Grouping usually isn't good with any electric variant, but an issue I often see with other players is trying a 1-1 confrontation with a group of enemy characters. They can sometimes eliminate 1-2, but most likely the others tend to follow behind and get the ones who killed them straight up back up (losing any chance of protecting your orb or gaining the ones you defeated). Moreover, packs of chompers tend to attack the same target, if you are working with a group, they can be quickly removed from range before other characters with longer range start to come into the fray.
Other than that, I get thrown onto the zombies side a lot more than plants so I have come to accept natural selection when it happens. "Your * is grass and I'm gonna mow it." -Tina Belcher
One technical problem though that I have been running into is with spikeweed's (any variant) collision detection. With the all characters running at a speed that is unintended for them, occasionally what I see happen is the hurt box of zombie characters seems to move ahead of them in order to compensate players moving too quickly. This can entrap a person if they are at least a character space away from the weed; for people who have poor latency issues this compounds that much worse as the game might process them moving onto the trap zone even if they are moving away. Just wondering if anyone else has run into this issue or not.