Boss file · Distant Pond, pond follow-up
Gatling Pea
A plant on vacation at the pond can become a boss too.
Get ready, Peashooter. I want to witness your gene power.
Lore
Magnet-shroom casually mentions that if you go to the pond now, you should just happen to meet Gatling Pea. Peashooter has wanted to meet him for a while, and Gatling Pea happens to be vacationing there. If the plants need help, he can help along the way. Convenient vacation.
To persuade CocoBottle Shine, Honey Bamboo asks Gatling Pea for a normal sparring match, and asks Peashooter to represent the group. A plant may not be only a tower-defense unit; it may also be a symbol, a living character. So, in your mind, what should Gatling Pea — perhaps a super one — be like?
Version 0.17p pushes that question further through the side-story figure of Gatling Pea in Peashooter's mind: not only the vacationing plant at the pond, but a projection of fear, imagination, and the strength Peashooter wants to understand.
Mechanics
Role
Special duel boss · Peashooter one-on-one
- Drag and move Peashooter to confront Gatling Pea.
- Use seed cards to upgrade sun production, restore health, or gain genes.
- The battle focuses on Peashooter's gene power rather than normal formation defense against zombie waves.
- Official text places him among bosses; the 0.17p "Gatling Pea in the mind" side story can be read as an extension of this duel theme.
Advanced mechanics
The Gatling Pea fight pulls Peashooter's gene system out of formation play and turns it into a one-plant duel where movement, economy, and gene choices all matter at once. The player controls one Peashooter that can be tracked, damaged, and gradually rewritten by traits.
Single-plant duel model
After the stage begins, the player's core unit is a draggable Peashooter. His tile and remaining HP are read continuously; Gatling Pea jumps, chases, evades, or fires according to the relative position. The win condition is not ordinary front-line replacement against a zombie wave, but keeping Peashooter alive, keeping hits active, and converting seed-card resources into reliable traits.
Gatling Pea is not a stationary target. When the spacing or lane relation becomes unsafe for him, he moves near Peashooter's lane and may evade toward the right side. Contact deals 80 damage to Peashooter and separates the duel again, so a movement error costs both HP and damage time.
Seed-card economy: sun, healing, genes
The deck is not a normal plant card set. It directly rewrites Peashooter's duel state. Level comes from the Sunflower branch: it costs 150 sun first, then 100 more per level, up to four purchases. Each fixed economy tick grants 5(L+1) sun, so early Level investment gives more room for later genes and healing.
Health comes from the Applayer branch, costs 200 sun, and restores Peashooter according to missing HP. The other cards map to visible traits: ice head, fire head, large pea, wing, three-lane fire, and repeat fire. They do not create a new plant; they attach the chosen ability to the current Peashooter inside the duel.
Gene bonuses and offensive pressure score
Beyond ordinary projectile behavior, gene cards also form an offensive pressure score. Sun level supplies the base multiplier; fire, ice, large pea, repeat fire, three-lane fire, and wing each raise the score. Low sun suppresses it, while a strong reserve lets the same gene build cross boss-phase checks more easily.
The score matters because it is not only perceived damage. Around the 8 and 16 score bands, Gatling Pea can enter stronger pressure earlier; even without pure HP progress, he is forced to witness Peashooter's gene power. The better route is therefore not simply buying the cheapest card, but building a combination that can keep hitting, then using economy level to support healing and additional traits.
- Pressure multipliers: fire ×1.5, ice ×2.5, large pea ×2, repeat fire ×1.2, three-lane fire ×3, wing ×2; missing traits use ×1.
- Sun correction: low sun suppresses the score, while very high sun amplifies it further; after healing, keep enough economy reserve.
- Phase gates: score bands around 8 and 16 can trigger stronger pressure early, and HP progress can trigger the same kind of phase event.
Gatling Pea actions: four-shot burst, scatter, big shot
Gatling Pea's normal firing uses a four-shot burst as its base unit. As phases rise, the firing gap tightens and a set of random landing shots is added, scaling with difficulty; from Easy to Unbalanced, it can be read as d+6 shots. The farther the duel is pushed toward the left side, the less room remains, and dodging scatter becomes more likely to cause contact damage.
Phase pressure has two entrances: Gatling Pea's HP falls below roughly 90% and 40%, or Peashooter's offensive pressure score crosses the corresponding bands first. Entering a stronger state creates a shine-and-big-shot window; in the final stretch, big-shot preparation shortens with difficulty and can be read as 100(10−d) internal timing units. The stable answer is to dodge dense fire with movement, use healing to cover contact mistakes, and save burst traits for periods where hits can continue.
- Four-shot burst: the normal lane-pressure tool, mainly punishing straight-line idling.
- Random landing shots: added after phase pressure rises, scaling with difficulty and forcing continued movement.
- Big shot: the core phase-shift and late-fight threat; it is better dodged by movement than absorbed and healed afterward.
Interactions & counters
- PeashooterThe boss fight is a Peashooter duel built around movement, genes, and resource upgrades.
- Seed cardsUsed to upgrade sun, restore HP, or gain genes.
In-game tooltip
Drag and move Peashooter to confront Gatling Pea! Use seed cards to upgrade sun production, restore health, or gain genes.