Crassula arborescens
A tiny-hitting succulent that heals in the sun and opens fast but fades in long fights; plays either arena role.
Ripple Jade is a Succulent that fights as a low-damage survivor: it hits softly but heals itself in sunlight and opens quickly. It is native to Africa and invasive in Europe and South America, so the arena can cast it as a native buffer for your bench or as an invasive attacker. Its attack is genuinely weak, so treat it as a durable support piece rather than a threat.
Most of your Ripple Jades sit below level 40, so the unlock levels matter. The starter attack, Deadly Surprise, unlocks at level 1 for 2 Sun, dealing about 26 damage native / 27 invasive β a plain hit. The free once-per-battle ability, Night Stomata, arrives at level 25: Breathes by night, saving every drop: heal 30% and gain speed. β it saps the enemy, withering its output. The advanced attack, Dry Spell, unlocks at level 40 for 6 Sun (23 native / 25 invasive) and mends the plant as it strikes. None of its moves seize the initiative. See Moves.
Ripple Jade keeps one always-on trait, Photosynthesis. It arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it heals the plant in sunny weather β but it fires only about 60% of the time, so the recovery is unreliable. See Abilities.
It carries no trait keywords and is non-toxic: no contact recoil, 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 that pads DEF or HP suits its survival game; as an invasive, favor offense, though its ceiling stays low.
At level 40 it reads 103 HP native / 89 invasive, with ATK of only 15 native versus 18 invasive β a small edge on an already-weak base. DEF is 2, low in the succulent band, so it leans on HP rather than armor. Its tempo is a quick start into a slower cruise: turn 1 leads on its initiative (46), then it is out-paced on its SPD (21). Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a benched HP overshield onto your active; as an invasive it pays self-damage to its own bench on damaging attacks and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it becomes a huge-HP, near-zero-armor wall: 190 HP native / 165 invasive and 25 / 33 ATK, with DEF only reaching 3. It absorbs a great deal but is chipped down by any sustained hitter. Retreat rises to 33 Sun and tempo has sunk to roughly 1% of cap, so it acts near-last. Maturing buys reliable-feeling bulk but never real punch.
As a succulent it is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees) for x1.5 and is struck for only x0.667 by them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which hit it for x1.5 while resisting its blows. Other Specialists and the off-wheel Weird group are neutral. See Weaknesses & Resistances.
Play it as a soft, self-healing sponge that soaks damage while a real hitter works. As a native it is a passable buffer thanks to the HP cushion and bench overshield; as an invasive its damage is too low to threaten much, so keep it in support. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins, and it banks that bonus reliably. It opens fast but its bulk is what carries it long-term, with the crossover around level 26 native (or 29 invasive) β higher levels are always stronger, so there is no reason to hold it back.
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.