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White flamingo flower

Anthurium nymphaeifolium

White flamingo flower is quicker off the mark than most epiphytes: no more than 1 in 5 epiphytes in the game reach its initiative of 36 at Lv 40.

XP 100%SUN 120HP 290White flamingo flowerEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistTugβš” 31β˜€ 0Aerial Anchorfree1Γ— / battleretreat β˜€24speed 0.37Canopy AnchorageactiveTank ReservoiractiveVelamen Viceβš” 25β˜€ 2White flamingo flower β€” full-size photoWhite flamingo flowerAnthurium nymphaeifoliumLVL 100

Overview

White flamingo flower is quicker off the mark than most epiphytes: no more than 1 in 5 epiphytes in the game reach its initiative of 36 at Lv 40.

White flamingo flower 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.

  • Tug β€” starter attack, 2 Sun. Hauls itself in first: first in the wild, acts again on a kill. Expected damage: 26.
  • Aerial Anchor β€” ability, free once per battle. Anchors hard to the bark β€” Bind and Wither the foe.
  • Velamen Vice β€” advanced attack, 6 Sun. Aerial roots close like a vice β€” held, and wilting. Expected damage: 21.

Tug carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

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 β€” from Lv 10. It can never be Bound, or forced out of the active slot.
  • 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)138290
HP (native)159333
ATK (neutral)1628
DEF613
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1224
  • 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.

Hardiness

Roughly USDA zone 9a β€” it should come through winters that bottom out near -7 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 11.9 Β°C to a warm edge of 26.7 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

White flamingo flower 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 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 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 13

CrossoverLv 13
HP
81
ATK
11
DEF
2
SPD
32.39
INI
52.17
Retreat
βˆ’7
Tempo84.56
Power87
Fully grownLv 100
HP
333
ATK
28
DEF
13
SPD
0.37
INI
0.59
Retreat
βˆ’24
Tempo0.96
Power350

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
78
ATK
12
DEF
3
SPD
31.29
INI
50.39
Retreat
βˆ’8
Tempo81.68
Power85
Fully grownLv 100
HP
290
ATK
28
DEF
13
SPD
0.37
INI
0.59
Retreat
βˆ’24
Tempo0.96
Power307

Sources

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