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Curated starter almanac

PvZ2 Gardendless plants by field role.

A focused set of 13 plants with project-data stats and original notes about economy, damage, control, burst, and defense.

13 plants
Peashooter game art
Damage

Peashooter

Front Yard · ID 0

A straight-lane attacker and the cleanest baseline for comparing damage plants.

100 sun 5s recharge 300 toughness

Field note: Use it behind a blocker while learning wave timing; replace or support it when armored enemies become common.

Sunflower game art
Sun

Sunflower

Front Yard · ID 1

The basic economy plant, turning early space into the sun needed for a complete defense.

50 sun 5s recharge 300 toughness

Field note: Plant economy before expensive damage unless an early rush forces a temporary answer.

Wall-nut game art
Defense

Wall-nut

Front Yard · ID 2

A high-toughness blocker that buys time for rear-line attackers.

50 sun 20s recharge 4000 toughness

Field note: Place it far enough forward that splash, piercing, or short-range plants still have room to work.

Potato Mine game art
Burst

Potato Mine

Front Yard · ID 3

A low-cost contact explosive with an arming delay.

25 sun 20s recharge 300 toughness

Field note: Its best use is economic: remove one early target while your Sunflowers fund a stronger board.

Bloomerang game art
Damage

Bloomerang

Ancient Egypt · ID 5

A lane attacker whose returning projectile can tag several targets twice.

175 sun 5s recharge 300 toughness

Field note: It gains value in packed lanes; avoid judging it only by single-target damage.

Iceberg Lettuce game art
Control

Iceberg Lettuce

Ancient Egypt · ID 6

A free contact freeze that can also put out flames.

0 sun 20s recharge 300 toughness

Field note: Save it for a priority target or an Explorer lane instead of spending it on the first basic zombie.

Bonk Choy game art
Damage

Bonk Choy

Ancient Egypt · ID 7

A fast melee attacker that punches immediately ahead and behind.

150 sun 5s recharge 300 toughness

Field note: Pair it with control or a blocker; an exposed Bonk Choy can be overwhelmed before its damage pays off.

Repeater game art
Damage

Repeater

Ancient Egypt · ID 8

A two-pea upgrade for lanes where steady single-target pressure matters.

200 sun 5s recharge 300 toughness

Field note: Its predictable fire pairs naturally with Torchwood, but the combined sun cost demands a stable economy.

Shooting Starfruit game art
Damage

Shooting Starfruit

Lost City · ID 22

A premium board-wide shooter that sends stars along five directions.

500 sun 5s recharge 300 toughness

Field note: Version 0.12.x ties Ticket Plants to a rotating offer, so availability can be more limiting than placement.

Snowdrop game art
Control

Snowdrop

Market · ID 158

A ranged cold attacker using snowballs and icicles.

200 sun 5s recharge 300 toughness

Field note: Treat the slow as extra setup time for the whole lane, not merely as personal damage.

Goo Peashooter game art
Control

Goo Peashooter

Epic Quest · ID 206

Sticky peas combine poison damage with a slowing effect.

150 sun 5s recharge 300 toughness

Field note: Its community Epic levels were expanded in v0.12.1; use damage-over-time lanes to reduce pressure elsewhere.

Mirror-nut game art
Defense

Mirror-nut

Market · ID 208

A v0.12.0-era blocker that stores energy when nuts take damage and releases it on command.

150 sun 25s recharge 4000 toughness

Field note: Its value rises in nut-heavy layouts; watch the board and trigger stored energy when it will reach a meaningful wave.

Torchwood game art
Damage

Torchwood

Epic Quest · ID 49

A support attacker that turns passing peas into stronger fireballs and retaliates when defeated.

175 sun 5s recharge 2000 toughness

Field note: Build it only when enough pea projectiles will pass through; otherwise the lane may need a self-contained attacker.

Deck logic

Build a tray around jobs.

Begin with economy, dependable lane damage, one form of control, an immediate burst answer, and a way to stall. A plant that covers two jobs can free a slot, but only if the level gives that mechanic time to work.

Mirror-nut becomes more valuable in a nut-centered board. Torchwood needs enough passing peas to repay its cost. Shooting Starfruit offers wide coverage but asks for 500 sun. Context is the card’s real stat.

Read difficulty & deck planning

Economy before upgrades

Sunflower creates options. Potato Mine turns 25 sun and an arming window into time for that economy to grow. Repeater is stronger than Peashooter in one lane, but buying it too early can leave the next lane empty. The useful comparison is not card versus card; it is the whole board before and after the purchase.

Control turns damage into time

Iceberg Lettuce costs no sun and can extinguish a flame, which makes it an emergency answer to an Explorer rather than disposable decoration. Goo Peashooter’s slow keeps targets under every other attacker longer. Snowdrop provides a similar time advantage from range.

Stats and release context

Sun, recharge, and toughness come from the project’s published game-data objects at the July 30 site-source commit used for this build. Release mechanics such as Ticket Plants can change availability without changing a card’s base stats.

References

Sources behind this page

Project records are used for release and game facts; interpretation and strategy wording are original to this field guide.

  1. Plant names, stats, roles, and acquisition groups.

    PvZ2 Gardendless project · accessed 2026-07-30
  2. Plant and zombie data, localized guides, and media used for editorial reference.

    Gzh0821 on GitHub · accessed 2026-07-30
  3. Current version, build name, platform files, and change list.

    PvZ2 Gardendless project · accessed 2026-07-30
  4. primary Project FAQ ↗

    Save export, older difficulty notes, Epic Quests, and common issues. The page itself says it covers 0.7.x.

    PvZ2 Gardendless project · accessed 2026-07-30