Snake plant keeps a slower pace than most succulents: no more than 1 in 7 succulents in the game sit as low as its sustained tempo of 12 at Lv 40.
Overview
Snake plant keeps a slower pace than most succulents: no more than 1 in 7 succulents in the game sit as low as its sustained tempo of 12 at Lv 40.
Snake plant fights as a succulent (categories) in the Specialist succession group.
It is native to Africa, where it plays as a buffer, and invasive in East Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (nativity).
Moves
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
- Prick β starter attack, 2 Sun. A light, quick prick. Expected damage: 27.
- Stress Tolerance β ability, free once per battle. Built for the dry season: heal 40%. Where it is invasive, this slot holds Xeric Climax instead: Master of the drylands: heal 70%.
- Dry Spell β advanced attack, 6 Sun. A long dry β the foe wilts and can't recover. Expected damage: 24, or 25 where it is invasive.
Always-on traits
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).
- Raphide Crystals β from Lv 10. Every direct hit on it Poisons the attacker (3 stacks on the first strike, less on each repeat; a Cloche or a Sulfur amendment on the attacker blocks it).
- Root Sloughing β from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.
Items and economy
- It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
- A Ca/Mg amendment adds +2 DEF.
- Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.
Stats
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 101 | 195 |
| HP (native) | 116 | 224 |
| ATK (neutral) | 17 | 30 |
| ATK (invasive) | 18 | 32 |
| DEF | 8 | 20 |
| Initiative | 12 | 0.20 |
| Sustained tempo (SPD) | 12 | 0.20 |
| Retreat cost (Sun) | 14 | 28 |
- DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
- Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
- Retreat: switching it out costs 14 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
- Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
- Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
- Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
- As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.
Succession matchups
Snake plant is in the Specialist group (weaknesses and resistances). Its hits land at Γ1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ1.5 and Competitor plants at Γ0.67. Everything else is neutral.
Playing it
- As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
- As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
- Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. The Total power gallery below shows each crossover, with the card at that level and fully grown.
Total power
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.
Nativepower-favored from the start
SeedlingLv 1
- HP
- 46
- ATK
- 9
- DEF
- 1
- SPD
- 20.41
- INI
- 20.41
- Retreat
- β5
Fully grownLv 100
- HP
- 224
- ATK
- 30
- DEF
- 20
- SPD
- 0.20
- INI
- 0.20
- Retreat
- β28
Invasivepower-favored from the start
SeedlingLv 1
- HP
- 40
- ATK
- 9
- DEF
- 1
- SPD
- 20.41
- INI
- 20.41
- Retreat
- β5
Fully grownLv 100
- HP
- 195
- ATK
- 32
- DEF
- 20
- SPD
- 0.20
- INI
- 0.20
- Retreat
- β28
Neutralpower-favored from the start
SeedlingLv 1
- HP
- 40
- ATK
- 9
- DEF
- 1
- SPD
- 20.41
- INI
- 20.41
- Retreat
- β5
Fully grownLv 100
- HP
- 195
- ATK
- 30
- DEF
- 20
- SPD
- 0.20
- INI
- 0.20
- Retreat
- β28