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Elephant's ear

Leucocasia gigantea

A native-only carrion-aroid with a bench-splashing attack, a passive Burn each checkup and a late taunt, also valued as an edible coin-earner.

XP 100%SUN 120HP 165Elephant's earPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 34β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€23speed 0.64Basal RosetteactiveResproutactiveHerbaceous Assaultβš” 37β˜€ 2Elephant's ear β€” full-size photoElephant's earLeucocasia giganteaLVL 100

Overview

Elephant's ear is a carrion-aroid, one of the Weird categories that sit off the succession wheel β€” neutral to everything. It is native to East Asia, Oceania and South Asia and is invasive nowhere, so it only plays the buffer role. It is a soft card whose real value is economic rather than combat.

Moves

It opens with Herbal Draught at level 1 for 2 Sun, dealing 29. At level 25 it gains the free once-per-battle ability Perennating Bud β€” Breaks a stored bud: heal 40%. β€” a strong 25% self-heal. Its advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun and deals 31 while spreading creeping rot onto the foe's whole bench. No move carries an initiative rider.

Abilities

Elephant's ear carries two working traits. Thermogenesis (level 10) stacks a Burn on the enemy active each checkup. Sapromyophily (level 68) suits the plant's sheer size: it takes the single-victim pick so a smaller ally does not. See Abilities.

Features

No thorns, no toxin trait, not a climber β€” no Moss Pole. Its thin armor makes a calcium/magnesium amendment the most useful field gear.

Stats

At level 40 it reads 103 HP, 22 ATK, and just 1 DEF β€” soft all round. Opening tempo is 36 and sustained tempo 39, so it is a shade faster as the fight wears on. As a native it carries a 15% HP cushion and projects an HP overshield onto your active while benched. Retreat costs 12 Sun.

At Level 100

By level 100 its HP grows to 190 and ATK to 39, but DEF stays near its band at 1 β€” biomass without armor. Retreat rises to 23 Sun and its tempo has settled near the floor. Maturing gives it a bigger body but never toughness.

Weaknesses & Resistances

As a Weird category it is neutral both ways β€” it neither gains nor suffers a succession multiplier against any group. That makes it predictable but unremarkable in a straight fight, and its low DEF leaves it exposed to hard hitters and to poison.

Gameplay uses

In battle it is a weak native buffer with a useful bench-splash finisher, but it will not carry fights. Its standout use is economic: it is edible with a resolved leaf part, so feeding it the matching Nitrogen fertilizer pays Γ—1.25 coins (any other nutrient banks Γ—1.25 XP instead). Treat it as a steady coin-earner and a family-tree collection piece rather than a combat threat. It leans on tempo until about level 27, after which its bulk leads; level it freely, since higher levels only help.

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 27

CrossoverLv 27
HP
84
ATK
18
DEF
1
SPD
47.14
INI
43.47
Retreat
βˆ’10
Tempo90.61
Power93
Fully grownLv 100
HP
190
ATK
39
DEF
1
SPD
0.64
INI
0.59
Retreat
βˆ’23
Tempo1.23
Power207

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
19
DEF
1
SPD
45.23
INI
41.71
Retreat
βˆ’10
Tempo86.94
Power87
Fully grownLv 100
HP
165
ATK
39
DEF
1
SPD
0.64
INI
0.59
Retreat
βˆ’23
Tempo1.23
Power182

Sources

  1. iNaturalist β€” Leucocasia gigantea
  2. Wikipedia β€” Leucocasia gigantea
  3. Plants of the World Online β€” Leucocasia gigantea