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Red Indian pipe

Monotropa coccinea

Red Indian pipe is a native-only shrub card from the Americas β€” a sturdier bench buffer that firms up when hurt and shrugs off fire, with only modest attack.

XP 100%SUN 120HP 203Red Indian pipeShrubβ˜…β˜…β˜…β˜…β˜…CompetitorTick Tumbleβš” 34β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€26speed 0.45MarcescenceactiveLignotuberactiveCoppice Comebackβš” 29β˜€ 2Red Indian pipe β€” full-size photoRed Indian pipeMonotropa coccineaLVL 100

Overview

Red Indian pipe is a Shrub-category card, native across eastern and western North America and South America and invasive nowhere, so it plays purely as a native buffer β€” the arena region sets that role (nativity). It is one of the sturdier support cards for its tier: a firmer wall than most soft cards, with a self-heal ability and two defensive traits, but only middling attack.

Moves

Its kit unlocks across three levels (moves):

  • Tick Tumble unlocks at level 1, costs 2 Sun and deals 29 β€” a cheap, reliable opener with no rider: "Shakes the tick load loose onto the foe.".
  • Shrubland Sere unlocks at level 25 and is free once per battle: "Settles the slope: heal 35%, and the foe withers." β€” a self-heal that also withers the foe. See abilities.
  • Coppice Comeback unlocks at level 40, costs 6 Sun for 23 damage and heals as it lands: "Cut it down and it returns β€” heal 35%.".

It carries no initiative rider, so it always takes its turn strictly on tempo. With most copies far below level 40, you will lean on Tick Tumble for a long time before the heals come online.

Abilities

Two always-on traits, one per riser (abilities):

  • Marcescence arrives at level 10 at full strength: while the card is below half HP it gains +4 DEF β€” dead leaves held through winter, hardening it exactly when it is under pressure.
  • Lignotuber stacks on at level 68: it makes the card immune to Burn, and more than that, whenever something tries to Burn it the card heals instead (a chaparral shrub is released by fire, not merely spared) β€” a strong answer to fire-based chip.

Neither trait rides the 60% sustain roll, so both are dependable whenever their condition is met.

Features

It is non-toxic and unarmed, so it neither poisons nor recoils onto an attacker (statuses). It is not a climber, so a Moss Pole does nothing for it. As a native-only defender it makes good use of a Ca/Mg amendment to push its already-respectable DEF higher, turning it into a genuine bench wall β€” see field gear.

Stats

At level 40 it reads 121 HP, 22 ATK and 11 DEF β€” firmer than the soft categories, sitting in the shrub band. Its tempo is middling: initiative 21 to open and SPD 28 to sustain, so it will often move second against lighter cards. Retreat costs 13 Sun. As a native it carries the +15% HP cushion and projects a small overshield sliver from the bench (it is a Least-Concern species). There is no invasive form (stats).

At Level 100

Grown out it reaches 233 HP and 39 ATK, and unlike the soft cards its DEF climbs to 21 β€” a real shrub wall, not just more biomass. Retreat rises to 26 Sun as it roots down, and its tempo falls to near its 1% floor, so the mature card trades the little speed it had for staying power. Maturing turns it into a slow, tanky buffer.

Weaknesses & Resistances

As a shrub it is a Competitor (weaknesses & resistances): it beats Ruderal plants (annual forbs, grasses, aquatics, bulbs) at x1.5 and loses to Specialist plants (succulents, conifers, ferns, epiphytes) at x0.667, with neutral matchups against other Competitors and the off-wheel Weird cards. See the categories overview.

Gameplay uses

Red Indian pipe is a solid native bench wall: decent HP, real DEF that grows with level, a self-heal on its ability, and Marcescence firming it up right when it drops low. Its damage is only fair, so it wins by outlasting rather than out-hitting β€” a good backstop behind a heavier attacker, and serviceable enough to grind single-player coins if you play patiently. It is inedible, so any fertilizer you feed it banks x1.25 XP instead of coins; treat it as an XP and collection card. Because it is bulky from the start, it is power-favored almost from birth β€” its crossover sits at about level 9, so it fights as a heavyweight for essentially its whole life rather than a skirmisher. Test lines against it in the Battle Lab.

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
64
ATK
13
DEF
5
SPD
41.68
INI
31.66
Retreat
βˆ’7
Tempo73.34
Power75
Fully grownLv 100
HP
233
ATK
39
DEF
21
SPD
0.45
INI
0.34
Retreat
βˆ’26
Tempo0.79
Power267

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
14
DEF
6
SPD
40.77
INI
30.97
Retreat
βˆ’7
Tempo71.74
Power72
Fully grownLv 100
HP
203
ATK
39
DEF
21
SPD
0.45
INI
0.34
Retreat
βˆ’26
Tempo0.79
Power237

Sources

  1. https://www.inaturalist.org/taxa/search?q=Monotropa%20coccinea
  2. https://en.wikipedia.org/wiki/Monotropa_coccinea
  3. https://powo.science.kew.org/results?q=Monotropa%20coccinea