Malaxis monophyllos
Aleutian Adder's mouth Orchid hits harder than almost any other epiphyte: fewer than 1 in 20 epiphytes in the game reach its ATK of 28 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 18.
Aleutian Adder's mouth Orchid hits harder than almost any other epiphyte: fewer than 1 in 20 epiphytes in the game reach its ATK of 28 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 18.
Aleutian Adder's mouth Orchid fights as an epiphyte (categories) in the Specialist succession group. It is native to East Asia, Europe, Eastern North America, Western North America, Oceania and South Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
Tug carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|---|---|
| HP (neutral) | 129 | 266 |
| HP (native) | 148 | 306 |
| ATK (neutral) | 28 | 51 |
| DEF | 4 | 8 |
| Initiative | 18 | 0.30 |
| Sustained tempo (SPD) | 34 | 0.55 |
| Retreat cost (Sun) | 11 | 20 |
Roughly USDA zone 1b — it should come through winters that bottom out near -46 °C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.
Its measured range runs from a cold edge of -12.4 °C to a warm edge of 18.4 °C, in the boreal band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.
| Chip | Meaning | Battle XP |
|---|---|---|
| Thrives here | the local winter low and summer heat both sit inside its range | ×2 |
| In range | it survives here, but near one of its edges | ×1.25 |
| Colder than its range | winters here go below what it tolerates | no bonus |
| Hotter than its range | summers here run past its warm edge | no bonus |
Aleutian Adder's mouth Orchid is in the Specialist group (weaknesses and resistances). Its hits land at ×1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at ×0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at ×1.5 and Competitor plants at ×0.67. Everything else is neutral.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.