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Lords and-ladies

Arum maculatum

Nothing in Lords and-ladies' stat line sets it apart from the other carrion aroids in the game, so what it brings is its kit: the ability Thermogenic Surge, the advanced attack Rot Reversal and the Raphide Bundles and Sapromyophily traits.

XP 100%SUN 120HP 224Lords and-ladiesCarrion aroidβ˜…β˜…β˜…β˜…β˜…WeirdSpadix Jabβš” 41β˜€ 0Thermogenic Surgefree1Γ— / battleretreat β˜€23speed 0.37Raphide BundlesactiveSapromyophilyactiveRot Reversalβš” 33β˜€ 2Lords and-ladies β€” full-size photoLords and-ladiesArum maculatumLVL 100

Overview

Nothing in Lords and-ladies' stat line sets it apart from the other carrion aroids in the game, so what it brings is its kit: the ability Thermogenic Surge, the advanced attack Rot Reversal and the Raphide Bundles and Sapromyophily traits.

Lords and-ladies fights as a carrion aroid (categories) in the Weird succession group. It is native to Europe, 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.

  • Spadix Jab β€” starter attack, 2 Sun. A jab from the reeking spadix. Expected damage: 34.
  • Thermogenic Surge β€” ability, free once per battle. Runs its furnace hot: the foe burns, and the heat feeds it β€” heal 30%.
  • Rot Reversal β€” advanced attack, 6 Sun. Turns the rot to its own account β€” heal 35%. Expected damage: 27.

Rot Reversal 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).

  • Raphide Bundles β€” from Lv 10. Every direct hit on it Poisons the attacker (3 stacks on the first strike, less on each repeat; a Cloche or a Sulfur amendment on the attacker blocks it).
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

Items and economy

  • 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)112224
HP (native)129257
ATK (neutral)2443
DEF1845
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1223
  • 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 5a β€” it should come through winters that bottom out near -27 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 -0.5 Β°C to a warm edge of 20.5 Β°C, in the temperate 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

Lords and-ladies is in the Weird group (weaknesses and resistances). Weird sits outside the succession wheel, so it neither deals nor takes a matchup multiplier.

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
72
ATK
15
DEF
6
SPD
32.39
INI
52.17
Retreat
βˆ’7
Tempo84.56
Power86
Fully grownLv 100
HP
257
ATK
43
DEF
45
SPD
0.37
INI
0.59
Retreat
βˆ’23
Tempo0.96
Power322

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
68
ATK
16
DEF
8
SPD
31.29
INI
50.39
Retreat
βˆ’8
Tempo81.68
Power84
Fully grownLv 100
HP
224
ATK
43
DEF
45
SPD
0.37
INI
0.59
Retreat
βˆ’23
Tempo0.96
Power289

Sources

  1. Arum maculatum on iNaturalist
  2. Arum maculatum on Wikipedia
  3. Arum maculatum on Plants of the World Online