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Plants vs Zombies™ 2

11.4.1 latest version

Plants vs Zombies™ 2 - Plants vs Zombies 2 free download for android
Date:Apr 30, 2024
Version:11.4.1
Size:111.83M
Package Name:com.ea.game.pvz2_row

MOD Info

Plants vs Zombies 2 is a classic tower defense strategy mobile game. In the game, players need to use plants with various special abilities to resist the incoming zombie attacks. Players can defend their gardens from zombies by planting plants on different maps and arranging their defense capabilities appropriately. The game provides multiple levels and challenge modes. Each level has different terrain and zombie types, requiring players to use flexible strategies to deal with them. In addition, the game also provides various power-ups and skills to help players better cope with difficult situations.

Game Highlights

1. There are many types of plants in the game, and each plant has different effects;

2. Place these plants reasonably. Combining various plants can cause more damage to zombies;

3. Some plants can only be placed by players after other plants are present.

Game features

1. Simple operation:

The game operation is very simple, just drag plants to the battlefield to defend or use props to attack zombies. It is suitable for players of all ages.

2. Gorgeous picture:

The game adopts exquisite picture design, bright colors and delicate scene layout, making players feel very comfortable and happy.

3. Rich plants and enemies:

There are various plants and enemies with different characteristics in the game. Each plant has its own unique skills, and each enemy also has different characteristics and weaknesses. Players need to choose different plants for formation according to different situations. .

4. Two-player duel mode:

The two-player duel mode in the game allows players to team up with friends to compete and experience more competitive fun.

5. Diverse levels and challenges:

The game provides a variety of different levels and challenges, including normal levels, fog levels, night levels, etc. Each level has different characteristics and difficulty.

Plant Species

1. Sunflower, twin sunflower

They are also cash crops, so they are grouped together here. I believe there is no need to explain the role of sunflowers, everyone is well aware of them. What should be noted here is that after feeding energy beans, the sunflower will spit out 150 sunlight, which will help to quickly set up the formation in the early stage. After the formation is basically completed in the later period, it can be properly plowed out (but sunlight must be ensured in emergencies) and replaced with other attacking plants.

The production speed of twins is twice that of sunflowers, but the "starting price" is higher, and the economy at the beginning is tight. However, it will be much better if there is a sunshine reward at the beginning. One row of twins is enough in most levels.

The technical requirements for growing sunflowers are not high, so I won’t go into details here.

2. Pea shooter, double shot, third line

Pea plants, whether pvz1 or pvz2, must be the most basic, classic, and representative plant race in the entire game. You may be able to pass the level without sunflowers, but you can't even pass 1-1 without peas.

In the second generation, it has to be said that the performance of peas is greatly limited. There are no machine gun upgrades, no free fire trees, and annoying tombstones, but their contributions are still indelible!

Let’s briefly talk about the usage of peas. Split pods and ice beans will be introduced separately.

Both single-shot and double-shot weapons are single-line straight-line attack weapons. They should be used with caution in ancient Egypt levels, especially when there are many tombstones. However, they are very good when there are no obstacles to block them. At least (in my personal opinion) they are better than cabbage. .

The third line is a rare and excellent weapon in the pirate level, especially since it has 25 less sunshine than the first generation. This is still very good for many people, especially when there are only 2 or 3 rows of decks. In the early stage, a third line will Reduces a lot of stress. In the western level, the existence of mine carts makes the usage of the third line more diverse. As long as the hand speed is fast enough, it can even produce 1V5 magical effects.

Let’s talk about the outbreak of the three plants. The difference between the single shot and the double shot is that the last double shot will spit out a huge pea, which has a huge killing effect. However, after the explosion, the large number of peas looks large, but in fact the power is limited, unless The fire tree exists, otherwise the effect will be useless, and even the iron barrel cannot be killed. The explosion of the third-line shooters is even more deceiving. Except for the middle line, most of them will fail. Unless there are too many energy beans to use up, feed the third-line shooters carefully.

The three plants can be placed as far back as possible, but the three lines are more flexible when used. Pay attention to the distribution of zombies in the two adjacent lines. Also, the third line on the road can cause more damage than the one on the main road (it should be noted that the essence of the three-line attack is to launch one on each of the three lines, rather than hitting it diagonally). I believe everyone who has played the first generation of IZE will know that. I feel it deeply.

3. Double shooter

Dual shooters are useless in most levels, because zombies rarely jump over your head for you to use back attack (there is no garlic in PVZ2!!), and the cost of 25 more suns makes it useless in general applications. Not even as good as a single shot. But in the flexible western level, its back attack will be of great use. The specific operation is very simple, that is, plant it on the mine cart (preferably slightly in front), block it from the front first, wait until the zombie is close, then move it, let the zombie pass, and then move it after the zombie passes through this square. Come back and attack the zombie's back...

In other cases, the dual shooter has limited effect. It is okay to deal with gold-digging zombies (the one holding explosives) when there are no ice-type weapons. Use it with caution in other levels.

The last thing to note is the explosion of split pods: peas on the front and double hair on the back, but most of the time you won't use them.

4. Potato bombs and croton

They are both plants at the start, and their functions are very similar. They both have the ability to kill zombies instantly, and they can also quickly accumulate sunlight for you at the start. But their use differs greatly.

Potato bombs are generally only used at the start of the game (except for feeding). Croton also has some emergency functions besides the start of the game.

Potato bombs can carry out small-scale group attacks, so using nuts to gather zombies and then placing potato mines to cause group seconds is a tactic, but the health of the nuts must be taken into consideration. If the potatoes are not unearthed and the nuts have been eaten, it will be a disaster. . After being eaten by a zombie, Croton will cause a whole row of immobilization effects behind the zombie.

In terms of cost, potatoes are half cheaper than crotons, so please pay attention when starting.

The position and time of placing potatoes are very particular. According to the walking speed of the zombie, it is safe to place them approximately 4 blocks in front of the zombie or further behind (rough value, after all, the walking speed of the zombie fluctuates). If you want to pursue the maximum sunlight harvest You can even place it one space before the sunflower, but too much delay may lead to the embarrassing situation of a large number of zombies appearing in the early stage and insufficient cooling of the attacking plants. Croton is relatively flexible to use because it does not require preparation time, but placing it too far forward will cause the zombies to refresh too quickly and not be able to keep up with the cooldown.

Important point: Neither Potato Thunder nor Croton can instantly kill the Pharaoh Zombie with the coffin.

The bursts of both plants are pretty useless. The Potato Mine that pops out instantly is pretty good. It can be used in emergencies or to blow up the snowman (put the snowman down as soon as it reaches the first square, and then feed the energy beans immediately), but their splitting ability is too cheating. Now, let’s compare and test RP.

5. Spring beans

The reason why it is taken out separately from the starting plants is that its usage is very different from the other two.

First of all, this plant can only be used in the pirate level, and it must be placed in the first five columns, otherwise it is basically useless.

Moreover, the effect of this plant is lasting. In principle, it can continue to work as long as it is not chewed. So I'm used to putting it in the fourth and fifth columns. At the beginning, the time for two consecutive zombies to come into contact with the spring beans is greater than the time for elastic recovery, but in the middle and later stages, when there are many zombies, the role of the spring beans (without feeding) It is quite limited and even very dangerous. Please be sure to use nuts to protect it, or put enough fire dragons behind Spring Bean (at least it can kill ordinary zombies instantly).

Third, the burst of spring beans is very, very powerful, and has a very high feeding value in the pirate level (many times better than fire dragons, ground thorns, and coconut cannons), but this full-screen effect is only possible next to or behind zombies. This can only be seen when traveling by water.

Very important point: Spring Beans are ineffective against flying zombies (such as seagulls and parrots), even if they break out.

In short, Spring Bean can be regarded as a perfect score in a single subject. It is a "geek" that fails in other subjects. Its function is unique in the pirate level. In other situations, it is similar to the pad. Its use is quite interesting and challenging.

6. Nuts, high nuts

I believe that people who have played the first generation will have a deep affection for these two plants, and in the second generation, these two plants have more diverse applications.

The most basic function of the two plants is to block the advancement of zombies, which goes without saying.

The planting position of plants depends on the situation. Generally, they are placed in front of all plants to block zombies. They can also be planted at the end to exert the back-attack function of the split pod (relatively rare). In the western level, they can be placed when the pressure is not great. It works better on a minecart, but when there are many zombies, one nut is a bit weak.

In addition to twice the defense of Nuts, Tall Nuts can also intercept the flying Bull Riding Imps; if the Imp Cannon is on the deck and the Tall Nuts are in the first space, this can block the Imp Cannon from firing. But it is a pity that this function is relatively limited. After all, there are no poles, no jumps, and no dolphins in the second generation!

It should be noted that both types of nuts will not only be covered with steel shells after feeding, but also completely restore the wound.

Nut wrappers can be used on both types of nuts, just like the first generation.

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