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Jewel leaf-plant

Graptopetalum amethystinum

Jewel leaf-plant is better armoured than most succulents: fewer than 1 in 10 succulents in the game reach its DEF of 53 at Lv 40.

XP 100%SUN 120HP 119Jewel leaf-plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistPrickβš” 31β˜€ 0Edaphic Gripfree1Γ— / battleretreat β˜€20speed 0.48Raphide CrystalsactiveRoot SloughingactiveWater Hoardβš” 26β˜€ 2Jewel leaf-plant β€” full-size photoJewel leaf-plantGraptopetalum amethystinumLVL 100

Overview

Jewel leaf-plant is better armoured than most succulents: fewer than 1 in 10 succulents in the game reach its DEF of 53 at Lv 40.

Jewel leaf-plant fights as a succulent (categories) in the Specialist succession group. It is native to Western North America, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (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.
  • Edaphic Grip β€” ability, free once per battle. Grips thin soil β€” Bind, and the foe can't heal.
  • Water Hoard β€” advanced attack, 6 Sun. Opens the store β€” heal 35%. Expected damage: 22.

Water Hoard carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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.

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.

StatLv 40Lv 100
HP (neutral)71119
HP (native)82137
ATK (neutral)1730
DEF53133
Initiative420.68
Sustained tempo (SPD)290.48
Retreat cost (Sun)1120
  • 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; it opens faster than it cruises. 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 11 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.

Succession matchups

Jewel leaf-plant is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. 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.
  • Over its life, its power overtakes its tempo at Lv 21 as a native and at Lv 23 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. 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 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 21

CrossoverLv 21
HP
64
ATK
13
DEF
28
SPD
38.44
INI
54.48
Retreat
βˆ’8
Tempo92.92
Power97
Fully grownLv 100
HP
137
ATK
30
DEF
133
SPD
0.48
INI
0.68
Retreat
βˆ’20
Tempo1.16
Power280

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
58
ATK
14
DEF
30
SPD
37.48
INI
53.12
Retreat
βˆ’8
Tempo90.60
Power94
Fully grownLv 100
HP
119
ATK
30
DEF
133
SPD
0.48
INI
0.68
Retreat
βˆ’20
Tempo1.16
Power262

Sources

  1. Graptopetalum amethystinum on iNaturalist
  2. Graptopetalum amethystinum on Wikipedia
  3. Graptopetalum amethystinum on Plants of the World Online