Plant file · Owned by default
Peashooter
The first line of defense, and the gateway to crossbreeding.
Sun100
Recharge7.5s
Durability400Lore
Peashooter is still the first line of defense, firing at zombies directly ahead. After reaching the waterfall, however, it somehow awakened a surprisingly complex set of genes: head, stem, leaves, eyebrows, and wings can all change how its peas behave.
In battle, you do not have to decode every gene every time. Often, combining the blue one with the green one is already enough. Of course, understanding the genes means using them better.
Mechanics
Role
Ranged attacker · Crossbreed base
- Base data: 100 sun; 7.5s recharge; 400 HP.
- Shoots peas forward. Gene A controls normal, ice, or fire peas; B controls size; D controls three-lane firing; F controls attack speed.
- Click one Peashooter, then click another Peashooter to crossbreed them. Genes are shown during crossbreeding.
- Peashooter can also crossbreed with Wall-nut in a special way, creating a Pea-nut Shooter.
Advanced mechanics
Peashooter's advanced mechanics are an inspectable, breedable gene system with pity weighting.
Gene storage and generation
- Each Peashooter stores six gene pairs, A–F, with two alleles per pair. A pair is treated as dominant if at least one allele is uppercase; it is recessive only when both alleles are lowercase.
- Newly planted Peashooters are always purebred: each pair starts as double-dominant or double-recessive, never as a natural heterozygote.
- Each gene pair starts with a 50/50 dominant-versus-recessive weight. After one trait appears, that same trait's next weight drops by 10% and the opposite trait's weight rises by 10%; all six pairs track this pity independently.
- Genes are shown during crossbreeding. The current build also lets the player choose a preferred gene display mode in settings.
A/B/D/F: pea type, size, lane coverage, and interval
- Gene A controls pea type: AA fires normal peas for 20 damage; aa fires ice peas for 20 damage plus slow; Aa fires fire peas for 30 base damage with splash and clears slow or freeze from the target.
- Gene B controls size: BB and bb are normal-sized; Bb fires large peas. Large peas double damage relative to the normal-pea baseline and expand collision radius to about √2×, making large normal, large ice, and large fire peas deal 40, 40, and 60 damage.
- Gene D controls lane coverage: DD and dd fire only in Peashooter's own lane; Dd fires into the current lane plus the adjacent upper and lower lanes. Edge lanes skip nonexistent neighbors. Adjacent-lane peas spawn from the Peashooter and drift toward the target lane instead of appearing as direct copies. In particular, Dd Pea-nut Shooter side shots follow Δy(t)=s·(2t−0.01t(t−1)), where s=+1 is the lower side shot and s=−1 is the upper side shot.
- Gene F controls attack interval and wings: FF and Ff Peashooters usually fire one volley every [272, 300] cs, while ff Peashooters usually fire one volley every [136, 150] cs. ff displays wings; two winged Peashooters still produce wings, and winged Peashooters can float on water.
C/E: repeat-fire checks
- Genes C and E jointly decide whether repeat fire can happen. Repeat fire is possible when both pairs contain a dominant allele, or when both pairs contain no dominant allele; one dominant-side pair and one recessive-side pair disables it.
- Repeat-capable genotypes include CCEE, CCEe, CcEE, CcEe, and ccee. Non-repeat genotypes include ccEe, ccEE, CCee, and Ccee.
- After each shot, repeat chance is (40 − 10 × n)%, where n is the number of repeats already made by the current shot plus the total repeats made by the previous shot. In practice, a long burst makes the next burst harder to start; at n = 4, it cannot continue.
- Genes C and D are on the same chromosome. During crossbreeding, C and D use the same side of the draw, so repeat-fire potential and three-lane potential are not shuffled fully independently.
Crossbreeding and inheritance
- In ordinary crossbreeding, the first selected Peashooter acts as the donor and disappears. The second selected Peashooter remains on the board, keeps its current state, and receives the new gene combination.
- Either left-click or right-click can start crossbreeding selection. The second Peashooter must be clicked with the same button; the opposite button cancels the current selection.
- The new combination is equivalent to keeping one random allele from the target pair and receiving one random allele from the donor pair. Because C/D are linked, they use the same random side together. If the draw does not change a pair, that pair's visible behavior does not change either.
- The target keeps its remaining HP, hypnotized state, slow/freeze state, and similar runtime state. In other words, crossbreeding rewrites the surviving Peashooter's genes and appearance instead of creating a brand-new plant.
- A Peashooter can no longer self-crossbreed. During Time Stop, crossbreedable or plantable Peashooters still flash normally.
- Special crossbreeding lets Peashooter combine with Wall-nut into a Pea-nut Shooter. Wall-nut does not visibly flash like normal Peashooters, but the rule still exists and awards the related achievement.
Stage and time-state edge cases
- Since 0.17j, ice/fire Peashooters respond to Sands of Time state changes by switching between aa ice and Aa fire. Normal AA Peashooters are not part of this switch.
- A Lower Waterfall add-on challenge sets Peashooter's HP to 0: it does not die immediately on entry, but any touch kills it. This is a mode rule and does not replace the normal encyclopedia HP value.
Reading genes from appearance
- Peashooter has 48 visible variants: A gives three head colors, while B, D, F, and the C/E repeat-fire state each add two visible states.
- Head color reads A: original color is normal, blue is ice, and red is fire. Crossing a normal purebred with an ice purebred reliably makes a red fire Peashooter, which is the basic story hint.
- Stem thickness reads B: a thick stem means large peas. Rear leaf density reads D: denser leaves mean three-lane firing. Eyebrows read C/E: eyebrows mean repeat fire is possible. Wings read F: wings mean the fast ff type.

Story and design role
- The story places this gene ability in the Waterfall segment. Peashooter first explains only the basics, leaving the player to learn the rest through appearance, gene display, and repeated battles.
- Hurriclover-related dialogue connects the mechanic to real-world pea genetics and explicitly points out that C and E must have matching dominance behavior for repeat fire.
- The setting notes trace the idea to Mendel's pea experiments: randomness is not left as opaque chaos, but split into visible, inheritable traits that can be shaped by breeding.
- The Gatling Pea pond duel turns the system into a single-plant challenge: drag to move, use seed cards for sun, healing, or genes, and prove Peashooter's gene power in combat.
Interactions & counters
- PeashooterTwo Peashooters can crossbreed, combining genes that change pea type, size, lanes, and fire rate.
- Wall-nutA special crossbreed can create a Pea-nut Shooter.
- Gatling PeaThe pond duel revolves around Peashooter's movement and gene upgrades.
In-game tooltip
Shoots peas at enemies. Can be crossbred. Has many genes; each one affects his traits. During crossbreeding, you can view Peashooter genes.