Plant file · Mysterious Swamp - Center
Lightning Reed
Locks onto the toughest target, then hurts more with every hit.
Sun150
Recharge7.5s
Attack interval1.5s
Durability400Lore
Lightning Reed is the local electric plant at the center of Mysterious Swamp, invited by Hurriclover to join the team. It focuses on the zombie with the most HP in its lane or nearby and does not change target once locked on — even if the zombie leaves the initial detection area, the current keeps pressing on it until it dies, becomes invincible, disappears, or turns friendly.
Damage on the same target grows the longer the lock holds. The Almanac sets it as a former Wild West traveler with a long-running interest in anything electrical; its companions’ diaries keep coming back to the fried chicken it makes with electricity, with Red Needle Flower borrowing 50 sun every seven days specifically to buy some.
Mechanics
Role
Lock-on attacker · Stacking damage · Weak power source
- Base data: 150 sun; 7.5s recharge; 1.5s attack interval; 400 HP.
- Locks onto the highest-HP zombie in its lane or nearby and keeps attacking; releases only when the target becomes invalid (invincible, gone, friendly).
- Input damage on the same target accumulates per hit and caps at 300.
- Corchid rewrites linear stacking into doubling.
- Powered Wiremoss adds a second target slot. Lightning Reed itself only outputs weak current, which can activate Mechanical Snowfield tiles and Wiremoss lines but is not strong enough to self-activate the second target slot.
Advanced mechanics
The Almanac only states: Lightning Reed locks onto the zombie with the most HP in its lane or nearby and keeps attacking until the target becomes invalid (invincible, gone, friendly); damage grows with each attack. Expanded, the mechanic has four parts: while idle, Lightning Reed builds the candidate set C and writes the highest-HP target into a target slot; once written, external state changes do not switch targets; input damage stacks independently per target slot and caps at 300; powered Wiremoss adds a second target slot; Corchid replaces linear stacking with doubling. Lightning Reed is also a weak power source itself: it can light Mechanical Snowfield tiles and Wiremoss lines, but not strongly enough to reverse-activate its own second target slot.
Targeting
Currently, Lightning Reed builds the candidate set C while idle: every zombie in its lane enters; zombies outside the lane must have their hitbox intersect a nearby zone centered on the Reed, readable as roughly a 320 px circle. Untargetable, hidden, off-field, friendly, or invalid-row objects are not included.
Within C, candidates are sorted by current HP descending; if HP ties, the candidate horizontally nearer to the Reed wins. When powered Wiremoss enables the second target slot, the second sort excludes the object already written into slot 1 and picks the next under the same rule.
“In its lane or nearby” is not a 3×3 region: the lane covers the full row, while cross-lane targets must lie inside the roughly 320 px circle. A higher-HP zombie that is both outside the lane and outside the circle does not enter C and is therefore never locked on.
Lock
After the target is written into the target slot, Lightning Reed enters sustained attack. Later frames do not re-rank HP within C and do not check whether the original target is still inside the detection area; the nearby circle and lane coverage only matter before the lock is made. The attack cycle is about 150 cs (1.5 s); each shot tracks the current target-slot pointer.
The lock resets on target invalidation. Invalidation includes: current HP reaching zero, entering invincibility or untargetable state, disappearing, becoming friendly, or sitting in a row that cannot settle hits. On reset, the slot pointer clears and the stacking counter n goes back to zero; if C is non-empty, the next frame immediately writes a new target, otherwise Lightning Reed returns to idle.
Note: actively granted invincibility events — Flag Zombie aura, Starcone Master shield, Starcone Zombie star canopy, and similar — also count as invalidation. Lightning Reed actively abandons such targets rather than waiting them out.
Stacking damage
Each target slot independently records how many times this slot has hit its current target. Let n be the number of prior hits on the same target before the current hit. In normal state, the first hit inputs 1; for n ≥ 1 damage grows as 8n and caps at 300. That is: hit 1 = 1, hit 2 = 8, hit 3 = 16, …, hit 38 onward stays at 300. After each hit, n increments; switching target or invalidation resets n to zero.
The Corchid platform rewrites the curve. When Lightning Reed stands on a tile supported by four corner Corchids, input damage becomes 2ⁿ doubling, still capped at 300. That is: hit 1 = 1, hit 2 = 2, hit 3 = 4, …, hit 10 onward stays at 300 (2⁹ = 512 is truncated). The first 4 hits of the normal curve (1, 8, 16, 24) actually exceed the doubling curve (1, 2, 4, 8); Corchid’s benefit appears from hit 5 onward.
In particular, this section describes the base input value Lightning Reed feeds into the receive-damage settlement; actual HP loss is decided by the target’s own settlement. The 150 cs cycle and uninterrupted lock duration jointly determine stacking efficiency; once capped, every later hit holds at 300.
Dual targets
By default, Lightning Reed holds a single target slot. When the Reed’s tile is covered by powered Wiremoss, the second target slot opens. The second target is independently re-selected under the candidate and priority rules from § Targeting, with the slot-1 object explicitly excluded; the two targets are settled separately within the same attack cycle and do not form a primary/splash relationship.
Hit counters n₁ and n₂ are independent. Each slot runs the curve from § Stacking damage on its own; two long-lived targets each climb their own curve and do not inherit progress from the other. Even if the primary has already reached the 300 cap, the secondary still starts from hit 1.
When Wiremoss power drops too low, or the Reed’s tile leaves powered coverage, the second target slot is cleared; the next time the coverage condition is satisfied, a new second target is chosen under § Targeting. Note: the “sufficient power” threshold is defined on the Wiremoss side; see the Wiremoss entry.
Weak current
Lightning Reed is also a power source. The Almanac calls this “weak current”: compared to Power Peony’s strong supply, the energy level Lightning Reed provides is markedly lower, but it can still light certain interfaces.
Two weak-current interfaces are currently known. First, Lightning Reed can directly activate Mechanical Snowfield tiles, putting them into usable state. Second, weak current propagates along Wiremoss lines and keeps them lit. Weak current cannot reverse-activate the Reed’s own second target slot: Lightning Reed can only feed power to other plants, not self-activate the same way.
Note: the in-game Almanac records this as “the current is too weak to activate itself”; the Wiremoss entry mirrors it as “Lightning Reed can replace Power Peony to activate the line, but its current is weaker and cannot activate Lightning Reed itself.” This asymmetry is the root reason § Dual targets depends on a strong supply such as Power Peony.
Story role
In the story, Lightning Reed joins at the center of Mysterious Swamp on Hurriclover’s invitation. The Almanac repeatedly emphasizes its Wild West travels, with its home in the Mysterious Swamp redecorated in Western style; its standing interest in “electric topics” threads naturally into the later electric and magnetic systems of Mechanical Snowfield, where Power Peony and Wiremoss appear. The Almanac and dialog refrain “once I lock onto you, you cannot run away” corresponds to the “reset only on invalidation” rule from § Lock.
In the side-text Almanac entries, the fried chicken Lightning Reed makes with electricity is a flavor memory that companions keep bringing up. Red Needle Flower borrows 50 sun every seven days from the team leader to buy some and returns it the next day; “I still remember the fried chicken Lightning Reed made — it was really good” is also recorded directly from Red Needle Flower’s perspective. This recurring flavor tag is what sets Lightning Reed apart from the other electric plants.
Interactions & counters
- CorchidLocked-on damage stacks faster.
- WiremossPowered wire opens Lightning Reed's second target slot; Reed itself only supplies weak current.
- Power PeonySupplies L=6 strong current to Wiremoss, indirectly enabling Lightning Reed's second target slot.
- Sinan KinOnce damage stacking reaches the threshold, Sinan Kin answers with a targeted snipe.
In-game tooltip
Attacks the zombie with the most HP surrounding him or on his lane. Once he locks on a target, he will keep attacking it until its defeat. For each zombie, his damage doubles after every attack.