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Star Aloe

Aloe castilloniae

Nothing in Star Aloe's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Desiccation Endurance and the Crassulacean Acid Metabolism and Caudex Reserve traits.

XP 100%SUN 120HP 148Star AloeSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 30β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€25speed 0.38Crassulacean AcidMetabolismactiveCaudex ReserveactiveDesiccationEnduranceβš” 24β˜€ 2Star Aloe β€” full-size photoStar AloeAloe castilloniaeLVL 100

Overview

Nothing in Star Aloe's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Desiccation Endurance and the Crassulacean Acid Metabolism and Caudex Reserve traits.

Star 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.

  • Dryground β€” starter attack, 2 Sun. Leaves nothing to recover on β€” the foe can't heal. Expected damage: 26.
  • Xeric Climax β€” ability, free once per battle. Master of the drylands: heal 70%.
  • Desiccation Endurance β€” advanced attack, 6 Sun. Outlasts the drought β€” the foe dries out while it mends. Expected damage: 21.

Desiccation Endurance carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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).

  • Crassulacean Acid Metabolism β€” from Lv 10. Each checkup, active or benched, it heals 2% of its max HP.
  • 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.

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)84148
HP (native)97170
ATK (neutral)1525
DEF819
Initiative420.69
Sustained tempo (SPD)230.38
Retreat cost (Sun)1325
  • 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 13 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

Star 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 23 as a native and at Lv 28 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 23

CrossoverLv 23
HP
76
ATK
13
DEF
5
SPD
29.87
INI
53.82
Retreat
βˆ’9
Tempo83.69
Power85
Fully grownLv 100
HP
170
ATK
25
DEF
19
SPD
0.38
INI
0.69
Retreat
βˆ’25
Tempo1.07
Power189

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
71
ATK
13
DEF
6
SPD
27.95
INI
50.37
Retreat
βˆ’10
Tempo78.32
Power80
Fully grownLv 100
HP
148
ATK
25
DEF
19
SPD
0.38
INI
0.69
Retreat
βˆ’25
Tempo1.07
Power167

Sources

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