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.

Advanced mechanics

Magnet-shroom's detailed rule set is best read as metal routing: it first strips metal from an enemy unit or incoming projectile, then looks for a plant that can use that metal. If no receiver is available, the metal becomes a friendly thrown object. The result is armor removal, projectile interception, resource conversion, and special disruption in one plant.

Absorption window and target choice

Magnet-shroom only checks for absorption while it is ready. The scan is centered near its own tile and covers a large local area, but it is not map-wide. A candidate must carry a processable metal part, be in an affected state, and belong to the opposing side Magnet-shroom should currently target.

When several candidates are in range, the closest valid target is chosen. Ordinary armor, removable equipment, special board objects, and metal projectiles all compete in the same pass. Once a target is taken, Magnet-shroom plays its absorption action and then rests; charged Wiremoss nearby shortens that rest period.

Absorption is not just damage. Most targets are stripped into an internal metal item, which is then either transferred or thrown. Magnet-truck and hooks are special cases: they are disabled, pulled, or interrupted instead of becoming reusable items.

T=arg mintMd(Cmagnet,Ct)T^*=\operatorname*{arg\,min}_{t\in M} d(C_{\text{magnet}}, C_t)
M is the set of valid metal targets in range. Magnet-truck, hooks, and other special targets can enter this check, but their follow-up differs.

Metal classes and receiving plants

After metal leaves its original target, it is classified by source. A liquid bucket looks for Hygro Plantago first, and CocoBottle Shine can also receive it when it is in a state that can hold liquid. A firefly lamp looks for Opti-caltrop; a lantern looks for Alloysuckle. Ordinary buckets, iron heads, and charm poles become friendly metal projectiles when no dedicated receiver applies.

The receiving range is much smaller than the absorption range. It is best understood as a short diamond-shaped area around Magnet-shroom. A receiver must be allied, match the metal type, and not already have another metal item flying toward it. If several receivers qualify, the nearest one is selected.

This routing makes Magnet-shroom play different roles by region: more armor removal around the waterfall and snowfield, more resource conversion around swamp and sands interactions where Hygro Plantago, Opti-caltrop, and Alloysuckle can use the stolen equipment.

R=arg minrRk(Δxr+Δyr),Δxr2, Δyr2, Δxr+Δyr3R^*=\operatorname*{arg\,min}_{r\in R_k}(|\Delta x_r|+|\Delta y_r|),\quad |\Delta x_r|\le 2,\ |\Delta y_r|\le 2,\ |\Delta x_r|+|\Delta y_r|\le 3
R_k is the set of receivers matching metal type k. If no receiver is available, the metal is converted into a friendly projectile.

Metal projectiles and second-pass magnetism

Since 0.17o, Magnet-shroom can absorb not only metal carried by zombies, but also metal projectiles already in flight. Typical examples include Hypnotic Pole Zombie's charm pole, lantern-type projectiles, and metal already thrown by another Magnet-shroom.

Projectile interception has a side check: the projectile must originally be targeting Magnet-shroom's side. Metal already thrown by an allied Magnet-shroom toward enemies is not stolen back by allies. This keeps interception defensive instead of interrupting friendly counterfire.

An intercepted projectile returns to the normal metal-routing flow. It is transferred if possible and thrown again otherwise. Multiple Magnet-shrooms can therefore create second-pass interceptions, but each metal item still locks onto one valid receiver or resolves as one projectile.

Catch(p)=Metal(p)TargetsSide(p,Smagnet)\operatorname{Catch}(p)=\operatorname{Metal}(p)\land\operatorname{TargetsSide}(p,S_{\text{magnet}})
Interception requires both metal identity and matching target side. That boundary is why second-pass magnetism does not break allied output.

Special targets, Wiremoss, and tactics

Magnet-truck Zombie is Magnet-shroom's most important special target. It does not provide transferable metal when absorbed; instead, it is temporarily disabled. If it is pulling iron-head zombies from offscreen, disabling it also wastes that summon. This turns Magnet-shroom from an armor answer into rhythm control against a mechanical core.

Fisherman Gargantuar's hook also does not enter the ordinary routing path like a bucket. Magnet-shroom attracts and disrupts the hook, reducing part of the pull pressure, but it should not be read as complete hook immunity for nearby plants.

Charged Wiremoss changes the cycle speed. Magnet-shroom must rest after an absorption; with Wiremoss support, that rest is shorter, making it better at repeated buckets, firefly lamps, lanterns, and other metal pressure. In practice, Magnet-shroom performs best when it sits near both the metal pressure point and its receiving plants.

The closer Magnet-shroom is to metal pressure and receiving plants, the more enemy equipment becomes formation resource.

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.