Hoya obovata
A native-only vine that wilts the enemy and cruises fast in long fights β a light-armored support pressure piece.
Hoya obovata 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 Oceania and South Asia, and no invasive card exists for it, so it only ever plays the native buffer role that shields your bench. It is a serviceable support card whose value is its wilt aura and late-fight tempo rather than raw damage.
Most of your Hoya obovata sit below level 40, so the unlock levels matter. The starter attack, Tendril Whip, unlocks at level 1 for 2 Sun, dealing about 32 damage and splashing onto the enemy bench. The free once-per-battle ability, Canopy Weight, arrives at level 25: Loads the crown until it breaks: +8 ATK, and the foe is pinned. β it sharpens the plant's own ATK. The advanced attack, Thigmo-Trap, unlocks at level 40 for 6 Sun (22) and saps the target, withering its output. None of its moves seize the initiative. See Moves.
Hoya obovata 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, since its own armor is thin. See Field gear.
At level 40 it reads 103 HP with ATK of 18. 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, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, it swells to 190 HP and 31 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 it as a native support piece: bench it for the HP overshield, or lead with it and let the wilt aura grind the enemy down while its tempo builds. Its light armor makes it a poor wall and its damage is modest, so it earns its slot with pressure and the bench shield, not with punch. 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 24 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.