CocoBottle Shine

Plant file · Distant Pond — Weaknesses and Strengths

CocoBottle Shine

Put liquid in a bottle, then blast sun out of it too.

Sun50
Recharge20s
Attack interval1.5s
Durability400

Lore

CocoBottle Shine lives at the Distant Pond and is possessive about both bottled liquids and the factory now occupied. Visitors are told to leave before their business receives much attention. Blunt speech and a competitive streak can quickly turn a disagreement into a challenge.

Those liquids nevertheless connect with many plants' abilities. Hygro Plantago can absorb them, Honey Bamboo can add honeydew, and Opti-caltrop's light changes through the bottle. CocoBottle Shine offers more than sun: several companions find new ways to work together around the contents.

The diaries describe a playful habit of splashing friends without warning. Homing Thistle calls on Cuscata to stop the pranks, while Red Stinger keeps requesting drinks. Mischievous to one companion and adorable to another, the same bottle has reasons to keep some distance from both.

Mechanics

Role

Triggered explosion · Sun return · Liquid container

  • Base data: 50 sun; 20s recharge; 1.5s attack interval; 400 HP.

  • Explodes on zombie contact or damage, producing sun based on hit targets.

  • When planted in water or on a Corchid platform, lobs short-range coconuts that create sun.

  • The liquid inside changes the explosion effect, and Hygro Plantago can absorb the liquid.

  • Corchid, Cherry Bomb, Honey Bamboo, Hygro Plantago, Opti-caltrop, and Sunflower all have different interactions with it.

The bottle tracks breaking, lobbing, and liquid state separately. Water or platform support permits active attacks; other plants can fill it, drain it, read it with a beam, or trigger release.

Break triggers and sun portions

Zombie contact, bottle damage, or a Cherry Bomb shattering it triggers break resolution. Eligible targets in range are checked then, rather than limiting the event to the original trigger.

Each valid hit corresponds to a sun portion. Bottle damage, sun generation, and liquid effects resolve separately; Cherry-triggered bottle effects do not replace Cherry Bomb’s own two blasts.

Nsun pickups=Nvalid hits,Nvalid hits=#{z∣Hitbox⁡(z)∩Bbottle≠∅}N_{\text{sun pickups}}=N_{\text{valid hits}},\qquad N_{\text{valid hits}}=\#\{z\mid \operatorname{Hitbox}(z)\cap B_{\text{bottle}}\ne\varnothing\}
Count sun portions by valid hits.

Lobbing depends on location

On ordinary land the bottle waits for contact or injury; water or a Corchid-supported tile permits short-range lobbing. Attacks are about 150 cs apart, with coconut hits producing small sun.

Without an eligible nearby target it retries later. Support loss or Cuscata relocation rechecks the current position; previous water or platform placement does not permanently grant lobbing permission.

Mlob=Water⁡(g)∨CorchidSupported⁡(g)M_{\text{lob}}=\operatorname{Water}(g)\lor\operatorname{CorchidSupported}(g)
Lobbing permission follows current placement.

One liquid and its sources

The bottle is empty or holds one current liquid: water, lava, mud, swamp fluid, honeydew, or corrupt honeydew. In water it refills periodically, not instantly on entering.

Honey Bamboo supplies the time-appropriate honeydew, and Magnet-shroom can deliver bucket contents. Each release system interprets liquid as cold, damage, knockback, terrain, or lane movement; liquids are not interchangeable damage bonuses.

Empty, or one current liquid.

Absorption, beams, breaking, and charging

Hygro Plantago drains the liquid, leaves an empty bottle, and resolves the liquid through smoke. A beam carries liquid type and deflection, with the last filled bottle determining the final carried type.

Cherry Bomb can shatter the bottle for wider release. Planting a bottle on Sunflower changes the next cycle to one large sun, or two for a Twin, without permanently raising production level.

θ′=θ+k+116 rad(beam crosses liquid bottle k)\theta'=\theta+\frac{k+1}{16}\text{ rad}\quad(\text{beam crosses liquid bottle }k)
Interactions read bottle and liquid state separately.

Binding, storage, and resumption

Cuscata binding can pause bottle attack and explosion processes; the recovered packet retains liquid and relevant timers. Replanting resumes stored state while checking placement and lobbing permission.

This stores a plant’s state rather than duplicating a liquid container. Once the original bottle leaves, it cannot remain an absorption source or beam node on the field.

Interactions & counters

  • Corchid

    On a Corchid tile, lobs coconuts as if planted in water.

  • Cherry Bomb

    When shattered by an explosion, releases the bottle liquid in a larger cone.

  • Honey Bamboo

    Fills the bottle with honeydew, or rotten honeydew in night state.

  • Hygro Plantago

    Absorbs the bottle liquid, creates matching smoke, and leaves an empty bottle.

  • Opti-caltrop

    Laser through a filled bottle carries liquid state and rewrites the final hit.

  • Sunflower

    Planting CocoBottle Shine on Sunflower changes one production to large sun; Twin Sunflower produces two.

  • Cuscata

    Binding disables explosion and attacks; refunded cards can preserve off-cycle day/night state.

  • CD-shroom

    Can store bottle liquid and release it in another day/night state.

  • Magnet-shroom

    Can fill the nearest empty bottle with liquid from a stolen bucket.

In-game tooltip

Explodes and produces sun when touched by a zombie. When planted in water, lobs short-range coconuts that produce sun.