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Bamboo palm

Chamaedorea seifrizii

A sturdy native broadleaf-tree that shields your active from the bench and heals a benched ally, playing purely as a buffer.

XP 100%SUN 120HP 165Bamboo palmBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLimb Lashβš” 46β˜€ 0Canopy Recruitmentfree1Γ— / battleretreat β˜€33speed 0.56Tannin LoadactiveMycorrhizaactiveRoot Heaveβš” 24β˜€ 2Bamboo palm β€” full-size photoBamboo palmChamaedorea seifriziiLVL 100

Overview

The bamboo palm is a Broadleaf tree that fights as a defensive support: it is one of the sturdier cards here, and from the bench it projects a Sun overshield onto your active. It is native to Eastern North America and South America and has no invasive form, so the arena only ever fields it as a native buffer. Its own attack is low; its value is in its bulk and its bench support.

Moves

Its starter attack, Limb Lash, unlocks at level 1 for 2 Sun, dealing about 36 damage. The free once-per-battle ability, Canopy Recruitment, arrives at level 25: Pushes a sapling into the canopy: heal 35% and +3 ATK. It is a mid-fight mend. The advanced attack, Root Heave, unlocks at level 40 for 6 Sun (19 damage) and mends the plant as it strikes. Most of your bamboo palm sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

The bamboo palm keeps two always-on traits. Network arrives on the level 10 riser: as a canopy tree it projects a gold Sun overshield bar onto your active from the bench. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but it is a sustain trait, so it fires only about 60% of the time. For most of the card's life only the level 10 overshield is online. See Abilities.

Features

The bamboo palm is non-toxic, so it inflicts no contact recoil and carries no poison rider when it is struck. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium or magnesium amendment for extra DEF β€” leans into what the card already does well. See statuses.

Stats

At level 40 the bamboo palm reads 103 HP with 18 ATK. DEF is 24, firm for the broadleaf-tree band and among the sturdier cards in this set, so it soaks hits far better than the weeds and succulents around it. Its tempo is back-loaded: turn 1 runs on its initiative (29), where it is out-paced, and every turn after on its SPD (34), where it is relentless β€” a slow starter but a faster cruiser. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, the bamboo palm swells to 190 HP and 31 ATK, and its DEF climbs to 55 β€” a genuine wall, since as a tree it buys bulk in both health and armor. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature bamboo palm acts last against almost anything younger but shrugs off most of what hits it.

Weaknesses & Resistances

As a broadleaf tree, the bamboo palm sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play the bamboo palm as a bench wall: keep it benched to project its Sun overshield onto whichever attacker is active, and let it soak hits when it does come forward. It is a fine defensive anchor rather than a finisher, since its own attack is weak, but its bulk and support make it worth a slot on a native team. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow-opening cruiser that leans harder on its bulk as it levels, crossing over around level 18 β€” but it is always stronger at higher levels, so there is no 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 18

CrossoverLv 18
HP
71
ATK
14
DEF
13
SPD
46.48
INI
39.52
Retreat
βˆ’10
Tempo86.00
Power88
Fully grownLv 100
HP
190
ATK
31
DEF
55
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power243

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
15
DEF
15
SPD
44.24
INI
37.61
Retreat
βˆ’11
Tempo81.85
Power86
Fully grownLv 100
HP
165
ATK
31
DEF
55
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power218

Sources

  1. https://www.inaturalist.org/taxa/search?q=Chamaedorea%20seifrizii
  2. https://en.wikipedia.org/wiki/Chamaedorea_seifrizii
  3. https://powo.science.kew.org/results?q=Chamaedorea%20seifrizii