Power Peony

Plant file · Mechanical Snowfield — Outskirts

Power Peony

In the kingdom of electricity and magnetism, of course a power source is needed.

Sun150
Recharge20s
Attack interval1.5s
Durability400

Lore

Power Peony is the team's first local guide to the Mechanical Snowfield. She explains powered transport tiles and the use of Pond Crystals, speaking especially warmly of BISHOP and the prosperity associated with him. She has long wanted to visit her idol at Snowbloom Palace; sharing the road offers that opportunity.

Knowledge and the achievements of her home matter deeply to her, so devices advertised as perpetual-motion machines provoke a strong response. Wiremoss's defense of those inventions leads to frequent arguments. Hygro Plantago often helps her settle down and recover between exchanges.

Rotating leaves carry her electrical energy, while charging and a favorite energy drink belong to everyday life. Homing Thistle finds her static orb pleasant to touch, until the numbness follows. The region's power supply has a personal side: a companion with a body and habits that need care.

Mechanics

Role

Four-way attacker · Power source · Charging core

  • Base data: 150 sun; 20s recharge; 1.5s attack interval; 400 HP.

  • Fires electronic projectiles in four directions.

  • Projectiles charge other Power Peonies when they hit them; fully charged Peonies fire stronger shots.

  • As a power source, activates Mechanical Snowfield tiles and gives Wiremoss strong current.

  • Wiremoss on all four corners of its tile triggers a short-circuit explosion, consuming Power Peony and the participating wires, including connected branches.

Petals record five charge stages. Electrons rotate before release in four directions. Wiremoss reads source strength; wiring all four corners triggers a destructive short circuit.

Rotation and four-way release

An attack creates four electrons that rotate with the petals before releasing up, down, left, and right. They already have collision checks during rotation.

A nearby or passing target is hit according to the electron’s size and damage at contact. In 0.17r on the Mechanical Snowfield, a large shot from a Peony between two lanes can hit zombies in both lanes; it need not leave the plant before collision.

Electrons can hit during rotation.

Five charge stages and strong electrons

Initial charge is q=5, so the first successful salvo uses strong electrons. Completing that salvo empties the charge. Ordinary electrons from another Peony with matching allegiance and charm state add one stage, capped at five.

Full charge gives seven times ordinary damage and √7 times the linear collision size. Mismatched allegiance or charm state produces a hit rather than charge.

q0=5,q′=min⁡(5,q+h),M(q)=1+61q=5,s(q)=M(q)q_0=5,\qquad q' = \min(5,q+h),\qquad M(q)=1+6\boldsymbol{1}_{q=5},\qquad s(q)=\sqrt{M(q)}
Starts charged; strong release empties the charge.

Strong power and line level

Power Peony supplies Wiremoss with strong current at L=6; Lightning Reed supplies weak current at L=2. A line reads the highest reachable source level rather than adding sources.

Power shortens conduction rest, while nearby plants apply their own activation conditions. Petal charge replenished by electrons and Wiremoss energy level are separate states.

Use the highest source level, not their sum.

Four-corner short circuit

Four Wiremoss corners around a Peony tile trigger a short circuit when the Peony can resolve it; prior power is not required. External lines connected to those corners also participate.

Wire nodes produce ash blasts with about 30 px radius and 100 input, then are removed. A central blast follows at about 150 px radius and 1800 input, consuming the Peony.

C=INWINEISWISE,C=1⇒Nwire(100,30px)+(1800,150px)C=I_{NW}I_{NE}I_{SW}I_{SE},\qquad C=1\Rightarrow N_{\text{wire}}(100,30\text{px})+(1800,150\text{px})
Short circuit consumes Peony and participating wires.

Wheels and projectile attraction

Electron horizontal momentum can push wheels; strong-electron push is about four times normal. The sevenfold damage multiplier does not imply sevenfold force.

Magnet Truck attracts nearby projectiles, redirecting electrons from their original four-way paths. That target behavior does not change Peony’s charge conditions.

Interactions & counters

  • Power Peony

    Shots charge other Power Peonies; fully charged Peonies fire stronger shots.

  • Wiremoss

    Supplies strong current, shortens conduction rest, and activates nearby electric plants; wires on all four corners of the Peony tile trigger a short circuit that consumes the Peony and participating wires.

  • Wheel Zombie

    Charged shots can drive the stone wheel; several Peonies can push it back.

  • Magnet Truck Zombie

    The truck's projectile attraction helps four-way electric shots all connect.

In-game tooltip

Fires electric projectiles in four directions, forming a plus shape. Can absorb other electric projectiles and charge up. Fires stronger projectiles when fully charged. (Power source; can activate other power plants.)