Zombie file · Mechanical Snowfield (City)
Magnet Truck Zombie
A large machine whose projectile pull is both ability and weakness.
Durabilityabout 400 peas
Speedfast at first, then gradually slows downLore
Magnet Truck Zombie is a large mechanical creation. It takes about 400 peas to destroy and crushes plants it passes over. It starts fast but gradually slows down, and normal slowing, freezing, or knockback will not handle it.
It attracts nearby projectiles, and that becomes its weakness. Projectile pull lets plants like Power Peony make every shot count. Moving a vehicle by pulling it with magnets sounds unreliable, but Mechanical Snowfield's magnets are special like that.
Mechanics
Role
Mechanical giant · Magnetic projectile pull · Summon support
- Durability: about 400 peas; fast at first, then gradually slows down.
- Crushes plants it passes and ignores normal slowing, freezing, and knockback.
- Attracts nearby projectiles, making four-way or multi-shot attacks easier to land fully.
- After losing half its health, pulls in two Metal-head Zombies from off the field.
- Magnet-shroom can temporarily disable it; disabling it while it summons wastes its only summon.
Advanced mechanics
Magnet Truck Zombie's advanced mechanics make one durable vehicle manage movement, projectile pull, crushing, and support timing at once. The 8000 HP machine target pressures the lane through movement, magnetic field, and half-HP summon rhythms.
Vehicle HP and damage bands
Magnet Truck is primarily one vehicle body with 8000 maximum HP. It does not break down into the ordinary 270 HP zombie body plus 90 HP critical reserve model. During combat, the relevant value is the remaining HP of the whole machine until it is destroyed or interrupted by special control.
The vehicle has two visible damage thresholds. Below two thirds of its maximum HP, it switches to its first damaged appearance; below one third, it switches to heavier damage. Those art changes report vehicle damage only and do not create a normal head-drop critical flow.
That means Magnet Truck should be read as an independent machine target, not as body, armor, and critical reserve added together. Its high HP stretches ordinary single-lane fire, so the real openings are usually projectile-pull focus or magnetic interruption.
Movement, crushing, and status boundary
Magnet Truck uses a movement channel unlike ordinary walking zombies. It enters quickly and then gradually slows down; normal slow, freeze, and knockback do not reliably write into this vehicle channel, so it should not be treated as a target that ordinary control can pin down for long.
When the vehicle body overlaps plants, it enters crush resolution. A durable front plant can buy time, but it does not hold the vehicle the way it holds a walker. If the vehicle is still moving, the next plant ahead remains inside the next crush window.
This boundary defines the defensive reading: blocking is not the answer by itself. Blocking needs body damage, magnetic interruption, or projectile-focused fire behind it, or the loss is merely postponed to the next tile.
Magnetic projectile pull and trajectory rewriting
Magnet Truck applies a pull toward its vehicle center to nearby valid projectiles. The ordinary reading radius is about 300 px, with some field states expanding it slightly. The closer the projectile is to the vehicle, the stronger the bend, up to a per-step cap.
Projectile pull is not damage reduction, and it does not delete shots. It is trajectory rewriting: projectiles that would have passed above, below, or diagonally past the target bend into the vehicle instead, turning multi-angle fire into focused hits.
This is why Power Peony and similar multi-direction or multi-shot plants can answer Magnet Truck so well. Against normal targets, those trajectories may be spread out; inside the magnetic field, they collapse onto one large vehicle body and increase effective output.
Half-HP summon, weak signal, and magnetic interrupt
Magnet Truck's support summon is a one-time event. When vehicle HP is no higher than 4000, the summon has not been used, and the truck is not in the far-left weak-signal area, it begins a pull action and draws in two Metal-head Zombies from off the field.
The support zombies are still layered units: an ordinary zombie body underneath, with a metal head as armor above it. The armor HP scales with difficulty level L and can be summarized as 400+140L. Magnetic removal, armor damage, and body damage should be handled separately.
Magnet-shroom treats Magnet Truck as a special target. It does not strip transferable metal from the vehicle; instead, it temporarily disables the truck. If the hit lands during the pull action, the summon flag has already been spent but the Metal-head Zombies do not enter, blanking the truck's most dangerous half-HP rhythm.
Tactical reading
Magnet Truck is difficult not because it has one large HP number, but because that HP advances as a crushing vehicle, rewrites projectile allocation, and then adds Metal-head support at half HP. It forces the player to read vehicle position, pull radius, summon timing, and available magnet control at the same time.
Stable handling usually has two lanes of play: turn projectile pull into focused output with Power Peony or other multi-angle shots, and preserve Magnet-shroom for the half-HP action. Ordinary single-line damage may let the vehicle crush too far before it dies, while using Magnet-shroom too early can miss the higher-value summon-waste window.
- Output line: prefer multi-angle or multi-shot projectiles that the magnetic field collapses into vehicle-focused damage.
- Magnet line: Magnet-shroom disables the vehicle; hitting the half-HP pull action is best because it also interrupts the summon.
- Position line: the left weak-signal area can deny the summon, but relying on that usually means the vehicle is already deep in the formation.
- Control line: ordinary slow, freeze, knockback, and Sweetbriar Rose are not stable answers; the goggled target does not follow ordinary line-of-sight charm handling.
Interactions & counters
- Power PeonyProjectile attraction makes four-way electric shots converge, turning the field into a weakness.
- Magnet-shroomCan temporarily disable the truck and waste its only summon if timed correctly.
- Sweetbriar RoseEye cover blocks her hypnotism.
- Basic ZombieAt half HP, pulls in metal-head Basic Zombies as support.