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Camper's Aloe

Aloe camperi

Camper's Aloe is less armoured than most succulents: fewer than 1 in 10 succulents in the game sit as low as its DEF of 5 at Lv 40.

XP 100%SUN 120HP 116Camper's AloeSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSpine Jabβš” 37β˜€ 0SucculentStalematefree1Γ— / battleretreat β˜€24speed 0.46PhotosynthesisactiveCaudex ReserveactiveSunscaldβš” 31β˜€ 2Camper's Aloe β€” full-size photoCamper's AloeAloe camperiLVL 100

Overview

Camper's Aloe is less armoured than most succulents: fewer than 1 in 10 succulents in the game sit as low as its DEF of 5 at Lv 40.

Camper's Aloe fights as a succulent (categories) in the Specialist succession group. It is native to Africa, 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.

  • Spine Jab β€” starter attack, 2 Sun. A spiny jab. Expected damage: 32.
  • Succulent Stalemate β€” ability, free once per battle. Outlasts anything β€” the foe is held fast and can't heal.
  • Sunscald β€” advanced attack, 6 Sun. Scalds the tissue through β€” the foe can't heal. Expected damage: 27.

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).

  • Photosynthesis β€” from Lv 10. Each checkup in sunny weather it has a 60% chance to heal 1.5% of its max HP, paid for in Sun, and to shed a stack of Poison or Wither. A Ca/Mg amendment makes the heal 25% larger.
  • Caudex Reserve β€” from Lv 68. While it is the active plant it carries its own green overshield bar worth 8.3% of its max HP, which direct hits drain before its HP.

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 and makes its Photosynthesis heal 25% more.

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)71116
HP (native)82134
ATK (neutral)1730
DEF511
Initiative370.61
Sustained tempo (SPD)280.46
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

Camper's Aloe is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor 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 27 as a native and at Lv 32 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 27

CrossoverLv 27
HP
71
ATK
14
DEF
4
SPD
33.94
INI
44.86
Retreat
βˆ’10
Tempo78.80
Power79
Fully grownLv 100
HP
134
ATK
30
DEF
11
SPD
0.46
INI
0.61
Retreat
βˆ’24
Tempo1.07
Power151

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
66
ATK
16
DEF
4
SPD
31.65
INI
41.83
Retreat
βˆ’11
Tempo73.48
Power75
Fully grownLv 100
HP
116
ATK
30
DEF
11
SPD
0.46
INI
0.61
Retreat
βˆ’24
Tempo1.07
Power133

Sources

  1. Aloe camperi on iNaturalist
  2. Aloe camperi on Wikipedia
  3. Aloe camperi on Plants of the World Online