Magnifying Grass

*Magnifying Grass turns sun into a bolt of colorful damage.*

**Magnifying Grass understands the inherent power of a rainbow. Beneath her stoic features she takes great joy in delivering radiant multicolored destruction to the zombie horde.**

**Magnifying Grass** is a plant in *Plants vs. Zombies 2: Reflourished* and the sixth plant obtained in Far Future. She is unlocked at Far Future - Day 17.

She uses sun earned by the player and turns it into a bolt of energy when tapped. Each bolt deals 550 damage to a single zombie and costs 75 sun to fire.

## Almanac entry

**Magnifying Grass**

Magnifying Grass turns sun into a bolt of colorful damage.

Special: tap to spend sun for an attack

Magnifying Grass understands the inherent power of a rainbow. Beneath her stoic features she takes great joy in delivering radiant multicolored destruction to the zombie horde.

## Plant Food effect

When fed with Plant Food, Magnifying Grass shoots a rainbow that burns zombies ahead of her one by one, doing 200 damage per second. This effect will last longer the more sun-producing plants, excluding Sun Bean and Toadstool, there are present on the lawn; if there are none, the effect will only last for 3 seconds. The Plant Food effect lasts 0.15 seconds longer for each sun producing plant. The beam only hits things in columns ahead and parallel to itself.

## Strategies

Magnifying Grass is the definition of a "sun-dump". She can fire incredibly high damage at the player's will to annihilate even the toughest zombies, but doing so is incredibly expensive compared to using standard offensive plants and even other sun dump plants. When using her as primary offense, she demands appropriately massive levels of heavy-duty sun production: creating a vast sun field with options like Twin Sunflower and Primal Sunflower will help to provide enough sun to afford Magnifying Grass' attacks. Beyond that, Magnifying Grass may also be used like an instant-use plant for an on-demand source of damage, being fired and/or planted only when zombies become too difficult for the main defense to handle.

While Magnifying Grass' shots do great damage, they also have some limitations. Low health targets are a common waster of damage, such as Basic Zombie having meager health and Conehead Zombie humourously surviving a shot with 10 health remaining. Multi-hit and area of effect plants like Bloomerang, Laser Bean and Spikeweed are highly recommended for their ability to clear away low health targets, making it easier for Magnifying Grass to focus on destroying high health targets.

Since Magnifying Grass' bolts are straight-shot, certain zombies can easily waste the attacks. While Jester Zombie interestingly excludes the sun bolts, Excavator Zombie will completely absorb incoming bolts. Grid items, zombie summons and shields created by zombies such as Octo Zombie, Disco-tron 3000 and Shield Zombie can waste incoming bolts, and the sun spent on firing them.

Most integral to Magnifying Grass' success is effective production and spending of sun. When too many shots are wasted and/or not enough sun is supplied, she can easily run out of steam - and since the cause is usually a lack of available sun, it is difficult to recover and survive the rest of a level. If struggling to carry Magnifying Grass all the way to the end of a level, consider either investing more heavily in sun production, or using other, less cost-intensive plants.

## Balance changes

### Version 1.0.2

* ▼ +25 sun
* ▼ +25 sun used per shot
	+ Developer note: Magnifying Grass was overperforming in levels and was more powerful than we had intended. These changes should knock her down to a more risky plant to use.

## Trivia

* Magnifying Grass' "Celestial Grass" costume is KyaoDoesThings' developer costume, one of the artists for the mod.