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Masdevallia colossus

Masdevallia colossus

Nothing in Masdevallia colossus' stat line sets it apart from the other epiphytes in the game, so what it brings is its kit: the ability Impounded Water, the advanced attack Rootless Aggression and the Peltate Trichomes and CAM Idling traits.

XP 100%SUN 120HP 266Masdevallia colossusEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistAerial Rootβš” 33β˜€ 0Impounded Waterfree1Γ— / battleretreat β˜€20speed 0.38Peltate TrichomesactiveCAM IdlingactiveRootlessAggressionβš” 33β˜€ 2🌳Masdevallia colossusMasdevallia colossusLVL 100

Overview

Nothing in Masdevallia colossus' stat line sets it apart from the other epiphytes in the game, so what it brings is its kit: the ability Impounded Water, the advanced attack Rootless Aggression and the Peltate Trichomes and CAM Idling traits.

Masdevallia colossus fights as an epiphyte (categories) in the Specialist succession group. It is native to South America, 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).

Moves

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.

  • Aerial Root β€” starter attack, 2 Sun. Lashes with an aerial root. Expected damage: 29.
  • Impounded Water β€” ability, free once per battle. Drinks its own standing pool: heal 70%.
  • Rootless Aggression β€” advanced attack, 6 Sun. No roots, no hesitation β€” strikes first. Expected damage: 29.

Rootless Aggression 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

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).

  • Peltate Trichomes β€” from Lv 10. It takes 30% less damage from Poison and Burn.
  • CAM Idling β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP, even while Blighted.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

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.

StatLv 40Lv 100
HP (neutral)129266
HP (native)148306
ATK (neutral)1628
DEF36
Initiative230.38
Sustained tempo (SPD)230.38
Retreat cost (Sun)1120
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 11 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Succession matchups

Masdevallia colossus is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 9 as a native and at Lv 11 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 9

CrossoverLv 9
HP
67
ATK
11
DEF
1
SPD
34.91
INI
34.66
Retreat
βˆ’6
Tempo69.57
Power73
Fully grownLv 100
HP
306
ATK
28
DEF
6
SPD
0.38
INI
0.38
Retreat
βˆ’20
Tempo0.76
Power320

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
63
ATK
11
DEF
2
SPD
34.15
INI
33.91
Retreat
βˆ’7
Tempo68.06
Power69
Fully grownLv 100
HP
266
ATK
28
DEF
6
SPD
0.38
INI
0.38
Retreat
βˆ’20
Tempo0.76
Power280

Sources

  1. Masdevallia colossus on iNaturalist
  2. Masdevallia colossus on Wikipedia
  3. Masdevallia colossus on Plants of the World Online