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Rhino Coffee

Kraussia floribunda

A modest African native shrub that hardens at low HP and heals the bench when it falls β€” a collection and coin piece more than a heavy hitter.

XP 100%SUN 120HP 165Rhino CoffeeShrubβ˜…β˜…β˜…β˜…β˜…CompetitorFrΓ¨re Brerβš” 32β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€33speed 0.56MarcescenceactiveDrupe MastactiveHedgerow Havocβš” 29β˜€ 2Rhino Coffee β€” full-size photoRhino CoffeeKraussia floribundaLVL 100

Overview

Rhino Coffee is a Shrub that fights as a straightforward native buffer: it trades plain hits, buffs its own attack once per battle, later picks up a draining strike, and hardens once it drops to half HP. It is native to Africa, with no invasive card, so it only ever plays the native buffer side. Its damage is middling and its kit thin, so treat it as a collection and coin piece rather than a strong attacker.

Moves

Its starter attack, Frère Brer, unlocks at level 1 for 2 Sun and deals about 27 damage. The free once-per-battle ability, Arrested Succession, arrives at level 25: Stops the forest before it starts — the foe stalls and can't heal. The advanced attack, Hedgerow Havoc, unlocks at level 40 for 6 Sun (25 damage) and saps the target as it hits. Most of your Rhino Coffee sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Rhino coffee runs a working trait on both risers. Marcescence (level 10) is worth +4 DEF while the card is at half HP or below. Drupe Mast (level 68) fires on its knockout, healing every surviving benched ally 8% of that ally's max HP. See Abilities.

Features

Rhino Coffee does not hold the Toxin trait and is non-toxic, so striking it carries no contact recoil and its attacks add no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native buffer, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” shores up its thin armor. See statuses.

Stats

At level 40 Rhino Coffee reads 103 HP with ATK of 18. DEF is 13, firmer than a weed's in the shrub band but far from a wall, so it takes hits with only modest armor. Its tempo is front-loaded: turn 1 runs on its initiative (51), which leads, but every turn after runs on its lower SPD (34), so it opens quickly and is out-paced in a long fight. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, Rhino Coffee climbs to 190 HP and 31 ATK, and its DEF firms to 28 β€” a real gain for a shrub, though still short of a tree's wall. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature Rhino Coffee acts last against almost anything younger. Maturing buys bulk but no new tricks, since it has no trait to unlock.

Weaknesses & Resistances

As a shrub, Rhino Coffee sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Rhino Coffee as a native buffer: sit it on the bench to lend its HP overshield to your active, and bring it forward for a plain trade or a sap when you need it. With only middling attack it is a support and collection piece rather than a carry, though its knockout heals the bench. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a quick opener that leans on its growing bulk as it levels, crossing over around level 29 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

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 29

CrossoverLv 29
HP
87
ATK
16
DEF
11
SPD
40.32
INI
60.12
Retreat
βˆ’13
Tempo100.44
Power101
Fully grownLv 100
HP
190
ATK
31
DEF
28
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power216

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
17
DEF
12
SPD
38.08
INI
56.78
Retreat
βˆ’14
Tempo94.86
Power95
Fully grownLv 100
HP
165
ATK
31
DEF
28
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power191

Sources

  1. https://www.inaturalist.org/taxa/search?q=Kraussia%20floribunda
  2. https://en.wikipedia.org/wiki/Kraussia_floribunda
  3. https://powo.science.kew.org/results?q=Kraussia%20floribunda