Almost went out with a lampshade on his head. Thought better of it.
Update history[]
Update 1.2.11[]
▲ Strength change: 1 → 2
▲ Trait added: Armored 1
▼ Brain cost change: 1 → 2
Update 1.4.14[]
▼ Health change: 3 → 2
Strategies[]
With[]
Conehead has an average stat ratio of 1/1 per brain. Even if you count his Armored 1 trait, he can be considered a 2/3 zombie, which is nothing really special.
However, Conehead's Armored 1 trait is more useful than having 1 more health in terms of survivability. Conehead's biggest strength is his capability to nullify anything that does 1 damage. Common examples include plants like Shroom for Two and Captain Cucumber, as well as the abilities of not only plants like Sour Grapes' and Strawberrian's, but also zombie abilities like Barrel of Deadbeards' and Fireworks Zombie's.
Since Conehead is in the professional tribe, he can synergize with Zombie Middle Manager and Jurassic Fossilhead. However, his Armored 1 trait hinders Zombie Middle Manager if Fireworks Zombie is in your professional deck, and Planetary Gladiator is a better choice for Jurassic Fossilhead's Evolution.
Against[]
Conehead's Armored 1 trait can cause you some trouble, but he isn't really much of a threat due to his rather low strength. If your plant has enough health to withstand a few of his attacks, it may be good to play it on his lane to avoid combat with stronger zombies.
Still, it is better to destroy him quickly, but you shouldn't use or sacrifice anything too important. If you want to destroy him fast, a Berry Blast or Bonk Choy should be enough.