Anthurium carlablackiae is better armoured than most epiphytes: fewer than 1 in 10 epiphytes in the game reach its DEF of 21 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 36.
Overview
Anthurium carlablackiae is better armoured than most epiphytes: fewer than 1 in 10 epiphytes in the game reach its DEF of 21 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 36.
Anthurium carlablackiae fights as an epiphyte (categories) in the Specialist succession group.
It is native to South America, 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.
- Aerial Root β starter attack, 2 Sun. Lashes with an aerial root. Expected damage: 29.
- Impounded Water β ability, free once per battle. Drinks its own standing pool: heal 70%.
- Strangler Fig β advanced attack, 6 Sun. Drops a lattice around the host and closes it. Expected damage: 36.
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).
- Peltate Trichomes β from Lv 10. It takes 30% less damage from Poison and Burn.
- 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.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 138 | 290 |
| HP (native) | 159 | 333 |
| ATK (neutral) | 16 | 28 |
| DEF | 21 | 51 |
| Initiative | 36 | 0.59 |
| Sustained tempo (SPD) | 22 | 0.37 |
| Retreat cost (Sun) | 12 | 24 |
- 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; 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 β 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
Anthurium carlablackiae is in the Specialist group (weaknesses and resistances). Its hits land at Γ1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ1.5 and Competitor plants at Γ0.67. 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 12 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 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.
Nativepower overtakes tempo at Lv 12
CrossoverLv 12
- HP
- 78
- ATK
- 11
- DEF
- 7
- SPD
- 32.76
- INI
- 52.76
- Retreat
- β7
Fully grownLv 100
- HP
- 333
- ATK
- 28
- DEF
- 51
- SPD
- 0.37
- INI
- 0.59
- Retreat
- β24
Neutralpower overtakes tempo at Lv 14
CrossoverLv 14
- HP
- 73
- ATK
- 11
- DEF
- 8
- SPD
- 32.03
- INI
- 51.57
- Retreat
- β7
Fully grownLv 100
- HP
- 290
- ATK
- 28
- DEF
- 51
- SPD
- 0.37
- INI
- 0.59
- Retreat
- β24