Alocasia micholitziana
A native-only carrion aroid with a poison ability and near-zero armor, sitting off the succession wheel as a neutral Weird card.
Green velvet alocasia is a Perennial herb that leans on a single poison trick and little else. It is native to Oceania and has no invasive card, so the arena only ever fields it as a native buffer β there is no attacker version to build. It is a weak, mostly collectible card on damage and armor, though its oxalate needles poison attackers, its spathe shaves 3 off every hit, and its off-wheel typing spares it any bad matchup.
Its starter attack, Bitter Sap, unlocks at level 1 and costs 2 Sun, dealing about 26 damage β a plain hit. The free once-per-battle ability, Stabilization, arrives at level 25: Pins the ground down β the foe stalls, and can't break away. It poisons the target, which is the card's one real source of pressure. The advanced attack, Deep Root Strike, unlocks at level 40 for 6 Sun (39 damage) and is a plain hit. Most of your alocasias sit below level 40, where only the starter is open. None of its moves carry an initiative rider. See Moves and statuses.
Green velvet alocasia carries one working trait per riser. Raphide Bundles (level 10) Poison anything that strikes it for 2 stacks. Spathe Insulation (level 68) takes a flat 3 off every direct hit. See Abilities.
Green velvet alocasia carries no special trait keywords β no thorns, no toxin trait (the poison comes from a move, not from contact). Non-toxic: no contact recoil, no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native it wants defensive field gear to offset its almost-nonexistent armor.
At level 40 it reads 103 HP, with ATK of 15 (native-only, so there is no invasive variant to compare). DEF is just 1, at the very bottom of the carrion-aroid band, so it is essentially unarmored. Its tempo runs slow then relentless: turn 1 uses its initiative (35), every turn after its SPD (41), so it is out-paced off the mark but a little quicker in a long fight. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, green velvet alocasia reaches 190 HP but its DEF only reaches 1 β as a soft aroid it gains a little health and essentially no armor, so any real hitter cuts straight through. ATK climbs to 25 and retreat to 23 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young. Maturing buys very little; this stays a fragile card.
Green velvet alocasia is in the off-wheel Weird succession group, which is neutral both ways: it deals and takes Γ1 against every other group, with no Γ1.5 advantage and no Γ0.667 vulnerability anywhere. That makes its matchups predictable but flat β it never gets a type edge, and never suffers one. See Weaknesses & Resistances and categories.
Green velvet alocasia is mostly one for the collection. Its best play is as a native chip-and-poison piece: land the poison ability, then let the tick do work while a stronger plant closes. It can lend the bench its HP cushion and overshield, but its own combat contribution is small and its armor is negligible. It is inedible, so any nutrient banks Γ1.25 XP, so leveling it at least earns growth. It fights as a slow opener that gets marginally quicker as it grows, crossing over around level 29 β always stronger higher up, so keep leveling it.
Leveling trades speed for power. A plantβs 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.