Mothman is a Divine-rarity pet in Grow a Garden, added in part 3 of the Ghoul Garden event. You get it from Haunted Chests, which have a 0.5% chance to drop Mothman. Its ability moves mutations, the extras that raise a fruit's sale value, from one fruit to the next, and it can leave a copy behind while giving a pet XP.
| Detail | Mothman |
|---|---|
| Rarity | Divine |
| Event | Part 3 of the Ghoul Garden event |
| How to get | Haunted Chest, 0.5% drop chance |
| Ability cycle at base weight | Every 36 minutes 40 seconds |
| Fruit visited each cycle | Three random fruits |
| Mutations moved per fruit | Up to three |
| Chance a mutation stays behind | 10% at base weight |
| XP when a copy stays | 2,000 XP to a pet in your garden |
How to Get Mothman in Grow a Garden
Mothman comes from Haunted Chests, and those chests are one of the rewards in the Headless Horseman system. To get them, follow these steps:

- Collect the Headless Horseman's head and return it. The Horseman then rides around the map, showering the field with blue wisps.
- Collect 50 blue wisps to earn a reward.
- Check your reward. It can contain one, two, or three Haunted Chests.
- Open each Haunted Chest and check for Mothman.
The number of chests varies from reward to reward, and each outcome has its own chance:
- One Haunted Chest: 18%
- Two Haunted Chests: 11%
- Three Haunted Chests: 3.5%
Together, those add up to a 32.5% chance of getting at least one Haunted Chest from a single reward. The Headless Horseman system can be used once every 30 minutes, so you can repeat the process for as long as the event is running.
Keep the drop rate in perspective. At 0.5% per chest, the average works out to one Mothman for every 200 chests. That is only an average, not a promise, so you could open 200 chests and still come up empty.
What Mothman's Ability Does to Fruit Mutations
Mothman's ability runs on a timer. At base weight, it activates every 36 minutes and 40 seconds, flying between three random fruits in your garden. Each time, it moves up to three mutations from one fruit to the next, so most mutations leave the fruit they started on.
The copy chance is the exception. Each mutation it moves has a 10% chance to stay on the original fruit as well, so it ends up on both. When that happens, a pet in your garden receives 2,000 XP, which is the most desirable outcome because it raises the overall value of your farm.
Using Mothman on a Grow a Garden Farm
Mothman fits best on a late-game farm built around selling one fruit for its top value. Because it moves mutations, it can pull a mutation off a fruit you were saving. The copy chance softens that, since a mutation that stays behind gives you a free extra.
Some randomness is involved, but you can tilt the results. Controlling how many plants you grow and using other pets that apply mutations can help your target fruit collect the most mutations.









