Health
In Plants vs. Zombies: Garden Warfare, Plants vs. Zombies: Garden Warfare 2, and Plants vs. Zombies: Battle for Neighborville all characters have a certain amount of health present with them which dictates the survivability of each character. This can vary between classes, but is usually a number that is evenly divisible by 25.
When a character first spawns, their health is at 100% capacity. When their health reaches 0, the player is "Vanquished," or defeated, and their character's body will drop to the ground as a ragdoll. This is when the character is considered dead but they may be revived by other teammates.
Health per playable class
On average, Plant classes have more health and variation than Zombie classes but Zombie classes deal larger amounts of damage than Plant classes.
Plants vs. Zombies: Garden Warfare 2
Plant Classes | Health | Zombie Classes | Health |
---|---|---|---|
|
5 | 5 | |
Artichoke Drone | 20 | Future Parrot Pal | 20 |
Wizard (Co-Star) | 65 | ||
Vampire Flower | 85 | Imp
Lil' Drake Pylon Imp S.H.R.Imp Z7 Imp Party Imp Scallywag Imp |
50 (pre-Graveyard Variety Pack DLC) |
Rose
Druid Rose Party Rose Nec'Rose Fire Rose Frost Rose Agent Pea Acorn (with Hardened upgrade) |
100 | Imp
Lil' Drake Pylon Imp S.H.R.Imp Z7 Imp Party Imp Scallywag Imp |
75 |
Night Cap
Acorn |
75 | ||
Sunflower
Mystic Flower Power Flower Fire Flower Shadow Flower Sun Pharaoh Alien Flower Stuffy Flower |
110 | Scientist
Chemist Physicist Dr. Toxic Astronaut Marine Biologist Archaeologist Paleontologist Zoologist Computer Scientist
|
100 |
Peashooter
Fire Pea Ice Pea Toxic Pea Commando Pea Law Pea Plasma Pea Electro Pea Hot Rod Chomper Cactus Camo Cactus Fire Cactus Ice Cactus Power Cactus Future Cactus Bandit Cactus Zen Cactus |
125 | Foot Soldier
Camo Ranger Super Commando General Supremo Tank Commander Arctic Trooper Sky Trooper Centurion Park Ranger Scuba Soldier Engineer Welder Painter Mechanic Electrician Plumber Landscaper Sanitation Expert AC Perry Captain Deadbeard Captain Cannon Captain Flameface Captain Sharkbite Captain Partyman Captain Squawk HoverGoat-3000 Wizard |
125 |
Chomp Thing | 135 | Roadie Z | 150 |
Kernel Corn
BBQ Corn Mob Cob Pops Corn Party Corn Commando Corn Rock Pea Jade Cactus Petrified Cactus Twilight Chomper Count Chompula |
150 | Super Brainz
Cozmic Brainz Electro Brainz Toxic Brainz Party Brainz Breakfast Brainz All-Star Baseball Star Rugby Star Hockey Star Cricket Star Goalie Star Wrestling Star Golf Star Tennis Star Moto-X Star
|
200 |
Space Station | 275 | ||
Metal Petal | 160 | Pylon Mech | 300 |
Chomper
Toxic Chomper Fire Chomper Power Chomper Yeti Chomper Disco Chomper Unicorn Chomper |
175 | Z-Mech
Party Mech S.H.R.Imp Mech Z7 Mech |
350 |
Citron
Frozen Citron Electro Citron Toxic Citron Party Citron |
200 | Scallywag Mech
Drake Mech |
400 |
Armor Chomper | 215 | Drake Mech with smoke screen activated | 475 |
Iron Citron | 250 | Space Station with full amount of Passengers | 600 |
Torchwood
Citron, Frozen Citron, Electro Citron, Toxic Citron, Party Citron with active Peel Shield |
275 | ||
Oak | 300 | ||
Iron Citron with active Peel Shield | 325 | ||
Citron, Frozen Citron, Electro Citron, Toxic Citron, Party Citron with active Mood Shield, Oak (with Hardened upgrade) | 350 | ||
Iron Citron with active Mood Shield | 400 | ||
Torchwood with Leaf Shield's 50% resistance | 550 |
Plants vs. Zombies: Battle for Neighborville
Plant Classes | Health | Zombie Classes | Health |
---|---|---|---|
5 | 5 | ||
|
10 | ||
15 | 15 | ||
|
25 | ||
65 | |||
75 | 75 | ||
|
100 | 100 | |
|
125 | 125 | |
175 | 150 | ||
200 | 175 |
Gaining health
- Respawning (grants 100% health).
- Picking up sun dropped by a Heal Flower/Twin Heal Flower as a plant (grants progressively more health until the Flower dies or until 100% health is reached).
- Picking up sun dropped by Sunny Side Up as a plant.
- Being hit by a Heal Beam/Rainbow Heal Beam as a plant (gives health until deactivated or until 100% health is reached).
- Being hit by the Heal Beam of Science as a zombie (gives health until deactivated or until 100% health is reached).
- Being near a Zombie Heal Station/Armored Heal Station/Cheetah Heal Station/Zomboss Healing Station as a zombie (grants progressively more health until the station is destroyed, self-destructs or until 100% health is reached).
- Being hit by a Mega Heal Bomb as a zombie (grants up to 50 health).
- Being near a Sticky Healy Thingy as a zombie.
- Being hit by the Healing Hose as a zombie.
- Swallowing enemies while playing as Count Chompula (grants up to 50 health per kill).
- Hitting zombies with the Vampire Flower's primary weapon in Garden Warfare 2, or the Sunflower's primary with the Vampire Flower upgrade in Battle for Neighborville.
- Not being hurt for a short period of time when below 100% health, resulting in an automatic regeneration to no more than 50% health in Garden Warfare 1, and full health in the latter games.
- Chomp Thing will enter this phase more quickly.
- The Imp cannot do this while using the Z-Mech ability.
- In Battle for Neighborville, there is a meter above the health amount that shows when the Health Regeneration will kick in.
- Being near a Heal Zombie as a zombie (has the same effect as a Heal Station).
- Picking up sun dropped by a Heal Weed as a plant (behaves in the same was as a Heal Flower).
- The Boss Mode aircraft will, if unhurt for some time, regain health at a rate of 10 health every two seconds until it is damaged again.
- Collecting Time Shards while in Infinity Time will restore 50 health (bosses drop shards that give 200 health).
- Being near a Rose while she is using her Arcane Lotus ability, which will give you 4 health rapidly until it ends.
- Vanquishing an enemy while using the Vampiric or Low Life upgrade in Battle for Neighborville.
- Being near 2 or more enemies while using the Fearless upgrade in Battle for Neighborvile.
- Healing with Lumber Support (Heals both Oak and Acorn Passengers).
Losing health
- Getting hit by enemy weapons, attacks or abilities.
- Falling into a bottomless pit or into deep water (instant kill).
- Being hit by environmental hazards (instant kill in most cases).
- Going "out of bounds" (instant kill preceded by a five-three second countdown).
Vanquishment
When health falls down to 0 (or, if enough damage is dealt, it can become a negative number), the target is vanquished, meaning they are knocked down to the ground and will be rendered unable to attack on their own and can be considered dead. However, if an ally is nearby, the player can be revived by their ally (which will restore the vanquished player's health to 50%, however, in Plants vs. Zombies: Garden Warfare 2, Sunflowers and Scientists can revive their allies back to full health), but doing so puts their ally at risk of being Vanquished as well. While being in this revive-able state, the player is put into the respawn cycle and can choose to respawn. Some attacks, namely Chomper's Chomp attack while executed from behind or while burrowing or Cozmic Brainz's primary weapon while at its third charge level, will (if successful) render the player unrevivable.
Vanquishment is directly the method of scoring in Team Vanquish (and indirectly in Vanquish Confirmed!). In Team Vanquish, the player must, as the name says, vanquish an enemy player to score a point for their team, but if the vanquished player is revived, it will subtract one point from the opposing team's point count. In Vanquish Confirmed!, Vanquishment is only indirectly the way of scoring, as while an enemy must be vanquished in order to gain points, the vanquish will only yield a point once the player (or an ally) collects the orb that the vanquished player drops.
Being vanquished in Gardens & Graveyards as a plant and not being revived means that the player will respawn a moderate distance from the garden. Zombies will respawn on one of multiple spawn points which are all located within in a predetermined spawn zone. If an Engineer or Engineer variant has built a teleporter , a purple door will appear, and zombies will be able to use this to get closer to the garden easier. In Herbal Assault, the respawn mechanism is reversed. Zombies now spawn a moderate distance away from the objective they defend while plants spawn within a specific spawn zone. The portal technique will return as well, except only Roses and Rose variants can build the teleporter and the appearing door is green.