Toxic
Kills its own colour at full strength; any other colour only coats the pest.

The rules of the arena and the world around it.
Mix two colours on one pest.

Damage over time. When the rotting pest dies, the rot spreads to pests nearby.

Pests around it are stuck in place for 2 s and take 25% more damage.

Explodes on the pests around it and heals the flower 1% for each one hit.

All three sprays in a row: the pest turns to compost and drops bonus pollen. Bosses and champions lose 12% of their life (once every 8 s).
The flower is the second build axis: each one changes how the battle plays.

The classic. Balanced health and growth.

Grows 35% faster but wilts easily.

Tough and thorny: biters take damage. Grows a little slower.

Its healing aura is awake from the first second.

Pests near it are coated in a random wrong spray - a reaction engine. Attracts 20% more pests.

Grows only while pests die within 7 m of it. Brawl close, keep it fed.
Three acts of seven rows; every path is a choice of plots, services and the boss bed.
A wave of pests. Make the flower bloom.
A tougher wave with elite pests. Guaranteed loot.
Spend pollen on guns, mods and garden kit.
Heal the flower fully and pick a flower upgrade.
Pick one of three sprayer parts.
The act boss. Survive until the flower blooms.
Each plot has its weather: the light, the air and the sound change, never the rules.

A low golden sun and lilac shade.

Warm light, and pink petals drift across the arena on the breeze.

Soft light and a cool haze that thickens with distance; the pests never fade into it.

Cool light, rain streaks and splashes, and a wet floor with a soft sheen.

Heavy rain, soft lightning flickers and thunder rolling in a moment later.
What the pests do besides biting.
Toxic puddles and trails poison the gardener: 5.0 damage a second per stack, up to 3 stacks. Step out, drink a flask or raise the Ward.
A hexer chants, then the hex lands: you move 45% slower. Stun, trap or kill the hexer mid-chant, or raise the Ward.
A hexer chants, then the hex lands: you deal 35% less damage. Stun, trap or kill the hexer mid-chant, or raise the Ward.
A hexer chants, then the hex lands: nectar drains and spells cost 50% more. Stun, trap or kill the hexer mid-chant, or raise the Ward.
Save the garden once and the Blight opens. Each modifier adds +20 luck and +25% seeds; from 2 modifiers up, rares can drop mutated with a legendary power.
24 objectives that unlock flower spells and starting guns.
The mode where it counts.
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