Chema anthurium hits more softly than most epiphytes: no more than 1 in 5 epiphytes in the game sit as low as its ATK of 15 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 36.
Overview
Chema anthurium hits more softly than most epiphytes: no more than 1 in 5 epiphytes in the game sit as low as its ATK of 15 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 36.
Chema anthurium fights as an epiphyte (categories) in the Specialist succession group.
It is native to Eastern North 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.
- Aireater — starter attack, 2 Sun. Feeds straight off the air — strike and heal 15%. Expected damage: 23.
- Impounded Water — ability, free once per battle. Drinks its own standing pool: heal 70%.
- High and Dry — advanced attack, 6 Sun. Leaves the foe stranded — it can't heal. Expected damage: 23.
Aireater 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).
- Canopy Anchorage — from Lv 10. It can never be Bound, or forced out of the active slot.
- CAM Idling — from Lv 68. Each checkup, active or benched, it heals 2% of its max HP, even while Blighted.
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) | 15 | 25 |
| DEF | 6 | 13 |
| 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 ÷ (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
Chema anthurium 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 13 as a native and at Lv 16 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 13
CrossoverLv 13
- HP
- 81
- ATK
- 11
- DEF
- 2
- SPD
- 32.39
- INI
- 52.17
- Retreat
- −7
Fully grownLv 100
- HP
- 333
- ATK
- 25
- DEF
- 13
- SPD
- 0.37
- INI
- 0.59
- Retreat
- −24
Neutralpower overtakes tempo at Lv 16
CrossoverLv 16
- HP
- 78
- ATK
- 11
- DEF
- 3
- SPD
- 31.29
- INI
- 50.39
- Retreat
- −8
Fully grownLv 100
- HP
- 290
- ATK
- 25
- DEF
- 13
- SPD
- 0.37
- INI
- 0.59
- Retreat
- −24