Plant file · Snowbloom Palace
Enzymei
Wraps the same tile, then turns damage into speed.
Sun125
Recharge30s
Durability3000Lore
Enzymei does not push a plant behind a wall. It plants itself as a same-tile shell: incoming damage reaches the shell first, and the catalysis time left by that damage makes the inner plant update faster afterward.
Its name points to amylase, and the tea note keeps the enzyme joke intact: warm water is fine, too much heat makes it inactive. The mechanic is not chemistry simulation; Mechanical Snowfield simply commits to the pun with unusual discipline.
Mechanics
Role
Same-tile protection · Update catalysis
- Base data: 125 sun; 30s recharge; 3000 HP.
- Can be planted alone, or over most normal plants; the inner plant remains on the same tile, and incoming damage spends shell HP first.
- Each 1 HP actually removed from the shell stores 0.04s of damage catalysis; while C > 0, the inner plant runs at 2× update speed.
- If any corner touches powered Wiremoss with W > 0, Enzymei gains 1.5× active catalysis; it stacks additively with damage catalysis up to 2.5×.
- Catalysis applies to the inner plant's update flow; projectiles, lasers, or field objects managed by their own objects are not guaranteed to keep accelerating.
Advanced mechanics
The in-game tooltip only states that Enzymei protects the inner plant, catalyzes it after damage, and can actively catalyze near charged Wiremoss. Expanded, the same tile is split into two layers: the shell resolves HP loss, removed positive damage writes into the damage-catalysis timer C, corner Wiremoss writes the active variable W, and the final multiplier is read by update flow rather than by projectile base damage.
Shell and legal targets
By default, Enzymei can be planted alone or directly over most normal plants from the seed slot. The wrapped plant still occupies its original tile; Enzymei supplies an outer layer and does not create a new blocking tile in front of it.
The shell reads incoming damage that can hit the tile's plant: bites, crushing, landing impacts, and similar packets spend shell HP first. The inner plant keeps allegiance, remaining HP, rest, production, attack timing, and other runtime state; changing the damage receiver is not the same as replacing the inner object.
A legal target is not 'anything on the same tile.' Carrier, attachment, submerged, or special-terrain states still follow their own planting permissions. Submerged Lorus cannot be wrapped; that exception comes from the current Wiki notes and matches this site's treatment of Lorus as a special underwater state.
Hollow check and allegiance
At present, Enzymei's protection check wraps the inner plant, but it does not turn the whole interior into a solid shell hitbox. The Wiki uses Power Peony as the example: an electronic shot is not hit halfway through the shell, but continues under its own rule and reaches the pre-hit damage value before settlement. The shell is therefore better read as a damage-handoff layer, not a solid obstacle.
Charm state is not a protection boundary. Enzymei and the inner plant may have different allegiance states; as long as the object can be wrapped and updated as a normal plant, protection and catalysis still resolve on the inner plant. Allegiance controls output ownership, not the existence of the same-tile shell.
Damage-catalysis timer
When the shell actually loses positive damage d_HP, the timer gains ΔC = 0.04s·d_HP. Here d_HP is HP removed, not the raw attack packet: overkill beyond remaining HP does not convert into extra time, and healing or redeployment repair does not roll back C already written. A full 3000 HP shell has a theoretical 120s budget.
While C > 0, the inner plant receives an extra update during Enzymei's own update, so the normal reading is 2× update speed. This changes waits for attacks, production, charging, rest, and other timers maintained by the plant body; projectiles or field effects already generated and resolved by their own objects do not recalculate damage because of it.
Visible damage is read by HP bands: HP > 2000 is approximately intact, 1000 < HP ≤ 2000 is the first damaged state, and HP ≤ 1000 is the severe state. Since 0.17o, damage presentation is no longer only a loss of blossoms; the shell body also communicates the state.
Wiremoss variable W
When any corner of Enzymei's tile touches a Wiremoss line whose energy level is above 0, define W = 1; Enzymei enters active catalysis and its flowers turn blue. The energy level itself belongs to the Wiremoss system: Power Peony can supply L = 6 strong current, and Lightning Reed can supply weak current; Enzymei only reads whether usable energy is present on that corner line.
W = 1 contributes +0.5 speed, so it is 1.5× by itself. This source does not spend C and does not reset the timer. When C > 0 and W = 1 are both true, the multiplier is additive: M = 1 + 1 + 0.5 = 2.5, not 2×1.5 = 3. Multiplication would be more generous; the present settlement declines that particular act of charity.
Multiple corners or multiple lines currently provide a Boolean W only; neither the Almanac nor the Wiki gives a multi-line stacking coefficient. If Wiremoss loses power or stops touching the corner, active catalysis ends, and the remaining C is not rewritten by that loss.
Updated object and exceptions
By default, the accelerated object is the update function of the normal plant inside. Lily Pad, Decamp Dodder, and similar carrier or attachment objects do not receive ordinary plant-style acceleration from this rule; they mostly supply planting, refund, or state-cleanup behavior rather than periodic output for Enzymei to accelerate.
Opti-caltrop is the clearest object-boundary case. Its laser attack interval is primarily managed by the spawned laser object rather than by the plant body continuously counting down. Enzymei advances the plant body's update, so it cannot reliably shorten that laser interval; Large Hadron Accelerator does not rewrite that ownership boundary either.
Large Hadron Accelerator is a global update-speed rewrite. It makes the inner plant's actions happen sooner, but it also makes Enzymei's own C timer drain on the faster update rhythm. According to the Wiki, when it coexists with damage catalysis, a fourfold update-speed behavior can be observed. This records update rate, not projectile base damage.
Story and design role
The story and tooltip give Enzymei's position after joining at Snowbloom Palace: it does not stand in front; it wraps a shell outside. That turns Wall-nut-style interception into same-tile damage transfer. In defensive-system terms, Enzymei is an interface layer, not the obstacle body itself.
The name points to amylase. Real enzymes lower reaction barriers rather than supplying material; the game maps that idea to more updates rather than direct damage. The warm-water plum-blossom tea note keeps the 'too much heat inactivates it' joke, while the actual mechanic remains C, W, and update functions.
Interactions & counters
- WiremossPowered corner W > 0 supplies +0.5× active catalysis, stacking with damage catalysis C > 0 up to 2.5×.
- Wheel ZombieAs a hard plant, converts the wheel's current speed into shell HP loss.
- Lantern ImpThe shell can take the about-200 HP landing impact first while the inner plant keeps running.
In-game tooltip
Protects the plant inside. Once damaged, catalyzes that plant and temporarily boosts it. Can catalyze proactively if activated by Wiremoss.