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Parlor palm

Chamaedorea elegans

Parlor palm is better armoured than almost any other broadleaf tree: fewer than 1 in 20 broadleaf trees in the game reach its DEF of 88 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 11.

XP 100%SUN 120HP 316Parlor palmBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorRaystealβš” 36β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€31speed 0.24Buttress RootsactiveNetworkactiveForest Fireβš” 39β˜€ 2Parlor palmChamaedorea elegansLVL 100

Overview

Parlor palm is better armoured than almost any other broadleaf tree: fewer than 1 in 20 broadleaf trees in the game reach its DEF of 88 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 11.

Parlor palm fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Eastern North America, Western North America and South America, where it plays as a buffer, and invasive in Europe, 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.

  • Raysteal β€” starter attack, 2 Sun. Takes the light by force β€” strike and heal 10%. Expected damage: 30.
  • Leaf Litter β€” ability, free once per battle. Buries the ground in litter β€” the foe's whole bench withers.
  • Forest Fire β€” advanced attack, 6 Sun. Takes the whole stand with it β€” the foe burns, and so does its own bench. Expected damage: 33.

Raysteal 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).

  • Buttress Roots β€” from Lv 10. It can never be Bound.
  • Network β€” from Lv 68. While benched, it gives your active plant a gold Sun bar that is spent once the active's own Sun runs out. The bar's size follows this plant's conservation rating, Mulch makes it 25% larger, and at most 2 such bars can stack.

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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 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)149316
HP (native)171364
ATK (neutral)2036
ATK (invasive)2036
DEF88216
Initiative110.19
Sustained tempo (SPD)150.24
Retreat cost (Sun)1531
  • 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 slower 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 15 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 9a β€” it should come through winters that bottom out near -5 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 12.7 Β°C to a warm edge of 28.0 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

Parlor palm is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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 leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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-favored from the start

SeedlingLv 1
HP
46
ATK
10
DEF
4
SPD
23.93
INI
18.67
Retreat
βˆ’5
Tempo42.60
Power55
Fully grownLv 100
HP
364
ATK
36
DEF
216
SPD
0.24
INI
0.19
Retreat
βˆ’31
Tempo0.43
Power585

Invasivepower-favored from the start

SeedlingLv 1
HP
40
ATK
10
DEF
4
SPD
23.93
INI
18.67
Retreat
βˆ’5
Tempo42.60
Power49
Fully grownLv 100
HP
316
ATK
36
DEF
216
SPD
0.24
INI
0.19
Retreat
βˆ’31
Tempo0.43
Power537

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
10
DEF
4
SPD
23.93
INI
18.67
Retreat
βˆ’5
Tempo42.60
Power49
Fully grownLv 100
HP
316
ATK
36
DEF
216
SPD
0.24
INI
0.19
Retreat
βˆ’31
Tempo0.43
Power537

Sources

  1. Chamaedorea elegans on iNaturalist
  2. Chamaedorea elegans on Wikipedia
  3. Chamaedorea elegans on Plants of the World Online