Plant file · Sands of Time ~ First Arrival
Alloysuckle
Gold by day, silver by night. The two states could hardly be more different.
Sun175
Recharge7.5s
Durability400
Gold intervalabout 15s
Silver intervalabout 3sLore
Alloysuckle has gold and silver states that switch with day and night. In gold state, he lobs powerful fruits with splash damage but attacks slowly. In silver state, he releases large amounts of pollen in a fan shape and attacks faster.
Alloysuckle is a leader in the Sands of Time organization, but in silver state he is always dizzy and unfocused, as if he has not eaten enough. The difference between the two states is enormous.
Mechanics
Role
Day-night switch · Dual-form attacker
- Base data: 175 sun; 7.5s recharge; 400 HP.
- Gold state: lobs high-damage fruit with splash, about 15s attack interval.
- Silver state: fires many pollen projectiles in a fan shape, about 3s attack interval.
- Switches state when day/night or time state changes.
- When Magnet-shroom steals a lantern, it can pass it to Alloysuckle; gold state throws it, silver state rolls it forward.
Advanced mechanics
Alloysuckle's advanced mechanics are a dual-form weapon model rewritten by time state: gold turns a long interval into an arcing high-impact splash shot, silver shortens the cycle into close fan fire, and a lantern supplied by Magnet-shroom rewrites the next attack into heavy ammunition or a bowling projectile.
Time state and attack rhythm
Alloysuckle reads the current day/night or time state to choose form. Day or present-time state corresponds to gold; night or past-time state corresponds to silver. The switch does not create a new plant; it rewrites visible parts, attack interval, and targeting model on the same plant.
Gold's ordinary wait is about 15s, while silver's is about 3s. If the state changes while Alloysuckle is idle or cooling down, the next wait is arranged under the new form. If he has already entered the attack action, that shot usually resolves first, then the plant returns to the new rhythm.
The level hint about tuning with the time is rhythm management. Gold should spend its shot on a valuable impact point, such as a group or high-HP target; silver supplies close-range pressure. Frequent switching does not automatically increase output: the wrong form can make gold waste a long cycle on a dying target, or make silver pollen get consumed by the front line too early.
Gold state: lob prediction and splash sharing
Gold state first looks for a valid target ahead, then launches an arcing fruit toward that target. The lob can hit high-position targets such as flying Lantern Imp and includes some movement prediction; however, high speed, lane changes, or a target dying before impact can turn the long interval into wasted value.
The normal fruit is built around main hit plus splash. The main target takes high direct damage, while other valid targets near the impact point share splash by count. More targets mean lower splash per target, but the total has a cap. Gold state is therefore better read as a single-target-first model with group compensation, not as a uniform area explosion.
Let D be the base damage of the main projectile, and let n be the number of splash-covered targets excluding the main target. The splash value per target can be summarized as follows. A normal gold fruit can be read with D=500; the gold lantern projectile uses the same sharing idea with a higher base value.
Silver state: fan pollen and range boundary
Silver state no longer waits for a single arcing target. After a short interval, it releases a group of pollen projectiles forward. The pollen spreads in a fan and covers the close area in front of Alloysuckle. Individual shots are not meant to replace gold's burst; the value comes from frequency, quantity, and multi-angle coverage.
This pattern has a clear boundary. Pollen has limited range and can be consumed early by front targets. If Alloysuckle stands too far back, distant threats may receive only partial pressure; if he stands too far forward, bite pressure and close contact become more dangerous. Silver is better suited to prone Lantern Imp, close small enemies, and targets already held inside the front fan.
Compared with gold, silver is not about making each projectile stronger. It changes a line attack into a fan surface. That covers low, close, and multi-target pressure that lobbed fire can miss, but it still needs the front line not to absorb the entire salvo too early.
Magnet-shroom lantern: external ammunition
When Magnet-shroom steals Lantern Imp's iron lantern, it preferentially looks for a nearby Alloysuckle. Receiving the lantern is not a permanent buff. Alloysuckle stores one piece of external ammunition, then spends it on the next attack according to the form he is in at that moment.
Gold state throws the lantern as an additional heavy lob. It keeps the gold model's high-position hit and splash-sharing logic, but with a higher base damage, making it valuable against dense groups or high-HP targets. Silver state rolls the lantern forward instead, making it behave like a bowling projectile: early contacts are used for pathing and lane changes, and the sequence ends with an explosive finish.
The lantern creates a resource chain between Lantern Imp, Magnet-shroom, and Alloysuckle. Enemy equipment is first removed, then the current form decides the output shape. In practice, gold lantern wants a valuable impact point; silver lantern wants a useful roll path and enough contacts to justify the ammunition.
Story and tactical role
The story places Alloysuckle as the leader of the Sands of Time organization, while silver state visibly makes him dizzy and unfocused. Mechanically, that contrast becomes two weapons: the alert gold form rewards judgment and impact-point selection, while the muddled silver form floods the area in front with pollen.
In formation building, Alloysuckle is not a fixed back-line cannon. The player has to read time state, enemy height, lantern resources, and front-line blocking to decide whether he is providing fixed burst, close sweeping fire, or Magnet-shroom resource conversion. The best tile is often not the safest tile, but the tile where neither form wastes too much of its model.
Interactions & counters
- Magnet-shroomReceives stolen lanterns, throwing them in gold state or rolling them in silver state.
- Lantern ImpGold can hit flying targets; silver can hit prone targets.
In-game tooltip
When golden, lobs powerful fruits. When silver, emits large amounts of pollen in a fan shape.