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Monotropastrum kirishimense

Monotropastrum kirishimense

The Monotropastrum kirishimense (Monotropastrum kirishimense) is a Shrub that plays as a defensive buffer.

XP 100%SUN 120HP 203MonotropastrumkirishimenseShrubβ˜…β˜…β˜…β˜…β˜…CompetitorTick Tumbleβš” 30β˜€ 0Facilitationfree1Γ— / battleretreat β˜€26speed 0.34MarcescenceactiveLignotuberactiveBramble Scrambleβš” 40β˜€ 2πŸ€Monotropastrum kirishimenseMonotropastrum kirishimenseLVL 100

Overview

The Monotropastrum kirishimense is a rare mycoheterotrophic woodland plant of Japan (classed here as a shrub). In battle it plays as a Shrub. It is native to East Asia and listed as invasive nowhere, so it fills the defensive buffer role only.

Moves

Its kit unlocks in three stages. The starter attack, Tick Tumble, is available from Level 1 and costs 2 Sun, dealing 26 as a native and 26 as an invasive. Its effect: Shakes the tick load loose onto the foe.

The free ability, Facilitation (Level 25), costs no Sun because it is once per battle: Shelters its own and starves the rest: heal 50%, and the foe's bench withers.

The advanced attack, Bramble Scramble (Level 40, 6 Sun), deals 34 native and 34 invasive: Two passes through the brambles. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Marcescence, which grants DEF while it is below half health, hardening as it takes damage. From Level 68 a second, different trait stacks on top: Lignotuber, which turns fire to its advantage β€” a Burn applied to it heals a slice of health instead of only hurting. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 11 β€” a firm mid band β€” shrubs harden well past a weed, short of a tree. It retreats for 13 Sun. Turn 1 is ordered by its initiative (18) and every turn after by its SPD (21). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. No region lists it as invasive, so it plays purely as a buffer: a +15% HP cushion (121 HP) and, from the bench, an HP overshield onto your active. It has no attacker stance. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 that firmness has grown into real armor at 21 DEF, with HP toward 233; retreat rises to 26 Sun and its tempo has fallen to about 1% of cap. It ends as a tough, slow body that trades blows rather than racing.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A firm-DEF shrub with a strong 50% heal ability. Native-only and self-sustaining; a durable buffer and a genuine collection rarity. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its native crossover falls around Level 4: below it the card leans on its turn-order edge, above it on raw bulk and attack β€” it is monotonically stronger as it levels, so keep growing it.

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 4

CrossoverLv 4
HP
54
ATK
9
DEF
5
SPD
32.74
INI
28.90
Retreat
βˆ’6
Tempo61.64
Power62
Fully grownLv 100
HP
233
ATK
25
DEF
21
SPD
0.34
INI
0.30
Retreat
βˆ’26
Tempo0.64
Power253

Neutralpower overtakes tempo at Lv 7

CrossoverLv 7
HP
52
ATK
10
DEF
5
SPD
31.73
INI
28.00
Retreat
βˆ’6
Tempo59.73
Power61
Fully grownLv 100
HP
203
ATK
25
DEF
21
SPD
0.34
INI
0.30
Retreat
βˆ’26
Tempo0.64
Power223

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)