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Monotropastrum kirishimense

Monotropastrum kirishimense

There are too few mycoheterotrophs in the game to rank them against each other, so Monotropastrum kirishimense's numbers stand on their own: an initiative of 7, a sustained tempo of 15 and DEF 51 at Lv 40.

XP 100%SUN 120HP 192MonotropastrumkirishimenseMycoheterotrophβ˜…β˜…β˜…β˜…β˜…WeirdDeadly Surpriseβš” 27β˜€ 0Network Monopolyfree1Γ— / battleretreat β˜€25speed 0.24Sun SiphonactiveGhost PalloractiveHyphal Floodβš” 24β˜€ 2πŸ€Monotropastrum kirishimenseMonotropastrum kirishimenseLVL 100

Overview

There are too few mycoheterotrophs in the game to rank them against each other, so Monotropastrum kirishimense's numbers stand on their own: an initiative of 7, a sustained tempo of 15 and DEF 51 at Lv 40.

Monotropastrum kirishimense fights as a mycoheterotroph (categories) in the Weird succession group. It is native to East 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.

  • Deadly Surprise β€” starter attack, 2 Sun. Looks harmless right up until it isn't β€” Poison. Expected damage: 23.
  • Network Monopoly β€” ability, free once per battle. Takes the whole network for itself: +8 ATK and heal 40%.
  • Hyphal Flood β€” advanced attack, 6 Sun. Floods the soil with hyphae β€” the foe's bench wilts. Expected damage: 21.

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).

  • Sun Siphon β€” from Lv 10, at half strength until Lv 68. When its own Sun can't cover a move, it draws the shortfall from your benched plants' Sun.
  • Ghost Pallor β€” from Lv 68. It takes 30% less damage from Poison and Burn.

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)102192
HP (native)117221
ATK (neutral)1525
DEF51128
Initiative70.11
Sustained tempo (SPD)150.24
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.

Succession matchups

Monotropastrum kirishimense is in the Weird group (weaknesses and resistances). Weird sits outside the succession wheel, so it neither deals nor takes a matchup multiplier.

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 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
49
ATK
9
DEF
1
SPD
24.48
INI
11.34
Retreat
βˆ’5
Tempo35.82
Power54
Fully grownLv 100
HP
221
ATK
25
DEF
128
SPD
0.24
INI
0.11
Retreat
βˆ’25
Tempo0.35
Power349

Neutralpower-favored from the start

SeedlingLv 1
HP
43
ATK
9
DEF
1
SPD
24.48
INI
11.34
Retreat
βˆ’5
Tempo35.82
Power48
Fully grownLv 100
HP
192
ATK
25
DEF
128
SPD
0.24
INI
0.11
Retreat
βˆ’25
Tempo0.35
Power320

Sources

  1. Monotropastrum kirishimense on iNaturalist
  2. Monotropastrum kirishimense on Wikipedia
  3. Monotropastrum kirishimense on Plants of the World Online