Karawata multiflora
Karawata multiflora is an unremarkable epiphyte on paper; its edge is defensive β Peltate Trichomes cut the damage it takes from poison and burn by nearly a third, and its kit heals it back.
Karawata multiflora is a middling epiphyte on every axis β unremarkable tempo, a floor-tier attack of 15 ATK, and the paper armour its whole category shares. Its edge is elsewhere: from Lv 10 its Peltate Trichomes cut the damage it takes from damage-over-time β Poison and Burn β by nearly a third, and its advanced move heals it back, so it out-lasts the status-heavy foes that would grind a softer epiphyte down. It is an epiphyte β a Specialist on the succession wheel β native to South America and invasive nowhere, so it plays only the native buffer role.
Creeping Crush unlocks at Lv 1 and hits the whole back row for 21 at 2 Sun. The free ability Hemiepiphytic Descent arrives at Lv 25: Drops roots to the ground and takes over β the foe is driven out and pinned. The advanced attack Tank Top comes in at Lv 40, dealing 21 for 6 Sun β Drinks the whole reservoir β heal 35%. No move carries an initiative rider, so it takes its turn in the normal order.
It keeps two always-on traits, both defensive. Peltate Trichomes (from Lv 10) is a flat reduction β a little under a third β on the damage-over-time it takes, so poison and burn chip it more slowly than they would a bare card. At Lv 68 CAM Idling stacks on, healing a small amount each checkup even under Blight. Together they make it a stubborn body against status pressure, though the armour underneath is still paper.
It carries no special trait keywords. Its growth habit resolves as terrestrial rather than climbing, so it is not Moss-Pole-eligible. A Calcium/Magnesium amendment adds flat DEF, the amendment that does most for a floor-armoured card. See field gear.
Read at Lv 40. Native HP is 103 (a +15% cushion) against a base of 89; ATK is a floor-tier 15. DEF is 2. Its tempo is ordinary on both clocks β opening initiative 32, sustained speed 34 β so turn order is rarely its advantage. Retreat costs 16 Sun. Benched, it projects an HP overshield onto your active.
HP climbs to 190 and ATK to 25, but DEF only reaches 3 β its durability stays the damage-over-time reduction and the heals, never armour. Retreat rises to 33 Sun, and its inverted tempo sinks to roughly 1% of cap, so it moves last late in its life.
Roughly USDA zone 10b β it should come through winters that bottom out near 4 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its range runs from a cold edge of 18.6 Β°C to a warm edge of 27.2 Β°C, a Tropical band β a warm-climate plant that wants to come indoors through a temperate winter. Read the zone as rough; the estimate carries an error of just over a full zone.
The card's climate chip is the player-facing form of that range, and it changes only battle XP:
| Chip | What it means | Battle XP |
|---|---|---|
| Thrives here | your local winter low and summer heat both sit inside its range | x2 |
| In range | it survives where you are but sits near one of its edges | x1.25 |
| Colder than its range | your winters drop below what it tolerates; outdoors it needs protection | no bonus |
| Hotter than its range | your summers run past its warm edge | no bonus |
The reading is for wherever you stand, so it shifts as you travel.
As an epiphyte it is a Specialist: Γ1.5 into Competitors (perennial herbs, vines, shrubs, broadleaf trees), and Γ1.5 hit by β while resisting to Γ0.667 β Ruderals (annual forbs, grasses, aquatics, bulbs). Weird cards are neutral both ways. See weaknesses and resistances.
Play it as a defensive bench body and a stall option, at its best against poison- or burn-heavy teams where its damage-over-time reduction earns its keep. It is not edible, so any fertilizer banks Γ1.25 XP rather than coins. It is a modest card overall: the anti-status niche is real but narrow, and its floor ATK means it rarely closes a game on its own. In the Total power gallery it leans on speed until about Lv 25, after which its bulk leads β a note on which edge dominates, not a level to stop at.
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.