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Alim

Melanolepis multiglandulosa

Alim is less armoured than most broadleaf trees: fewer than 1 in 10 broadleaf trees in the game sit as low as its DEF of 47 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category reach 58.

XP 100%SUN 120HP 307AlimBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 33β˜€ 0Climax Communityfree1Γ— / battleretreat β˜€40speed 0.95Tannin LoadactiveCanopy GapactiveLeaf Me Treeβš” 38β˜€ 2AlimMelanolepis multiglandulosaLVL 100

Overview

Alim is less armoured than most broadleaf trees: fewer than 1 in 10 broadleaf trees in the game sit as low as its DEF of 47 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category reach 58.

Alim fights as a broadleaf tree (categories) in the Competitor succession group. It is native to East Asia, 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).

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.

  • Deathshadow β€” starter attack, 2 Sun. Casts a shade nothing recovers in β€” the foe can't heal. Expected damage: 26.
  • Climax Community β€” ability, free once per battle. The forest as it ends up: heal 70% and +5 ATK.
  • Leaf Me Tree β€” advanced attack, 6 Sun. Sheds and regrows β€” heal 25%. Expected damage: 31.

Leaf Me Tree carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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).

  • Tannin Load β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Canopy Gap β€” from Lv 68. Splash and spread damage cannot reach it on the bench.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • 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)145307
HP (native)167353
ATK (neutral)2341
DEF47112
Initiative140.23
Sustained tempo (SPD)580.95
Retreat cost (Sun)1940
  • 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; it opens slower than it cruises. 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 19 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.

Hardiness

Roughly USDA zone 10a β€” it should come through winters that bottom out near -1 Β°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 15.3 Β°C to a warm edge of 28.2 Β°C, in the tropical 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.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Alim is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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 13 as a native and at Lv 15 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 13

CrossoverLv 13
HP
83
ATK
15
DEF
17
SPD
83.64
INI
20.62
Retreat
βˆ’9
Tempo104.26
Power106
Fully grownLv 100
HP
353
ATK
41
DEF
112
SPD
0.95
INI
0.23
Retreat
βˆ’40
Tempo1.18
Power466

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
78
ATK
15
DEF
19
SPD
81.74
INI
20.15
Retreat
βˆ’10
Tempo101.89
Power102
Fully grownLv 100
HP
307
ATK
41
DEF
112
SPD
0.95
INI
0.23
Retreat
βˆ’40
Tempo1.18
Power420

Sources

  1. Melanolepis multiglandulosa on iNaturalist
  2. Melanolepis multiglandulosa on Wikipedia
  3. Melanolepis multiglandulosa on Plants of the World Online