\/a>\n**Heal:** 60\n**Heal Range:** 6 (+0.5 tiles for every 10 WIS above 50)\n**Stat Bonus:** +60 HP, +4 SPD, +4 VIT\n**Defense Ignored:** 40\n**Fame Bonus:** 6%\n**Cooldown:** 2 seconds\n**Soulbound:** {{template-soulbound}}\n**Feed Power:** 900\n\n{{template-drops-from\n| bag= White\n| drops= Belladonna<\/a>\n}}\n\n**Notes:**\nThis skull's plant spawn ends up dealing 750 damage during its 5-second lifetime, significantly beating the T6's base damage of 180 and even surpassing the [Memento Mori](\/wiki\/memento-mori)'s flat 400 damage. However, this skull requires enemies stay within it's slightly reduced 3.5 radius for all 5 seconds of the flower's damage output, making it better suited for taking down stationary enemies, including (ironically) Belladonna herself.\n\nIt is also notable that the healing from the skull's plant is irrespective of whether it is damaging an enemy. As such it acts similar to a weaker [Tome of the Mushroom Tribes](\/wiki\/tome-of-the-mushroom-tribes).\n\n{{template-skull-navigation}}","{{template-item-header\n| name= Perennial Cranium\n| externalIcon= \/\/i.imgur.com\/kcdcwHv.png\n| desc= A flora-infested skull from one of Belladonna's victims. It exchanges the life force it steals into plant life, blooming powerful vegetation.
Sprite Credits: TLMaelstrom\n}}\n\n**Tier:** UT\n\n**On Ability Use:** Create a life-stealing plant that lasts 5 seconds\n\n* **Damage:** 125 every 0.8 seconds\n* **Heal:** 25 HP every 0.8 seconds\n* **Max Heal Targets:** 5 players\n* **Range:** 3.5 tiles\n\n**MP Cost:** 130\n**Radius:** 3.5\n**Damage:** <\/a>\n**Heal:** 60\n**Heal Range:** 6 (+0.5 tiles for every 10 WIS above 50)\n**Stat Bonus:** +60 HP, +4 SPD, +4 VIT\n**Defense Ignored:** 40\n**Fame Bonus:** 6%\n**Cooldown:** 2 seconds\n**Soulbound:** {{template-soulbound}}\n**Feed Power:** 900\n\n{{template-drops-from\n| bag= White\n| drops= Belladonna<\/a>\n}}\n\n**Notes:**\nThis skull's description can be misleading, the plant does not actually lifesteal from enemies, but rather only heals players in its' radius, another downside which is unknown if it's supposed to be intentional or not, but the skull will NOT heal players anymore if they leave the plant's radius for even a split second and then return to it, ontop of this, the skull has a cap that no other does and a 2 second cooldown, all of these combined factors actually result in it being exceedingly undepowered in healing compared to the [Tier 6 skull]\/(\/wiki\/bloodsucker-skull), as the plant highly restricts your movement and does not heal more depending on the amount of enemies, even if both skulls only hit 1 target, this skull's healing per MP spent only surpasses T6 if one receives 3 healing burts from the plant, requiring staying in the small radius for 2.6 seconds without leaving for even a split second, at 2 targets, you are required to stand in the radius for the whole 5 seconds for it to have better healing per MP, at 3 targets or above this skull never heals as much. The only use this skull can offer in the vast majority of situations is higher damage, doing 200 to 800 at max wisdom.\n\nAs a sidenote, the plant's healing is irrespective of whether it is damaging an enemy. As such it acts similar to a weaker [Tome of the Mushroom Tribes](\/wiki\/tome-of-the-mushroom-tribes).\n\n{{template-skull-navigation}}"],[[],[]]);initializeCookieConsentBanner("e");