Disaster Plants
Early AccessDisaster Plants is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Unwrap, carrying 5 more. Health is 100; the unlock condition is Early Access. Added in V1.74. Of the moves that declare a block behaviour, 0% are unblockable.
- Health
- 100
- Unlock
- Early Access
- Version added
- V1.74
- Version finished
- not published
Health and unlock are the infobox text from Disaster Plants's page on the Jujutsu Shenanigans Fandom wiki, reproduced as written — ranges and hedges included. The version columns come from the wiki's Characters index; only characters filed under "Complete" there carry a finished version, which is why most of the roster shows none.
The wiki files this character under "Early Access", which is its own label for how completely the character is documented — not a power rating, and not ours.
This kit, counted
Every figure below is arithmetic over the move rows on this page. They describe the shape of the kit as documented — they are not a rating, and they cannot tell you whether Disaster Plants beats anyone.
- Named moves
- 8
- Unblockable share
- 0% of 5 that state one
- Avg cooldown
- 29.13s across 8 moves
- Bypasses ragdoll
- 83% of 6 that state it
Put Disaster Plants next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.
What the wiki leaves open for Disaster Plants
- The wiki lists 2 move slots for this character as a "TBA" placeholder with no name yet. Those rows are shown as unnamed rather than filled in.
Base kit
Four numbered moves plus the Special, as the wiki lists them.
- 1
Root Swarm
The user activates their technique by plunging their arm in the ground to unleash a line of intangible tree roots that will grow for 2 seconds in a straight line, reaching 50 studs. The roots act as an extension of the user's hurtbox, transferring any attacks they experience back to the user. They additionally behave differently depending on the range the target is in: *At 50 to 25 studs, targets hit will be launched towards the user, while spikes emerge at the end of the roots, persisting for 10 minutes or until a ragdolled enemy is thrown to them, in which case they will bounce them to other spikes or back to the user. *At 25 to 1 studs, targets they will be launched away from the user, and no spikes will appear. *On top of that, the roots will become blockable at 15 studs or less.
- Damage
- 10 for roots, 7 for spike bounce
- Cooldown
- 16s
- Block
- Semi Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Surging Thorns
The user conjures two wooden balls which will quickly protrude sharp branches to push any target in their 35 stud range back towards 3 deadly thorns rising from the ground that will toss them even further away. Note that the plants act as an extension to the user, harming them if hit directly. Furthermore, the branches cannot bypass ragdoll and will push the target regardless of block, while the thorns are blockable from all sides.
- Damage
- 15, 5 per hit
- Cooldown
- 15s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Semi Ragdoll
- 3
Bud Shot
The user chucks two cursed buds 70 studs forwards, which will latch onto the enemy if not blocked and immediately halt their ragdoll cancel gain when taking damage for 7 seconds (includes damage dealt by the buds themselves). Only one bud needs to land in order to apply this effect.
- Damage
- 8, 4 per bud
- Cooldown
- 15s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
unnamed — the wiki lists this slot as TBA
- Damage
- not published
- Cooldown
- not published
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
- Special
Flower Field
The user spreads a small field of flowers 25 studs in front of them, dissipating after 2 seconds. If the user is unstunned, anyone who performs an action other than blocking or dashing while in the field will be harmed, stunned, and "dazed", disabling their dashes for 5 seconds.
- Damage
- 4 on interruption
- Cooldown
- 18s
- Block
- not published
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
Awakening — Unwrap
The awakened form's own moveset. Several moves share a name with a base move and have different numbers in this form; the awakened block is what is shown here.
- 1
Root Rampage
This time taking their opponent seriously, the user kneels to the floor and creates a line of tangible roots that will stretch for 7 seconds, guided towards any direction the user points it to, even up in the air, all while crashing into anyone in its path before persisting for 30 seconds then disappearing into thin air. Pressing the move again will bring back the user's camera to guide more roots from the same source while pressing the special will end the move. Despite this, the line of roots that the user was previously steering will keep going forwards until it travels its maximum distance.
- Damage
- 5 per hit
- Cooldown
- 15s
- Block
- Perfect Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
unnamed — the wiki lists this slot as TBA
- Damage
- not published
- Cooldown
- not published
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
- 3
Cursed Buds
Utilizing their technique to the fullest, the user summons a massive flower in front of them, ready to shoot 15 cursed buds at the nearest enemy. Each bud is similar to Bud Shot's projectiles, but does not pull when blocked. Keep in mind that the initial summon can harm opponents and ragdoll them back, but while the flower will attempt to aim at nearby targets, it will also face the same direction as the user.
- Damage
- 26.75, 8 for summon, 1.25 per bud
- Cooldown
- 16s
- Block
- Semi Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Shining Sea of Growing Branches
The user casts their domain expansion while kneeling on the ground to sap energy from nearby foliage, boosting themselves significantly. The inner part of the domain resembles a large bed of flowers with distant trees, where all enemies will be constantly dazed, and any action other than walking, running, side and back dashing, or blocking will deal damage and be interrupted. The user also gains a significant boost from their absorption, remaining boosted for the duration of the domain.
- Damage
- 4 per interruption
- Cooldown
- 120s
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
- Special
Energy Absorb
The user draws cursed energy from the nearby foliage to store it in their flower arm, going into a boosted state that is visible through a golden aura that envelops them every three seconds. This state will last until the user awakens again, or until they use an empowered attack. When the energy absorbed is used up, you may recast even when on cooldown.
- Damage
- not published
- Cooldown
- 18s
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
Where this comes from
The moveset and version columns come from the Characters index on the Jujutsu Shenanigans Fandom wiki; health, unlock and each move's description, damage, cooldown, block type, interrupt and ragdoll behaviour come from Disaster Plants's own page. Moves are matched between the two by exact name only, so a compound row that does not match an ability block stays blank rather than being paired with a guess. Last synced August 14, 2026.
Anything the wiki prints as "TBA" or omits entirely is shown as not published. Nothing on this page is drawn from the Jujutsu Kaisen manga or anime, and no damage number, cooldown, tier or date is inferred.
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