Alocasia sanderiana
A soft, quick-opening Oceanian herb that poisons and survives a lethal hit but has near-zero armor and low damage β a native-only card.
Sander's alocasia is a soft Perennial herb that fights as a quick opener with a survival trick: it leads turn 1, poisons the enemy, and can cling to life through one lethal blow. It is native to Oceania (a critically endangered species in the wild) and has no invasive form, so the arena only ever plays it as a native buffer for your bench. It is a weak card in raw combat β low damage and no armor β so lean on its traits and its role as support.
Its starter attack, Crown Split, unlocks at level 1 and costs 2 Sun, dealing about 36 damage and it can poison the target for ongoing damage. The free once-per-battle ability, Alkaloid Reservoir, arrives at level 25: Empties a season of alkaloids into the foe β saturating Poison. It mends the plant. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (29 damage), a plain hit. Most of your alocasias sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.
Sander's alocasia keeps a single always-on ability: Resprout. It draws only one eligible trait, so Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β but it triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.
Sander's alocasia carries no special trait keywords β no thorns, no toxin recoil β so nothing punishes an attacker for hitting it, though its starter can still apply poison. It is non-toxic on contact: no recoil and no passive poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that shores up its paper-thin armor helps it survive.
At level 40 Sander's alocasia reads 103 HP with ATK of 15 β a low figure. It is a native-only card, so it has no separate invasive attacker form. DEF is just 1, at the perennial-herb floor, so it takes hits with essentially no armor. Its tempo is front-loaded: turn 1 runs on a high initiative (40), but every turn after runs on a lower SPD (39), so it leads the opening exchange and is out-paced afterward. 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, Sander's alocasia grows to 190 HP and 25 ATK, but as a soft herb its DEF stays at 1 β it gains health and almost no armor, so a real hitter still cuts through it. Retreat rises to 23 Sun, and its tempo has sunk to roughly 1% of cap, so its opening speed edge disappears. Maturing buys HP and a matured Resprout, not resilience or damage.
As a perennial herb, Sander's alocasia is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and is struck for only Γ0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Sander's alocasia as a native opener and bench support: lead with its high initiative to land a poison, then rely on the self-heal and Resprout to buy time, using the HP cushion and bench overshield to prop up a stronger partner. Its low ATK and bare armor keep it out of serious trades, so it works best as a collectible or a support piece. It is inedible, so any nutrient you feed it banks Γ1.25 XP toward leveling rather than coins. It fights as a fast, low-damage skirmisher and leans on HP and Resprout as it levels, crossing over around level 30 β so if you field it, there is no reason to hold it back.
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.