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Aloe Vera

Aloe officinalis

Nothing in Aloe Vera's stat line sets it apart from other succulents; what does is Thorns, a trait fewer than 1 in 10 succulents in the game carry.

XP 100%SUN 120HP 106Aloe VeraSucculent★★★★★SpecialistThornsDeadly Surprise⚔ 31☀ 0Water Reservoirfree1× / battleretreat ☀24speed 0.48ThornsactiveRoot SloughingactiveSpine Wall⚔ 44☀ 2Aloe Vera — full-size photoAloe VeraAloe officinalisLVL 100

Overview

Nothing in Aloe Vera's stat line sets it apart from other succulents; what does is Thorns, a trait fewer than 1 in 10 succulents in the game carry.

Aloe Vera 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.

  • Deadly Surprise — starter attack, 2 Sun. Looks harmless right up until it isn't — Poison. Expected damage: 26.
  • Water Reservoir — ability, free once per battle. Opens the whole store: heal 50%, and the foe can't heal.
  • Spine Wall — advanced attack, 6 Sun. A wall of spines, straight through. Expected damage: 39.

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).

  • Thorns — from Lv 10. Every direct hit on it costs the attacker 8 HP.
  • Root Sloughing — from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • 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)67106
HP (native)78122
ATK (neutral)1628
DEF819
Initiative440.73
Sustained tempo (SPD)290.48
Retreat cost (Sun)1224
  • DEF is diminishing armour: a hit is scaled by ATK ÷ (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 — 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

Aloe Vera is in the Specialist group (weaknesses and resistances). Its hits land at ×1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at ×0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at ×1.5 and Competitor plants at ×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 33 as a native and at Lv 37 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 33

CrossoverLv 33
HP
72
ATK
15
DEF
7
SPD
32.67
INI
49.46
Retreat
−11
Tempo82.13
Power83
Fully grownLv 100
HP
122
ATK
28
DEF
19
SPD
0.48
INI
0.73
Retreat
−24
Tempo1.21
Power145

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
66
ATK
16
DEF
8
SPD
30.75
INI
46.55
Retreat
−12
Tempo77.30
Power78
Fully grownLv 100
HP
106
ATK
28
DEF
19
SPD
0.48
INI
0.73
Retreat
−24
Tempo1.21
Power129

Sources

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