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Pongol Sword

Chlorophytum laxum

Pongol Sword keeps a slower pace than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its sustained tempo of 12 at Lv 40.

XP 100%SUN 120HP 154Pongol SwordPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 35β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€26speed 0.20Bitter PrincipleactiveContractile RootsactiveWinterkillβš” 33β˜€ 2Pongol Sword β€” full-size photoPongol SwordChlorophytum laxumLVL 100

Overview

Pongol Sword keeps a slower pace than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its sustained tempo of 12 at Lv 40.

Pongol Sword fights as a perennial herb (categories) in the Competitor succession group. It is native to Africa, East Asia, Oceania and South Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (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.

  • Herbal Draught β€” starter attack, 2 Sun. Brews its own remedy β€” strike and heal 12%. Expected damage: 29.
  • Seral Persistence β€” ability, free once per battle. Refuses to be replaced: heal 60%, and the foe can't heal.
  • Winterkill β€” advanced attack, 6 Sun. Kills it back to the ground β€” it withers and can't heal. Expected damage: 26.

Herbal Draught 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).

  • Bitter Principle β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Contractile Roots β€” from Lv 68. It gains +1 DEF every turn of the battle, up to +5.

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.

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.

StatLv 40Lv 100
HP (neutral)85154
HP (native)98177
ATK (neutral)2341
DEF49
Initiative120.20
Sustained tempo (SPD)120.20
Retreat cost (Sun)1326
  • 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. 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 13 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.

Hardiness

Roughly USDA zone 10a β€” it should come through winters that bottom out near -0 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 15.7 Β°C to a warm edge of 30.6 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

Pongol Sword 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.
  • 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
11
DEF
1
SPD
20.41
INI
20.41
Retreat
βˆ’5
Tempo40.82
Power53
Fully grownLv 100
HP
177
ATK
41
DEF
9
SPD
0.20
INI
0.20
Retreat
βˆ’26
Tempo0.40
Power201

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
1
SPD
20.41
INI
20.41
Retreat
βˆ’5
Tempo40.82
Power47
Fully grownLv 100
HP
154
ATK
41
DEF
9
SPD
0.20
INI
0.20
Retreat
βˆ’26
Tempo0.40
Power178

Sources

  1. Chlorophytum laxum on iNaturalist
  2. Chlorophytum laxum on Wikipedia
  3. Chlorophytum laxum on Plants of the World Online