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Dutchman's pipe cactus

Epiphyllum oxypetalum

A self-healing succulent with a multi-hit finisher, playing a broad North and South American native or an Old World invasive attacker.

XP 100%SUN 120HP 203Dutchman's pipecactusSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 33β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€25speed 0.71Crassulacean AcidMetabolismactiveCaudex ReserveactiveWater Hoardβš” 28β˜€ 2Dutchman's pipe cactus β€” full-size photoDutchman's pipe cactusEpiphyllum oxypetalumLVL 100

Overview

Dutchman's pipe cactus is a fleshy Succulent that fights as a regenerating attacker: it heals itself between blows and, at high level, rakes the target with a multi-hit strike. It is native to Eastern and Western North America and South America and invasive across East Asia, Oceania and South Asia, so the arena can cast it either way β€” as a native buffer or as an invasive attacker. It is a durable card whose deep HP offsets its lack of armor.

Moves

Its starter attack, Dryground, unlocks at level 1 and costs 2 Sun, dealing about 28 damage as a native and 31 as an invasive β€” a plain hit. The free once-per-battle ability, Xeric Climax, comes in at level 25: Master of the drylands: heal 70%. It mends the plant. The advanced attack, Water Hoard, unlocks at level 40 for 6 Sun (23 native / 25 invasive) and strikes several times in one turn. Most specimens sit below level 40, where only the starter is available. No move carries an initiative rider, so it never seizes a turn; see Moves.

Abilities

Dutchman's pipe cactus keeps two always-on traits. Photosynthesis arrives at full strength on the level 10 riser and heals the plant in sun, firing about 60% of the time. Succulence arrives on the level 68 riser and regenerates it in any weather, again on roughly a 60% chance. The two heals overlap into steady, if unreliable, recovery. See Abilities.

Features

Dutchman's pipe cactus carries no trait keywords beyond its self-healing passives β€” no thorns, no toxin chemistry β€” so nothing extra punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. Non-toxic: no contact recoil, no poison rider. As a native, defensive field gear reinforces its stall; as an invasive, offensive gear presses the multi-hit damage.

Stats

At level 40 it reads 121 HP as a native and 106 as an invasive, with ATK of 20 native versus 28 invasive β€” native ATK 20 climbs to invasive ATK 27, a solid edge that pairs well with the multi-hit. DEF is just 1, at the floor of the succulent band, so it survives on HP and regeneration rather than armor. Its tempo is even: turn 1 runs on its initiative (43) and every turn after on its SPD (43), which sit at the same value. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and a bench overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, Dutchman's pipe cactus reaches 233 HP native / 203 invasive and 36 / 56 ATK, but its DEF only reaches 1 β€” as a succulent it becomes a huge health pool with near-zero armor, absorbing hits by bulk rather than deflecting them. Retreat rises to 25 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last. Maturing buys enormous HP and its second heal, never real toughness.

Weaknesses & Resistances

As a succulent, Dutchman's pipe cactus is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) for x1.5 and takes only x0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for x1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Dutchman's pipe cactus as a durable attacker: let its deep HP and two heals keep it on the field while the multi-hit advanced move chews through a target. As an invasive the ATK jump makes each of those hits count, though the Faustian bench damage limits how long you keep it on point; as a native it is a self-sustaining wall. Economically it is inedible, so any nutrient you feed it banks x1.25 XP toward faster leveling. It fights as a fast skirmisher until about level 27 as a native (around 30 as an invasive), then its bulk takes over β€” never a 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 27

CrossoverLv 27
HP
97
ATK
17
DEF
1
SPD
52.30
INI
51.57
Retreat
βˆ’10
Tempo103.87
Power105
Fully grownLv 100
HP
233
ATK
36
DEF
1
SPD
0.71
INI
0.70
Retreat
βˆ’25
Tempo1.41
Power245

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
89
ATK
23
DEF
1
SPD
50.18
INI
49.48
Retreat
βˆ’11
Tempo99.66
Power102
Fully grownLv 100
HP
203
ATK
56
DEF
1
SPD
0.71
INI
0.70
Retreat
βˆ’25
Tempo1.41
Power235

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
91
ATK
18
DEF
1
SPD
49.48
INI
48.78
Retreat
βˆ’11
Tempo98.26
Power99
Fully grownLv 100
HP
203
ATK
36
DEF
1
SPD
0.71
INI
0.70
Retreat
βˆ’25
Tempo1.41
Power215

Sources

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