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Paddle plant

Kalanchoe tetraphylla

Paddle plant (Kalanchoe tetraphylla) is a water-storing succulent and succulent card in Supplant β€” a native-only buffer in the Specialist succession group.

XP 100%SUN 120HP 165Paddle plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 30β˜€ 0Stress Tolerancefree1Γ— / battleretreat β˜€33speed 0.34Crassulacean AcidMetabolismactiveRoot SloughingactiveGlochid Stormβš” 57β˜€ 2Paddle plant β€” full-size photoPaddle plantKalanchoe tetraphyllaLVL 100

Overview

Paddle plant is a water-storing succulent in Supplant, fielded in the succulent category. It is native to Africa and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Deadly Surprise (starter attack, unlocks at level 1, costs 2 Sun): Looks harmless right up until it isn't β€” Poison. It deals about 26 damage.
  • Stress Tolerance (free ability, unlocks at level 25, once per battle, no Sun): Built for the dry season: heal 40%.
  • Glochid Storm (advanced attack, unlocks at level 40, costs 6 Sun): A storm of barbed glochids β€” three hits. It deals about 48 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Photosynthesis β€” in sun it has a 60% chance each turn to heal a little; it does not fire every turn. It is this card's only eligible always-on trait, so it arrives at half strength on the level 10 riser and matures on the second riser at level 68.

See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 15 ATK on 2 DEF (a lot of stored HP but almost no armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 16 Sun.

It is quicker off the mark than it is in a long fight: its initiative (46, which sets turn 1) outreads its sustained speed (21, which sets turn 2 onward), so it wants to land an early blow and does not win drawn-out exchanges on tempo.

At Level 100

Grown to level 100, its HP swells to 190 on the back of stored water, but DEF barely leaves its band at 3 β€” it ends huge in HP and almost unarmoured, the classic soft, heavy succulent. Retreat rises to 33 Sun, and its already-modest tempo has sunk to about its 1% floor.

Weaknesses & Resistances

It belongs to the Specialist succession group. As a specialist it presses Competitors β€” perennial herbs, vines, shrubs and broadleaf trees β€” for Γ—1.5 damage, and is resisted to Γ—0.667 by Ruderals (annual forbs, grasses, aquatics and bulbs). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. In absolute terms it is a soft card: big HP but paper armour and low attack, so it is a fair coin-earner in single-player battles but wants backup on the bench against anything that hits hard. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 26, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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

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€” https://www.inaturalist.org/taxa/search?q=Kalanchoe%20tetraphylla
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Kalanchoe_tetraphylla
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Kalanchoe%20tetraphylla