Lorus

Plant file · Mysterious Swamp - Entrance

Lorus

Commands the flower; the flower handles the damage.

Sun200
Recharge20s
Attack intervalabout 2.6s
Durability400

Lore

Lorus is an early Mysterious Swamp area attacker: the planted body issues commands, while the detached lotus flower damages every zombie in its target area.

According to the story, Lily Pad brings it from the Distant Pond. Because flower and body are not connected, the lotus can float over swamp or water and be reassigned to the side that lacks firepower.

Mechanics

Role

Repositionable area attacker

  • Base data: 200 sun; 20s recharge; about 2.6s attack interval; 400 HP.
  • The body does not deal damage directly; the lotus flower resolves area hits at its own position.
  • Normal hits deal 80 damage; counter-flagged heavy strikes deal 160 damage and knock zombies back.
  • Click the body, then choose a legal point inside the circular radius; the flower travels toward that target point.
  • Corchid expands deployment radius from about 220px to about 300px; Lily Pad supplies water anchoring and target guidance.

Advanced mechanics

The almanac only states that the lotus attacks around Lorus and can be repositioned by clicking the body. Spelled out, Lorus is a body–flower split entity: the body stores planting legality, click input, and deployment radius; the lotus stores runtime position, target point, and area-hit settlement.

Body–flower state

By default, the planted body is not the damage box. When the body is clicked and a legal point inside the circular radius is chosen, target point r is saved; the lotus position p advances toward r at v≈3 px/tick. If the remaining distance is below one tick of movement, the next position lands on r.

Repositioning is not teleportation. Short corrections create only a narrow movement window, while a full-radius transfer moves the area-hit position through the intervening path. Slow, freeze, and similar control can reduce or pause the lotus position update.

pt+1=pt+min(v,rpt)rptrpt,v3 px/tick\mathbf p_{t+1}=\mathbf p_t+\min(v,\lVert\mathbf r-\mathbf p_t\rVert)\frac{\mathbf r-\mathbf p_t}{\lVert\mathbf r-\mathbf p_t\rVert},\qquad v\approx3\text{ px/tick}
Damage coordinates belong to the flower; the body only stores the target point.

Area settlement

At attack settlement, every zombie whose collision box intersects the current lotus area A_lotus enters hit set T. Multiple zombies in the same area each receive the full settled damage; the pulse is not divided by target count.

At present, normal hits deal 80 damage. Heavy strikes deal 160 damage and apply knockback. Gargantuars, armor, carried objects, and special states still read their own hit rules; Lorus enumerates an area hit set, not unconditional deletion.

T={zbox(z)Alotus},Dz{80,160}\mathcal T=\{z\mid \operatorname{box}(z)\cap A_{\text{lotus}}\ne\varnothing\},\qquad D_z\in\{80,160\}

Heavy-strike counter

After each hit settles, stored counter K_n is compared with R∈{0,1,2,3,4}. The next attack is flagged heavy when H_{n+1}=[R<K_n]. Success resets K_{n+1}=0; failure sets K_{n+1}=K_n+1.

Specifically, a heavy strike cannot immediately chain from K=0. Under this model, repeated failures make R<K eventually certain; the flag applies to the next attack, not the hit that just settled.

RU{0,1,2,3,4},Hn+1=[R<Kn],Kn+1={0,R<KnKn+1,RKnR\sim U\{0,1,2,3,4\},\quad H_{n+1}=[R<K_n],\quad K_{n+1}=\begin{cases}0,&R<K_n\\K_n+1,&R\ge K_n\end{cases}
Failure increments K; success flags the next 160-damage knockback hit.

Radius and support

By default, target points are measured from the body center. Base deployment radius is about 220 px; with Corchid support, it is about 300 px. Near-edge input may be clamped into the legal circle, while clearly out-of-range input does not create a valid target point.

Corchid rewrites radius only; it does not rewrite 80/160 damage. Lily Pad supplies water anchoring, target display, and placement checks for water-side Lorus handling. If Corchid support is lost, an outer target point is pulled back into the currently legal radius.

rdeploy={220 px,base300 px,with Corchidr_{\text{deploy}}=\begin{cases}220\text{ px},&\text{base}\\300\text{ px},&\text{with Corchid}\end{cases}
Radius is body-measured; Corchid changes reach, Lily Pad changes water recognition.

Story role

In the story, Lily Pad brings Lorus from the Distant Pond into Mysterious Swamp. Lorus states the core rule directly: the flower is not connected to the body, so the flower can float over swamp even when the body cannot be planted there.

The swamp chapter uses that rule as movable area firepower. Mud paths, invisible threats, Lily Pad anchors, and Corchid-expanded radius all operate around the same boundary: the body commands; the lotus supplies the hit area.

Interactions & counters

  • Lily PadSupplies water anchoring and target guidance without changing lotus damage.
  • CorchidExpands lotus deployment radius from about 220px to about 300px.

In-game tooltip

Attacks the surrounding area with its lotus flower. Click on Lorus to reposition the lotus flower.