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Jewel leaf-plant

Graptopetalum amethystinum

A native succulent that heals in sun and rakes with a multi-hit finisher, playing as a self-sustaining but fragile buffer.

XP 100%SUN 120HP 165Jewel leaf-plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistPrickβš” 31β˜€ 0Edaphic Gripfree1Γ— / battleretreat β˜€33speed 0.34Raphide CrystalsactiveRoot SloughingactiveWater Hoardβš” 26β˜€ 2Jewel leaf-plant β€” full-size photoJewel leaf-plantGraptopetalum amethystinumLVL 100

Overview

The jewel leaf-plant is a Succulent that fights as a self-healing skirmisher: it mends in sunlight and closes with a multi-hit attack. It is native to Western North America and has no invasive form, so the arena only ever fields it as a native buffer. Its attack is low and its armor thin, so it wins by outlasting rather than out-hitting.

Moves

Its starter attack, Prick, unlocks at level 1 for 2 Sun, dealing about 27 damage. The free once-per-battle ability, Edaphic Grip, arrives at level 25: Grips thin soil β€” Bind, and the foe can't heal. It saps and withers the target. The advanced attack, Water Hoard, unlocks at level 40 for 6 Sun (22 damage) and strikes several times in one turn. Most of your jewel leaf-plant sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

The jewel leaf-plant keeps one always-on trait, Photosynthesis, which heals it in sun. It arrives at half strength on the level 10 riser and matures to full on the level 68 riser β€” a real difference for most of the card's life, since it spends the long stretch between the two risers healing at reduced strength. It is a sustain trait, so it fires only about 60% of the time. See Abilities.

Features

The jewel leaf-plant is non-toxic, so it inflicts no contact recoil and carries no poison rider when it is struck. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium or magnesium amendment for a little DEF β€” helps offset its thin armor and supports its healing game. See statuses.

Stats

At level 40 the jewel leaf-plant reads 103 HP with 17 ATK, one of the lower attacks in this set. DEF is just 2, at the soft floor of the succulent band, so it takes hits with almost no armor and leans on its healing instead. Its tempo is front-loaded: turn 1 runs on its initiative (43), where it leads, but every turn after runs on its much lower SPD (21), where it is badly out-paced β€” a quick starter but a slow cruiser. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, the jewel leaf-plant swells to 190 HP and 30 ATK, but its DEF only reaches 3 β€” as a succulent it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Maturing its Photosynthesis to full strength is the real prize, since it heals much more reliably; retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature jewel leaf-plant acts last against almost anything younger.

Weaknesses & Resistances

As a succulent, the jewel leaf-plant sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees, vines) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for Γ—1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play the jewel leaf-plant as an attrition skirmisher: lead turn 1, chip with the multi-hit finisher, and lean on its sun healing to grind out fights its low attack cannot win quickly. It is a durable-feeling buffer once its healing matures, but its thin armor and slow cruise speed keep it out of the top tier. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a quick-opening healer that leans harder on its bulk as it levels, crossing over around level 23 β€” but it is always stronger at higher levels, 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 23

CrossoverLv 23
HP
78
ATK
14
DEF
1
SPD
26.52
INI
55.32
Retreat
βˆ’11
Tempo81.84
Power82
Fully grownLv 100
HP
190
ATK
30
DEF
3
SPD
0.34
INI
0.71
Retreat
βˆ’33
Tempo1.05
Power190

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
15
DEF
2
SPD
24.82
INI
51.77
Retreat
βˆ’13
Tempo76.59
Power78
Fully grownLv 100
HP
165
ATK
30
DEF
3
SPD
0.34
INI
0.71
Retreat
βˆ’33
Tempo1.05
Power165

Sources

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