Aloe grandidentata
An African aloe β a weak card softened only slightly by its succulent bulk.
Aloe grandidentata is a succulent: extra HP for its class, but almost no armor, and a Photosynthesis heal that lands only in sun. It is native to Africa and invasive nowhere the game tracks. So it plays only as a native buffer.
Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Parch, is available from level 1 for 2 Sun. It deals 27 damage. Parches the ground around it β the foe weakens.
At level 25 it gains a free, once-per-battle ability, Stress Tolerance: Built for the dry season: heal 40%. It costs no Sun β its price is that you get one use per fight.
The advanced attack, Areole Assault, arrives at level 40 for 6 Sun, dealing 32 damage. Every areole at once β the foe wilts.
See Moves and Abilities for how the slots and Sun costs work.
A card keeps at most two always-on traits β drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:
Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.
It carries no special keyword chips β it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.
Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.
Numbers here are read at level 40, where every slot is unlocked. It reads 2 DEF and retreats for 19 Sun.
It opens fast and fades: it tends to land the first blow (opening initiative 27) but is out-paced from turn two onward (sustained Speed 21).
As a native it carries a +15% HP cushion (121 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β it is a buffer.
The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.
By level 100 it is all mass and almost no armor: HP swells to 233 while its DEF barely leaves its band at 3. ATK climbs to 31. Retreat rises to 41 Sun and its tempo sinks toward its floor β leveling buys it bulk, not toughness.
In the succession chart its category, Succulent, is a Specialist. It deals Γ1.5 damage to perennial herbs, vines, shrubs and broadleaf trees, but annual forbs, grasses, aquatics and bulbs hit it for Γ1.5 and resist its attacks in return (Γ0.667). Against everything else it is neutral.
The full wheel is on Weaknesses & resistances.
It is a weak card in absolute terms. Its self-supplied HP overshield and sunny heal give it a little staying power, but it earns its place as a collection piece, not a front-liner.
It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β treat it as a growth boost.
One note on leveling: it fights as a faster skirmisher until about level 12, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β turn order is only a small lever β so 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.