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Creeping cucumber

Melothria pendula

Creeping cucumber is slower off the mark than almost any other vine: fewer than 1 in 50 vines in the game sit as low as its initiative of 2 at Lv 40. Its ATK stands out too: fewer than 1 in 20 of the category reach 27.

XP 100%SUN 120HP 113Creeping cucumberVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 43β˜€ 0Canopy Climbfree1Γ— / battleretreat β˜€25speed 0.42HeteroblastyactiveApicalDominanceactiveCanopy Coupβš” 43β˜€ 2Creeping cucumber β€” full-size photoCreeping cucumberMelothria pendulaLVL 100

Overview

Creeping cucumber is slower off the mark than almost any other vine: fewer than 1 in 50 vines in the game sit as low as its initiative of 2 at Lv 40. Its ATK stands out too: fewer than 1 in 20 of the category reach 27.

Creeping cucumber fights as a vine (categories) in the Competitor succession group. It is native to Eastern North America, Western North America and South America, where it plays as a buffer, and invasive in East Asia and Oceania, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Tendril Whip β€” starter attack, 2 Sun. A lashing tendril. Expected damage: 35, or 37 where it is invasive.
  • Canopy Climb β€” ability, free once per battle. Hauls itself into the light: heal 30% and +3 ATK. Where it is invasive, this slot holds Competitive Exclusion instead: Leaves no room at all β€” the foe stalls and withers.
  • Canopy Coup β€” advanced attack, 6 Sun. Takes the canopy β€” the foe's whole bench wilts under it. Expected damage: 35, or 37 where it is invasive.

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).

  • Heteroblasty β€” from Lv 10. It gets +4 ATK for the first two turns.
  • Apical Dominance β€” from Lv 68. It gets +5 ATK while at full HP.

Items and economy

  • It climbs, so it can take a Moss Pole (field gear).
  • 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 fruit or seeds, so a Phosphorus 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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)69113
HP (native)79130
ATK (neutral)2749
ATK (invasive)3057
DEF3482
Initiative20.04
Sustained tempo (SPD)260.42
Retreat cost (Sun)1325
  • 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 13 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 8b β€” it should come through winters that bottom out near -7 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 11.7 Β°C to a warm edge of 28.6 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

Creeping cucumber 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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-favored from the start

SeedlingLv 1
HP
46
ATK
12
DEF
3
SPD
42.34
INI
4.07
Retreat
βˆ’5
Tempo46.41
Power56
Fully grownLv 100
HP
130
ATK
49
DEF
82
SPD
0.42
INI
0.04
Retreat
βˆ’25
Tempo0.46
Power236

Invasivepower-favored from the start

SeedlingLv 1
HP
40
ATK
12
DEF
3
SPD
42.34
INI
4.07
Retreat
βˆ’5
Tempo46.41
Power50
Fully grownLv 100
HP
113
ATK
57
DEF
82
SPD
0.42
INI
0.04
Retreat
βˆ’25
Tempo0.46
Power227

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
12
DEF
3
SPD
42.34
INI
4.07
Retreat
βˆ’5
Tempo46.41
Power50
Fully grownLv 100
HP
113
ATK
49
DEF
82
SPD
0.42
INI
0.04
Retreat
βˆ’25
Tempo0.46
Power219

Sources

  1. Melothria pendula on iNaturalist
  2. Melothria pendula on Wikipedia
  3. Melothria pendula on Plants of the World Online