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Lucky Bamboo

Dracaena braunii

A shrub-class houseplant that heals through long fights on a coin-flip and only ever plays as a native.

XP 100%SUN 120HP 165Lucky BambooShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 32β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€22speed 0.37SclerophyllyactiveDrupe MastactiveThorn Wallβš” 39β˜€ 2Lucky Bamboo β€” full-size photoLucky BambooDracaena brauniiLVL 100

Overview

Lucky bamboo is a slender, upright Shrub that fights as a patient self-healer: modest hits, firm-ish armor for its class, and a chance to mend itself as the fight drags. It is native to Africa, and no invasive card exists β€” the arena only ever fields it as a native buffer for your bench. It is an unspectacular card whose staying power outweighs its bite; it wants a heavier hitter alongside it.

Moves

Its starter attack, Berry, unlocks at level 1 for 2 Sun and lands a plain hit for about 27 damage. The free once-per-battle ability, Arrested Succession, arrives at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. β€” a mid-fight mend that stretches its longevity. The advanced attack, Thorn Wall, unlocks at level 40 for 6 Sun (35 native) and hems the foe in as it strikes. Most of your lucky bamboo sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Lucky bamboo keeps one always-on trait, Succulence, which arrives at full strength on the level 10 riser. When it works, it heals the plant in any weather β€” but it fires only about 60% of the time, so treat it as a coin-flip top-up over a long fight, not a guaranteed recovery. See Abilities.

Features

Lucky bamboo carries the succulence keyword β€” the water-storing resilience behind its healing passive, covered above under Abilities β€” but no offensive keywords: no thorns, no toxin, no spore chemistry, so nothing punishes an attacker for striking it. It is non-toxic, so nothing chemical bites back either. Its habit is terrestrial, so it is not eligible for a Moss Pole; as a native, general defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little extra DEF β€” suits its stalling game.

Stats

At level 40 lucky bamboo reads 103 HP and 18 ATK. DEF is 10, in the firmer shrub band, so it soaks hits better than an herb β€” damage is diminishing armor (ATK Γ· (ATK+DEF)), not flat subtraction, so that DEF matters. Its tempo splits across the fight: the opening turn runs on its initiative (23) and every turn after on its SPD (23) β€” read the two together, since if initiative is the higher number it opens fast and fades, and if SPD is higher it starts slow and grows relentless. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, lucky bamboo swells to 190 HP and 31 ATK, with DEF reaching 20 β€” solid for a shrub, so it stays reasonably hard to break, though it never becomes a true tree wall. Retreat rises to 22 Sun as it roots in, and its tempo has sunk to roughly 1% of cap, so a mature lucky bamboo acts last against almost anything young. Maturing buys bulk and armor at the cost of speed.

Weaknesses & Resistances

As a shrub, lucky bamboo sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play lucky bamboo as a native buffer that trades slowly and buys time: bench it to lend a fragile hitter the HP cushion and overshield, or lead with it to grind while its Succulence occasionally tops it off. Its damage is low and its healing is only a coin-flip, so it supports rather than finishes. It is inedible with no resolved edible part, so fertilizer does not pay coins β€” any nutrient instead banks Γ—1.25 XP, a plain growth boost. It plays as a durable, slow defender whose bulk compounds as it levels, crossing over around level 9 β€” and it is always stronger at higher levels in raw stats, so there is no reason to hold it back.

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 9

CrossoverLv 9
HP
58
ATK
12
DEF
5
SPD
34.19
INI
34.19
Retreat
βˆ’6
Tempo68.38
Power69
Fully grownLv 100
HP
190
ATK
31
DEF
20
SPD
0.37
INI
0.37
Retreat
βˆ’22
Tempo0.74
Power219

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
55
ATK
13
DEF
6
SPD
32.71
INI
32.71
Retreat
βˆ’7
Tempo65.42
Power67
Fully grownLv 100
HP
165
ATK
31
DEF
20
SPD
0.37
INI
0.37
Retreat
βˆ’22
Tempo0.74
Power194

Sources

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