Aloe rauhii
A native-only African succulent that heals in sun and regenerates in any weather, trading almost no armor for a very grindy defense.
White Aloe is a Succulent that wins by refusing to die: low damage and thin armor, but two self-heals and a big health bar make it a stubborn wall. It is native to Africa and has no invasive card, so the arena only ever fields it as a native buffer β there is no attacker version to build. It is a modest but genuinely durable card, best used to protect a stronger hitter.
Its starter attack, Parch, unlocks at level 1 and costs 2 Sun, dealing about 26 damage β a plain hit. The free once-per-battle ability, Edaphic Grip, arrives at level 25: Grips thin soil β Bind, and the foe can't heal. The advanced attack, Desiccation Endurance, unlocks at level 40 for 6 Sun (21 damage) and mends the plant as it strikes, so it can trade and heal in one action. Most of your aloes sit below level 40, where only the starter is open. None of its moves carry an initiative rider. See Moves.
White Aloe keeps two always-on traits, both self-heals. Photosynthesis arrives on the level 10 riser and heals it in sun; succulence arrives on the level 68 riser and regenerates it in any weather. Each triggers only about 60% of the time, so the recovery is streaky β some turns it mends, some it does not β but stacked together they make it very hard to grind down. See Abilities.
White Aloe carries no special trait keywords β no thorns, no toxin. Non-toxic: no contact recoil, no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native it wants defensive field gear: a Cloche or a Ca/Mg amendment to shore up its near-zero armor while the heals carry the fight.
At level 40 it reads 121 HP, with ATK of 15 (native-only, so there is no invasive variant to compare). DEF is just 2, at the soft floor of the succulent band, so it takes hits almost unarmored and leans entirely on health and healing. Its tempo leads then fades: turn 1 uses its initiative (26), every turn after its SPD (21), so it opens quickly but is out-paced in a long fight. Retreat costs 19 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, White Aloe swells to 233 HP but its DEF only reaches 3 β as a succulent it becomes a huge-health, near-zero-armor sponge, so any real hitter still cuts deep; it just takes many blows to fell. ATK climbs to 25 and retreat to 41 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young. Maturing buys survivability, not punch.
As a succulent, White Aloe is in the Specialist succession group. It hits Competitor plants for Γ1.5 and takes only Γ0.667 from them; it is weak to Ruderal plants, which strike it for Γ1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play White Aloe as a native stall wall: send it out to soak hits, let the two heals and the large health bar buy turns, and use the benched overshield to keep a fragile attacker alive. Its offense is minor, so it is a shield, not a finisher β but few soft cards outlast it. It is inedible, so any nutrient banks Γ1.25 XP, making it a reliable growth-earner while you level it. It fights as a quick opener that settles into a health-heavy grind, crossing over around level 11 β always stronger higher up, so keep leveling it.
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.