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Queen of-the-night

Cereus hexagonus

Nothing in Queen of-the-night's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Desert Pavement, the advanced attack Needle Volley and the Photosynthesis and Root Sloughing traits.

XP 100%SUN 120HP 416Queen of-the-nightSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 33β˜€ 0Desert Pavementfree1Γ— / battleretreat β˜€24speed 0.79PhotosynthesisactiveRoot SloughingactiveNeedle Volleyβš” 60β˜€ 2Queen of-the-night β€” full-size photoQueen of-the-nightCereus hexagonusLVL 100

Overview

Nothing in Queen of-the-night's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Desert Pavement, the advanced attack Needle Volley and the Photosynthesis and Root Sloughing traits.

Queen of-the-night fights as a succulent (categories) in the Specialist succession group. It is native to South America, where it plays as a buffer, and invasive in South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Deadly Surprise β€” starter attack, 2 Sun. Looks harmless right up until it isn't β€” Poison. Expected damage: 28, or 29 where it is invasive.
  • Desert Pavement β€” ability, free once per battle. Bakes the ground to stone β€” the foe stalls and withers. Where it is invasive, this slot holds Barb Priming instead: Raises its barbs β€” Poison and Wither the foe.
  • Needle Volley β€” advanced attack, 6 Sun. A flurry of needles β€” strikes twice. Expected damage: 50, or 54 where it is invasive.

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).

  • Photosynthesis β€” from Lv 10. Each checkup in sunny weather it has a 60% chance to heal 1.5% of its max HP, paid for in Sun, and to shed a stack of Poison or Wither. A Ca/Mg amendment makes the heal 25% larger.
  • Root Sloughing β€” from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.

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 and makes its Photosynthesis heal 25% more.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 10 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)190416
HP (native)218479
ATK (neutral)2035
ATK (invasive)2447
DEF3793
Initiative600.98
Sustained tempo (SPD)480.79
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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 11a β€” it should come through winters that bottom out near 6 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 19.8 Β°C to a warm edge of 28.9 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

Queen of-the-night 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 19 as a native and at Lv 21 as an invasive or 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 19

CrossoverLv 19
HP
127
ATK
15
DEF
18
SPD
64.90
INI
80.40
Retreat
βˆ’8
Tempo145.30
Power152
Fully grownLv 100
HP
479
ATK
35
DEF
93
SPD
0.79
INI
0.98
Retreat
βˆ’24
Tempo1.77
Power583

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
118
ATK
17
DEF
20
SPD
63.32
INI
78.44
Retreat
βˆ’9
Tempo141.76
Power146
Fully grownLv 100
HP
416
ATK
47
DEF
93
SPD
0.79
INI
0.98
Retreat
βˆ’24
Tempo1.77
Power532

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
118
ATK
15
DEF
20
SPD
63.32
INI
78.44
Retreat
βˆ’9
Tempo141.76
Power144
Fully grownLv 100
HP
416
ATK
35
DEF
93
SPD
0.79
INI
0.98
Retreat
βˆ’24
Tempo1.77
Power520

Sources

  1. Cereus hexagonus on iNaturalist
  2. Cereus hexagonus on Wikipedia
  3. Cereus hexagonus on Plants of the World Online