Plants vs. Zombies Wiki
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So, how good is the ending to PvZ2?

Plants[]

Dusk Lobber[]

Well, this is multi-lane attacking taken to a new level. It doesn't do much damage, but when powered, it's pretty strong. Keep in mind that its attacks have a fairly wide splash radius that affects adjacent rows, so it's possible for a Dusk Lobber in the middle row to attack zombies in the top and bottom rows via splash damage, and this means that large numbers of Dusk Lobbers, which can be set up for a fairly low cost, can do heavy damage and be quite effective for AoE. If you're willing to use Moonflowers instead of Twins, they could be a viable plant for Endless Zones, especially combined with Winter Melons.

Their disadvantage? An annoyingly long recharge. I mean, it's not like the recharge on an instant-kill like Cherry Bomb, but it's longer than most attacking plants.

Grimrose[]

A multi-use, long-range Tangle Kelp that can damage Gargs? Cool. The lack of AoE stops me from using it over other plants like Primal Pots though.

Escape Root[]

This plant. This plant should not be premium. I want it so much yet I don't want to spend more money on this game. It's Primal Potato Mine, but with the ability to move around and move other plants, and the only disadvantage is that it sometimes has a 1x1 explosion...yet it also has an advantage of an occasional load of grapes bouncing around. Hmm, maybe it's premium because it's almost a direct upgrade to the Primal Pot Mine.

Zombies[]

All-star[]

Man this guy is such a flipping pain. I'd be okay with him being fast and insta-killing the first plant he reaches, but he's practically Chicken speed...or maybe Weasel speed, I'm not sure. Basically, it's a Dolphin Rider that kills a plant instead of leaping over it. And it has a lot more health, and it has no true weakness aside from planting something cheap in his path to stop him.

Also, why daheq doesn't Magnet-shroom work on him? I honestly think that if his helmet doesn't fall off anymore, the Magnet-shroom should pull his head off like Punks.

Super Fan Imp[]

This is not how you design a zombie. On its own, it's basically Imp, but with slightly more health. It only ever explodes if it gets really far to the left, so it's practically never going to explode...unless All-stars are around. Then it gets launched crazy far into your defences, and this happens so fast that you need LIGHTNING fast reflexes to plant a Blover if you want to stop it blowing something up. This is a horrible zombie.

Levels[]

I'm not going to talk about every single level, but I LOVED Day 25, and most of the other levels were good. So there.

Bosses[]

So, all ten bosses get to be battled again, but with different plants, and sometimes different zombie spawning and different strength attacks. Seems interesting.

Sphinx-inator[]

Easy peasy, no real difficulty here, unless you get a tombstone in the leftmost column, due to the lack of Grave Buster.

Plank Walker[]

From second easiest boss to pure evil. Getting through the first phase is really, REALLY difficult, though once you actually manage to do that, it's likely to be plain sailing. You just need luck to get hard-hitting AoE, aka Melons, really early on, when they're pretty rare plants here.

War Wagon[]

An absolute joke due to the strength of Far Future plants. If you have enough PF, you can skip the entire third phase using the PF on Citrons.

Tomorrow-tron[]

Why do they give you infinite blue tiles? This makes it way too easy, I had nine by the end of the fight and it's just ridiculous how quickly you can kill it and all the zombies with Fume-shrooms and these Power Tiles.

Dark Dragon[]

BWB plants aren't the best, but aside from having few ways to take down Jesters (I actually kind of wished for Chomper to have another way to kill them), it's not too bad. Kind of challenging, but not unfair or anything.

Sharktronic Sub[]

Decent plants, a really tough third phase but enough stalling methods to survive should the zombies begin to overwhelm you, so not really that bad. Why's Shrinking Violet here though? I mean, I'm thankful for it, but why's it here?

Tuskmaster 10,000BC[]

As much of a joke as before. Granted, you don't get a lot of Fire Peas to defrost your plants, but you can stall him with Stallia, and do lots of damage with Red Stinger while A.K.E.E.s provide AoE.

Aerostatic Gondola[]

This is kind of an interesting one. It really helped teach me how well NMT plants work together, with Phat Beets as Glooms and Celery Stalkers to attack zombies diverted by Garlic, plus Spore-shrooms for general firepower. Plus, you can use Garlic to either divert zombies onto or away from the boulder trap tiles, which is useful. As for the fight, it's a long one since you don't have a lot to damage the Zombot with, and the final phase is tough, but since trap tiles are reusable unlike lawnmowers, it's not that bad either.

Multi-stage Masher[]

Ugh this is so painful. The original fight wasn't that bad, but for some reason, having the much more useful Jurassic Marsh plants seems to make this more difficult. I don't know why, it just does.

Dinotronic Mechasaur[]

Dusk Lobber provides heavy damage, Shadow-shroom's PF is great against zombies, Nightshade provides a PF effect that's good for fighting Zomboss, and Grimrose counters Pteros quite well. Despite the lack of Perfume-shroom, this is a fun fight and not too difficult.


So, overall, I like the plants, hate the zombies, like the levels, and like most of the boss rematches. I do wish we actually got a proper final boss, but who knows, maybe they'll make one eventually.

And as for Gold Bloom, apparently that's not being released until the next update.

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