- 1 Beginner's Guide: Survival Endless builds.
- 1.1 Setting up the builds
- 1.2 Traditional 8 Cob Cannon by 3C妹妹.
- 1.3 4 Cob Cannon Builds
- 1.4 Traditional Cobless build
- 1.5 Hunter's 2 Cob Hit'n Wonder (By YetanothertheGreatCreepypasta)
- 1.6 Other Traditional Cob Cannon builds
- 2 The Structure of Traditional Builds and Common Variants
- 3 Modern Guide for Skilled Players
- 4 Special Thanks
Beginner's Guide: Survival Endless builds.
Setting up any sustainable endgame builds usually require a lot of sun to set up. Therefore, anyone new to Survival: Endless should at least read this section before venturing off to other builds.
Setting up the builds
Since most endgame builds need a lot of sun, the player should jump start the sun economy by having a lot of Sunflower while fending off the zombies. The build used for setting up is a traditional 8 Cob Cannons build. Imitater or 10th seed slot is optional in setting up this build.
By the time the second flag is up, the pool should have at least 4 Gloom-shrooms with Pumpkins as well as the land mostly filled with Sunflowers.
The choice of seed packets for third flag and onward is based on the zombies and setup. So be sure to understand what respective seed packets should be taken to handle the zombies while developing further into the desired endgame build.
Example of adapting to specific zombies at 3rd and 4th flags is shown in the gallery:
Gallery of a playthrough building the traditional 8 Cob Cannon setup after flag 2:
Traditional 8 Cob Cannon by 3C妹妹.
Now obviously the main damage dealer for this build are the 8 Cob Cannons. For the timing of this build, send the Cob Cannons shown below as soon as the next horde of normal zombies or Gargantuars become visible on the screen. You can still survive without the Gloom-shrooms at the 8th and 9th column provided the timing of Cob Cannons is done right.
Be sure to bring the right plants to maintain the endgame build such as:
- Lily Pad, Fume-shroom, Gloom-shroom and Coffee Bean
- For Jack-in-the-Box Zombies encounter.
- They can explode and take down the Gloom-shrooms in the pool.
- When rebuilding the Gloom-shrooms, suppress the zombie hordes using instants.
- For blowing off Balloon Zombies.
- For maintenance, priority for repairing should go to
- Dolphin Rider Zombies
- Digger Zombies
- For maintenance, priority for repairing should go to
- Spikeweed and Spikerock
- For maintenance as Zombonis, Gargantuars and their Giga-counterpart.
- Squash and Cherry Bomb
- In case if there is not enough firepower to suppress the advancement of zombie hordes.
- Imitater (optional)
- A second Pumpkin is very useful for newcomers as they are getting in the ropes for the timing of 8 Cob Cannons.
- Ice-shroom and Coffee Bean (optional)
- 3.5 seconds is a lot of time to recharge the next pair of Cob Cannon as well as getting some breathing space.
- Jalapeno (optional)
- Despite Squash's smaller effective range, Squash is still a better option as it recharges twice as fast.
Example of a video playthrough of the traditional 8 Cob Cannon build in late game.
Here is a low maintenance version of the setup. The need for maintenance due to Digger Zombies is reduced significantly and Tall-nut is maintained for Dolphin Rider Zombies. Therefore the build is less stressful on repairing defenses while requires a slightly more precise timing for the 8 Cob Cannons.
4 Cob Cannon Builds
Traditional 4 Cob Cannon builds are versatile and slow-paced. The build can handle Zombonis and Gargantuars finely, although not Giga-gargantuars and Balloon Zombies. You can just let the game run by itself and moderate the build sparingly. Even if the Gloom-shrooms are destroyed by Jack-in-the-Box Zombies, 4 Cob Cannons and any instants (Squash, Cherry Bomb and Ice-shroom) is still good enough to sustain the weakened row 2 or 5. Giving as much as 10+ flags for repairing as well.
Traditional Cobless build
Traditional Cobless (no Cob Cannon) build functions similarly to the 4 Cob Cannon build except relying heavily on instants. This can be stressful since you spend more focus on instants while maintaining the Pumpkins. Jack-in-the-Box Zombie is a real threat here. Consecutive explosions can happen and take out 3 Gloom-shrooms on the pool and severely weaken the rows 2 or 5. No amount of instants can save you from this kind of abrupt situation. Therefore, it will be a miracle that the Traditional Cobless build can survive for 1000 flags.
Hunter's 2 Cob Hit'n Wonder (By YetanothertheGreatCreepypasta)
This build can go guaranteed to the late twenty's. It was built to cater to the Ipad/DS/IOS nine seed packet limit, but ten seed packets will be handy.
- Choose Sunflower, Twin Sunflower, Potato Mine, Imitater Potato Mine/Squash, Squash, Tangle Kelp,Melon-pult, Lily Pad, and Cattail.
- First, plant a Sunflower on row two, column two. Then place five more, four of them in the pool in the back, and upgrade them to Twins. You should have them all upgraded by the wave's end. Use Potato Mines/Squash to take down early zombies.
- When you get enough sun (250 total), plant a Cattail on the third column of any water row. This Cattail will take down many zombies, even lone Bucketheads. Plant another when it recharges and you get 300 sun, although you could knock 25 off by planting a Lily Pad after planting the first. These will take all Balloon Zombies off screen.
- Afterwards, plant Melon-pults on all land rows to take out the hordes. You'll only need one per row, and try to put them in a 3x3 area.
- Choose Melon-pult, Pumpkin, Winter Melon, Lily Pad, Squash, Umbrella Leaf (If there are Catapult Zombies or Bungee Zombies), Spikeweed (if there are Zombonis or Digger Zombies), Spikerock (If said zombies appear, or if there are Gargantuars), Imitater Pumpkin and/or instant kills.
- To begin, plant a Winter Melon on any Melon-pult. Those rows nearby/with it will be slowed down. Repeat on all land rows.
- Plant Melon-pults on the water rows. Plant them on the sixth column. Put Pumpkins on them to protect them from attack. Upgrade them to Winter Melons when possible.
- If Spikerock/Spikeweed are chosen, plant them on the back. One Spikerock can defeat INFINITE Diggers. If chosen, plant Umbrella Leaf on the second and fifth row. These will protect the Melon-pults/Winter Melons, Sunflowers, Cattails and back Spikerocks from attack. Plant Spikeweeds on the sixth column to kill Zombonis instantly/stall Gargantuars. Upgrade any to Spikerocks once you can.
Flag 5-8 (This step will take a while)
- Choose Lily Pad, Coffee Bean, Fume-shroom, Gloom-shroom, Spikeweed, Spikerock, Pumpkin, Imitater Pumpkin, and Cherry Bomb.
- Plant Gloom-shrooms on the last three columns of the water rows. Put Pumpkins on them to protect them.
- Plant two more Gloom-shrooms on rows one and six, on column three. These will kill tossed Imps.
- Finish digger Spikerocks.
- Plant Fume-shroom pairs on rows one and six.
- Choose the Gloom-shroom necessaries, Lily Pad, Pumpkin, Imitater Pumkin, Kernel-pult, Cob Cannon and Cherry Bomb.
- Plant two Cob Cannons in the remaining pool space. Use them to soften up Gargs or take down more annoying foes.
Rest of Game
- Choose the Gloom-shroom necessaries, Lily Pad, Pumpkin, Imitater Pumpkin, Spikeweed, Spikerock, and Cherry Bomb/Ice-shroom.
- Keep Gloomy things because those bloody Jacks will not stop appearing. These might blow up your Gloomies/Spikerock, ruining your pool rows/Zomboni defense. The worst thing that could happen is they take out any Winter Melons.
- Cherry Bombs/Ice-shrooms are handy to give you time to breathe or take out Giga-gargantuars.
If you do it right, you might see yourself in the K's. Good luck!
Other Traditional Cob Cannon builds
2 Cob Cannon build
- Functions similarly to 4 Cob Cannon. You can still survive indefinitely with proper management of instants.
6 Cob Cannon build
- The timing for this is using a single Cob Cannon shot that should hits majority of the zombies in the spot for every time the zombie icon at the bottom moves.
10 Cob Cannon build
- Having two Cob Cannons on the pool where ambush zombies can appear.
- Timing is slightly faster than 8 Cob Cannon builds.
- Either use the Cob Cannons to blast the ambush zombies in the pool or Ice-shroom to freeze the surface of the water
The Structure of Traditional Builds and Common Variants
Pool Glooms and Jack-in-the-Box explosion
Pool Glooms are important in smoothing the incoming waves of zombies in 4 or more Cob Cannons while being the main damage output for 4 or less Cob Cannon builds. 3 of them are able to handle Zombonis and slowed down Gargantuars without squishing the lone Pumpkin in the 2nd row. However, it cannot handle Giga-gargantuars even when they were slowed during their entrance. So players are advised to use instants or cheap stalling plants like Puff-shrooms or Sun-shrooms to deal with them. Another issue is that the Winter Melon has limited range, therefore it is possible for Football Zombies and Gargantuars to damage plants in column 6. Last but not least, Jack-in-the-Box Zombies are notorious at taking the Gloom-shrooms due to their speed. They explode at a known probability. (I have not read through the details properly so no numbers yet) There are two possible initial explosions that can occur to the build.
This is when the Jack-in-the-Box Zombie instantly explode right as he enters the lawn. He can take down one Gloom-shroom along with the Pumpkins. Apparently Pumpkins are considered as separate plants when it comes to Jack-in-the-Box while grouped into one or when squished by vehicles or Gargantuar.
This is when the Jack-in-the-Box Zombie enters the lawn without being slowed down and has stayed for too long. Here he takes down two Gloom-shrooms, severely weakening the defense for the affected lane. Instants are heavily used to maintain the incoming zombies. If another Jack-in-the-Box explodes again in the affected lane, it will be very difficult to fight off the hordes as well as putting a dent on the sun resources.
Land of Fumes
This structure of Fume-shrooms and Gloom-shrooms are able to take down Zombonis and any slowed down zombies before touching them except for Football Zombies and Giga-gargantuars.
This Gatling Peas and Torchwood combo disintegrates almost every zombie in its lane with its massive damage output and small splash range. With at least three Gatling Peas, you can ensure the constant stream of damage dealt to the horde of zombies. One interesting point is while burning peas unfreeze the first zombie in the front, their splash damage do not unfreeze the affected zombies. Moreover, Catapult Zombies will never get unfrozen by the burning peas by direct damage. So Ice-shrooms are very handy when it comes to slowing down the horde at the back. However, the massive damage done is never good enough to hold of groups of Gargantuars, screen doors and ice resurfacers. Gargantuars just take too long to collapse while the metallic duo negates the splash effect. However, there are ways to work around these pests.
Here we have a common structure for Fire Peas structure. By using Gloom-shrooms to filter out any Screen Door Zombies too near to the defense and Spikerocks to pop off Zombonis and stall Gargantuars. This is a very common and solid structure for dealing with these zombies. However, it's weakness here is doing the massive splash damage at the very last moment. So instants should be used to support the lane well.
Here is another variant of the build where a Fume-shroom is used to deal with Screen Door Zombies. Screen Door Zombies without slowdown will collapse just as they are about to reach the Fume-shroom. So this is another good variant of Firepeas in Endless builds.
Imps are launched onto the back of the defense at column 2, 3 and 4 as they are occupied by the Pumpkins. The regular Pumpkins represents where the Imps would normally land in the traditional endgame builds while the Imitater Pumpkins represents where they can also land if the Gargantuars thrown them at the column 9. Two Gloom-shrooms are recommended to deal with these critters. Imps come in abundance so the Pumpkins' maintenance should be prioritized first.
Digger Zombies will tunnel to the back of the lawn, snaps out from a couple seconds of dizziness and begin eating from the opposite direction. Once again, two Gloom-shrooms are recommended at dealing with them as they take at 2 to 4 bites off the Pumpkins.
Alternatively you can use three Gloom-shrooms to handle the Digger Zombies. The bites the Digger Zombies can make is reduced down to 0 to 2 with this Gloom-shrooms position. Cutting down the need of maintenance to a point you can repair those Pumpkins every 2 flags/5 minutes.
This is an odd structure to deal with Digger Zombies as it leaves a single tile of empty space. They can snap out of dizziness and begin waddling towards the plants but they will be dead before they can even touch the plants even if you plant the Pumpkins. However I would not recommend this structure as having a single Gloom-shroom to deal with the nasty Imps is a bad idea.
Modern Guide for Skilled Players
Plants have different hitboxes. Pumpkin > Tall-nut > other plants > Cob Cannon.
Zombonis and Gargantuars will collide with pumpkins earlier than if there had not been a pumpkin. If these zombies are about to destroy any plant with a Pumpkin on, try removing the pumpkin so that the plant will be less likely to be flattneed. Always be mindful of Football Zombies when doing so, as the plant is now unguarded. Jack-in-the-Box Zombies' explosions can take out the Pumpkin only, leaving the plant in it behind because of the slightly larger hitbox.
Cob cannons have smaller hitboxes than normal plants (about 10 px), such as lily pad and flower pot. We can utilize it to let zombonis/jack-in-the-Box zombies to take out the front flower pot/lily pad only without damaging the cob cannon.
Puff-shroom, Sun-shroom, and Sea-shroom can have random shifts in their coordinates when planted. For Puff-shrooms and Sea-shrooms, the shifts (x, y) are (-5~+4, -3~+2), and for Sun-shroom it is (-5~+4, -5~+4). We can use this coordinate shift to let a jack-in-the-Box zombie take out the Lily pad only, without harming the mushroom above. Therefore, with the right coordinates, we can have a "floating" mushroom above the pool, similarly to the undamaged cob cannon.
The rate of zombie waves arriving is affected by the amount of damage done to the current wave of zombies, not previous ones. The minimum time between the two zombie waves is 6 seconds. Otherwise, a new wave begins 2 seconds after there are enough damage to the zombies (0.55-0.60 of the total hp, ladders’, newspapers’, and screen doors’ hp are multiplied by 0.2). After 25s after the current wave, a new wave of zombies can spawn at any time, regardless of the damage done to the zombies. For waves 9 and 19 (just before flag waves), there will be an additional 7.45-to-46.44-second break, and there will be an additional 5-to-60-second break after wave 20. Those breaks can be used to wait for the cob cannons and ice-shrooms to recharge. The tempo can be either slowed down using Ice-shrooms or sped up with massive damaging instants. Tempo should be maintained steadily or there will be too many zombies to deal with while your seed packets are still recharging.
Ice Tempo is a powerful tool in survival endless. There is a time interval between when a new wave of zombies spawn and when zombies threat your build. "Ice Tempo" means activating an ice-shroom immediately after the zombies spawn, extending that time, giving room for the cob cannons and other instants to recharge. In Pool Endless, it requires precise timing of the coffee beans in order to make the Ice-shroom freeze immediately after a new wave of zombies spawn. A common reference is to put the coffee bean immediately after the cobs land.
Common cobless tempo
For cobless and other builds with high dps, there are mainly 5 main types of tempos:
- Slow: With giga gargangtuar and gargangtuar. The tempo is slow and steady.
- Normal varying: With giga gargangtuar and football/buckethead zombies, but no gargangtuar. The tempo depends on the density of giga.
- Extreme varying: With giga gargangtuar but no gargangtuar, football, or buckethead zombines. The tempo heavily depends on the density of giga.
- Fast: WIthout giga gargangtuar or gargangtuar. The tempo is fast and steady.
- Extreme: Without giga gargangtuar, gargangtuar, football, or buckethead zombies. The tempo is extremely fast but steady.
Common cob tempo
Cob builds have relatively fixed tempo, because the dps is low and the main damage is done by the cob cannons.
For example, the traditional 8 cob uses Cob 4 tempo. Using the Double-ice 4 tempo is more stable, but requires more skills
|Name||Description||Timing (s)||Chinese name||Total time (s)|
|Cob 3||Cob | Cob | Cob||12 | 12 | 12||P3||36|
|Cob 4||Cob | Cob | Cob | Cob||9 | 9 | 9 | 9||P4||36|
|Cob 5||Cob | Cob | Cob | Cob | Cob||7 | 7 | 7 | 7 | 7||P5||35|
|Cob 5~||Cob | Cob | Cob | Cob | Cob||6 | 6 | 6 | 9 | 9||P5u||36|
|Cob 6||Cob | Cob | Cob | Cob | Cob | Cob||6 | 6 | 6 | 6 | 6 | 6||P6||36|
|Card 2||Ice Doom | Ice Cherry Jalepeno||25 | 25||C2||50|
|Card 3||Doom | Ice Doom | Cherry Jalepeno Squash||17 | 17 | 17||C3||51|
|Single-ice 3||Ice - Cob | Cob | Cob||18 | 9 | 9||C4u-36s||36|
|Single-ice 4||Ice - Cob | Cob | Cob | Cob||18 | 6 | 6 | 6||C5u-36s||36|
|Single-ice 5||Ice - Cob | Cob | Cob | Cob | Cob||12 | 6 | 6 | 6 | 6||C6u-36s||36|
|Double-ice 2||Ice - Cob | Ice - Cob||18 | 18||ch4||36|
|Double-ice 2~||Ice - Cob | Ice - Cob||16 | 19||ch4u||35|
|Double-ice 3||Ice - Cob | Ice - Cob | Cob||15 | 15 | 6||ch5||36|
|Double-ice 4||Ice - Cob | Cob | Ice - Cob | Cob||12 | 6 | 12 | 6||ch6||36|
|Night 3||Ice - Cob | Ice - Cob | Doom||21 | 21 | 8||C5u-50s||50|
|Night 4||Ice - Cob | Ice - Cob | Doom | Cob||18 | 18 | 9 | 9||C6u-50s||54|
|Night 5||Ice - Cob | Ice - Cob | Doom | Cherry | Cob||18 | 18 | 6 | 6 | 6||ch7||54|
|Night 5 (I)||Ice - Cob | Ice - Cob | Cob | Doom | Cob||17 | 17 | 6 | 6 | 6||C7u（邻）||52|
|Night 5 (II)||Ice - Cob | Cob | Ice - Cob | Doom | Cob||17 | 6 | 17 | 6 | 6||C7u（间）||52|
|Night 6||Ice - Cob | Ice - Cob | Cob | Doom | Cherry | Cob||15 | 15 | 6 | 6 | 6 | 6||ch8||54|
|Night 6 (I)||Ice - Cob | Ice - Cob | Cob | Cob | Doom | Cob||13 | 13 | 6 | 6 | 6 | 6||C8u（邻）||50|
|Night 6 (II)||Ice - Cob | Cob | Ice - Cob | Cob | Doom | Cob||13 | 6 | 13 | 6 | 6 | 6||C8u（间）||50|
|Night 6 (III)||Ice - Cob | Ice - Cob | Cob | Cob | Doom | Cob||13 | 6 | 6 | 13 | 6 | 6||C8u（对）||50|
|Night 7||Ice - Cob | Cob | Ice - Cob | Cob | Doom | Cherry | Cob||12 | 6 | 12 | 6 | 6 | 6 | 6||ch9||54|
|Triple-ice 3||Ice - Cob | Ice - Cob | Ice - Cob||12 | 12 | 12||C6i-36s||36|
|Triple-ice 4||Ice - Cob | Ice - Cob | Ice - Doom | Cob||18 | 18 | 12 | 6||C7i||54|
|Triple-ice 5||Ice - Cob | Ice - Cob | Ice - Cob | Doom | Cob||12 | 12 | 12 | 6 | 6||C8i-48s||48|
By now you have probably noticed maintaining Pumpkins is very tedious, despite the Imps that cause the damge being 6 normal pea shots weak. Attempting to ladder the Pumpkins is a challenging task for newcomers, so one must be careful while doing this.
The terrible encounters for newcomers to ladder the Pumpkins for the two flags are Jack-in-the-Box Zombies, Giga-gargantuars and Dancing Zombies. Zombonis can be halted with Spikeweed. Ladders are removed when explosives are in range, pumpkin gets repaired, Imitaters, the plant in it is dug out or upgraded.
Videos by hitoridakeno.
Jack-in-the-Box Zombies have always been a notorious threat in Survival: Endless, most notably for endgame builds using 4 or less Cob Cannons. The concept of Jack suppression is to eliminate Jack-in-the-Box Zombies before they can pose a threat to the endgame build. Initially, everyone has the idea of suppressing Jack-in-the-Box by rotating Instants in rows 2 and 5 to minimize the possibility to Jack-in-the-Box destruction while providing consistent damage for the other rows.
Here is the first cobless build to integrate the structure of Jack suppression. Gloom-shroom seed packet is not brought along when there is no Gloom-shroom taken down. With the proper use of ice-shrooms and other instants, it can either freeze jack-in-the-Box zombies inside the attacking range of the gloom-shrooms before any of them explode or blast them using instants before they explode.
When playing, put a coffee bean on an ice-shroom whenever a new wave of jack-in-the-Box zombies spawn. It will freeze the jacks within the range of gloom-shooms.
However, there is one weakness of this build. The gloom-shrooms are too strong against zombies with low hp. When there are no gargangtuars, football zombies, or buckethead zombies, the tempo will be extremely fast. It can be faster than the rotation of instants, or even faster than the recharge of coffee beans. This will make it almost impossible to perfectly suppress jack-in-the-Box zombies. Whenever a jack-in-the-Box zombie takes out a gloom-shroom, the rest of the build is not immune to zombonis and gigas on the next time you select your card.
On ranks 1 and 6, jack-suppression is also vital, because it can take out the gloom-shrooms on 2-6 and 5-6. Two fume-shroom are used to suppress jack-in-the-Box zombies in rows 1 and 6. Generally, fume-shooms on column n and n-1 can protect plants from jack explosion on column n+1. The probability of a jack-in-the-Box zombie on an upper row taking out a gloom-shoom on a lower row is 0, while a lower jack has a 9/10000 chance to take out an upper gloom-shroom. This is because the explosion range jack-in-the-Box zombies is larger against the upper row.
So the players have been trying to the gloom-shrooms to slow down the tempo while making it still able to fight zombonis and gigas. The idea of suppressing Jack-in-the-Box further developed that year. Since 5% of the Jack-in-the-Box Zombies will explode at either column 8 or 9. Players have decided to move their builds two tiles back to negate this 5%. The remaining 95% will be frozen within the range of gloom-shrooms and fume-shrooms, and they will be killed before they explode during their 5.68-seconds non-expolsion period. However, a very small amount Jack explosions (We're talking about less than 1% here) can still occur due to premature freezing by the Winter Melons or wrong timing of ice-shrooms. In pool endless, put a coffee bean on an ice-shroom immediately after the jack-in-the-Box zombies spawn.
This build is one of the refined builds of Jack suppression. There are two different tempo with each having unique method of Jack suppression.
Bungee Zombies and Pool Ambush
Those zombies are annoying in survival endless, since they can attack your plants directly from above (or below). The best way to deal with bungee zombies is to use umbrella leaves, but sometimes there are not enough space to plant enough leaves. The best way to deal with pool ambush is to put a pumpkin on every plant on columns 6-9, but unfortunately, pumpkins cannot protect cob cannons. An alternative way to deal with these two zombies is using Ice-shroom
Harmless is a term coined for builds that can be untouchable by zombies (including Jack-in-the-Box) through proper management. There are easily harmless 4+ Cob Cannon builds at the year 2009. However, combining cobless builds and Jack-in-the-Box suppression poses a problem. It is impossible to have a build with such traits without making another structure vulnerable.
This is one of the first attempt on harmless and cobless in the western community. The build is by draco89123. However, there is not a single attempt to suppress Jack-in-the-Box Zombies. So this is actually pseudo/semi-harmless build.
This design is based around the idea of Jack suppression, although the probability is not 100% on consecutive fast tempo levels. Ice-shroom is required to time on the Bungee Zombies. But since that's the case, Ambush Zombies from the pool can take a bite at the Gloom-shroom at the instant they spawned. However, with a Buckethead Zombie emerging in front of the front most Gloom-shrooms on the pool, this setup is not perfectly harmless.
Begin by building up sun, this can be done by planting sleeping Puff shrooms for the zombies to chew on while you build your defense. Begin by planting Cattails in the pool as you build up sun. Place Sea shrooms in the pool to protect the cattails, Start to plant Gloom shrooms near the entrance and pumpkin them. Now, begin setting up Kernel pults and then getting cob cannons there. Start laddering empty pumpkins (more info on the next paragraph) and plant umbrella leaves, winter melons and fume shrooms in them. You should have 6-10 cob cannons to deal with the gargs that come later in the level. use puff shrooms to stall the digger zombies and plant gloom shrooms in the back to kill them. Optionally, you can decorate by putting some plants in flower pots but that isn't necessary. I hope this helped and you can check the link below for more tips.
Survival endless no sunflower: https://www.youtube.com/watch?v=bAwy58xUqdw
George Fan: For making this game very appealing especially the game mechanics. I may have doubts in giving my gratitude for making Jack-in-the-Box infuriating to play against though.
Draco89123: Being the first Western player to invent one of the first Cobless build and attempted to communicate with Baidu. Also introduced me to Cobless and mechanics of Plants vs Zombies.
植物大战僵尸吧: For being extremely disciplined and dedicated in making huge advancements to the structure of Survival Endless builds. Still the biggest Plants vs Zombies community out there!
hitoridakeno: Being one of the first person outside of 植物大战僵尸吧 to develop into post-2009 strategies and attempted to introduce the more advanced Plants vs Zombies builds especially from the community.
Brownleaf: Always using Cobless and killing a Gargantuar without instant kills.
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