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Love restoring Stonecrop

Hylotelephium anacampseros

A soft, fast-opening European succulent that binds early and heals late but carries almost no armor β€” a native-only card.

XP 100%SUN 120HP 165Love restoringStonecropSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistWater Leechβš” 32β˜€ 0Edaphic Gripfree1Γ— / battleretreat β˜€33speed 0.34Waxy CuticleactiveCaudex ReserveactiveSunscaldβš” 32β˜€ 2Love restoring Stonecrop β€” full-size photoLove restoring StonecropHylotelephium anacampserosLVL 100

Overview

Love restoring Stonecrop is a low Succulent that fights as a quick opener with a soft body: it leads early, snarls the enemy with a bind, and mends itself in the sun. It is native to Europe and has no invasive form, so the arena only ever plays it as a native buffer for your bench. It is a fragile, collectible-tier card β€” useful for its opening tempo, not for trading blows.

Moves

Its starter attack, Water Leech, unlocks at level 1 and costs 2 Sun, dealing about 27 damage; it can bind the target, pinning it in place for a turn. The free once-per-battle ability, Edaphic Grip, arrives at level 25: Grips thin soil β€” Bind, and the foe can't heal. It saps the opponent, wearing it down. The advanced attack, Sunscald, unlocks at level 40 for 6 Sun (27 damage) and mends the plant as it strikes. Most of your stonecrops sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Stonecrop keeps a single always-on ability: Photosynthesis. It draws only one eligible trait, so Photosynthesis arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it heals the plant while it stands in sun β€” but it triggers only about 60% of the time, so treat it as a frequent bonus rather than a guarantee. See Abilities.

Features

Stonecrop carries no special trait keywords β€” no thorns, no toxin chemistry β€” so nothing punishes an attacker for hitting it. It is non-toxic: no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that shores up its paper-thin armor (a Cloche, a Ca/Mg amendment) helps it survive long enough to use its tempo.

Stats

At level 40 stonecrop reads 103 HP with ATK of 18. It is a native-only card, so it has no separate invasive attacker form. DEF is just 2, at the succulent floor β€” it takes hits with essentially no armor. Its tempo is front-loaded: turn 1 runs on a high initiative (44), but every turn after runs on a much lower SPD (21), so it leads the opening exchange and is out-paced in a long fight. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, stonecrop swells to 190 HP and 31 ATK, but as a succulent its DEF barely moves, reaching only 3 β€” it becomes a huge bag of health with near-zero armor, so a real hitter still cuts through it. Retreat rises to 33 Sun, and its tempo has sunk to roughly 1% of cap, so its early-game speed edge is gone entirely. Maturing buys survivability by sheer HP, nothing more.

Weaknesses & Resistances

As a succulent, stonecrop is in the Specialist succession group. It hits Competitor plants for Γ—1.5 and is struck for only Γ—0.667 by them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which hit it for Γ—1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play stonecrop as a native opener and bench buffer: lead with its high initiative to land a bind, then let a sturdier partner take over as its tempo fades. The HP cushion and bench overshield make it a passable support, but its bare armor keeps it out of prolonged trades. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward leveling rather than coins, making it a slow growth investment. It fights as a fast skirmisher early, then leans on its bulk as it levels, crossing over around level 23 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

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 23

CrossoverLv 23
HP
78
ATK
15
DEF
1
SPD
26.52
INI
55.80
Retreat
βˆ’11
Tempo82.32
Power83
Fully grownLv 100
HP
190
ATK
31
DEF
3
SPD
0.34
INI
0.72
Retreat
βˆ’33
Tempo1.06
Power191

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
16
DEF
2
SPD
25.16
INI
52.94
Retreat
βˆ’12
Tempo78.10
Power79
Fully grownLv 100
HP
165
ATK
31
DEF
3
SPD
0.34
INI
0.72
Retreat
βˆ’33
Tempo1.06
Power166

Sources

  1. https://www.inaturalist.org/taxa/search?q=Hylotelephium%20anacampseros
  2. https://en.wikipedia.org/wiki/Hylotelephium_anacampseros
  3. https://powo.science.kew.org/results?q=Hylotelephium%20anacampseros