Chlorophytum comosum
A resilient African herb that regenerates in any weather, heals as it strikes, and can cheat one death β a self-sustaining native card with no armor.
Spider plant is a Perennial herb that plays as a self-sustaining skirmisher: it regenerates through any weather, heals while attacking, and can survive one killing blow late on. It is native to Africa and has no invasive card, so the arena only ever fields it as a native buffer for your bench (see nativity). It is a surprisingly sticky card for a soft herb, carried by its healing rather than by its armor.
Its starter attack, Crown Split, unlocks at level 1 and costs 2 Sun for a plain strike of about 42 damage as a native (48 invasive, though no invasive card exists). The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β Poison the foe. The advanced attack, Deep-Seated Grudge, unlocks at level 40 for 6 Sun (37 native / 39 invasive) and mends the plant as it strikes. Most of your spider plants sit below level 40, where only the starter is available. See Moves.
Spider plant keeps two always-on traits. Succulence arrives at level 10 and regenerates it in any weather β no sun needed β though it triggers only about 60% of the time. Resprout arrives at level 68 and, when it works, lets the plant survive one otherwise-lethal hit at roughly a quarter health; it too fires only about 60% of the time, so treat it as a coin-flip reprieve. Together they make a genuinely resilient herb. See Abilities.
Spider plant carries the succulence keyword and is non-toxic β no contact recoil and no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear like a Cloche stacks with its regeneration to keep it on the field. See field gear.
At level 40 spider plant reads 103 HP with ATK of 23 (native-only, so the 31 invasive figure never applies). DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor β its healing, not its plating, is what keeps it alive. Its tempo is a quick starter and slower cruiser: turn 1 leads on its initiative (42), then it is out-paced on its SPD (27) after. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and projects an HP overshield onto your active while benched. See Stats.
Matured to level 100, spider plant swells to 190 HP and 42 ATK, but its DEF only reaches 1 β as a soft herb it gains bulk in health, never armor. Its any-weather regeneration and late Resprout make that pool of health go a long way, but a big hitter can still burst through. Retreat rises to 22 Sun, and its tempo has sunk to about 1% of cap, so it acts last. Maturing buys health and both survival traits; it never buys toughness.
As a perennial herb, spider plant sits in the Competitor group. It hits Ruderal plants for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants, which strike it for Γ1.5 while resisting its blows. Against other Competitors and the Weird group the matchup is neutral. See Weaknesses & Resistances.
Play spider plant as a native attrition skirmisher: it opens fast, mends itself in any weather and while attacking, and late on can shrug off one lethal hit. Lean on that healing to grind down slower opponents, but respect its zero armor and keep a Cloche on it. It works better as a resilient support piece than as a finisher. Economically it is inedible, so any nutrient you feed it banks Γ1.25 XP rather than coins. It fights as a fast skirmisher until about level 23, then its bulk takes over as much as a herb's can β always worth leveling for the extra sustain.
Leveling trades speed for power. A plantβs 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.