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.
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.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 67 | 106 |
| HP (native) | 78 | 122 |
| ATK (neutral) | 16 | 28 |
| DEF | 8 | 19 |
| Initiative | 44 | 0.73 |
| Sustained tempo (SPD) | 29 | 0.48 |
| Retreat cost (Sun) | 12 | 24 |
- 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
Fully grownLv 100
- HP
- 122
- ATK
- 28
- DEF
- 19
- SPD
- 0.48
- INI
- 0.73
- Retreat
- −24
Neutralpower overtakes tempo at Lv 37
CrossoverLv 37
- HP
- 66
- ATK
- 16
- DEF
- 8
- SPD
- 30.75
- INI
- 46.55
- Retreat
- −12
Fully grownLv 100
- HP
- 106
- ATK
- 28
- DEF
- 19
- SPD
- 0.48
- INI
- 0.73
- Retreat
- −24