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Snake Flower

Bulbine frutescens

A native-only African leaf succulent with a big health pool, a sunny self-heal, and a water-draining kit β€” but almost no armor.

XP 100%SUN 120HP 203Snake FlowerSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistWater Leechβš” 33β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€41speed 0.34PhotosynthesisactiveCaudex ReserveactiveDry Spellβš” 30β˜€ 2Snake Flower β€” full-size photoSnake FlowerBulbine frutescensLVL 100

Overview

The snake flower is a Succulent β€” a leaf succulent that plays on a large health pool and steady healing rather than armor. It is native to Africa and invasive nowhere, so it only fills the native buffer role. It is a durable stall body, not a threat.

Moves

Its starter, Water Leech, unlocks at level 1 for 2 Sun, deals 28, and draws the foe's water off for itself. The free ability Barb Priming opens at level 25: Raises its barbs β€” Poison and Wither the foe. The advanced attack Dry Spell unlocks at level 40 for 6 Sun, deals 25, and stops the foe recovering. No move carries an initiative rider.

Abilities

It keeps two always-on traits. From level 10 it holds Photosynthesis, a heal in sunny weather that lands about 60% of the time β€” a coin-flip-plus sustain, not a guarantee. From level 68 it adds Caudex Reserve: it supplies its own HP overshield bar to itself, recomputed continuously so it survives swaps β€” a personal buffer on top of any bench shields. Together they make a soft body genuinely hard to grind down in the sun.

Features

No combat keyword. Although it is a leaf succulent, this scanned card is not flagged with the succulence keyword β€” describe only the Photosynthesis heal it actually carries, not a separate succulence regen. As a succulent it is not Moss-Pole-eligible. Field gear that keeps it in the sun (for Photosynthesis) or adds flat DEF suits its stall plan.

Stats

At level 40: HP 121, ATK 20, DEF 2 β€” a large health pool wrapped in almost no armor, the classic succulent shape. On tempo it is slow both ways, with a modest opening initiative (27) and a low sustained speed (21), so it usually acts second. As a native it also gets the +15% HP cushion and a bench overshield. With so little DEF, incoming hits land close to full β€” its defense is health and healing, not toughness, and its low ATK means it will not out-damage much.

At Level 100

By level 100 its HP swells to 233 while DEF stays near the floor at 3 β€” huge health, negligible armor, exactly the succulent divergence. ATK reaches 35, retreat rises to 41 Sun, and its already-slow tempo sinks to roughly 1% of cap. Maturing buys it an enormous pool to heal against, not resistance to burst.

Weaknesses & Resistances

Succulent is in the Specialist group: it beats Competitors (perennial-herb, vine, shrub, broadleaf-tree) for Γ—1.5 and loses to Ruderals (annual-forb, grass, aquatic, bulb), taking Γ—1.5 from them and only Γ—0.667 from the Competitors it beats. Neutral against other Specialists and the Weird categories.

Gameplay uses

Play it as a sunny-weather stall wall: its health pool, ~60% Photosynthesis heal, self-overshield and heal-lock ability let it soak and outlast Competitor-group foes, which it also hits for Γ—1.5. It is weak into fast Ruderal attackers, which double-dip on the type chart and its thin armor. It is not edible, so fertilizer banks Γ—1.25 XP, not coins β€” a stall utility and collection piece. Each plant runs one Sun bar (cap 120, refilling +1 every 15 minutes). The starter attack costs 2 Sun, the advanced attack 6, and the ability is free β€” it is priced by being usable only once per battle. Retreating to the bench costs 19 Sun, and an empty bar attack-locks the card until it refills. From level 52 it regenerates Sun mid-battle, and at level 85 a capstone makes the starter free and drops the advanced attack to 2 Sun.

See nativity, moves, abilities, stats, statuses, field gear, weaknesses & resistances, the Battle Lab and the category guide for the mechanics referenced here.

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 11

CrossoverLv 11
HP
67
ATK
13
DEF
1
SPD
30.60
INI
40.44
Retreat
βˆ’9
Tempo71.04
Power72
Fully grownLv 100
HP
233
ATK
35
DEF
3
SPD
0.34
INI
0.45
Retreat
βˆ’41
Tempo0.79
Power230

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
65
ATK
14
DEF
1
SPD
29.24
INI
38.64
Retreat
βˆ’10
Tempo67.88
Power70
Fully grownLv 100
HP
203
ATK
35
DEF
3
SPD
0.34
INI
0.45
Retreat
βˆ’41
Tempo0.79
Power200

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)