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Hoya obovata

Hoya obovata

Hoya obovata 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 139Hoya obovataVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 37β˜€ 0Canopy Weightfree1Γ— / battleretreat β˜€26speed 0.45Thigmotropic CoilactiveStructural LoadactiveThigmo-Trapβš” 26β˜€ 2Hoya obovata β€” full-size photoHoya obovataHoya obovataLVL 100

Overview

Hoya obovata 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.

Hoya obovata fights as a vine (categories) in the Competitor succession group. It is native to Oceania and South Asia, 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.

  • Tendril Whip β€” starter attack, 2 Sun. A lashing tendril. Expected damage: 32.
  • Canopy Weight β€” ability, free once per battle. Loads the crown until it breaks: +8 ATK, and the foe is pinned.
  • Thigmo-Trap β€” advanced attack, 6 Sun. Coils the instant it touches, before the foe can pull away. Expected damage: 22.

Thigmo-Trap carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

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).

  • Thigmotropic Coil β€” from Lv 10. Every direct hit on it has a 75% chance to Bind the attacker for 1 turn.
  • Structural Load β€” from Lv 68. When it is knocked out, every opposing benched plant loses 5% 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.

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)79139
HP (native)91159
ATK (neutral)1831
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.

Succession matchups

Hoya obovata 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.
  • Over its life, its power overtakes its tempo at Lv 10 as a native and at Lv 13 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 10

CrossoverLv 10
HP
56
ATK
12
DEF
8
SPD
40.73
INI
28.13
Retreat
βˆ’7
Tempo68.86
Power69
Fully grownLv 100
HP
159
ATK
31
DEF
62
SPD
0.45
INI
0.31
Retreat
βˆ’26
Tempo0.76
Power226

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
52
ATK
13
DEF
10
SPD
39.39
INI
27.20
Retreat
βˆ’8
Tempo66.59
Power67
Fully grownLv 100
HP
139
ATK
31
DEF
62
SPD
0.45
INI
0.31
Retreat
βˆ’26
Tempo0.76
Power206

Sources

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