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Star Aloe

Aloe castilloniae

Star Aloe (Aloe castilloniae) is a water-storing succulent and succulent card in Supplant β€” a native-only buffer in the Specialist succession group.

XP 100%SUN 120HP 203Star AloeSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 30β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€41speed 0.34Crassulacean AcidMetabolismactiveCaudex ReserveactiveDesiccationEnduranceβš” 24β˜€ 2Star Aloe β€” full-size photoStar AloeAloe castilloniaeLVL 100

Overview

Star Aloe is a water-storing succulent in Supplant, fielded in the succulent category. It is native to Africa and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Dryground (starter attack, unlocks at level 1, costs 2 Sun): Leaves nothing to recover on β€” the foe can't heal. It deals about 26 damage.
  • Xeric Climax (free ability, unlocks at level 25, once per battle, no Sun): Master of the drylands: heal 70%.
  • Desiccation Endurance (advanced attack, unlocks at level 40, costs 6 Sun): Outlasts the drought β€” the foe dries out while it mends. It deals about 21 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Photosynthesis β€” in sun it has a 60% chance each turn to heal a little; it does not fire every turn. It comes in on the level 10 riser.
  • Succulence β€” it has a 60% chance each turn to regenerate a little HP in any weather; it does not fire every turn. It comes in on the level 68 riser.

See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 121 HP (with the native +15% cushion already in) and 15 ATK on 2 DEF (a lot of stored HP but almost no armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 19 Sun.

It is quicker off the mark than it is in a long fight: its initiative (23, which sets turn 1) outreads its sustained speed (21, which sets turn 2 onward), so it wants to land an early blow and does not win drawn-out exchanges on tempo.

At Level 100

Grown to level 100, its HP swells to 233 on the back of stored water, but DEF barely leaves its band at 3 β€” it ends huge in HP and almost unarmoured, the classic soft, heavy succulent. Retreat rises to 41 Sun, and its already-modest tempo has sunk to about its 1% floor.

Weaknesses & Resistances

It belongs to the Specialist succession group. As a specialist it presses Competitors β€” perennial herbs, vines, shrubs and broadleaf trees β€” for Γ—1.5 damage, and is resisted to Γ—0.667 by Ruderals (annual forbs, grasses, aquatics and bulbs). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. In absolute terms it is a soft card: big HP but paper armour and low attack, so it is a fair coin-earner in single-player battles but wants backup on the bench against anything that hits hard. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 9, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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 9

CrossoverLv 9
HP
64
ATK
10
DEF
1
SPD
31.28
INI
35.07
Retreat
βˆ’8
Tempo66.35
Power67
Fully grownLv 100
HP
233
ATK
25
DEF
3
SPD
0.34
INI
0.38
Retreat
βˆ’41
Tempo0.72
Power220

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
11
DEF
1
SPD
29.92
INI
33.55
Retreat
βˆ’9
Tempo63.47
Power65
Fully grownLv 100
HP
203
ATK
25
DEF
3
SPD
0.34
INI
0.38
Retreat
βˆ’41
Tempo0.72
Power190

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Aloe%20castilloniae
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Aloe_castilloniae
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Aloe%20castilloniae