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Plants vs. Zombies: Garden Warfare 2: Spawnable Guide

Made by RicoViking9000

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Plant Defensive
Name
Range
Damage
Pros
Cons
My notes
Attacks
Rarity for 1
Rarity for 3
Rarity for 5
Pea Cannon
Long: Single Shot
20
Good damage and range, splash
Poor accuracy, low health
A nice plant to put down at closer ranges. Can dish out nice damage with splash.
Large Pea
Uncommon
Common
Uncommon
Pea Gatling
Long: Rapid Fire
2 - 3
Accurate, fast firing, effective at range
Lower damage
This can be used in place of Pea Cannon at longer ranges. Accurate, but not the best damage.
Small Pea
Common
Common
Uncommon
Scaredy Shroom
Long: Precision
30
Accurate, extremely effective at range, nice damage per shot
Long reload, vulnerable at close range
This works best with a long view of a path. Not best in cramped areas, due to the fact it hides, unless you have another nearby to guard it.
Scaredy Shot
Common
Uncommon
Rare
Lightning Reed
Medium: Electric
20 Beam | 25 Blast
Extremely accurate, has close range blast, electric damage
Lower damage against single target, shortish range
Put this somewhere relatively close to where a horde of zombies will be. This can easily overwhelm zombies.
Lightning Beam | Lightning Blast
Uncommon
Rare
Super Rare
Goop Shroom
Medium: Stun
10 direct | 1-5 splash, 20 over time
Splash damage, nice damage over time, stuns longer than Loudmouth
Can be inaccurate, sometimes has poor "eyesight," enemies can shoot while stunned
Place this somewhere at mid range, where slowing down will help. Placing more than one near a base can stunlock zombies.
Super Goop (Direct hit) | Goop (Damage over time)
Uncommon
Rare
Super Rare
Fume Shroom
Medium: Armor Breaker
6 in a burst of 4 (6*4=24)
Decent damage, takes down armored targets with ease, excellent accuracy
Shortish range, sometimes has poor "eyesight"
This should go near bases, in the case that an armored spawnable gets close.
Acidic Bubbles
Uncommon
Rare
Super Rare
Snap Dragon
Close: Fire
Continuous
Nice health, damage over time
Short range, sometimes has poor "eyesight," vulnerable when on cooldown, low damage
Place near bases, where this can be effective. Don't put far away or it won't damage.
Flame Breath
Uncommon
Rare
Super rare
Bonk Choy
Close: Melee
14 x 2 = 28
Good health
Short range, sometimes has poor "eyesight," long reload, low damage, high health won't help it survive long with its damage
Place near bases, where it can be effective.
Uppercut
Common
Uncommon
Rare
Ice Shroom
Close: Ice
Outburst of 25
Instant freeze, with one of these near you you can finish anything off, especially with a Shuck Shot.
Short Range, long reload, low damage (but ice compensates)
These work especially well near bases and around corners to immobilize unsuspecting zombies.
Ice Blast
Uncommon
Rare
Super Rare
Toxic Gloom Shroom
Close: Toxic
20, toxic
Outburst, nice damage, toxic damage, so spreads with infection
Shortish range, takes a second to "inhale" (charge)
Place them where they can be effective at close range. The damage can spread to nearby targets.
Acidic Bubbles
Uncommon
Rare
Super Rare
Doom Shroom
Close: Explosive
200
Excellent damage; instant kill unless shielded zombie faces it, outburst, high health
Shortish range, sometimes has poor "eyesight," vulnerable while reloading
These shine when placed around corners. Unsuspecting zombies will get taken out easily!
Doom
Rare
Super Rare
Super Rare
Bamboo Shoot
Long: Airstrike
15 damage in 6 total shots (15 x 6 = 90 damage maximum); splash damage which varies
Decent damage, airstrike nature means this can be placed in shielded areas, can shoot over walls
Can't attack under roofs, sometimes leads shots too much, rather small splash
This is your pot that sits in the back and fires away. Put them away from the action, but make sure they're defended.
Bamboo Strike
Rare
Super Rare
Super Rare
Heal Flower
Special: Healing
10 per sundrop; 5 sundrops (=50)
Ideal for Pot n' run situations, can heal much HP very quickly, can heal themselves
Takes a big to recharge, awful when groups surrounding this waiting for healing
This works excellently when you're on a run and low on health. Just plop one down and run away with more health. AI will be distracted trying to take it out.
--
Common
Common
Uncommon
Monk Choy
Legendary Close: Melee
21 x 2 = 42
Amazing health (175). Better damage, but still not that great.
Short range, sometimes has poor "eyesight," long reload, subpar damage
Place near bases and around corners, where it can be effective.
Dim Machoy
10 - Legendary
--
--
Perfume Shroom
Close: Explosive
200
Excellent damage; instant kill unless shielded zombie faces it, outburst, high health
Shortish range, sometimes has poor "eyesight," vulnerable during long reload
These shine when placed around corners. Unsuspecting zombies will get taken out easily!
Perfume
10 - Legendary
--
--
Zombie Defensive
Name
Range
Damage
Pros
Cons
My notes
Attacks
Rarity for 1
Rarity for 3
Rarity for 5
Rocket Bot
Long: "Single Shot"
10 x 3 = 30
Excellent damage output, slight splash damage
Inaccurate, low health
These are very versatile and can go pretty much anywhere and excel. Just their accuracy is low.
Rocket
Common
Common
Uncommon
Gatling Bot
Long: Rapid Fire
2-3
Accurate and effective at range. Nice fire rate.
Lower ammo than Pea Gatling, low damage
Use these if you know there will be Peashooters, Citrons, or Corns jumping around everywhere. They're accurate and in numbers can dish out quite a bit of damage.
Pew Pew
Common
Common
Uncommon
Hide n Shoot bot
Long: Precision
30
Nice damage per shot, accurate, extreme range, aims better than Scaredy Shroom
Long reload, vulnerable at close range
Place these where they have a view of a path they can shoot on. Don't place them near corners.
Splaser
Common
Uncommon
Rare
Mr. Freezy
Long: Ice
10
Dishes out nice damage, splash damage, accurate, 5 shots can freeeze, 3 burst firing
Can't instant freeze
With two of these near each other and you guarding, this is an amazing defense; one of the best IMO. They can freeze quickly, and they're accurate with splash damage.
Freezer Burn
Uncommon
Rare
Super Rare
Mr. Electro
Medium: Electric
20
Damage can easily spread, very high HP
Shortish range, sometimes has poor "eyesight," no close range blast
The electric effect means that you can easily defeat plant swarms, with the health this has to survive.
Electric Strike
Uncommon
Rare
Super Rare
Mr. Toxic
Medium: Toxic
8 shot | 20 blast
Has long range toxic shots, decent damage, nice range for medium range
Toxic Shots are aimed for the base of plants, so it misses often if on uneven terrain
You can put this around a corner with a view or near a base; with its toxic shots that can spread as well
Toxic Shot/Toxic Blast
Uncommon
Rare
Super Rare
Loudmouth Bot
Medium: Stun
25
Nice damage, "force field" stunning - hits anything in its burst and pushes plants, full stun, can pierce Citron Peel Shield
Short range for a mid range bot
Use these as you would use a close range. Near bases and around corners is ideal.
Loud Noises
Uncommon
Rare
Super Rare
Breaker Bot
Medium: Armor Breaker
12
Has nice range, has arc so can sometimes hit over small hills, decent damage
Horribly inaccurate at long range or against fast targets
Place these with an area to shoot, where it has a decent view of where spawnables may be stepping. These are very inaccurate at ranges, but if it's actually facing what it's meant for, it's fine.
Smashy
Uncommon
Rare
Super Rare
Boxer Bot
Close: Melee
12 x 3 = 36
OK health, better damage than Bonk Choy
Still OKish damage, short range, long reload, health won't help it survive long
Put around corners, where they can deal some damage to anything coming around.
One Two
Common
Uncommon
Rare
Mr. Toasty
Close: Fire
Continuous
Continuous damage, OK health
Short range, low damage
Use as you would use Boxer Bots. Place around a corner or near a base where plants will get by, get nicked, and the fire will continuously burn them.
Toasty Flame
Uncommon
Rare
Super rare
Explody Bot
Close: Explosive
250
Instant kill on heroes (except Iron Citron + Health upgrade, Torchwood), nice explosion radius, nice health
30s reload, sometimes has poor "eyesight"
Place near base or around corners. Around corners is better since they are more likely to survive. They can easily wipe players out.
Explosiony
Rare
Super rare
Super rare
Uplink Bot
Long: Airstrike
60
Long range, can shoot through ceilings, splash doesn't diminish with range, excellent damage
Can't land under a roof, longish reload, inaccurate
These can go away from action, along with those few places under roofs. They just can't land their shots under a roof.
Orbital Bombardment
Rare
Super rare
Super rare
Dr. Heals
Special: Healing
Continuous
Can easily heal many zombies at the same time, quickly heals
You need to camp by the bot to get health
These can go somewhere in the back area, or just plop one down and camp by it.
--
Common
Common
Uncommon
DJ Uplink Bot
Legendary Long: Airstrike
90
Much stronger and more powerful than Normal Uplink bot
A bit more noticeable than Normal Uplink Bot
These can go away from action, along with those few places under roofs. They just can't land their shots under a roof.
Party Hammer
10 - Legendary
--
--
Golden Gatling Bot
Long: Rapid Fire
2-3
Accurate and effective at range. Nice fire rate.
Lower ammo than Pea Gatling, low damage
Use these if you know there will be Peashooters, Citrons, or Corns jumping around everywhere. They're accurate and in numbers can dish out quite a bit of damage.
Pew Pew
10 - Legendary
--
--
Plant Offensive
Name
Health
Armor health
Damage Melee
Damage Ranged
Pros
Cons
My notes
Attacks
Rarity for 1
Rarity for 3
Rarity for 5
Weed
25
--
15
15
Many of these can overwhelm the base in TT, fast movement
Low health, no special attributes
The most basic plant spawnable. These can overwhelm, but can be taken out with their puny 25HP.
Weed Whip / Seed Spit
Common
Common
Uncommon
Pumpkin Weed
75
--
15
15
Decent health with nice speed
OKish health, no special attributes
These have more health than the normal Weed, so they can survive a bit, and are considered a big improvement. Don't reply on their health alone or in pair. Try to swarm as you would with other stuff.
Weed Whip / Seed Spit
Common
Common
Uncommon
Teracotta Weed
135/140
--
15
15
Highest unarmored health, fast, can survive capture zones and most bots
No special attributes
The best "normal" spwanable. These have health close to most heroes, so they can withstand a lot.
Weed Whip / Seed Spit
Common
Common
Uncommon
Leaf Shield Weed
75
55/60
15 / 15
15
Has shield, shield can absorb more damage than its health if it's done in a single shot (E.G. can survive ZPG hit), similar to all weeds, can still use Seed Spit with its shield
Very weak shield, almost not worth the slower speed
The most basic of the shielded spawnables. It has a weak shield but like all of them, the shield has the "alpha absorb" attribute, which means that it can survive a high damage hit despite having 50 HP, no rear armor
Weed Bash / Weed Whip / Seed Spit
Common
Uncommon
Rare
Wood Shield Weed
135/140
100
15 / 15
15
Has shield, shield can absorb more damage than its health if it's done in a single shot (E.G. can survive ZPG hit), similar to all weeds, can still use Seed Spit with its shield, big improvement to Leaf Shield Weed, excellent health
Somewhat slow, no rear armor
A large improvement over the Leaf Shield Weeds. You can spawn these, and their shields will absorb any damage with a large explosion radius.
Weed Bash / Weed Whip / Seed Spit
Common
Uncommon
Rare
Vase Weed
75
350
15 / 15
15
Armor has decent health, is all around except for face and base, can use Seed Spit while inside shell
Somewhat slow, may not last the full about 5 minutes of its survival time, plant itself has rather low health - easy to take out with Foot Soldiers
Second most armored spawnable. It's slow, so use it near the base to ensure it lasts as long as possible. Decent armor health but low plant health; accurate weapons can easily take this out. Toxic Brainz can easily farm Toxic Overload on this.
Weed Bash / Weed Whip / Seed Spit
Uncommon
Rare
Super rare
Porcelain Vase Weed
135/140
450
15 / 15
15
Highest armor of all spawnables, a swarm of these means trouble for zombies, or at least temporarily, can use Seed Spit while in shell.
Somewhat slow, may not last the 5 minutes of survival time
These are fortresses. They can overwhelm zombie bases and last a while, until they reach their time limit. Again, Toxic Brainz can farm his Toxic Overload on these.
Weed Bash / Weed Whip / Seed Spit
Common
Uncommon
Rare
Dandelion
25
--
Up to 50; varies
--
Fast, can pack nice damage if they reach their target, especially with swarms
Health on par with Weed, no ranged attack, takes time to explode
The hit n' boom weed. Spawn these to run to to enemies and explode. These will be taken out easily if spotted, unless their speed helps against that.
Dandelion Explode
Uncommon
Rare
Super rare
Hypno-shroom
75
--
Varies
Unconfirmed
Amazing plants that can confuse an opponent up close, or shoot pesky ranged attacks to take them out.
Hypno Pulse has low velocity, Hypno Leech only at close range, mediocre health
These are amazing to spawn anywhere. They can run up to an opponent, lock on the beam, and confuse them. They use their ranged attacks more than their leech attack.
Hypno Leech/Hypno Pulse/Hypno Shot
Super rare
Super rare
Super rare
Flag Weed
135/140
--
15
15
Boosts defense for plants, fast, excellent health
Doesn't follow plants in portal modes, and often wanders all over the place with teleporters active
Spawn these to assist your damage resistance while fighting. They won't stick with you, however, unless you're in the backyard!
Weed Whip/Seed Spit
Uncommon
Rare
Super rare
Heal Weed
110
--
15
15
Decent health, can heal themselves, moves quickly compared to Heal Zombie
Sundrops only heal 5/drop, never follows plants; so often goes on suicide missions
Due to the nature of how these don't follow and their bad group healing, these are better to spawn to heal themselves rather than healing others.
Weed Whip/Seed Spit
Uncommon
Rare
Super rare
Zombie Offensive
Name
Health
Armor health
Damage Melee
Damage Ranged
Pros
Cons
My notes
Attacks
Rarity for 1
Rarity for 3
Rarity for 5
Browncoat
25
--
15
25
Many of these can overwhelm the base in TT, fast movement
Low health, no special attributes
The most basic zombie spawnable. These can overwhelm, but can be taken out with their puny 25HP.
Zombie Hurt / Hard Rock Toss
Common
Common
Uncommon
Conehead Zombie
75
--
15
25
Decent health, fast movement
No special attributes
A step up from a Browncoat. These are more durable by 50HP, tripling their durability.
Zombie Hurt / Hard Rock Toss
Common
Common
Uncommon
Buckethead Zombie
135/140
--
15
25
Excellent unarmored health, fast movement
No special attributes
These have more than 100 HP than the standard browncoat. A couple of these can create some trouble with their very fast speed and high HP.
Zombie Hurt / Hard Rock Toss
Common
Common
Uncommon
Newspaper Zombie
75
50
15
25
Has a shield, zombie itself moves very quickly once it loses its shield
Weak shield, no rear armor
Has a shield with the "alpha absorb" attribute, which means that it can survive a high damage hit despite having 50 HP, but still had a weak shield otherwise. It will protect against some weaker fire, but two peashooter shots can get rid of the shield.
Zombie Hurt / Hard Rock Toss
Common
Uncommon
Rare
Screen Door Zombie
75
130
15
25
Has a very strong shield, which can protect itself from lots of fire and splash damage
Oddly enough, zombie itself has less health than the screen door.
Has a shield with the "alpha absorb" attribute, which means that it can survive a higher damaging shot than the shield (E.G, Sombrero Bean Bomb will take off the shield but not the zombie. Weird mechanics mean the shield has more health than the zombie itself.
Zombie Hurt / Hard Rock Toss
Common
Uncommon
Rare
Coffin Zombie
75
350
15
25
Full body armor, shoddy laser (though hardly used), many of these can swarm the base in TT mode
Slow, shoddy laser used less than in GW1, damage reduced from 25 to 15 from GW1, harder to hit directly than plant counterparts
Has a full shield. But they have changed mechanics from the previous game. Less damage and worse at shooting at range. They're still able to complete their goal, which is to use their armor to survive.
Zombie Hurt / Shoddy Laser | Hard Rock Toss
Uncommon
Rare
Super Rare
Outhouse Zombie
135/140
450
15
25
Full body armor, shoddy laser (though hardly used), many of these can swarm the base in TT mode, more durable than any other zombie spawnable, harder to hit directly than plant counterparts
Slow, shoddy laser used less than in GW1, damage reduced from 25 to 15 from GW1
Has a full shield. But they have changed mechanics from the previous game. Less damage and worse at shooting at range. They're still able to complete their goal, which is to use their armor to survive. These have the most health out of any zombie spawnable.
Zombie Hurt / Shoddy Laser | Hard Rock Toss
Uncommon
Rare
Super Rare
Flag Zombie
135/140
--
15
25
Provide a DEFENSE boost (don't get confused), excellent health, fast movement
Often wanders around in multiplayer, like the Heal Zombie, takes time to throw the Hard Rock Toss
These are good to assist you in a base capture, provided they stay with you (or based on their ability to follow, you stay with them). They're also good to spawn for an engineer building stuff, but the zombie's likely to aim for the capture point instead.
Zombie Hurt / Hard Rock Toss
Uncommon
Rare
Super Rare
Heal Zombie
110
--
15
25
Actually follows players, heals very quickly, can heal multiple players at once, fast movement when not healing
Stutters when moving and healing at the same time, can't heal themselves
These are actually somewhat polar opposites from the plant counterpart, which is most likely unintentional, however. They are better for spawning for group healing, but suffer by themselves. Spawning another to accompany a Heal Zombie is also good. AKA Harry; thank ZEROxFUSIONZ for that one.
Zombie Hurt / Hard Rock Toss
Uncommon
Rare
Super Rare
Exploding Imp
25
--
Up to 50; varies
--
Fast movement, small hitbox, a swarm of these can outright destroy a plant
Can easily be taken out, especially with splash, these only got one chance at attacking; can be stopped with a tall-nut.
These are small and pretty fast, along with packing a punch. But they can easily be dealt with, and an Iron Maiden is the complete enemy of these guys.
Imp Explosion
Uncommon
Rare
Super Rare
Karate Zombie
75
--
Varies based on attack
25
Fast movement, can jump high, can kick plants (out of rooted mode), can stun-kick.
Not that hard to take out, but their agility compensates somewhat.
These are amazing zombies, but they're extremely rare. It is possible for them to jump onto a roof unnoticed and kick a Peashooter out of Gatling Mode, which can hurt him severely. They are masters at close range, but they also have the Hard Rock Toss ability, which is icing on the cake.
Karate Chop, Hurricane Kick / Hard Rock Toss
Super Rare
Super Rare
Super Rare

Useful Information

Changelog

It took me a lot of work making this, and there's still some missing information! And this may not be 100% accurate, especially the health values, but I got as close as I could in increments of 10. If anyone has corrected values, you may contact me below. Please share this, as I'm sure that these tables will be helpful. Thanks to all the people who have provided support! Several people on Discord have provided a ton of helpful feedback on the colors, and this wouldn't be the same without those people helping. In addition, this website is pinned to the /r/pvzgardenwarfare subreddit and ZackScottGames has seen and liked this information.

Here's some information about the servers I play on in the game. The more stars, the more frequently I'm on that server, and I also include the modes I play. This all applies to PC.

And finally, contact information