Hamster Zombie

Zombie file · Snowbloom Palace

Hamster Zombie

Losing its goggles releases the remaining hamster balls together.

Body durability270
Speednormal

Lore

With a VR headset and running hamsters, Hamster Zombie first suggests an absorbed gamer. The apparatus also belongs to the region's machine research, and Wiremoss announces its use in combat with customary theatrical confidence.

Having hamsters generate electricity by running, then calling the result perpetual motion, fails to convince the team. Homing Thistle compares output with food consumed. Red Stinger would rather receive the food personally. Both objections return to the question of where energy comes from.

Small animals seem far removed from stone wheels and magnetic vehicles, yet the rolling balls are just as disruptive. The headset places another world in front of their keeper's eyes. What looks like leisure becomes a commotion demanding the whole team's attention.

Mechanics

Role

Armored summoner · Fast small-unit pressure

  • Body durability: 270 HP; normal speed.

  • VR armor has 560 HP; full layers total 830 HP, with about 740 HP damage to body critical.

  • Ordinary throws release one ball; VR break releases the remaining finite stock.

  • Each ball has 80 HP, bounces rapidly across lanes, and stops to bite a plant.

  • VR blocks ordinary sight charm; losing it restores body eligibility.

VR protects sight eligibility and controls release of a finite stock. L denotes difficulty level. Internal timer units follow the existing records and are not converted to seconds.

VR, body, and hamster balls

VR armor has 560 HP and the body has 270 HP, including an approximately 90 HP critical reserve. Full layers total 830 HP; breaking VR and reaching body critical takes about 740 HP of damage.

Each hamster ball independently has 80 HP without a basic-body critical segment. VR break affects the release queue without directly removing the body or existing balls.

HVR=560 HPHbody,max=270 HP,Hcritical reserve≈90 HPWto critical=560+(270−90)=740 HPHball=80 HP\begin{aligned}H_{\text{VR}}&=560\text{ HP}\\H_{\text{body,max}}&=270\text{ HP},\quad H_{\text{critical reserve}}\approx90\text{ HP}\\W_{\text{to critical}}&=560+(270-90)=740\text{ HP}\\H_{\text{ball}}&=80\text{ HP}\end{aligned}
Armor break and body critical are separate events.

Finite queue and break release

Initial stock is 6+L, where L is difficulty level. The first wait is about 1000 internal timer units; ordinary throws release one ball and reset the wait to [1200,1600] units. Biting prevents a new ordinary throw.

When VR reaches zero HP, the remaining stock is released together in the throw action. Breaking VR sets a forced-release flag even during biting.

N0=6+L,Rnormal=1,RVR break=Nremaining,Tnext∈[1200,1600]N_0=6+L,\qquad R_{\text{normal}}=1,\qquad R_{\text{VR break}}=N_{\text{remaining}},\qquad T_{\text{next}}\in[1200,1600]
Internal timer units; biting blocks ordinary throws, not the forced break release.

Vertical bounce and biting

Balls spawn with an offset near the body and an initial vertical velocity in [-2,2]. Horizontal advance and vertical movement are separate; vertical velocity reverses at usable lane boundaries.

A moving ball can change lanes. It stops to bite an eligible plant ahead and resumes movement when that obstruction is gone.

vy(0)∈[−2,2],yt+1=yt+vy,y∉[ymin⁡,ymax⁡]⇒vy←−vyv_y(0)\in[-2,2],\qquad y_{t+1}=y_t+v_y,\qquad y\notin[y_{\min},y_{\max}]\Rightarrow v_y\leftarrow -v_y
The zigzag illustrates a path, not a fixed bounce period.

VR and sight eligibility

While VR remains, its goggles block ordinary Sweetbriar Rose sight charm. Losing VR restores ordinary sight eligibility for the body.

This change concerns the body only. Released balls retain their own positions, HP, and actions and are not deleted by VR loss.

Eye protection, body allegiance, and released units are separate records.

Interactions & counters

  • Sweetbriar Rose

    Cannot be hypnotized before the VR headset drops.

  • Area damage

    Large hamster-ball releases are best handled by high fire rate or area damage.