Malaxis monophyllos
A non-toxic native epiphyte that blunts damage-over-time and heals through Blight β a fragile collection piece found across East Asia, Europe, North America, Oceania and South Asia.
Aleutian adder's mouth orchid is a small Epiphyte that fights as a fragile skirmisher: it lifts its own attack and pins, and although it carries almost no armor it blunts damage-over-time by 30% and heals through Blight. No invasive card exists, so it appears only as a native across East Asia, Europe, both halves of North America, Oceania and South Asia. It is a collection piece more than a competitive card.
Its starter attack, Tug, unlocks at level 1 for 2 Sun, dealing about 31 damage. The free once-per-battle ability, Aerial Draw, arrives at level 25: Draws water straight from the air: heal 40%. It is a mid-fight lift to its attack. The advanced attack, High and Dry, unlocks at level 40 for 6 Sun (about 28 damage) and pins the target. Most of your orchid sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Aleutian adder's mouth orchid holds one working trait per riser. Peltate Trichomes (level 10) reduce damage-over-time by 30%. CAM Idling (level 68) restores 2% of max HP each checkup and does it through Blight, which most regens cannot. See Abilities.
Orchid is non-toxic: it holds no Toxin trait, so nothing recoils onto an attacker and its hits carry no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β a Cloche, or a calcium/magnesium amendment for a little DEF β helps offset its very thin armor. See statuses.
At level 40 orchid reads 103 HP with ATK of 28. DEF is just 2, at the soft floor of the epiphyte band, so it takes hits with essentially no armor and has no trait to fall back on. Its tempo is back-loaded: turn 1 runs on a low initiative (27) that is out-paced off the mark, but every turn after runs on a higher SPD (34), so it is a slow starter and a faster cruiser. 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.
Matured to level 100, orchid climbs to 190 HP and 51 ATK, but its DEF only reaches 3 β as a soft epiphyte it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature orchid acts last against almost anything younger.
As an epiphyte, orchid sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) for Γ1.5 and takes only Γ0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for Γ1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play orchid, if at all, as a light native harasser: buff its attack, pin a target, and pick your matchup β it beats Competitors and shrugs off poison races well, but with almost no armor it folds to anything that hits back hard. It is best treated as a family-tree collection piece. On economy, it is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a slow-starting, faster cruiser leaning harder on its bulk as it levels, crossing over around level 19 β but it is always stronger at higher levels, so there is no reason to hold it back.
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.