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Spider plant

Chlorophytum capense

A dual-role African native or North American/Asian invader that regenerates in any weather and later survives a killing blow, with a big attack jump when invasive.

XP 100%SUN 120HP 165Spider plantPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 30β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€22speed 0.37Basal RosetteactiveDeep TaprootactiveBitter Endβš” 30β˜€ 2Spider plant β€” full-size photoSpider plantChlorophytum capenseLVL 100

Overview

Spider plant is a hardy Perennial herb that plays either arena role. It is native to Africa and invasive across eastern and western North America and South Asia, so the game can cast it as a native buffer for your bench or as an invasive attacker. Its native attack is weak, but the invasive form gains a large attack jump, making the two roles play quite differently.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 for 2 Sun and deals about 26 native / 29 invasive damage while leaving poison on the target. The free once-per-battle ability, Autogenic Reaction, arrives at level 25: Remakes its own ground: +6 ATK and heal 25%. It is a self-heal. The advanced attack, Bitter End, unlocks at level 40 for 6 Sun and lands a plain hit for about 26 native / 29 invasive damage. Most of your specimens sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See moves and statuses.

Abilities

It keeps two always-on traits. Succulence arrives on the level 10 riser and lets it regenerate in any weather, though as a chance-gated trait it fires only about 60% of the time. Resprout arrives on the level 68 riser and, when it works (again about 60% of the time), lets the plant survive one otherwise-lethal hit at roughly a quarter health. Together they make it hard to finish off, but neither is a guarantee. See abilities.

Features

It carries the Succulence keyword, which drives its any-weather regeneration, and no toxin, so it shows no hazard ring and its contact deals no recoil; the poison it applies comes from its starter attack. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche stacks with its healing; as an invasive, offensive gear pushes its bigger attack further.

Stats

At level 40 it reads 103 HP native / 89 invasive, with ATK of 15 native jumping to 23 invasive β€” a large gap that makes the invasive form far more threatening than the native one. DEF is just 1, at the rock-bottom floor of its band, so it survives on healing, not armor. Tempo is front-loaded: turn 1 runs on its initiative (36) and later turns on its lower SPD (23), so it opens fast but is out-paced later. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; as an invasive it deals Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. Link Stats.

At Level 100

Matured to level 100, it reaches 190 HP native / 165 invasive and 25 / 45 ATK, but its DEF only reaches 1 β€” as a soft herb it gains health, never armor, so a big hit still lands hard even if its regeneration then claws some back. Retreat rises to 22 Sun and its tempo has sunk to roughly 1% of cap. Maturing adds Resprout on top of Succulence and swells the invasive attack.

Weaknesses & Resistances

As a perennial herb it is in the Competitor group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As an invasive, spider plant is a fast opener that regenerates while it poisons: lead with the poison jab and let its healing traits keep it alive to trade. As a native its attack is weak, so use it as a sticky buffer whose cushion, bench overshield, and any-weather regen protect a stronger ally. Its value is also economic: it is inedible, so any nutrient you feed it banks x1.25 XP toward levels. It fights as a fast skirmisher until about level 20 as a native (about level 23 as an invasive), then its bulk takes over, so leveling it only helps.

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 20

CrossoverLv 20
HP
74
ATK
12
DEF
1
SPD
30.11
INI
48.15
Retreat
βˆ’8
Tempo78.26
Power79
Fully grownLv 100
HP
190
ATK
25
DEF
1
SPD
0.37
INI
0.59
Retreat
βˆ’22
Tempo0.96
Power194

Invasivepower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
17
DEF
1
SPD
28.99
INI
46.37
Retreat
βˆ’9
Tempo75.36
Power77
Fully grownLv 100
HP
165
ATK
45
DEF
1
SPD
0.37
INI
0.59
Retreat
βˆ’22
Tempo0.96
Power189

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
13
DEF
1
SPD
28.25
INI
45.18
Retreat
βˆ’9
Tempo73.43
Power75
Fully grownLv 100
HP
165
ATK
25
DEF
1
SPD
0.37
INI
0.59
Retreat
βˆ’22
Tempo0.96
Power169

Sources

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