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Neverdie

Kalanchoe crenata

A soft succulent that leans on self-healing and heal-denial: a durable native buffer and a middling invasive attacker that only matures into real bulk very late.

XP 100%SUN 120HP 165NeverdieSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceWater Leechβš” 37β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€33speed 0.34SucculenceactiveCaudex ReserveactiveSunscaldβš” 37β˜€ 2Neverdie β€” full-size photoNeverdieKalanchoe crenataLVL 100

Overview

Neverdie is a succulent β€” a low-armor, high-water card that plays as a stubborn survivor rather than a hitter. It is native to Africa, where it takes the native buffer role, and invasive across Eastern North America, South America, and South Asia, where it becomes an attacker. Both roles are in play, so it can sit on either side of an arena.

Moves

Its kit unlocks in three stages (moves):

  • Water Leech (from Lv 1, 2 Sun) β€” a cheap starter attack that draws the foe's water off for itself. It hits for 30 native and 32 invasive.
  • Barb Priming (from Lv 25, free, once per battle) β€” Raises its barbs β€” Poison and Wither the foe. Stacking Poison plus a Wither (an ATK cut) turns a slow grind in its favor; see statuses.
  • Sunscald (from Lv 40, 6 Sun) β€” its signature attack, 30 native / 32 invasive, and it shuts the foe's healing off so a sustain-based opponent can't cling on.

Most of your cards are far below the Lv 40 snapshot these numbers are read at, so early on you have only the starter. No move carries an initiative rider, so its turn order rides purely on its tempo stats (see below).

Abilities

Read off its trait schedule, this card keeps two always-on abilities:

  • Succulence, from Lv 10 β€” a regeneration that runs in any weather. It is one of the metered sustain passives, so it triggers only about 60% of the time each round; treat the heal as a frequent bonus, not a guarantee.
  • Caudex Reserve, stacking on at Lv 68 β€” its swollen stem base acts as an extra self-supplied green overshield bar on its own card. Direct attack damage eats that reserve before its base HP, but damage-over-time, recoil and splash bypass it, so poison still kills through it.

For most of a card's life it has only Succulence; the Caudex Reserve is a very late addition.

Features

It carries no Toxin or Thorns trait, so biting it is safe β€” it punishes attackers with attrition, not contact recoil. It is not vine, epiphyte or hemiepiphyte in habit, so it is not Moss Pole eligible. Its natural field gear is a calcium/magnesium soil amendment, which adds flat DEF and firms up its otherwise paper-thin armor β€” most useful on the native buffer that wants to stay on the board.

Stats

At the Lv 40 snapshot (stats): HP 103 native / 89 invasive, DEF just 2 (soft, as its category dictates), retreat 16 Sun. Its ATK identity steps up markedly with nativity β€” 25 native versus 31 invasive β€” so the invader genuinely hits harder, at the cost of Faustian self-damage to its own bench on every damaging attack.

On tempo it is a quick starter and a slow cruiser: initiative 45 orders turn one, but sustained speed 21 is low, so it lands the opening exchange and then tends to move second. Benched as a native, it projects an HP overshield onto your active.

At Level 100

Maturing swells its water, not its armor. HP climbs to 190 native / 165 invasive and ATK to 45 / 61, but DEF only reaches 3 β€” it stays a big-bodied, near-unarmored succulent all the way up, so diminishing armor never saves it and poison remains its worst enemy. Retreat rises to 33 Sun (older plants are more rooted) and its inverted tempo has sunk to roughly 1% of cap, so the mature card is slow.

Weaknesses & Resistances

Succulents are in the Specialist succession group (weaknesses & resistances). It hits Competitors (perennial-herb, vine, shrub, broadleaf-tree) for Γ—1.5 and takes Γ—1.5 from Ruderals (annual-forb, grass, aquatic, bulb); against other Specialists and the off-wheel Weird categories it is neutral.

Gameplay uses

Honestly, this is a floor-tier card in raw power, but its heal-plus-heal-denial kit makes it a nuisance to remove: as a native buffer it soaks damage while regenerating, and its ability stops a sustain opponent from doing the same. As an invasive it is a serviceable but unspectacular attacker at ATK 31. It is inedible, so any fertilizer you spend on it banks Γ—1.25 XP rather than coins β€” growth, not income. It fights as a fast skirmisher until about Lv 23, after which its bulk takes over; leveling always makes it stronger in raw HP, ATK and DEF, so there is never a reason to hold it back. Test any of this against a live card in the battle lab.

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
19
DEF
1
SPD
26.52
INI
57.73
Retreat
βˆ’11
Tempo84.25
Power87
Fully grownLv 100
HP
190
ATK
45
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power205

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
24
DEF
1
SPD
25.84
INI
56.25
Retreat
βˆ’12
Tempo82.09
Power83
Fully grownLv 100
HP
165
ATK
61
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power196

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
20
DEF
2
SPD
25.50
INI
55.51
Retreat
βˆ’12
Tempo81.01
Power82
Fully grownLv 100
HP
165
ATK
45
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power180

Sources

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