Hoya carnosa
A relentless vine that wilts the enemy and cruises fast in long fights; plays either arena role.
Honeyplant is a Vine that fights as a fast-cruising pressure piece: light armor, growing tempo, and an aura that saps the enemy. It is native to East Asia and South Asia and invasive in Oceania and South America, so the arena can cast it as a native buffer for your bench or as an invasive attacker. It is a serviceable card β better as an invasive aggressor than as a native wall.
Most of your honeyplants sit below level 40, so the unlock levels matter. The starter attack, Creeping Crush, unlocks at level 1 for 2 Sun, dealing about 25 damage native / 27 invasive β a plain hit. The free once-per-battle ability, Structural Parasite, arrives at level 25: Rides the foe down and takes its place β it's driven out, withering. β it sharpens the plant's own ATK. The advanced attack, Strangling Reach, unlocks at level 40 for 6 Sun (28 native / 29 invasive) and can pin the target in place. None of its moves seize the initiative. See Moves.
Honeyplant keeps one always-on trait, Allelopathy. It arrives at half strength on the level 10 riser and matures on the level 68 one, holding a wilt aura on the enemy active that shaves its output every turn. It is always on when present β no chance roll β so it is dependable pressure once it is up. See Abilities.
It carries no trait keywords and is non-toxic: no contact recoil, no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that pads DEF or HP helps it survive; as an invasive, favor offense to press its tempo edge.
At level 40 it reads 103 HP native / 89 invasive, with ATK of 20 native versus 24 invasive β a meaningful invasive edge. DEF is 6, low in the vine band, so it takes hits with little armor. Its tempo is a slow start into a fast cruise: turn 1 on its initiative (22), out-paced; later turns on its SPD (47), where it is relentless. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a benched HP overshield onto your active; as an invasive it pays self-damage to its own bench on damaging attacks and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it swells to 190 HP native / 165 invasive and 36 / 46 ATK, but its DEF only reaches 11 β a soft vine gains health, little armor, so it stays fragile to a real hitter. Retreat rises to 23 Sun and tempo has sunk to roughly 1% of cap, so it acts near-last. Maturing buys a full-strength wilt aura, its main payoff. See Stats.
As a vine it is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Other Competitors and the off-wheel Weird group are neutral. See Weaknesses & Resistances.
Play the invasive as a fast cruiser: let its tempo build while the wilt aura grinds the enemy down. As a native it is a passable buffer, but its light armor makes it a poor wall, so its aggression is the draw. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins, and it banks that bonus reliably. It starts slow and is carried by its cruising tempo, with the crossover around level 23 native (or 26 invasive) β higher levels are always stronger, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.