For fun, im gonna finish this off with the method to create every plant from pvz 1 and 2's adventure, as well as some more, using these 45 tier ones!
Peashooter- tier 1
Sunflower- tier 1
Cherry bomb- lime bomb + hot potato
Wallnut- tier 1
Potato mine- tier 1
Snow pea- peashooter + iceberg lettuce
Repeater- peashooter + peashooter
Chomper- devour bloom + devour bloom (actually want to mention devour bloom will be renamed to snap trap, and create plants like snapdragon)
Puff shroom- tier 1
Sun shroom- puff shroom + sunflower (I dont like how sun shroom currently outclasses sunflower in an absurd amount of ways any time its viable, which is exactly always and only in the sewer. Especially since sun shroom doesnt compromise your offense by having merges that dont produce sun and just do damage, its just sunflower but for sewer. Making it a tier 2 also lets it retain its growth gimmick, and serves as a tutorial to tier 1 puff shroom by showing that puff shroom evolutions can be powerful, but they dont gain new gimmicks and lock you out of more powerful tier 3s)
Fume shroom- Puff shroom + spikeweed (I feel like fume shroom is close enough to chainsaw grass right now to justify this, and both spikeweed and fume shroom countered screendoors in pvz1. I dont know if this conflicts with quiller queen, as for the acid shrooms I would just adjust them to be t2 puff and a mixed lime bomb evolution to make those more consistent with the cold leaves)
Grave buster- tier 1 (Grave buster serves as another anti grave option other than potato mine, as well as the vine base. As well, grid items will be divided into hard and soft grid items, with hot potato excelling against soft grid items like cheese and octopi)
Hypno shroom- puff shroom + solar sage's tier 1 (still dont know what im gonna call the tier 1 for this. Frankly it could just be sage sage from pvzh, I know that has a sun related ability so that works for me)
Scaredy shroom- peashooter + puff shroom (honestly I was trying to figure out how to work the hiding gimmick into it but then I realized I would need an ENTIRE tier 1 that just hides and thats too much work for one plant (two if you count cactus but I have a plan for it anyways)
Ice Shroom- iceberg lettuce + boom shroom (maybe winter greens + boom shroom's tier 2)
Doom Shroom- tier 3 boom shroom (maybe tier 2 could be called loom shroom? like looming doom or something? It would make sense since explosive plants no longer activate instantly, it would loom in the distance waiting for a zombie to approach)
Lily pad- the first plant im gonna take out entirely. I know they said they wanted to add it, I just dont see it being different enough to tangle kelp, especially since they removed tangle kelp's stun. They also want amphibious plants to be amphibious, and i just dont see lily pad working on land. The only thing I can think of is making it a tier 2, who instantly uses its pvz2 plant food when merged and creates more lily pads.
Squash- Squish tier 2. Wanna mention winter squash here since I had a lot of fun concepting it a while ago but I never posted it here- its ability would chill zombies that survive, but also fully freeze already chilled zombies. Im not sure if it would be a tier 2 or 3, probably tier 3 to get that 3x3 area from winter greens, and it frankly might be too good at tier 2. It also has the same identity crisis nippy cabbage has where its just an icy bonk choy despite being a sidegrade and not an upgrade, so making it a squash upgrade makes the most sense. Besides- winter greens + squash sounds a lot more accurate than iceberg lettuce and squish. Anyways-
Threepeater- tier 1. I think the only way threepeater can be more than just three peas in a trenchcoat is to be its own thing. Likewise, its gonna be efficient- 225 sun, but only the middle head can see. In a game where every plant can just be stacked up to 4 of itself, threepeater is gonna have a lot of competition from every single attacker, and especially with how tiers scale stats right now it really needs to be cheap or its just three tier 1 peashooters, when you could be 3/4ths of the way to a tier 3 instead. I guess it would be a tier 2, but theres a lot of plants like dragon bruit that I dont think work at all unless threepeater is a tier 1.
Tangle kelp- tier 1
Jalapeno- Hot potato + tumbleweed. In pvz1, cremator damage ignored armor, and while thats basically never relevant because basically every armored zombie is one shot by anything that does cremator damage regardless, I think hot potato specializing in soft damage could retain that gimmick, sorta like what spikeweed has right now.
Spikeweed- speak of the devil- tier 1. Also want to mention that spikeweed feels kinda weird right now, so its getting some more damage in the form of secondary damage, specifically after it gets merged. Secondary damage affects armor, and the primary damage remains on the tile the spikeweed is on (for groundcovers). This should help its gimmick stay relevant without making the plant utterly useless the minute you have anything that already chews through the armor before the zombie dies, which youre gonna have to for non horde zombies anyways. The formula I worked out for this was (1.5x spikeweed purity + 0.5x tier), so for example, spikeweed would be 0.5 + 1.5, 2x, pine needler would have 0.75 + 1, 1.75x the base armor piercing damage as secondary damage. Endurian would be 0.375 + 1.5, 1.875x. Hopefully that isnt too confusing and the values can be adjusted but hopefully spikeweed purity is still valued while tiering up still feels like a reward.
Torchwood- tier 2 cinderwood. Again- burnsai is replacing the current (speculated) cinderwood, and while that can boost peas like the original torchwood, as a tier 2 torchwood can light up tier 2 projectiles, like popping corn kernels, grilling melons, and setting some spore aflame. It can also deal damage to zombies floating above it.
Tall nut- tier 2 wall nut.
Sea shroom- tier 1. Im pretty sure this guy can be used out of water in pvz2, and if he keeps his splash damage he could serve as a unique plant due to its significantly slower recharge rate. I was planning on making it just an amphibious form of puff shroom that had different merges because that would just be a neat niche for an amphibious plant, but that meant puff shroom would be able to make two heroes as nightcap uses tier 3 puff shoom, and citron uses tier 3 sea shroom, although again heroes arent in the game and neither are most of these plants. If I did it my way though, id have to separate these plants, which im fine with anyways
Plantern- another plant im gonna avoid for now- fog worked in pvz1 because it was a lot more relaxed and it added to the atmosphere. Its kinda something that only really works the first time. I know theres some stealth zombies coming up, so maybe this could be a cowbell evolution- theyre kinda the same shape and plantern would be good for revealing stealth zombies. I think it does that already in pvz2c. In that case it would probably be cowbell and e.m.peach, its fitting as an electric plant and the recharge gimmick would be a nice way for it to not just fully consistently remove an entire mechanic from the game. I feel like right now too much of the game focuses on negating gimmicks instead of playing with them, forcing you to use a specific plant to just remove the uniqueness of threats. Having plantern need to recharge allows it to do what it needs to and allows you to use multiple at once.
Cactus- Scaredy shroom + hokey pokey tier 2. I know hokey pokey has homing akin to homing thistle but I think that could be the "downside" or the "watering down" provided by puff shroom- losing that. I know theres also the whole mushroom thing and day time, I think that could be absent on plants that are only 25% mushroom. 50% and above though would be fair game for whatever they want to do. Honestly just making them slowly fall asleep over time instead of just always being asleep or straight up just dying is a good compromise, and maybe they would wake up if something happened nearby, like something getting crushed by a bowling ball. It also gives scaredy shroom's hiding ability some relevance to mushrooms and this new danger proximity gimmick.
Blover- tier 1. Again as instants are no longer actually instant, blover constantly blows back zombies a little bit- kinda like the first comic where they blew for an extended amount of time without disappearing.
Split pea- bop choy + peashooter. Im fine with it being this weird middle ground option for when you dont know what to put down in the middle of your defense, and as a tier 2 its still gonna have better stats. Actually, I had the idea that it could turn around when zombies are close by and theres nothing behind it, it was a buff for pvz2 split pea I was discussing with someone making a mod.
Starfruit- tier 1. Like threepeater I dont see this doing anything if its not a tier 1. As a cosmic element, I think it could float, which makes sense considering we already have plants like rotobaga.
Pumpkin- grave buster + squish. Both squish and pumpkin are gourds, and I think it would be interesting if squish had more health than other instas, serving as mini-walls against projectiles and ranged threats before they go off squashing. Wall nut was the other contender but that just felt boring.
Magnet Shroom- Puff Shroom + E.M.Peach. I actually was struggling with this one and I was fine with omitting it because it frankly only worked in the first game since it was a lot more lax and wasnt as big, and as a mushroom didnt just immediately invalidate anything with metal as long as it wasnt night. However I feel like this combo just works really well- I didnt plan this out, but magnet shroom is electrical, and has to recharge after taking metal. It just feels too good to pass up, even if im not really a fan of magnet shroom. Maybe it can have tier 3s that make it more than just ripping the majority of health and offensive pressure from nearly everything actually threatening.
Cabbage pult- tier 1
Flower pot- Another plant I don't think needs to be in the game. I like the idea of flower pot- it adds a baseline cooldown to expanding your setup and an extra cost to instants that might make you sacrifice a pot or have it in an awkward spot. However in pvz3 theres just about nothing for it to do. Actually, it could be useful against esgargot's slime. I just cant think of any way to make it- maybe grave buster (in vine form, of course), and spikeweed?
Kernel Pult- cabbage pult + buttercup- I think this needs to be a tier 2 for the same reason threepeater needs to be a tier 1- unlike threepeater, it doesnt do more. It actually does less- and disregarding the butter I feel making it a tier 1 just means you have two families of pretty basic lobbers, but one has butter and the other doesnt. That just doesnt sound fair to me. It also sets up cob cannon to be a tier 3 just right, akin to gatling pea.
Garlic- This is the one plant I would never add to pvz3e. It barely exists in pvz1, doesnt work at all in pvz2, and in pvz3 youd have to make multiple plants who's entire purpose is putting zombies in other lanes. It just doesnt feel right. If you really want it, it could be tarlic and blover. Frankly I made tarlic SPECIFICALLY to remove garlic from the game (well, my version of the game, at least)
Coffee Bean- Sun bean + stallia. Coffee bean's role has been changed to a support, giving zombies an immediate caffine crash upon consumption. Honestly I dont know what this would do. Maybe it would make them eat faster but do less damage, benefitting plants like endurian? Maybe it could satiate some zombies, like newspaper zombie.
Umbrella leaf- tier 1.
Marigold- stallia + potato mine. Marigold now releases a golden nova that gilds weak zombies, sorta similar to ice bloom in pvz2. Potato mine is one of the few plants that distinctly displays metal in it, and I think that could be a core part of it's identity. Frankly I wanted to ditch marigold, but theres a few plants that would really appreciate it existing. If that ability doesn't do well, maybe it could gild obstacles, or even hard armor, softening them. If you want to use hot potato in a level with hard obstacles, now you can!
Melon pult- Seed spitter + cabbage pult. Seed spitter brings aoe, and cabbage brings heavy single target damage. The perfect combination to make the livid lobber we all love. Making it a tier 2 also puts winter melon easily at tier 3, like gatling pea and cob cannon before it.
Those are all the adventure plants, but I wanna do a lightning round for the extras, so im not gonna put any that are already in the game
Twin sunflower- going back on that immediately but I do want to mention that despite it being an upgrade plant, Im not going to change its recipe into a tier 3 like the other upgrade plants.
Fume shroom- tier 2 starfruit + fume shroom - this octo-ordinate oval deserves a spot at the top, and it clearly shows us why in pvz1. Hopefully it might be more balanced as a tier 3, especially one that gets watered down a bit by puff shroom. Im also going to be changing phat beats just a tiny bit to make these two more unique- so watch for that in my pvz2 plants post after this one.
Cattail- I think theres already a plan for this to be a pure tier 3. I dont have whatever cat plant the tier 1 is but to be fair I wanted 50 tier 1s, so adding the new stuff thats been revealed since I started this project, like cowbell and the tier 1 cat is pretty likely to end up in this roster once those come out.
Spikerock- marigold + sawgrass. Another metal plant, at least its always looked partially metal to me. I know he has a rock band as of pvz2. I actually just looked it up- its a metal band, as he is "the most metal plant". Spikerock could take after its pvz2 plant food effect, serving up spikes to zombies through the lane akin to sawgrass. If we go off of marigold's ability that afflicts weak zombies, this plant could serve as a decent counter to disco zombies, which should totally be a rivalry! Im surprised they arent rivals, since spikerock easily deals with the swarmy spawns, but disco can spawn them past spikerock once it approaches.
Gold Magnet- I know tier 3s only consist of 3 tier 1s. In that vane, theres no way to make this work. The only change I can think of is changing magnet shroom to potato mine instead of empeach, which I guess works since potato mine does extra damage to hard objects like armor (particularly esgargot's but I think it still makes enough sense- I mean in pvz2 the dark dragon was weak to magnet shroom), and its metal. I prefer the E.M.Peach recipe, but if we double up on the potato mines that gives us 2 in the gold magnet recipe and doesnt mess with spikerock, since sawgrass is the pure t2 there. I dont think we have any tier 3s where two impure tier 2s each share a tier 1, but I dont think that bends the rules too much and ive been wanting to see it. Personally, snow sling pea and electric bamboom are ones i'd enjoy a lot!
Winter melon- Winter greens + melon pult. Just like winter squash, it just works. The names, the abilities, its perfect.
Cob cannon- Kernel pult + kernel pult. As the only upgrade plant to require two consecutive plants, both being a plant that I have as a tier 2 here, it just works out wonderfully to have it be a double up of kernel pults. This might leave cornfetti popper with some trouble getting into the game, but I can probably figure something out.
Imitater- honestly I wouldnt mind imitater as a power up. As for how it works, it just becomes the last plant you've planted. I could also see it being a "tool" plant, in that case, lily pad could return as one, though I dont have many others in mind.