. King has tons of strategies to use yet from time to time it can be hard to make a comeback if the plan goes incorrectly. In this case we not only should find out who will understand what strategy to go with, but also understand which one of the 2 will have a better time taking failure and learn from it (in the pretty long run of this fight). And overall? I think King is the one who is more likely to both choose a needed strategy and use his troops correctly. Don’t get me wrong, there are a lot of possible strategies Dave can pull off and with some of his haxes he very well could overcome the King and his army. But it is important to note that the partial key to a lot of Plants and Troops on both sides is exactly opportunities to do more damage and take less damage. Dave and Plants have lots of ways to stall troop army faraway from the middle of the lawns, but King has plenty of troops he could use to shoot Plants instead (thus not requiring to go directly into the lawn), GW Plants are capable of movement but not a lot of them have power or versatility to overwhelm troops, the most useful win condition here is for Royal-Hypno Flower come pretty close to King without being targeted and use Super Goatify spell (a scenario which is potentially possible but requires for it to go through plenty of opponents without getting killed while targeting specifically King). Dave could get closer to King and from here more likely overwhelm King in a 1v1 scenario since he is more superior at this department. But practically as mentioned a bit earlier he must decide to target King specifically, and usually Plants and naturally Dave are more in defense when it comes to the PvZ series. Dave has quite a lot more Plants to use, true, but versatility here is  both advantage and disadvantage, due to the fact that a lot of Plants being DPSers or Support of said DPSers (or Defense of said DPSers) meaning that in this big power gap while Dave could deal with swarm units, he’ll more likelier would need more of haxier Plants to deal with more durable troops which while Dave has some, aren’t likely to be considered as biggest win conditions, in a quick run at least. On the contrary King has a plenty of durable tanks that by themselves can take a lot and hit a lot, while giving opportunity to lots of long ranged fighters King has, which frankly is one of the more common strategies in Clash Royale series. I can tell at least from my long experience in it.  Plus flying troops might be quite problematic in this scenario, given not too many Plants have capabilities of hitting flying targets, at least in their respective games (Side note: There is animatic where we do actually see straight shooting plants like Peashooter shooting at targets flying above, but with a nuance that compared to straight shooting it has somewhat lower force behind it, at the same time however I don’t think I can validate this animation specifically being official so, take that with some grain of salt), GW Plants and some air hitting units being obvious exceptions here. This means that Lavaloon is unironically a strategy that can stand out for quite a long time while dealing with a lot of plants which can’t hit the air and can’t move away (Side note here: Technically as shown in chinese cinematics, Plants can in fact move if placed on pots (with apparently exception being nuts and melee plants), still their best performance in the fight happens when they do become stationary, since while moving they usually waste most of their forces on that instead of shooting when moving, outside of, again, Garden Warfare Plants). Plus while Dave’s powers are for the most part good at keeping troops away, King’s spells give a bigger opportunity to mess everything up. One of the keys in great defense of Plants after all is a solid base which can compensate for disadvantages of each other, and that is something King’s spells, notably Tornado can mess with. Sun (or most notably its producers) is also basically what Dave should watch out for spending correctly or else he won’t be able to support his army for long, while King should be more worried about spending Elixir more positively (especially if we are giving King and Dave their hypothetical “peak” of resource usage, that being 9 to 30 thousand of sun for Dave and basically unlimited supply of Elixir for King. Both can spam the hell out of it but in the end if Dave will not keep his sun producers he will lose it eventually compared to King just, being free to spam everything). King’s analytical prediction potentially also adds on chances of him realizing needed strategy quicker after all, he took his learnings in considering as many possibilities as possible and doing the correct move even if Crazy Dave would be quite a tricky opponent to predict…because he’s CRAAAAZY!  

To keep it brief, this is insanely close fight personally, 51/49 kind of to me, both got a lot of opportunities of beating eachother, and it all depends on who is more likely to use given opportunity, and all in all, King is the one I think who is more likely to do what he needs to do right. This was surely a Brainiac Maniac to figure out, but in this Clash on the Lawn, King has all the brainpower to pridefully take a crown (now watch as either some feat gets bunked here or  PvZ suddenly gets some more cosmic scaling and it goes back to Dave statstomping).

Toppat Torchwick

Hey, you goofy goobers, your local hat man in another blog with cool friends-and one for my childhood series, so don’t mind if I do!


For starters, in terms of stats, I’m kinda mixed on Uni PvZ? The Plasma Peashooter statement reminds me of the TF2 arguments for weapon descriptions in its exaggeration, and I personally wouldn’t use it. The GNOMES on the other hand? That’s a much different story, and I’m kinda conflicted. On one hand, yes, Gnomus is a very big liar and can just be talking shit,but on the other, this doesn’t 100% seem like something he’d lie about? Especially since he and the Gnomes have their own tech to go about this, and the Plants and Zombies are able to interact and take hits from their tech. What does kinda sting is that this is the determining factor for AP, as speed’s in Dave’s court (MFTL vs FTL lol, lmao even). So if you don’t buy Uni PvZ, King has the advantage in strength via the moon feat.


Unfortunately for the good King, with Dave’s speed advantage, his much bigger army, more unique powers and other stuff would eventually come out on top. Air plants like Blowver and Cactus screw over with King’s air troopers, Magnet Shrooms disarm the King’s many weaponries, and the sheer size differences King has to deal with aren’t something he’s used to at all, like Dave’s many mechs, the Triceratops, and more. King really relies on his strength for a significant advantage which he won’t exactly get with Dave’s ways to screw with his gear and stuff to bypass durability overall. And given how many plants and stuff to consider, King just doesn’t have enough time before getting completely overwhelmed overall.


And of course if you use Uni PvZ it’ll just be a Dave W, but still am mixed on that, so Nyeh…


I do admit this verdict isn’t the most in depth compared to others here (that’s for a later blog nyehehehehe), but overall, The King wasn’t CRAAAZY enough to conquer Dave.


Now have a funny meme

Andrex

(the return of the zuko pfp)


That’s right Boomstick. It is I, Andrex on a real vs blog crazy shit ikr. This shit’s serious so I won’t be writing in the usual no-cap handwriting I’ve adapted since 2023, but going to the point: PvZ vs Clash Royale! I really like this matchup and it’s an honor to have it be my first individual verdict on a VS blog, and while I (being excruciatingly honest) did not do SHIT, I still wanted to give out my thoughts. I’ll try not to write a mucho texto tho Olegg’s verdict is already detailed enough.


(Hi again, Tru here to say Andrex didn't get to finish his verdict due to some things coming up for him but I found this segment funny enough to keep)

Toasty

Anyone wanna play brawl stars :(

I'll try to give a TLDR statement here, since if you want specifics you can just read the other people's statements for Dave winning. So the King is very impressive, especially with his very own hax, but even if we give the King the ability to slow time plus everything else, Dave also just has the same thing to revert everything the King does, but better. In addition, the King otherwise just lacks very much hax to compete with Dave, especially against the time travel Dave can just pull off to erase the King from existence. Both of these characters would get equal highest ends in terms of speed, but Dave gets there more consistently, and the immeasurable feats being more than two supports their debatability. King takes durability and AP here (entirely out of cross scaling… to an outlier but let's pretend I buy that), King still has the problem of simply just being erased from time due to time shenanigans, given Penny is sentient, and has explored on her own in Penny’s Pursuit in PvZ 2, she could very well just kill King on her own volition. Dave's ability to also just affect the entire battlefield especially comes in handy against King who's attacks aren't as omnidirectional.


In terms of skill, while the King's insane tactical abilities are incredibly impressive, the King has no frame of reference for the crap Dave has. He'd have no means of predicting and playing around them, he can't just see Dave use a Cherry Bomb and go “Yeah, he's using a Hog Cycle 2.6” because Dave doesn't have a majority of the stuff King has. To King, Dave would be like fighting against a Spawner Spam deck but at the time when the game had very few counters to Spawners, and when Spawners didn't lose health. And at the time, King would have nothing in his arsenal to really respond to the things Dave would be able to use on him. Dave also has access to, and has seen just about everything King has to throw at him.


Add that on top of the fact that Dave has far more ways to get Sun compared to King's ways of getting Elixir, I think it's rather clear that Crazy Dave massively outhaxes here since both would be around relative in speed. Dave has both quantity in stuff he can use, and quality in regards to hax in comparison

Robot972

At a first glance, this matchup looks like it would be so complicated that the debate could go on forever. And considering just how many options both combatants would have to shift through throughout the fight, it’s inevitable that one of them is going to slip up eventually, resulting in their loss.


I don’t personally buy the cosmic feats for the Plants, but regardless of what AP and Durability you give these two teams, this debate comes down to the simple fact that the Plants have everything they need to nab a win here thanks to their at minimum x88.79 speed advantage as well as their abundance of hax. Sure, the King’s army has transmutative one-shots, reflected projectiles, and a healthy amount of AoE status effects like burning, freezing, or stunning, but you’re comparing that to the Plants’ more abundant elemental status effects, large variety of electrical, physical, hypnotic, etc. stunning effects, more versatile poisons, abundance of mind control, transmutation, and BFR methods, time stops, strong acids, the ability to devolve Evolved towers and Champions into weaker variants… Plus they have a far greater variety of self-buffs and other defensive power-ups, 


Yeah, the Plants definitely carry the versatility department.


And while Dave does have the disadvantage of having FAR more options to sift through to pull together a solid win, whereas the King has the precognitive know-how to always use his troops to their maximum potential, the Garden Warfare Plants and All Stars Heroes are always going to be Dave’s ace-in-the-hole, guaranteeing he’ll have the time needed to build a solid wall of hax to throw at the army’s strongest warriors.


Not to mention, Dave’s giant explosives tend to have a far greater AoE than King’s, considering how many can be seen from space. :P


So yeah, call me CRAAAAAAAAZY, but the Plants should win this Clash of Clans long before they get berried.

Advantages and Disadvantages 

Crazy Dave

“BECAUSE I’M CRAAAAZY!!!!”

Advantages:

  • Takes the stat trinity with cosmic PvZ feats

  • Faster even without cosmic PvZ feats

  • Dave’s power ups and tricks all can keep King’s troop well away from himself

  • Has a lot of arsenal not tied to troops he can pull from including vehicles that give him much better battlefield mobility and safety. 

  • Plants are more versatile in numbers and abilities 

  • Some plants are capable of transmuting troops and by virtue could transmute King with little to no counterplay

  • Could use durability negation plants and cards to quickly remove threats

  • Arguably smarter and more experienced in serious battles

  • He’s Cray-Z killing a beat


Disadvantages:

  • Weaker without Cosmic PvZ feats

  • Without sun-producers Dave can’t support plants for much longer.

  • It will take a lot of effort for plants to deal with tanky troops

  • Plants that needed to be eaten to work against foes are practically useless in this MU since Clash Troops don't defeat their enemies by consuming them

  • Regular plants are for the most part stationary in battles.

  • May lose track of his goal due to his craziness leaving him and his army exposed.

  • Appetite so greedy he’s got EA to a T

King

“HEHEHEHA!”

Advantages:

  • Stronger without Cosmic PvZ feats

  • Can counter some regular plants with flying troops

  • The Monk’s reflect ability is incredibly potent on most regular plants

  • Miners and Goblin Drills can also move through all plants underground

  • Troops do have better aim and some of them operate at longer distances. 

  • A lot of the tank troops can go through most plants 

  • Troops with Area of Effect like Bombers, Wizards, Dragons, etc. can quickly deal with most of regular plants

  • Various unique troops like Mother Witch and Super Magic Archer can turn Plants to their side.

  • King’s spells have potential to mess Plants’ formation and wipe out large groups of plants

  • We have already done the joke like 3 times but… HAAAAAAWWWWWWWWG RIDAAAAAH!!!!


Disadvantages:

  • Slower even without Cosmic PvZ feats

  • Gets statstomped with Cosmic PvZ feats

  • Lacks direct answer to transmutation and durability negation which some of plants and tricks have

  • Towers aren't very maneuverable 

  • Dave's plants are more versatile than his troops

  • Plants like Magnet-shrooms and Umbrella Leaf can counter some of King’s troops and spells

  • Arguably less smart and not as experienced in serious combat

  • Level 15 and pretty much any other big Supercell decision of late.

Votes

Team Crazy Dave: (Tru, Why am I here, Toasty, Toppat Torchwick, Saulgoodmas, Ultra27, Robot972)

Team King: (Oleggator, Andrex)


Thank You/Next Time

Before we close out the blog with the next mu I just want to say thank you. Not only to you, the reader, for taking the time to read through this massive blog (It's somewhere in the top 5 longest blogs ever) but also to those who worked on this project. While everyone helped in some way Ollegator, Robot and Saul really helped with the tedious work whole Toasty and Frisk calced a lot of feats for us. Everyone who worked on this blog made my life just a tiny bit easier when working on this huge piece so I just wanted to thank them. Now for that next time I promised…








Osmosis Jones VS White Blood Cell U-1146

We have already started working on this blog but if you want to join in you can DM Me on Discord at #tru2678 or find me in your local VS Discord server usually under the username Tru. Thanks for reading and I'll see y'all for the next blog.


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