Kalanchoe synsepala
A native-only Succulent card that heals in any weather and sheds its afflictions once matured, but barely fights.
Walking Kalanchoe is a Succulent card, native to Africa and listed as invasive nowhere, which makes it native-only. It always plays the buffer role: a +15% health cushion and a bench overshield projected onto your active plant. There is no attacker version. See nativity and categories.
The starter attack, Parch, unlocks at level 1 for 2 Sun and hits for 26. Parches the ground around it β the foe weakens.
The free once-per-battle ability, Night Stomata, unlocks at level 25 and costs no Sun. Breathes by night, saving every drop: heal 30% and gain speed.
The advanced attack, Drought Stand, unlocks at level 40 for 6 Sun and lands for 29. Endures and mends β heal 15%. A small step up from the starter for three times the Sun. See moves.
Crassulacean Acid Metabolism arrives on the first riser at level 10 and heals this card a little each checkup. The useful detail is that it runs in any weather, unlike the sunny-only healing some cards carry β so it is dependable in that respect. Like every sustain effect it still triggers roughly 60% of the time rather than every checkup.
Root Sloughing stacks on at level 68, clearing an affliction from this card each checkup. Succulents shed fine roots in drought and regrow them, and the trait works the same way β it strips statuses off steadily rather than preventing them.
Together those two make a card that is very difficult to wear down with chip damage or afflictions, even though it has almost no armour.
The species record lists no toxicity and no trait keywords, so no poison rider applies. For field gear, the card is soft, so damage prevention is worth more than reduction. Its growth habit is not vine, epiphyte or hemiepiphyte, so a Moss Pole does not apply.
At level 40 the native side reads 103 HP and 15 ATK. The attack stat is among the lowest in the game. Armour is 2, near zero. Retreat is 16 Sun. The tempo split is odd and worth reading: opening tempo is 46, which is high, while sustained tempo is 21, which is low β so it acts early on turn one and then falls behind for the rest of the fight. See stats.
By level 100 health reaches 190 and attack 25, with armour only at 3. The succulent pattern: an enormous health pool behind essentially no plating. Retreat rises to 33 Sun and the inverted tempo has sunk to its floor. Its two sustain traits running on that much larger body is what maturing actually buys.
Succulent is in the Specialist succession group. Specialist outlasts Competitor, so this card hits perennial herbs, vines, shrubs and broadleaf trees harder. It loses to Ruderal β annual forbs, grasses, aquatics and bulbs. See weaknesses and resistances.
An attrition card that cannot attack. The honest read is that its damage is negligible in both slots, so it will never take a game β but it is genuinely hard to remove by attrition, healing in any weather and shedding afflictions every checkup.
Use it as a bench body and an overshield source against opponents who win slowly. Against anything that hits hard once, the lack of armour means it folds regardless of its healing.
It is not eaten, so a soil amendment earns no matching fertiliser coins and instead banks the Γ1.25 XP an inedible plant pays. See the battle lab.
Leveling trades speed for power. A plantβs 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.