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Flaming katy

Kalanchoe blossfeldiana

A very low-damage succulent built entirely around survival β€” a durable staller and collection piece rather than a battle winner.

XP 100%SUN 120HP 165Flaming katySucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSpine Jabβš” 35β˜€ 0Water Reservoirfree1Γ— / battleretreat β˜€33speed 0.34Waxy CuticleactiveRoot SloughingactiveWater Hoardβš” 24β˜€ 2Flaming katy β€” full-size photoFlaming katyKalanchoe blossfeldianaLVL 100

Overview

Flaming katy is a succulent built to endure, not to hit. It is native to Africa, where it plays the native buffer role, and widely invasive β€” across Europe, Eastern and Western North America, South America, and South Asia β€” where it takes the attacker role. Even as an attacker its damage is low; its whole identity is staying alive.

Moves

Three stages of kit (moves):

  • Spine Jab (from Lv 1, 2 Sun) β€” a cheap spiny jab for 31 native / 34 invasive.
  • Water Reservoir (from Lv 25, free, once per battle) β€” Opens the whole store: heal 50%, and the foe can't heal. A 50% heal plus healing-denial on the foe is a strong swing on a card this durable.
  • Water Hoard (from Lv 40, 6 Sun) β€” its signature attack, but a weak one: only 21 native / 24 invasive, offset by a 35% self-heal on use.

Note how low those damage numbers run β€” this plant wins by outlasting, not out-hitting. No move carries an initiative rider, so turn order rides purely on tempo.

Abilities

Its trait schedule keeps two always-on abilities, both defensive:

  • Waxy Cuticle, from Lv 10 β€” a flat reduction of 3 on every incoming direct attack. Against the small hits this card tends to face, that is a real fraction blunted.
  • Root Sloughing, stacking on at Lv 68 β€” it sheds and regrows fine roots to clear one negative status (a Poison or Wither stack) each checkup, stripping the worst one first. This is not one of the 60%-chance sustain passives β€” it fires every checkup β€” so it makes the card genuinely hard to keep poisoned late in its life.

For most of its life it has only Waxy Cuticle; Root Sloughing is a very late addition.

Features

It holds no Toxin or Thorns trait, so it is safe to strike. It is not a climber (vine/epiphyte/hemiepiphyte habit), so it is not Moss Pole eligible. A calcium/magnesium field gear amendment stacks flat DEF on top of its soft category floor, reinforcing the survival plan the native buffer wants.

Stats

At the Lv 40 snapshot (stats): HP 103 native / 89 invasive, DEF 2 (soft), retreat 16 Sun. Its ATK is genuinely poor β€” 15 native, rising to 23 invasive β€” so even the invader is a light hitter that still pays Faustian self-damage to its bench on each attack.

On tempo it is a quick starter and a slow cruiser: initiative 46 wins turn one, but its sustained speed 21 is low, so it moves second thereafter. Benched as a native, it projects an HP overshield onto your active.

At Level 100

It swells in water and barely in armor. HP reaches 190 native / 165 invasive; ATK climbs only to 25 native / 44 invasive β€” still modest; DEF ends at just 3, so it is huge-HP and near-unarmored, exactly the succulent divergence. Retreat rises to 33 Sun and the inverted tempo has fallen to roughly 1% of cap, so the mature card is slow. Maturity buys it a large HP pool and Root Sloughing's cleanse; it never buys it damage.

Weaknesses & Resistances

Succulents are Specialist (weaknesses & resistances): Γ—1.5 into Competitors (perennial-herb, vine, shrub, broadleaf-tree), Γ—1.5 taken from Ruderals (annual-forb, grass, aquatic, bulb), neutral against other Specialists and the Weird categories.

Gameplay uses

Be clear-eyed: this is a weak card in absolute terms, chiefly a collection piece for the family tree and a stalling nuisance in single-player grinds. Its 50% heal, self-healing signature move, damage reduction and late cleanse let it drag out fights it can't win by damage, which is occasionally useful for chipping coins off an easy opponent, but it needs stronger teammates on the bench to actually close games. It is inedible, so fertilizer banks Γ—1.25 XP, not coins. It plays as a fast skirmisher until about Lv 26 and leans on bulk after; higher levels always make it stronger, so never hold it back. Try it in the battle lab before committing to it.

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 26

CrossoverLv 26
HP
82
ATK
13
DEF
2
SPD
25.50
INI
56.44
Retreat
βˆ’12
Tempo81.94
Power85
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power185

Invasivepower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
18
DEF
2
SPD
25.16
INI
55.68
Retreat
βˆ’12
Tempo80.84
Power81
Fully grownLv 100
HP
165
ATK
44
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power179

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
14
DEF
2
SPD
24.14
INI
53.43
Retreat
βˆ’13
Tempo77.57
Power80
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power160

Sources

  1. iNaturalist β€” Kalanchoe blossfeldiana
  2. Wikipedia β€” Kalanchoe blossfeldiana
  3. Plants of the World Online (Kew)