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Lightning Jewel Orchid

Anoectochilus imitans

Nothing in Lightning Jewel Orchid's stat line sets it apart from the other epiphytes in the game, so what it brings is its kit: the ability Epiphyte Load, the advanced attack Tank Bromeliad and the Velamen Radicum and Tank Reservoir traits.

XP 100%SUN 120HP 266Lightning JewelOrchidEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistTwistβš” 29β˜€ 0Epiphyte Loadfree1Γ— / battleretreat β˜€20speed 0.43Velamen RadicumactiveTank ReservoiractiveTank Bromeliadβš” 31β˜€ 2Lightning Jewel Orchid β€” full-size photoLightning Jewel OrchidAnoectochilus imitansLVL 100

Overview

Nothing in Lightning Jewel Orchid's stat line sets it apart from the other epiphytes in the game, so what it brings is its kit: the ability Epiphyte Load, the advanced attack Tank Bromeliad and the Velamen Radicum and Tank Reservoir traits.

Lightning Jewel Orchid fights as an epiphyte (categories) in the Specialist succession group. It is native to Oceania, 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.

  • Twist β€” starter attack, 2 Sun. Twists tight enough to sap it. Expected damage: 24.
  • Epiphyte Load β€” ability, free once per battle. Loads every branch until they bend β€” the foe's bench withers, and it stalls.
  • Tank Bromeliad β€” advanced attack, 6 Sun. Strikes and stores water β€” heal 15%. Expected damage: 27.

Tank Bromeliad 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).

  • Velamen Radicum β€” from Lv 10. Each checkup, active or benched, it heals 2% of its max HP.
  • Tank Reservoir 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 climbs, so it can take a Moss Pole (field gear).
  • 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)129266
HP (native)148306
ATK (neutral)1730
DEF36
Initiative260.43
Sustained tempo (SPD)260.43
Retreat cost (Sun)1120
  • 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. 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 11 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.

Hardiness

Roughly USDA zone 9b β€” it should come through winters that bottom out near -2 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 14.6 Β°C to a warm edge of 25.5 Β°C, in the tropical band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Lightning Jewel Orchid 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 11 as a native and at Lv 14 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 11

CrossoverLv 11
HP
72
ATK
11
DEF
2
SPD
38.27
INI
38.92
Retreat
βˆ’7
Tempo77.19
Power78
Fully grownLv 100
HP
306
ATK
30
DEF
6
SPD
0.43
INI
0.43
Retreat
βˆ’20
Tempo0.86
Power322

Neutralpower overtakes tempo at Lv 14

CrossoverLv 14
HP
70
ATK
12
DEF
2
SPD
37.00
INI
37.62
Retreat
βˆ’7
Tempo74.62
Power77
Fully grownLv 100
HP
266
ATK
30
DEF
6
SPD
0.43
INI
0.43
Retreat
βˆ’20
Tempo0.86
Power282

Sources

  1. Anoectochilus imitans on iNaturalist
  2. Anoectochilus imitans on Wikipedia
  3. Anoectochilus imitans on Plants of the World Online