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Snake plant

Dracaena hyacinthoides

An African dracaena with a real invasive attack step and a bitter recoil.

XP 100%SUN 120HP 165Snake plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSpine Jabβš” 39β˜€ 0Edaphic Gripfree1Γ— / battleretreat β˜€22speed 0.40Crassulacean AcidMetabolismactiveCaudex ReserveactiveAreole Assaultβš” 39β˜€ 2Snake plant β€” full-size photoSnake plantDracaena hyacinthoidesLVL 100

Overview

Dracaena hyacinthoides is a soft perennial herb, but its invasive form gains a clear step up in attack. It is native to Africa and invasive in eastern North America, South America and South Asia. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Spine Jab, is available from level 1 for 2 Sun. It deals 33 damage as a native or 37 as an invasive. A spiny jab.

At level 25 it gains a free, once-per-battle ability, Edaphic Grip: Grips thin soil β€” Bind, and the foe can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Areole Assault, arrives at level 40 for 6 Sun, dealing 33 damage as a native or 37 as an invasive. Every areole at once β€” the foe wilts.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • Contractile Roots (from level 68) β€” its roots haul the crown deeper each round, adding +1 DEF per checkup up to +5.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 34) but is out-paced from turn two onward (sustained Speed 24).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 21 to 30, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 37 native / 58 invasive), not toughness. Retreat climbs to 22 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Succulent, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

As an invasive across South Asia and the Americas it hits noticeably harder than its native self, which makes it a decent budget aggressor; as a native it is a bitter-recoil buffer. Watch the Faustian self-damage when you push it as an attacker.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 21, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 19

CrossoverLv 19
HP
72
ATK
16
DEF
1
SPD
32.51
INI
46.31
Retreat
βˆ’8
Tempo78.82
Power81
Fully grownLv 100
HP
190
ATK
37
DEF
1
SPD
0.40
INI
0.56
Retreat
βˆ’22
Tempo0.96
Power206

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
21
DEF
1
SPD
31.71
INI
45.18
Retreat
βˆ’8
Tempo76.89
Power79
Fully grownLv 100
HP
165
ATK
58
DEF
1
SPD
0.40
INI
0.56
Retreat
βˆ’22
Tempo0.96
Power202

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
17
DEF
1
SPD
31.32
INI
44.61
Retreat
βˆ’9
Tempo75.93
Power76
Fully grownLv 100
HP
165
ATK
37
DEF
1
SPD
0.40
INI
0.56
Retreat
βˆ’22
Tempo0.96
Power181

Sources

  1. iNaturalist β€” Dracaena hyacinthoides
  2. Wikipedia β€” Dracaena hyacinthoides
  3. Plants of the World Online (Kew) β€” Dracaena hyacinthoides