Magnet-shroom

Plant file · Snowbloom Palace, floor 4

Magnet-shroom

Removes metal, then decides who can use it best.

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.

In-game tooltip

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