Health

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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
  • Individual Bullhorn (with Reinforced upgrade)
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.

Gallery