CD-shroom

Plant file · Sands of Time ~ Urgency

CD-shroom

Save, inspect, then overwrite the surrounding area.

Sun0
Recharge300s
Durability400

Lore

After planting, CD-shroom stores the surrounding area. Click to view what it has saved, then click again to overwrite the surrounding area with the stored contents. The effect is quite shocking.

Two uses come to mind immediately: store high-value plants like Cherry Bomb and load them back later, or overwrite difficult zombies like Flag Zombies directly. If you are willing to experiment, there are surely more interesting uses.

Mechanics

Role

Area storage · Area overwrite

  • Base data: 0 sun; 300s recharge; 400 HP.
  • Stores plants, zombies, and terrain objects around it when planted.
  • Single-click to view stored contents; double-click to load and overwrite nearby area.
  • Not everything can be stored or overwritten; plants not planted from seed packets usually cannot.
  • Even when something cannot be stored, CD-shroom may still read some information from it.

Advanced mechanics

CD-shroom's advanced mechanics are best read as a local board snapshot: on planting, it stores recordable plants, zombies, and board objects in the surrounding nine tiles, then later rewrites that same footprint from the stored state. Its strength converts one long cooldown into reuse, removal, and spatial-phase control.

3×3 snapshot and payload layers

CD-shroom creates its snapshot at the moment it is planted. The footprint is the 3×3 area centered on CD-shroom's tile. This is not a picture of the board; it is a structured record of rebuildable information separated into plant, zombie, and board-object layers.

The plant layer mostly handles ordinary plants created from seed packets and their states. The zombie layer records non-boss zombies. The object layer records wind, obstacles, and other supported board objects. These layers are not identical, so one tile can involve a plant, a zombie threat, and terrain state at the same time, and loading processes them by layer.

The snapshot belongs to the planting moment only. Later movement, death, Decamp Dodder relocation, or other board changes in the original area do not refresh what CD-shroom has stored inside.

F(c)={(x,y)xxc1, yyc1}F(c)=\{(x,y)\mid |x-x_c|\le 1,\ |y-y_c|\le 1\}
F(c) is the local footprint one tile away from CD-shroom center c in both axes. Stored objects must also pass the recordability check.

Preview, confirmation, and load timing

The first click only opens or displays the stored contents. It is a review action, not a new snapshot and not an early lock on the current board. What the player sees is the stored planting-time state, not the battlefield at click time.

The second click performs the load. Loading still uses the original snapshot, and it targets the same 3×3 footprint around the current CD-shroom. If CD-shroom or the surrounding board has changed, the result is the old stored state overwriting the current area, not a true rewind of time.

This confirmation flow lets CD-shroom support deliberate tactics while reducing accidental activation. In practice, preview checks whether the stored state is still worth the long cooldown; loading should wait until replacing the current area has enough value.

S0=SnapshotA(Bt0F(c)),Bt+F(c)=RebuildA(S0)S_0=\operatorname{Snapshot}_{\mathcal A}(B_{t_0}|_{F(c)}),\qquad B_{t^+}|_{F(c)}=\operatorname{Rebuild}_{\mathcal A}(S_0)
S₀ is the snapshot from planting. The first click previews it; the second click rebuilds the overwrite area from it.

Overwrite boundary and information reading

Loading is not ordinary damage, and it is not unconditional deletion of every object. Objects that participate in the process are replaced by layer: replaceable plants, non-boss zombies, and board objects in the current area make way, then the corresponding stored contents are rebuilt.

The boundary matters as much as the overwrite. Bosses, story plants, special plants not created from seed packets, and other entities that fail the recordability check should not be treated as savable, restorable, or removable by default. Treating CD-shroom as a universal eraser usually fails on these edges.

Unstorable does not always mean unreadable. Some special objects can expose text clues or thoughts instead. This matches CD-shroom's story role as a character with deep spatial understanding: it sometimes reads object information rather than a board entity that can be reconstructed.

  • Can be stored and rebuilt: ordinary seed-packet plants, non-boss zombies, and supported board objects.
  • Do not rely on overwrite for: bosses, story plants, and special entities not generated from seed packets.
  • Read-only value: some unstorable objects may still provide text clues or state information.
Only replaceable layers enter the overwrite flow. Immune objects and read-only information form CD-shroom's main boundaries.

Reuse, removal, and time phases

CD-shroom's most direct value is reusing high-impact plants. If it stores a Cherry Bomb or another long-recharge, one-use payoff plant, loading can place that plant back on the board for another resolution. This does not bypass Cherry Bomb's own blast timing, but it can turn one stored state into a second resource.

The reverse use is removal. If the stored state is a safe, empty, or low-value area, loading can overwrite a current high-threat area and remove replaceable enemies such as Flag Zombies. In that case, the payoff comes from the threat removed, not from how impressive the stored contents are.

A third use concerns time phases. Story dialogue repeatedly separates space handling from time switching: if an object is considered part of the board itself, a record-and-load operation may only affect the current phase. When CD-shroom removes ice, stones, or similar phase-bound objects, later time switches may still bring them back.

ΔVVloaded+VremovedVlostλ300s\Delta V\approx V_{\text{loaded}}+V_{\text{removed}}-V_{\text{lost}}-\lambda_{300\,\mathrm{s}}
The best load depends on net value: loaded contents, removed threats, lost current board state, and the 300-second cooldown opportunity cost all matter.

Interactions & counters

  • Cherry BombCan store and reload a high-value explosion.
  • Flag ZombieArea overwrite can remove a high-threat unit directly.
  • CocoBottle ShineCan preserve and release bottle liquid across day/night states.
  • Pine ZombieDaytime Pine Zombie deliberately avoids loading CD-shroom.

In-game tooltip

Stores the contents of the surrounding area. Double-click to overwrite the surrounding area with the stored contents. Single-click to view the stored contents.