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Chema anthurium

Anthurium faustomirandae

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.

XP 100%SUN 120HP 290Chema anthuriumEpiphyte★★★★★SpecialistAireater⚔ 27☀ 0Impounded Waterfree1× / battleretreat ☀24speed 0.37Canopy AnchorageactiveCAM IdlingactiveHigh and Dry⚔ 27☀ 2Chema anthurium — full-size photoChema anthuriumAnthurium faustomirandaeLVL 100

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.

StatLv 40Lv 100
HP (neutral)138290
HP (native)159333
ATK (neutral)1525
DEF613
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1224
  • 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
Tempo84.56
Power87
Fully grownLv 100
HP
333
ATK
25
DEF
13
SPD
0.37
INI
0.59
Retreat
−24
Tempo0.96
Power347

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
78
ATK
11
DEF
3
SPD
31.29
INI
50.39
Retreat
−8
Tempo81.68
Power84
Fully grownLv 100
HP
290
ATK
25
DEF
13
SPD
0.37
INI
0.59
Retreat
−24
Tempo0.96
Power304

Sources

  1. Anthurium faustomirandae on iNaturalist
  2. Anthurium faustomirandae on Wikipedia
  3. Anthurium faustomirandae on Plants of the World Online