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Queen of the night

Cereus jamacaru

A succulent that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 203Queen of the nightSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistParchβš” 32β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€25speed 0.72Waxy CuticleactiveRoot SloughingactiveWater Hoardβš” 26β˜€ 2Queen of the night β€” full-size photoQueen of the nightCereus jamacaruLVL 100

Overview

The Queen of the night is a succulent in Supplant. It is native to South America and invasive in Africa, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Parch is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Xeric Climax, unlocks at level 25: Master of the drylands: heal 70%. The advanced attack, Water Hoard, comes online at level 40 for 6 Sun β€” Opens the store β€” heal 35%.

As a native its attacks land for about 27 (starter) and 22 (advanced); as an invasive those rise to 29 and 24 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (44) decides who moves first on turn 1, and SPD (44) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Photosynthesis from level 10, and a second passive, Succulence, stacks on at level 68.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 121, DEF 1, with a retreat cost of 13 Sun and tempo pips of 44 initiative / 44 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 24 (against 18 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

Classic succulent divergence: HP balloons toward 233 while DEF stays near the floor (1). Huge, and still soft. Retreat rises to 25 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 28, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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 28

CrossoverLv 28
HP
99
ATK
16
DEF
1
SPD
52.68
INI
52.68
Retreat
βˆ’10
Tempo105.36
Power106
Fully grownLv 100
HP
233
ATK
31
DEF
1
SPD
0.72
INI
0.72
Retreat
βˆ’25
Tempo1.44
Power240

Invasivepower overtakes tempo at Lv 32

CrossoverLv 32
HP
93
ATK
21
DEF
1
SPD
49.79
INI
49.79
Retreat
βˆ’11
Tempo99.58
Power104
Fully grownLv 100
HP
203
ATK
45
DEF
1
SPD
0.72
INI
0.72
Retreat
βˆ’25
Tempo1.44
Power224

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
93
ATK
17
DEF
1
SPD
49.79
INI
49.79
Retreat
βˆ’11
Tempo99.58
Power100
Fully grownLv 100
HP
203
ATK
31
DEF
1
SPD
0.72
INI
0.72
Retreat
βˆ’25
Tempo1.44
Power210

Sources

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