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Ixora

Ixora coccinea

A neutral-range shrub with no nativity bonus in the arena.

XP 100%SUN 120HP 165IxoraShrubβ˜…β˜…β˜…β˜…β˜…CompetitorDrupe Dropβš” 32β˜€ 0Nurse Shrubfree1Γ— / battleretreat β˜€33speed 0.56MarcescenceactiveSapromyophilyactiveHedge Fundβš” 35β˜€ 2Ixora β€” full-size photoIxoraIxora coccineaLVL 100

Overview

The Ixora is a shrub in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Drupe Drop is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Nurse Shrub, unlocks at level 25: Shelters the whole bench β€” evens their health, and calls the fallen back. The advanced attack, Hedge Fund, comes online at level 40 for 6 Sun β€” Draws on its reserves β€” heal 30%.

Its attacks land for about 26 (starter) and 29 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (48) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

Ixora runs a trait on each riser. Marcescence (level 10) gives +4 DEF at half HP or below. Sapromyophily (level 68) suits a plant grown for its dense flower heads: it pulls the foe's focus and takes the single-victim pick. See Abilities.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 13, with a retreat cost of 16 Sun and tempo pips of 48 initiative / 34 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

It firms into a solid mid-armor bruiser: DEF around 28 and HP toward 165 β€” tougher than a weed, still short of a tree. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 31, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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.

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
20
DEF
11
SPD
39.20
INI
55.42
Retreat
βˆ’13
Tempo94.62
Power96
Fully grownLv 100
HP
165
ATK
40
DEF
28
SPD
0.56
INI
0.79
Retreat
βˆ’33
Tempo1.35
Power200

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)