Witch Zombie

Zombie file · Mysterious Swamp

Witch Zombie

Chooses a potion for the moment; its payload stays fixed in flight.

Body durabilityapproximately 500
Speedslow

Lore

Witch Zombie is a local swamp potion maker devoted to brewing. Bottles distinguish this figure from an ordinary walker: freezing, harm, healing, and speed can all be carried in glass and thrown into an encounter. Fighting appears to continue the work of preparing remedies and mixtures.

The plants watch for incoming potions, while the brewer also responds to poor personal health. Alternating bottles give the activity a busy order. Without an individual monologue, repeated actions provide most of the available portrait.

Homing Thistle counts the glass consumed by every throw and calls it extravagant. Red Stinger hears Wall-nut compare the freezing potion to a chilled drink and wonders about the others. This is conversation among companions, not evidence that the contents are fit to drink.

Mechanics

Role

Ranged potion · Control and support

  • Body durability: approximately 500 HP; slow speed.

  • About 334 HP damage reaches critical; a thrown potion keeps its color.

  • Targets that cannot be frozen no longer provoke consecutive blue potions; thawing does not always prompt another blue potion.

  • Red heals zombies by about 300 HP; purple damages plants by about 800 HP. White accelerates; blue chills.

Potion color is fixed for a throw; plant and support branches use different state conditions.

Body and held potion

The body has approximately 500 HP with about one-third as critical reserve, giving roughly 334 HP of work to critical. Bottle color is a separate action state.

Once a throw starts, that event uses the held color. Later changes in plants, cold state, or HP do not rewrite a potion already thrown; waiting and selection resume afterward.

Body ≈500 HP; target changes do not rewrite a potion already thrown.

Front plants and color selection

During ordinary walking, an eligible plant ahead takes priority over support. In 0.17r, targets that cannot be frozen no longer draw consecutive blue potions; a thawed target is not guaranteed another blue throw immediately.

Selection reads target state at that decision and need not choose the same plant on successive throws. The older simple blue-versus-purple cold-timer split no longer covers every target.

An eligible plant ahead takes priority over support.

Four potion payloads

White accelerates zombies and red restores approximately 300 HP to zombies. In 0.17r, purple deals about 800 HP to plants; blue applies cold or freeze to plants.

In 0.17r, blue and purple potion areas shrink substantially; white and red areas shrink slightly. The old shared-radius description no longer applies to every potion. Payloads still determine affected side and effect.

Area reductions are relative to the previous version.

Support selection and HP

Without a priority plant ahead, the end of the wait leads to support selection. Below approximately two-thirds body HP, healing enters subsequent throws; higher HP permits acceleration or the ordinary rotation.

Healing is a zombie-side area payload. It remains distinct from body critical and from a different potion already being held.

Support selection does not rewrite a potion already thrown.

Interactions & counters

  • Applayer

    Eighth notes heal plants and clear slow and freeze, but not hypnotism; legato notes remove zombie speed buffs.