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Velvet cardboard anthurium

Anthurium clarinervium

A weak Eastern North American native carrion-aroid that poisons on every attack but hits for very little and has almost no armor β€” a collection piece more than a combatant.

XP 100%SUN 120HP 165Velvet cardboardanthuriumEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistDisplayβš” 24β˜€ 0Canopy Ecesisfree1Γ— / battleretreat β˜€23speed 0.58Peltate TrichomesactiveSapromyophilyactiveRootlessAggressionβš” 32β˜€ 2Velvet cardboard anthurium β€” full-size photoVelvet cardboard anthuriumAnthurium clarinerviumLVL 100

Overview

The Velvet Cardboard Anthurium is a Epiphyte that fights as a poison chipper β€” every one of its attacks leaves the target poisoned β€” but it hits for very little and has almost no armor. It is native only to Eastern North America, so the arena fields it as a native buffer; there is no invasive version. It is a weak card, kept more for collection than for combat.

Moves

Its starter attack, Display, unlocks at level 1 for 2 Sun, dealing about 21 damage and poisoning the target. The free once-per-battle ability, Canopy Ecesis, arrives at level 25: Takes hold on a branch: heal 35% and gain speed. It mends the plant and adds to the poison. The advanced attack, Rootless Aggression, unlocks at level 40 for 6 Sun (29 damage), and also leaves the target poisoned. Most of your anthurium sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Velvet cardboard anthurium runs two always-on traits. Raphide Bundles (level 10) Poison the attacker for 2 stacks on contact. Sapromyophily (level 68) turns its heavy patterned foliage into a lure that soaks single-victim picks. See Abilities.

Features

The Velvet Cardboard Anthurium is non-toxic β€” it carries no Toxin trait, so striking it costs an attacker nothing and it lays no contact recoil. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” is the only thing that props up its paper-thin armor. See statuses.

Stats

At level 40 it reads 103 HP with ATK of just 15 β€” among the lowest here. DEF is 1, at the bottom of the carrion-aroid band, so it takes essentially full damage from anything that hits it. Its tempo is close but front-loaded: turn 1 runs on its initiative (39) and every turn after on its slightly slower SPD (36). Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active β€” its most useful contribution. See Stats.

At Level 100

Matured to level 100, it climbs to 190 HP and 25 ATK, but its DEF stalls at 1 β€” it buys some bulk in health and none at all in armor, so it stays fragile end to end. Retreat rises to 23 Sun, and its tempo has sunk to about 1% of cap, so a mature anthurium acts last against almost anything younger.

Weaknesses & Resistances

As a carrion-aroid, the Velvet Cardboard Anthurium sits in the off-wheel Weird group, which is neutral both ways: it deals and takes normal damage against every succession group β€” Ruderal (annual forbs, grasses, aquatics, bulbs), Competitor (perennial herbs, shrubs, broadleaf trees), and Specialist (succulents, conifers, ferns, epiphytes) alike. It strikes nothing for Γ—1.5 and resists nothing at Γ—0.667, so typing neither helps nor hurts it. See Weaknesses & Resistances.

Gameplay uses

The Velvet Cardboard Anthurium is a weak card with no real offensive or defensive teeth; play it, if at all, as a benched native buffer for its HP overshield and let its poison chip in where it can. It will not carry a fight, so treat it as a collection piece and a family-tree entry rather than a battler. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. Its power line is neutral either way, crossing over around level 33 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

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 29

CrossoverLv 29
HP
87
ATK
14
DEF
1
SPD
41.94
INI
46.58
Retreat
βˆ’10
Tempo88.52
Power92
Fully grownLv 100
HP
190
ATK
25
DEF
1
SPD
0.58
INI
0.65
Retreat
βˆ’23
Tempo1.23
Power193

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
14
DEF
1
SPD
39.61
INI
43.99
Retreat
βˆ’11
Tempo83.60
Power84
Fully grownLv 100
HP
165
ATK
25
DEF
1
SPD
0.58
INI
0.65
Retreat
βˆ’23
Tempo1.23
Power168

Sources

  1. https://www.inaturalist.org/taxa/search?q=Anthurium%20clarinervium
  2. https://en.wikipedia.org/wiki/Anthurium_clarinervium
  3. https://powo.science.kew.org/results?q=Anthurium%20clarinervium