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Lucky Bamboo

Dracaena sanderiana

A scrappy regenerating shrub that plays either arena role, leaning on regrowth rather than armor to endure.

XP 100%SUN 120HP 165Lucky BambooShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 33β˜€ 0Facilitationfree1Γ— / battleretreat β˜€22speed 0.38SclerophyllyactiveLignotuberactiveHedge Fundβš” 33β˜€ 2Lucky BambooDracaena sanderianaLVL 100

Overview

Lucky Bamboo is a Shrub that fights as a scrappy regenerator: quick off the mark, light armor, and a knack for healing back up between hits. It is native to Africa and invasive in South America, so the arena can field it either way β€” as a native buffer for your bench or as an invasive attacker. It is a middling card whose staying power outshines its raw damage.

Moves

Its starter attack, Bramblemaze, unlocks at level 1 for 2 Sun and lands a plain hit of about 27 damage as a native or 28 as an invasive. The free once-per-battle ability, Facilitation, comes in at level 25: Shelters its own and starves the rest: heal 50%, and the foe's bench withers. The advanced attack, Hedge Fund, unlocks at level 40 for 6 Sun (27 native / 28 invasive) and saps the target as it hits. Most of your bamboo sit below level 40, where only the starter is unlocked. See Moves.

Abilities

Lucky Bamboo keeps one always-on trait: succulence, which arrives on the level 10 riser and lets it regenerate health in any weather. Like most sustain traits it only fires about 60% of the time, so the regrowth is a frequent bonus rather than a dependable tick. It draws only this single trait, so nothing new comes online at the level 68 riser. See Abilities.

Features

Its one trait keyword is succulence, the regeneration noted above; it has no thorns or toxin, and it is non-toxic, so attackers take no recoil or poison for hitting it. Being terrestrial, it is not eligible for a Moss Pole. As a native, defensive field gear leans into its regenerating, stalling game; as an invasive, offensive gear makes its slightly higher attack count.

Stats

At level 40 it reads 103 HP native / 89 invasive and 19 / 20 ATK β€” the invasive edge is small here. DEF is just 10, low even for the shrub band, so it relies on regrowth rather than armor. Its tempo is front-loaded: turn 1 runs on its initiative (39) and later turns on its SPD (23), so it leads early then gets out-paced in a drawn-out fight. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a benched HP overshield for your active; as an invasive it draws its higher ATK from traits but pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. Link Stats.

At Level 100

Matured to level 100, it swells to 190 / 165 HP and 34 / 35 ATK, but DEF only reaches 20 β€” as a shrub it gains far more health than armor, so it stays soft and leans on regeneration to endure. Retreat rises to 22 Sun, and tempo has sunk to about 1% of cap, so a mature plant acts late. Maturing buys bulk and staying power, not defense.

Weaknesses & Resistances

As a shrub it 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, but 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 durable nuisance. As a native it is a passable buffer whose regrowth and bench overshield help a fragile ally survive; as an invasive its damage is only a little higher, so it works better as a persistent chip attacker than a finisher. It is inedible, so any nutrient banks Γ—1.25 XP instead of coins β€” treat it as a leveler, not an earner. It opens fast and settles into a grind as it grows, crossing over around level 18 as a native (about 22 as an invasive) β€” stronger the higher you take it, so keep leveling.

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 18

CrossoverLv 18
HP
71
ATK
14
DEF
7
SPD
31.26
INI
52.62
Retreat
βˆ’8
Tempo83.88
Power84
Fully grownLv 100
HP
190
ATK
34
DEF
20
SPD
0.38
INI
0.63
Retreat
βˆ’22
Tempo1.01
Power222

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
15
DEF
7
SPD
29.75
INI
50.09
Retreat
βˆ’9
Tempo79.84
Power80
Fully grownLv 100
HP
165
ATK
35
DEF
20
SPD
0.38
INI
0.63
Retreat
βˆ’22
Tempo1.01
Power198

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
15
DEF
7
SPD
29.75
INI
50.09
Retreat
βˆ’9
Tempo79.84
Power80
Fully grownLv 100
HP
165
ATK
34
DEF
20
SPD
0.38
INI
0.63
Retreat
βˆ’22
Tempo1.01
Power197

Sources

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