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Jewel Orchid

Macodes petola

A neutral-range epiphyte with no nativity bonus in the arena.

XP 100%SUN 120HP 165Jewel OrchidEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistDefenestrateβš” 28β˜€ 0Impounded Waterfree1Γ— / battleretreat β˜€33speed 0.56Velamen RadicumactiveCAM IdlingactiveRootlessAggressionβš” 36β˜€ 2Jewel Orchid β€” full-size photoJewel OrchidMacodes petolaLVL 100

Overview

The Jewel Orchid is an epiphyte in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Defenestrate is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Impounded Water, unlocks at level 25: Drinks its own standing pool: heal 70%. The advanced attack, Rootless Aggression, comes online at level 40 for 6 Sun β€” No roots, no hesitation β€” strikes first.

Its attacks land for about 23 (starter) and 30 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (32) decides who moves first on turn 1, and SPD (34) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

Jewel orchid holds two working traits, both of them quiet sustain. Velamen Radicum (level 10) recovers 2% of max HP per checkup. CAM Idling (level 68) adds another 2% each checkup and keeps going through Blight β€” together they make a frail card surprisingly hard to grind down. See Abilities.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 2, with a retreat cost of 16 Sun and tempo pips of 32 initiative / 34 SPD. Its DEF sits at the soft floor β€” expect no real plating. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP creeps up toward 165 but DEF stays at the floor (3); it never stops being frail. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. An epiphyte is a frail, low-armor card, so this one leans on its traits rather than its body β€” Velamen Radicum regen from level 10 and CAM Idling from level 68. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 28, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 24

CrossoverLv 24
HP
79
ATK
16
DEF
1
SPD
43.12
INI
40.47
Retreat
βˆ’12
Tempo83.59
Power84
Fully grownLv 100
HP
190
ATK
35
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power195

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
17
DEF
2
SPD
40.88
INI
38.37
Retreat
βˆ’13
Tempo79.25
Power80
Fully grownLv 100
HP
165
ATK
35
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power170

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)