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Honeyplant

Hoya carnosa

Honeyplant is slow off the mark but quick to follow up: its initiative of 19 is lower than most vines, while its sustained tempo of 27 is higher than most.

XP 100%SUN 120HP 180HoneyplantVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Crushβš” 31β˜€ 0Structural Parasitefree1Γ— / battleretreat β˜€26speed 0.45HeteroblastyactiveAdventitiousRootsactiveStrangling Reachβš” 33β˜€ 2Honeyplant β€” full-size photoHoneyplantHoya carnosaLVL 100

Overview

Honeyplant is slow off the mark but quick to follow up: its initiative of 19 is lower than most vines, while its sustained tempo of 27 is higher than most.

Honeyplant fights as a vine (categories) in the Competitor succession group. It is native to East Asia and South Asia, where it plays as a buffer, and invasive in Oceania and South America, 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.

  • Creeping Crush β€” starter attack, 2 Sun. Crushes the whole back row under its own weight. Expected damage: 25, or 27 where it is invasive.
  • Structural Parasite β€” ability, free once per battle. Rides the foe down and takes its place β€” it's driven out, withering.
  • Strangling Reach β€” advanced attack, 6 Sun. Tendrils reach past the front line to throttle the whole bench. Expected damage: 28, or 29 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).

  • Heteroblasty β€” from Lv 10. It gets +4 ATK for the first two turns.
  • Adventitious Roots β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP.

Items and economy

  • It climbs, so it can take a Moss Pole (field gear).
  • 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.

StatLv 40Lv 100
HP (neutral)95180
HP (native)109207
ATK (neutral)2036
ATK (invasive)2446
DEF2662
Initiative190.31
Sustained tempo (SPD)270.45
Retreat cost (Sun)1326
  • 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 slower 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 13 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.

Hardiness

Roughly USDA zone 8b β€” it should come through winters that bottom out near -9 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 10.3 Β°C to a warm edge of 28.0 Β°C, in the tropical band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Honeyplant is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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.
  • 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 overtakes its tempo at Lv 9 as a native and at Lv 11 as an invasive or 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 9

CrossoverLv 9
HP
59
ATK
12
DEF
8
SPD
41.18
INI
28.44
Retreat
βˆ’7
Tempo69.62
Power72
Fully grownLv 100
HP
207
ATK
36
DEF
62
SPD
0.45
INI
0.31
Retreat
βˆ’26
Tempo0.76
Power279

Invasivepower overtakes tempo at Lv 11

CrossoverLv 11
HP
54
ATK
14
DEF
9
SPD
40.28
INI
27.82
Retreat
βˆ’7
Tempo68.10
Power70
Fully grownLv 100
HP
180
ATK
46
DEF
62
SPD
0.45
INI
0.31
Retreat
βˆ’26
Tempo0.76
Power262

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
54
ATK
13
DEF
9
SPD
40.28
INI
27.82
Retreat
βˆ’7
Tempo68.10
Power69
Fully grownLv 100
HP
180
ATK
36
DEF
62
SPD
0.45
INI
0.31
Retreat
βˆ’26
Tempo0.76
Power252

Sources

  1. Hoya carnosa on iNaturalist
  2. Hoya carnosa on Wikipedia
  3. Hoya carnosa on Plants of the World Online