Dionaea muscipula
A carnivorous Weird-group biter whose Carnivory lifesteals about half its damage back โ a self-healing wall when native, a self-sustaining attacker when invasive.
The Venus flytrap is a carnivorous plant, which puts it in the Weird succession group โ off the type wheel entirely, so it neither deals nor takes a matchup multiplier. Its whole identity is one keyword, Carnivory: roughly half the damage it deals comes back to it as healing. As with every plant, its role is set by nativity. Native, it's a buffer (HP ร1.15, and benched natives project a green HP overshield onto whoever's active). Invasive, it's an attacker (ATK ร1.75, paid for with Faustian self-damage on every swing).
The flytrap runs the standard three-slot move kit: a starter attack at L1 (2 Sun), a free once-per-battle ability at L10 (0 Sun), and an advanced attack at L18 (6 Sun). Damage is round(dmg ร ATK) โ enemy DEF, floored at 1, and it drains the enemy overshield before base HP. Unlike the damage-capped spreaders (grass, vine, annual-forb, aquatic), the carnivorous advanced attack lands uncapped.
Every damaging attack carries Carnivory โ the flytrap heals for about half the damage it lands. Native, the bites are modest but the lifesteal quietly keeps it topped up. Invasive, ร1.75 ATK means each bite hits far harder and heals far more, but it also triggers Faustian recoil: ~10 + level damage to its own lowest-HP benched ally, every damaging attack.
Carnivorous has no working passive โ the lure is inert, so nothing fires at checkup. Unlike a conifer's Photosynthesis or a grass's Allelopathy, the flytrap gets no always-on effect. All of its value lives on its moves through Carnivory, and that's true in both roles.
Its certain keyword is Carnivory (guaranteed by family). It is not a climber (no Moss Pole) and isn't part of a Network, so cluster gear like Mulch does nothing for it. Useful field gear: Ca-Mg for +2 DEF (its photosynthesis bonus is wasted here), P for card XP, and Sulfur for spore immunity if you expect fern spore-chip. Native leans Ca-Mg to wall harder; invasive wants DEF and Sulfur โ anything that keeps a fragile, self-taxing attacker on the field.
Sun caps at 120 and only regenerates out of battle; retreat costs 10 Sun. The overshield is up to 4 green HP + 2 gold Sun segments, but recoil, poison, and drain bypass it โ so Faustian recoil to the bench, and any poison chip, land straight on HP.
| Native (buffer) | Invasive (attacker) | |
|---|---|---|
| ATK | baseline | ร1.75 |
| HP | ร1.15 + bench overshield | baseline |
| Cost | none | Faustian self-damage; bounty on KO |
Weird sits outside the wheel. The flytrap's bites are never super-effective and never resisted โ ร1 into every group, and every group deals ร1 back. Its card shows neither a strong-vs nor a weak-vs. See weaknesses & resistances.
Native, play it as a durable pivot: the HP cushion, bench overshield, and lifesteal let it trade all day and heal the damage back. Invasive, it's a self-sustaining racer โ ร1.75 bites that return ~half as healing can carry a fight, but Faustian recoil bleeds your bench, so keep a fodder ally alive and win before the tax catches up. Either way, no matchup swing: you win on raw numbers, not the wheel.