Gear

Flashbang

First move

Flashbang is listed at 20,000 Sheckles as an active throw that temporarily blinds nearby players. Use it for a present threat you can reach, then secure or sell the threatened crop; it does not replace Gnome placement while you are away.

Updated October 9, 2026 Community reference · check in-game
Price
20,000 Sheckles · community reference
Effect
A throwable that temporarily blinds nearby players · reported
Decision
A present encounter; not unattended protection

Flashbang route

Reserve a flash for an active nearby threat

The community-reference price is 20,000 Sheckles for a temporary blinding throw. Paying when the target is absent or out of range does not protect the crop after the encounter.

Follow the route

  1. Name the present encounter, the crop at risk, and a retreat or sell route. A throwable has no job when the garden is empty or no player is nearby.

  2. Compare the 20,000-Sheckle community reference with the live card, target range, and effect. Keep the next seed funded and budget any repeat throw separately.

  3. Use it only inside the confirmed range, then secure or cash out the crop. A successful throw is an active interruption, not a placed guard for the next encounter.

Current-game limits

The community gear catalog lists 20,000 Sheckles for a throwable blinding effect. No dependable range or duration is established here; the current card and the actual encounter decide whether a throw fits.

Check the result

One visible, in-range encounter is interrupted and the threatened crop is moved to a safer plan; if no target or effect is observed, do not count Flashbang as protection.

Target / live offer / crop exit

Interrupt one encounter, then finish the crop plan

Flashbang is a reported active throw—not a guard to leave beside the plot. Its useful window begins only when a real player is close enough for the current effect.

Target Present player

Name the nearby threat and crop; no target means no useful test.

Reference offer 20,000 Sheckles

The current shop card sets the purchase. Budget any further consumable use separately rather than treating one throw as a lasting guard.

Exit Secure or sell

After one observed throw, move the crop to safety or cash out; do not assume the interruption persists.

No-target stop

Do not buy for a hypothetical player or treat an unobserved throw as successful coverage.

Missed-throw fallback

Leave the exposed route, secure or sell the crop, and use a separate defense plan if you cannot stay present.

Worked decision

The throw is only the middle of the defense route

A player approaches one ready crop. The live Flashbang card is visible, but the listed price differs from an older remembered amount.

Decision

Use the current quote to decide whether the active response fits the reserve. If it does and the target is in range, observe one throw; immediately secure or sell the crop rather than walking away after the interruption.

Why this route

A successful throw may address a present encounter, but it does not create a persistent guard or prove a fixed blind duration.

If the state changes

If the player is out of range, the live effect differs, or the price would remove the next seed, abandon the throw and choose the ordinary defense or cash-out route.

Route picker

What are you trying to do with Flashbang?

Choose one decision and follow the three checks in order.

  1. 1 · Confirm a live threatName the present encounter, the crop at risk, and a retreat or sell route. A throwable has no job when the garden is empty or no player is nearby.
  2. 2 · Verify the current cardCompare the 20,000-Sheckle community reference with the live card, target range, and effect. Keep the next seed funded and budget any repeat throw separately.
  3. 3 · Exit after the throwUse it only inside the confirmed range, then secure or cash out the crop. A successful throw is an active interruption, not a placed guard for the next encounter.
Plan it here, then confirm each result in the current game.
Recovery path

If the Flashbang check does not match

Flashbang is listed at 20,000 Sheckles as an active throw that temporarily blinds nearby players. Use it for a present threat you can reach, then secure or sell the threatened crop; it does not replace Gnome placement while you are away.

If the item, offer, or result differs, stop before another purchase or sale. Repeat the relevant check above with the current details, then use the linked route that still fits your budget and task.

Page-specific questions

Before you commit

Is Flashbang a passive guard for an unattended garden?

No passive placement effect is established. Community descriptions call it a throwable that blinds players; once you leave, use a separate defense or sell the exposed crop.

How much does Flashbang cost?

The community-reference offer used here is 20,000 Sheckles. It is not a live shop quote; use the exact current card for a purchase and keep repeat throws outside the next crop reserve.

What if the throw misses or no player is nearby?

Do not keep using throws to test an absent target. Secure or sell the crop, then revisit the item only during a real encounter and within the range shown in-game.

Decision Snapshot

Flashbang Next Move

A target-to-throw-to-exit plan: separate Flashbang's reported active interruption from Gnome's localized placement and from persistent crop safety; check the exact live offer and stop if the encounter, range, or reserve is unclear.

Best use Decide whether a throwable that reportedly blinds a nearby player is useful for a threat happening now, then choose the crop's safe exit before using it.
Risk type No-target stop
Safe move Flashbang is listed at 20,000 Sheckles as an active throw that temporarily blinds nearby players. Use it for a present threat you can reach, then secure or sell the threatened crop; it does not replace Gnome placement while you are away.

If / Then Route

What To Do With Flashbang

If Check Then Risk
A nearby player is threatening one crop now Name the nearby threat and crop; no target means no useful test. Name the present encounter, the crop at risk, and a retreat or sell route. A throwable has no job when the garden is empty or no player is nearby. The community-reference price is 20,000 Sheckles for a temporary blinding throw. Paying when the target is absent or out of range does not protect the crop after the encounter.
At the price or timing gate 20,000 Sheckles Compare the 20,000-Sheckle community reference with the live card, target range, and effect. Keep the next seed funded and budget any repeat throw separately. Do not buy for a hypothetical player or treat an unobserved throw as successful coverage.
Confirm the result After one observed throw, move the crop to safety or cash out; do not assume the interruption persists. Use it only inside the confirmed range, then secure or cash out the crop. A successful throw is an active interruption, not a placed guard for the next encounter. If the player is out of range, the live effect differs, or the price would remove the next seed, abandon the throw and choose the ordinary defense or cash-out route.
No target is in range or the throw misses The community gear catalog lists 20,000 Sheckles for a throwable blinding effect. No dependable range or duration is established here; the current card and the actual encounter decide whether a throw fits. If the player is out of range, the live effect differs, or the price would remove the next seed, abandon the throw and choose the ordinary defense or cash-out route. Leave the exposed route, secure or sell the crop, and use a separate defense plan if you cannot stay present.

Risk Check

No-target stop

The community-reference price is 20,000 Sheckles for a temporary blinding throw. Paying when the target is absent or out of range does not protect the crop after the encounter. Do not buy for a hypothetical player or treat an unobserved throw as successful coverage.

Route Checks

Flashbang Planning Modules

Session Checklist

Check Before You Commit

  1. Name the present encounter, the crop at risk, and a retreat or sell route. A throwable has no job when the garden is empty or no player is nearby.
  2. Compare the 20,000-Sheckle community reference with the live card, target range, and effect. Keep the next seed funded and budget any repeat throw separately.
  3. Use it only inside the confirmed range, then secure or cash out the crop. A successful throw is an active interruption, not a placed guard for the next encounter.
  4. Flashbang is listed at 20,000 Sheckles as an active throw that temporarily blinds nearby players. Use it for a present threat you can reach, then secure or sell the threatened crop; it does not replace Gnome placement while you are away.
  5. If the player is out of range, the live effect differs, or the price would remove the next seed, abandon the throw and choose the ordinary defense or cash-out route.

Planning Facts

Price
20,000 Sheckles · community reference
Effect
A throwable that temporarily blinds nearby players · reported
Decision
A present encounter; not unattended protection
Status
Community reference; confirm live price and effect
Description
Community reference: 20,000 Sheckles; a throwable that temporarily blinds nearby players.