A.K.E.E.

*A.K.E.E.s lob projectiles that bounce from zombie to zombie.*

**Autonomous Katapulting Ejectomatic Emitter is actively looking for a different acronym for A.K.E.E., because let's face it, "Katapulting" is just not working.**

**A.K.E.E.** (acronym for **Autonomous Katapulting Ejectomatic Emitter**) is a plant in *Plants vs. Zombies 2: Reflourished* and the second plant obtained in Lost City. It is unlocked at Lost City - Day 6.

A.K.E.E. fires seed projectiles that bounce from zombie to zombie every 2.85-3 seconds. A.K.E.E.'s seeds start off by dealing 60 damage to the first zombie it hits. Each subsequent bounce deals 10 less damage to the zombie it hits, with each seed expiring after hitting four zombies.

If the distance from zombie to zombie is more than five tiles away, the seed will not continue to bounce off. After each bounce, the distance required to bounce to another zombie shrinks. The seed can also bounce from obstacle to obstacle.

## Almanac entry

**A.K.E.E.**

A.K.E.E.s lob projectiles that bounce from zombie to zombie.

Autonomous Katapulting Ejectomatic Emitter is actively looking for a different acronym for A.K.E.E., because let's face it, "Katapulting" is just not working.

## Plant Food effect

If fed with Plant Food, A.K.E.E. will fire a giant seed to the first zombie on each lane, dealing 450 damage to the zombie. After which, it will bounce to the next zombie for up to 4 zombies, with its damage decreasing by 50 per bounce.

## Strategies

A.K.E.E.'s weighted distribution of damage makes it great for handling small numbers of zombies. With the first zombie hit taking the most damage, A.K.E.E. is serviceable for handling single targets - more so than other multi-hit plants in its price range. Meanwhile, any zombies behind take collateral damage, being weakened for when they eventually end up at the front of the pack.

Since A.K.E.E.'s seeds are fired as lobbed projectiles, it holds useful for bypassing board obstacles like tombstones, and landing potshots on Excavator Zombie and submerged Snorkel Zombies. However, some zombies can thwart A.K.E.E.'s attacks: Jester Zombie and Parasol Zombie will reflect seeds, All-Star Zombie and Zombie Chickens can quickly dash past seeds, and any zombie that is defeated or swiftly moved (such as via Pterodactyl or ZCorp Consultant) can cause a seed to miss its target, wasting damage. In such situations, consider using alternative multi-hit plants and area-of-effect plants who can better handle them.

Closest to A.K.E.E.'s function is Bloomerang. With boomerangs being flung in a straight-line, Bloomerang is unlikely to miss his targets. Immunities are also less of an issue, as he can catch boomerangs thrown back by Jester Zombie, also hitting Excavator Zombies from behind their shovels. This does, however, come at the cost of total power for each shot, as the boomerangs hit less targets and lack weighted damage distribution; as such, which of the two to use depends on whether it is worth leveraging the more complex properties of A.K.E.E. over the consistency of Bloomerang. Alternatively, area-of-effect plants such as Fume-shroom and Laser Bean can be used to completely bypass all such zombie immunities, while having the pierce to handle denser hordes.

## Additional info

* A.K.E.E. can target Scuba Zombies, however it needs an grid item or another zombie to bounce as an intermediary, then the bouncing projectiles targets Scuba Zombie.
* A.K.E.E.'s bouncing seeds will miss an iceblocked zombie, likely it's a bug or nerf, so it's not that useful in Frostbite Caves.
* A.K.E.E.'s bouncing seeds will also try to target Holiday Drinks. (needs intermediary)