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Green velvet alocasia

Alocasia micholitziana

Green velvet alocasia hits more softly than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its ATK of 15 at Lv 40.

XP 100%SUN 120HP 141Green velvet alocasiaPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 30β˜€ 0Stabilizationfree1Γ— / battleretreat β˜€24speed 0.37Bitter PrincipleactiveDeep TaprootactiveDeep Root Strikeβš” 43β˜€ 2Green velvet alocasia β€” full-size photoGreen velvet alocasiaAlocasia micholitzianaLVL 100

Overview

Green velvet alocasia hits more softly than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its ATK of 15 at Lv 40.

Green velvet alocasia fights as a perennial herb (categories) in the Competitor succession group. It is native to Oceania, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Bitter Sap β€” starter attack, 2 Sun. Bitter compounds poison the foe. Expected damage: 26.
  • Stabilization β€” ability, free once per battle. Pins the ground down β€” the foe stalls, and can't break away.
  • Deep Root Strike β€” advanced attack, 6 Sun. Draws on deep roots for a heavy blow. Expected damage: 39.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Bitter Principle β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Deep Taproot β€” from Lv 68. It can never be Bound.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)80141
HP (native)92162
ATK (neutral)1525
DEF512
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1224
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Succession matchups

Green velvet alocasia is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 22 as a native and at Lv 27 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 22

CrossoverLv 22
HP
71
ATK
12
DEF
3
SPD
29.08
INI
46.83
Retreat
βˆ’9
Tempo75.91
Power77
Fully grownLv 100
HP
162
ATK
25
DEF
12
SPD
0.37
INI
0.59
Retreat
βˆ’24
Tempo0.96
Power175

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
66
ATK
13
DEF
4
SPD
27.24
INI
43.87
Retreat
βˆ’10
Tempo71.11
Power73
Fully grownLv 100
HP
141
ATK
25
DEF
12
SPD
0.37
INI
0.59
Retreat
βˆ’24
Tempo0.96
Power154

Sources

  1. Alocasia micholitziana on iNaturalist
  2. Alocasia micholitziana on Wikipedia
  3. Alocasia micholitziana on Plants of the World Online