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Peacockplant

Goeppertia makoyana

A peacock plant β€” very fast, very soft, an ornamental collection piece.

XP 100%SUN 120HP 165PeacockplantPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 30β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveDeep TaprootactiveWinterkillβš” 27β˜€ 2Peacockplant β€” full-size photoPeacockplantGoeppertia makoyanaLVL 100

Overview

Goeppertia makoyana is one of the fastest cards here and one of the softest: high tempo, thin armor, and an Autogenic Reaction that heals and buffs its own attack. It is native to South America and invasive nowhere the game tracks. So it plays only as a native buffer.

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, Taproot Anchor, is available from level 1 for 2 Sun. It deals 26 damage. Anchors deep and holds the foe with it.

At level 25 it gains a free, once-per-battle ability, Autogenic Reaction: Remakes its own ground: +6 ATK and heal 25%. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Winterkill, arrives at level 40 for 6 Sun, dealing 23 damage. Kills it back to the ground β€” it withers and can't heal.

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:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Deep Taproot (from level 68) β€” anchored too deep to be Bound or pinned.

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.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 4 DEF and retreats for 16 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 51) but is out-paced from turn two onward (sustained Speed 34).

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

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 8 DEF β€” leveling buys it bulk and attack (climbing to 25), not toughness. Retreat climbs to 33 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, Perennial herb, 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

Its speed wins the opening, but it cannot take a punch. Field it to land early hits and heal, then rotate; mostly a collection piece.

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 33, 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 33

CrossoverLv 33
HP
92
ATK
14
DEF
3
SPD
38.08
INI
56.78
Retreat
βˆ’14
Tempo94.86
Power95
Fully grownLv 100
HP
190
ATK
25
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power190

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
15
DEF
4
SPD
35.28
INI
52.60
Retreat
βˆ’15
Tempo87.88
Power91
Fully grownLv 100
HP
165
ATK
25
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power165

Sources

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