Wall-nut

Plant file · Owned by default

Wall-nut

A high-HP front line that also actively shoves zombies back.

Sun100
Recharge50s
Durability6000

Lore

Wall-nut blocks zombies and protects the plants behind it. In Voyage, it gains active knockback as well: left-click spends part of its HP for a small shove, and right-click destroys the whole nut for a much longer shove.

Wall-nut also seems to have once retired from a bowling team, which fits the Wall-nut Bowling tradition. As for the claim that being eaten by zombies feels like a relaxing massage, the field guide recommends some skepticism.

Mechanics

Role

Defensive wall · Active knockback

  • Base data: 100 sun; 50s recharge; 6000 HP.
  • Blocks zombies and absorbs damage to protect plants behind it.
  • Left-click: spends some HP and knocks the front zombies backward.
  • Right-click / long-press release: destroys Wall-nut and pushes the front zombies much farther back.
  • Can specially crossbreed with Peashooter and enter the Pea-nut state.

Advanced mechanics

The story and almanac only state that Wall-nut blocks zombies, can knock them back, and can crossbreed with Peashooter into a Pea-nut. Spelled out, max HP, the hit-zone and its cost, repair planting, and the Pea-nut state together turn the HP on a single tile into a schedulable defensive resource.

HP bands and repair planting

At present, normal Wall-nut has a 6000 HP cap, the highest among shipped usable plants. The face shows three HP bands: at or above two thirds of max HP it stays intact; between one third and two thirds it shows the first crack layer; below one third it switches to heavy cracks. For normal Wall-nut, the band thresholds are 4000 HP and 2000 HP. Note: the cracks are only a visual readout of current HP and do not provide extra armor.

Planting a fresh Wall-nut on the tile of an existing one consumes the new plant; its remaining HP is added to the old Wall-nut's current HP, capped at the maximum. The wiki refers to this as repair planting. The same 100 sun and 50s recharge can therefore either build a new wall or extend an existing one.

Small-shove self-damage, biting, outside healing, and repair planting all refresh the displayed cracks immediately on resolution, so the face works as a quick read of current HP.

Hafter=min(Hmax,Hold+Hnew),Hmax=6000H_{\text{after}}=\min(H_{\max},\,H_{\text{old}}+H_{\text{new}}),\quad H_{\max}=6000
Cracks update with each HP band; repair output is capped at 6000 HP.

Knockback cost

By default, on desktop left-click triggers the small shove and right-click or long-press release triggers the heavy shove; on mobile, tap and long-press map to the same two actions. Both shoves only act on valid targets inside the hit-zone directly in front of Wall-nut, and exist to interrupt bites, push pressure back, or reopen distance, not to deal ordinary attack damage. Note: per the wiki, the hit-zone is a rectangle anchored at Wall-nut's center, 80 px tall and 100 px long; a charmed Wall-nut never triggers any shove.

The small shove pushes hit-zone zombies 80 px backward with a 50 cs knockback animation during which they cannot advance; for each target successfully pushed, Wall-nut loses 150 HP. With N as the number of valid targets actually shoved or interrupted, H'=max(H−150N, 0). In particular, the HP cost resolves once for the whole shove, so even if the nut is reduced to 0 HP or below at some k<N, the remaining N−k targets are still shoved by the same rule; this post-mortem shove does not count toward the “zombies killed plants” tally.

The heavy shove pushes targets 320 px, about 4× the small shove's distance, with the same animation and stun window; Wall-nut dies on resolution regardless of whether anything was actually shoved. That death also does not count toward the “zombies killed plants” tally.

Hsmall=max(H150N,0),Hheavy=0,Δxheavy4ΔxsmallH'_{\text{small}}=\max(H-150N,\,0),\quad H'_{\text{heavy}}=0,\quad \Delta x_{\text{heavy}}\approx 4\,\Delta x_{\text{small}}
Small shove bills per affected target; heavy shove spends the whole nut at once.

Knockback resolution and boundaries

At the moment of the click, knockback reads target position and state inside the hit-zone. Ordinary zombies travel 80 px (small) or 320 px (heavy) backward; some forced movement, boss contact, or heavy units behave more like a stun window than a fully proportional displacement. Since 0.17j, downed Lantern Imps can also be shoved.

Displacement results are clipped by the field boundary, most visibly for the heavy shove. A Wall-nut placed far back struggles to push targets out of the threat band, while a forward placement converts the same shove into more usable spacing.

Since 0.17f, knockback's vertical (Y axis) effect is separated from the horizontal push: a target shoved over water and falling back in plays an entry/exit splash effect, and the water/land boundary no longer eats the displacement.

Pea-nut state

Pea-nut Shooter is not a separate plant; it is Wall-nut's Pea-nut state. When a Peashooter specially crossbreeds with a Wall-nut, Wall-nut does not show the obvious gene flash that normal Peashooter crossbreeding does, but it still enters the Pea-nut state and awards the “Somatic Hybridization” achievement.

On entering the Pea-nut state, max HP increases by 2000 and current HP is immediately restored to the new cap: a normal Wall-nut goes from 6000 to 8000 HP. The Pea-nut state no longer has the small or heavy shove; tile position and runtime state outside HP are preserved.

Pea-nut peas inherit every gene of the donor Peashooter, but the attack parameters are weakened (at least at present). Projectile size is fixed at √2/2 of a normal pea, so per-shot damage halves to 10 normal, 10 ice, and 15 fire. The Bb large-pea gene no longer enlarges Pea-nut peas to √2× size; instead it restores them to normal size. Dd side shots travel a different path than Peashooter's: they first drift to the lane above before returning to the home lane, which should be planned for at edge-lane positions.

Pea-nut repeat fire also differs from Peashooter's. Note: per the wiki, the per-volley repeat chance follows the formula below, where n is the number of repeats already made this volley; the per-volley extra-shot cap is 2, and unlike Peashooter, this is not affected by the previous volley's repeat count.

PPea-nut repeat=max(2010n,0)%,n{0,1,2}P_{\text{Pea-nut repeat}}=\max(20-10n,\,0)\%,\quad n\in\{0,1,2\}
Pea-nut state drops knockback for sustained fire; ordinary Wall-nut keeps active board control.

Story and design role

In the tutorial, Ghastasaucey first introduces Wall-nut as a reliable front line, then walks the player through the small and heavy shoves; the design intent is letting HP serve both as passive absorption and as an actively spendable resource on the same plant.

Later story text fixes Wall-nut into the role of intelligence source and defensive backup: it warns Lily Pad ahead of time, supplies briefings on threats such as Starcone Zombie, and is repeatedly cited as a Plan B against Hurriclover gathering, dash contact, or bullet pressure.

The story origin of the Pea-nut state is also acknowledged in-fiction. During one of 時初's livestreams, a viewer pointed out the “peanut” pun, and Ghastasaucey later folded the combination into a formal mechanic. Two related achievements ship with it: “Somatic Hybridization” and “Vermilion Bird,” the latter awarded for restoring a single Wall-nut from near-death five times using musical notes.

Interactions & counters

  • PeashooterCan special-crossbreed with Peashooter into a Pea-nut Shooter.
  • Honey BambooKnockback can force targets in and out of bamboo shoots for repeated damage.
  • Wheel ZombieHard plants can temporarily stop the stone wheel and buy time to separate it from the zombie.
  • HurricloverCan block the dash and protect plants behind it.

In-game tooltip

Blocks off zombies and protects your other plants. Left-click to make him take some damage and slightly knock zombies back. Right-click to make him self-destruct and greatly knock zombies back.