Dazey Chain

*Dazey Chains grow through stages, becoming more powerful and releasing a stunning puff of gas at each stage.*

### Special

Grows and releases stunning gas every gas every twelve shots, can grow a maximum of twice

## In-game statistics

### Average DPS

Stage 1 - 14.545
Stage 2 - 29.091
Stage 3 - 43.636

### PDE

Stage 1 - 20.727
Stage 2 - 41.455
Stage 3 - 62.182

### Codename alias

dazeychain

**"I use they/them pronouns," says Dazey Chain. "Duh," they add.**

**Dazey Chain** is a plant in *Plants vs. Zombies 2: Reflourished* and the seventh plant obtained in Lost City. They are unlocked at Lost City - Night 38.

Dazey Chain starts off attacking like a Peashooter, dealing 20 damage every 1.375 seconds. However, as more of Dazey Chain's flowers open, Dazey Chain will do more damage.

Additionally, every time one of Dazey Chain's flowers open, they will release a puff of gas that stuns all zombies in the lane for 1.5 seconds, with the stun lasting half a second longer each time. Once all of Dazey Chain's flowers are open, Dazey Chain will release a stunning puff of gas after every twelve attacks, with the stun lasting 2.5 seconds.

Dazey Chain must attack twelve times in order to open their second flower, where after they must attack another twelve times in order to open their final flower.

## Almanac entry

**Dazey Chain**

Dazey Chains grow through stages, becoming more powerful and releasing a stunning puff of gas at each stage.

Special: grows and releases stunning gas every twelve shots, can grow a maximum of twice

"I use they/them pronouns," says Dazey Chain. "Duh," they add.

## Plant Food effect

When fed with Plant Food, Dazey Chain will instantly open all of their flowers and release a puff of gas that stuns zombies in their lane and adjacent lanes for four seconds.

## Strategies

Dazey Chain's petals initially do about as much damage as a Peashooter, taking several attacks before reaching the standard 60 damage that is expected for their cost. As such, it is important to have a defense that can work with this initial disadvantage.
Using this plant during the early parts of a level can be a double-edged sword, as there are less zombie threats, but Dazey Chain themself may be too expensive to plant, compared to simply planting a Peashooter. Using strong sun production can mitigate the cost deficit; otherwise, this weak firepower can be made up for by supporting Dazey Chain with other attacking plants. Cheap stalling plants such as Snow Pea and Stallia are also a great combination with Dazey Chain, which can give extra time for Dazey Chain to attack and their flowers to bloom.

Dazey Chain makes up for their starting deficit with the ability to shoot stunning gas. Once in full bloom, the stun acts as a bonus effect on top of their petal attack, both doing good damage and periodically stalling the horde. Using multiple Dazey Chains in the same lane allows for more stunning gas to be fired down the lane, which can even give new Dazey Chains extra time to bloom, making the spamming of Dazey Chains very effective, at least when affordable.

A notable weakness of Dazey Chain is a lack of damage against large hordes of zombies, which when combined with their stun effect can negatively lead to zombies bunching up if left ignored. That being said, Dazey Chain's abilities can make them great support for multi-hit and area of effect plants like Bloomerang, Melon-pult and Laser Bean. Otherwise, single-use plants like Guacodile and Cherry Bomb can be used to neutralise larger hordes.

Dazey Chain's petals have the limitations of a straight-shot projectile. Petals can be blocked by Shield Zombie and Excavator Zombie, or reflected by Jester Zombie. Their stunning gas, on the other hand, passes through everything in the lane, including the zombies that counter their main attack. Jester Zombie in particular can be hit by petals while stunned, without the petals being reflected.

While the critters released by Chicken Wrangler Zombie and Weasel Hoarder can overwhelm an unprotected Dazey Chain due to their lack of multi-hit damage, the zombies themselves won't be able to release their critters if hit by gas and taken down during the stun.

## Balance changes

### Version 1.1.2

* ▼ Recharge: 5s -> 10s
* ▼ Stun Times: 2/3/4 -> 1.5/2/2.5
	+ Developer Note: They have had it good for a far too long time. Being an effective support and DPS rolled into one slot is an incredible thing to be (our other two culprits of this crime will be discussed later), and as such we've reduced the effectiveness of their stun, so now you need to be a little more thoughtful with them.