Magnet-shroom

Plant file · Snowbloom Palace, floor 4

Magnet-shroom

Removes metal, then decides who can use it best.

Sun175
Recharge10s
Durability400

Lore

Magnet-shroom absorbs metal objects and passes them to nearby plants that can use them. If no suitable plant is nearby, it throws the metal away. Buckets, poles, firefly lamps, and some metal heads are all within its line of business.

Magnet-shroom seems a little afraid of his unusually strong magnetism. Fortunately, the rubber duck is plastic, so it cannot be pulled away. As for being too clingy and losing several girlfriends, perhaps that is another side effect of strong magnetism.

Mechanics

Role

Metal removal · Interaction transfer

  • Base data: 175 sun; 10s recharge; 400 HP.
  • Removes metal objects from zombies, then uses them or passes them to plants that can use them.
  • Buckets can be passed to Hygro Plantago; firefly lamps to Opti-caltrop; lanterns to Alloysuckle.
  • Can attract Fisherman Gargantuar's hook to some extent.
  • Charged Wiremoss nearby shortens the cooldown after absorption.

Interactions & counters

  • Bucketholder ZombieSteals the bucket and can pass its liquid to Hygro Plantago or an empty CocoBottle Shine.
  • Hygro PlantagoCan pass bucket liquid to nearby Hygro Plantago.
  • CocoBottle ShineCan fill the nearest empty bottle with liquid from a stolen bucket.
  • Opti-caltropA stolen firefly lamp can be passed to Opti-caltrop for temporary laser-cannon fire.
  • AlloysuckleA stolen lantern is thrown in gold state or rolled forward in silver state.
  • Fisherman GargantuarCan attract the hook to some extent.
  • Magnet Truck ZombieTemporarily disables the truck; timed during summoning, it wastes the one summon.
  • WiremossPowered wire halves the rest after absorption.
  • Sinan KinCan absorb metal heads granted or fired by Sinan Kin.

In-game tooltip

Removes metal objects from zombies, then uses them or passes them to plants that can use them.