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Allegheny Stonecrop

Hylotelephium telephioides

A native-only Eastern North American succulent that opens fast, heals in sun, and grinds targets down with binds and multi-hits.

XP 100%SUN 120HP 165Allegheny StonecropSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceSpine Jabβš” 40β˜€ 0Night Stomatafree1Γ— / battleretreat β˜€33speed 0.34SucculenceactiveRoot SloughingactiveSunscaldβš” 34β˜€ 2Allegheny Stonecrop β€” full-size photoAllegheny StonecropHylotelephium telephioidesLVL 100

Overview

Allegheny Stonecrop is a Succulent that fights as a front-loaded grinder: it opens quickly, mends in sunlight, and wears targets down with binds and repeated strikes. It is native to eastern North America, and no invasive form of it exists, so the arena only ever fields it as a native buffer for your bench. It is a durable, moderate-damage card whose big weakness is a near-total lack of armor.

Moves

Its starter attack, Spine Jab, unlocks at level 1 and costs 2 Sun, dealing about 34 damage as a native and binding the target, pinning it so it cannot retreat. The free once-per-battle ability, Night Stomata, comes in at level 25: Breathes by night, saving every drop: heal 30% and gain speed. It saps the target, weakening it. The advanced attack, Sunscald, unlocks at level 40 for 6 Sun (29 native) and lands as a multi-hit, striking several times in one turn. Most of your copies sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Allegheny Stonecrop keeps a single always-on trait: 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. It heals a little HP in sunny weather, but triggers only about 60% of the time, so its regeneration is real but unreliable. Read more at Abilities.

Features

It carries no trait keywords and is non-toxic, 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 β€” a Cloche, or a Ca/Mg amendment to shore up its weak DEF β€” best supports its grinding game.

Stats

At level 40 Allegheny Stonecrop reads 103 HP with ATK of 22 as a native. DEF is just 2, near the succulent floor, so despite its bulk it takes hits with almost no armor. Its tempo runs turn 1 on its initiative (42) and every turn after on its SPD (21): it leads the opening exchange strongly but is sharply out-paced once a fight drags on. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active plant. See Stats.

At Level 100

Matured to level 100, it reaches 190 HP and 39 ATK, but its DEF only reaches 3 β€” as a succulent it becomes a big-HP, near-zero-armor body, soaking raw damage through health alone. Retreat rises to 33 Sun, and its tempo has sunk to roughly 1% of cap, so it opens fast when young but acts last once matured. Maturing buys staying power, not armor.

Weaknesses & Resistances

As a succulent, Allegheny Stonecrop is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, vines) 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 Allegheny Stonecrop as a native front-line grinder: its bind locks a target in place while its multi-hit and sap wear it down, and its health pool plus sun-healing let it stay there. It is best against Competitor plants, where its Γ—1.5 edge makes its moderate damage land harder. Its economy is inedible, so any nutrient you feed it banks Γ—1.25 XP toward growth rather than coins. It leads early as a quick opener and leans on its bulk from around level 22; 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 22

CrossoverLv 22
HP
76
ATK
17
DEF
1
SPD
26.86
INI
54.56
Retreat
βˆ’11
Tempo81.42
Power83
Fully grownLv 100
HP
190
ATK
39
DEF
3
SPD
0.34
INI
0.69
Retreat
βˆ’33
Tempo1.03
Power199

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
2
SPD
25.50
INI
51.80
Retreat
βˆ’12
Tempo77.30
Power80
Fully grownLv 100
HP
165
ATK
39
DEF
3
SPD
0.34
INI
0.69
Retreat
βˆ’33
Tempo1.03
Power174

Sources

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