Electric Currant

*Electric Currants create electrical fences between ones planted on the same row or column.*

## In-game statistics

### Deals

Electrical fence - 20 damage
Melee - 24 damage
Boosted fence - 80 damage
Boosted melee - 40 damage

### Average DPS

Electrical fence - 40
Melee - 24
Boosted fence - 80
Boosted melee - 40

### PDE

Electrical fence - 57
Melee - 34.2
Boosted fence - 114
Boosted melee - 57

### Codename alias

electriccurrant

**"Electricity is all very well and fine as a phenomenon," says Electric Currant, "but electromagnetism as a whole is where it's really at."**

**Electric Currant** is a plant in *Plants vs. Zombies 2: Reflourished* that is unlocked by completing Epic Quest: Electrical Boogaloo.

Electric Currants will form an electrical fence if they are linked up with another Electric Currant on the same lane or column. The electrical fence deals 20 damage twice every second, affecting every zombie on the fence. He will also deal 24 melee damage (once every second) to zombies eating him.

## Almanac entry

**Electric Currant**

Electric Currants create electrical fences between ones planted on the same row or column.

Usage: area effect (electric fence)

"Electricity is all very well and fine as a phenomenon," says Electric Currant, "but electromagnetism as a whole is where it's really at."

## Plant Food effect

When given Plant Food, Electric Currant becomes empowered, strengthening its melee damage and the damage of all fences that connect to it. When empowered, melee attacks do 40 damage, once every second. Connected fences do 80 damage at a slowed rate of once every second.

## Strategies

Electric Currant's electric fence can deal powerful damage to zombies that cross it, but requires connecting with other Electric Currant nodes for fences to form. Typically, it is best to plant Electric Currant nodes in the top and bottom lanes, forming electric fences along the middle three lanes. However, its reliance on connection-based damage can leave Electric Currant vulnerable within the lanes where nodes are planted; as such, it requires support from other plants to harness effectively.

The most well known combination is Electric Currant with lane-redirecting plants like Garlic and Sweet Potato, who can send zombies away from the lanes in which Electric Currant resides. While also the cheapest option, many special zombies have abilities which can displace, disable or outright remove them, due to their reliance on health-based lane redirection; Punk Zombie, Wizard Zombie and Explorer Zombie, to name a few. That said, Aloe can be used to keep their health topped up, instead of needing to replant them when health runs low. In the case of Garlic, there also exists a bug that allows him to knock back zombies when planted after an Electric Currant, which can be exploited to permanently stall zombies.

Instead of redirecting zombies into other lanes, it's possible to protect Electric Currant through sheer offensive power. Through focusing firepower from high damage plants such as Ultomato, Banana Launcher and Jack O' Lantern into lanes populated by Electric Currant, special zombies can be destroyed before they can sabotage the fence network. This form of offensive protection can prove incredibly powerful, shooting down the zombies that would easily dismantle lane-redirecting plants.

In case things go awry, Pumpkin can be used to fortify Electric Currant with additional health. Zombies in range will also be hit by its melee attack, overall making it much easier for the fence network to be maintained. This also works well for powering Electric Current with Plant Food: not only will its damage be boosted, but the massive armor boost provided by Pumpkin will help to ensure that Electric Current sticks around for a long, long time.

Remember to get creative with Electric Currant placements when the level allows for it. Environment modifiers such as slider tiles and sewers can manipulate zombie placements alone; just be sure to bring Inferno or some other warming plants if using it in Frostbite Caves.

## Balance changes

### Version 1.1.2

#### Listed changes

* ▼ Damage: 40 -> 20
* ▼ PF Damage: 80 -> 40
* ▲ Attack rate: 1s -> 0.5s
	+ Developer Note: A formality to make it consistent with Electric Peashooter's halved damage + doubled tickrate. Should be more consistent against those pesky cluckers as a bonus!

#### Actual changes

* ▼ Fence Damage: 40 -> 20
* ▲ Fence attack rate: 1s -> 0.5s
* PF Fence damage stays at 80
* PF Fence attack rate stays at 1s
* Melee damage and attack rate is unchanged