Sweetbriar Rose

Plant file · Snowbloom Palace, floor 5

Sweetbriar Rose

Her ability involves hypnotism, but she is not purple at all.

Sun125
Recharge50s
Durability400

Lore

Sweetbriar Rose acts cute and hypnotizes every zombie that can see her with an unobstructed line of sight. She also returns hypnotized plants to normal if they can see her.

Although her ability involves hypnotism, Sweetbriar Rose is not purple at all; among similar mechanics, that is "uncommon". She looks pitiful and cute, but in fact she is the very capable second-in-command of Mechanical Snowfield. The technology here is amazing.

Mechanics

Role

Line-of-sight hypnotism · Anti-hypnotism

  • Base data: 125 sun; 50s recharge; 400 HP.
  • Hypnotizes all zombies that can see her and whose line of sight is not blocked by other targets.
  • Turns hypnotized plants that see her back to normal.
  • Targets with glasses, special defensive states, or low height may be unable to see her and cannot be hypnotized.
  • Charged Wiremoss nearby makes her perform hypnotism twice.

Advanced mechanics

Sweetbriar Rose's advanced mechanic is a sight, blocker, and allegiance-rebuild model. She first asks whether the target has an eye point that can see Rose, then checks the segment from that eye point to Rose's center for blockers; powered Wiremoss runs the same procedure twice, so front zombies converted by the first pass leave the blocker set before the second pass.

Eye point, Rose center, and valid sight

The hypnotism check is not a same-lane test or a fixed circular aura. It is best read as drawing a line from the target's facing-side eye to Rose's center. If the target has no usable eye point, is facing in a way that cannot see Rose, or is protected by eye-cover state, the check cannot succeed.

Blockers are mainly zombie bodies that are still hostile and still valid targets in the current pass. If the sight segment intersects those bodies, the rear target does not see Rose this pass. Mounds, already-hypnotized zombies, and similar non-blocking objects do not cut zombie sight.

This makes Sweetbriar Rose different from an ordinary same-row control plant. Farther placement gives sight segments more room to avoid front bodies, so one performance can reach more targets; planting her too close often lets the front zombie hide the whole rear group.

LOS(t)=1 ⁣(EtRBt=)\operatorname{LOS}(t)=\boldsymbol{1}\!\left(\overline{E_tR}\cap B_t=\varnothing\right)
E is the target eye point, R is Rose's center, and B is the current set of valid blockers.

Single-pass snapshot and Wiremoss double check

A normal resolution first forms a candidate set, then checks sight against that set. In other words, if a front target is converted earlier in the same pass, that does not immediately reopen sight for rear targets; a rear target blocked in this pass must wait for another resolution.

When charged Wiremoss is nearby, Rose performs twice. This does not mean hypnotizing the same target twice. It means that after the first pass rewrites allegiance, a second target collection and sight check is performed. Zombies that became plant-side in the first pass no longer block the second zombie sight pass.

The double check is therefore strongest against staggered zombie groups. It is not an infinite chain: anything still hidden after the second pass remains untouched by this powered resolution.

Hk={tSk:LOS(t,Sk)=1},Sk+1=SkHkH_k=\{t\in S_k:\operatorname{LOS}(t,S_k)=1\},\qquad S_{k+1}=S_k\setminus H_k
Normal Rose reads S once; powered Wiremoss adds a second read after first-pass conversions leave the blocker set.

Anti-hypnotism for plants

Sweetbriar Rose also has a reverse rule: an already-hypnotized plant, now effectively standing on the zombie side, returns to normal if it can see her. This still uses the sight model rather than a full-board cleanse that ignores blockers.

Anti-hypnotism only removes charm. It is not the same as Applayer's status maintenance notes, and it is not healing. Normal allied plants are not targets; once a hypnotized plant returns to normal, it continues through its own mechanics.

This lets Rose answer plant-hypnotism sources such as Hypnotic Pole Zombie. She can recover stolen firepower, but if the hypnotized plant cannot see her, positioning, relocation, or another resolution is still needed to create sight.

zenemyLOS=1zhypnotized,phypnotizedLOS=1pnormalz_{\text{enemy}}\xrightarrow{\operatorname{LOS}=1}z_{\text{hypnotized}},\qquad p_{\text{hypnotized}}\xrightarrow{\operatorname{LOS}=1}p_{\text{normal}}
Rose has both charm and anti-charm boundaries; both still require the target to see her.

Immunity boundary and target setup

Eye-cover armor directly changes Rose's value. Magnet Truck Zombie's goggles, Hamster Zombie's VR headset, Fisherman Gargantuar's sunglasses, and similar covers protect the target until they drop; once the cover is gone, the target returns to the normal sight check if it is still valid and can see Rose.

Low targets, special defensive states, or targets currently protected by certain action states can also be skipped because they cannot see Rose. These exceptions are not HP immunity; they protect the visual entry point.

In practice, Rose is a back-line sight-control and anti-charm tool. Removing eye cover first, or using Wiremoss so the first pass opens blockers for the second, is usually more reliable than treating her as unconditional hard control.

Check(t)=T(t)LOS(t)¬I(t)\operatorname{Check}(t)=T(t)\land\operatorname{LOS}(t)\land\neg I(t)
T means the target itself is processable; I means immunity conditions such as eye cover, low height, or special defense.

Story and tactical role

In the story, Sweetbriar Rose is an administrator of Snowbloom Palace and an important assistant to BISHOP. Her mechanic expresses that role without direct damage: she changes allegiance through seeing and being seen rather than by overpowering targets.

This separates her from traditional contact-based hypnotism. Hypno-shroom-like effects or hypnotic poles are closer to touch triggers; Rose turns control into a geometry problem where eyes, equipment, blockers, formation depth, and Wiremoss power decide how many units one performance can change.

Interactions & counters

In-game tooltip

Acts cute and hypnotizes zombies that see her. Turns hypnotized plants that see her back to normal.