Plant file · Owned by default
Wall-nut
A high-HP front line that also actively shoves zombies back.
Sun100
Recharge50s
Durability6000Lore
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.
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.
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.
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.