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Monstera

Monstera deliciosa

A popular native epiphyte and the other Moss-Pole card: it heals itself each checkup and, once grown, taunts single-target picks onto itself to protect your bench.

XP 100%SUN 120HP 203MonsteraEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistTwineβš” 26β˜€ 0Canopy Ecesisfree1Γ— / battleretreat β˜€26speed 0.65Velamen RadicumactiveSapromyophilyactiveTrichome Trapβš” 29β˜€ 2🍁MonsteraMonstera deliciosaLVL 100

Overview

Monstera is an epiphyte, and it plays as a Epiphyte card. It is native to South America and invasive nowhere, so in the arena it only ever fights as a native buffer, never an attacker.

Moves

  • Twine (unlocks at level 1, costs 2 Sun) deals 22 damage. Twines around and holds it fast.
  • Canopy Ecesis (unlocks at level 25) is the free once-per-battle ability: Takes hold on a branch: heal 35% and gain speed. It costs no Sun.
  • Trichome Trap (unlocks at level 40, costs 6 Sun) deals 25 damage. Combs moisture from the air β€” heal 30%.

None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β€” its turn order is set by its tempo (see Stats). As a mild plant it also carries a Poison rider: every damaging attack it lands Poisons the target (1 stack). Poison is damage-over-time that ignores DEF and slips past the overshield, so it wears down even armored walls.

Abilities

Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:

  • Velamen Radicum arrives at level 10: its absorbent aerial-root sheath heals 2% of its maximum HP every checkup.
  • Sapromyophily β€” a taunt β€” arrives at level 68: wherever the engine would pick a single victim out of a group (a forced swap, a chip aimed at one benched plant), it draws that pick onto itself instead of an ally, shielding your bench. Against a lone wild plant there is no choice to redirect, so it does nothing there β€” the honest caveat.

Features

It carries no certain trait keywords beyond the schedule above. It is Moss Pole-eligible β€” a climber β€” so a Moss Pole is a natural fit. A Calcium/Magnesium amendment is the most useful slot for its soft body; a Cloche shields an attacker from contact poison.

Stats

Read at level 40, where every move is unlocked: HP 121, ATK 18, DEF 1, retreat 13 Sun. Its tempo splits the usual way β€” initiative 38 orders turn 1 and SPD 40 orders turn 2 onward β€” and it holds a fairly steady tempo across the fight.

Being native-only, it always fights as the buffer: the +15% HP cushion is baked into that HP, and while benched it projects a green HP overshield bar onto your active. It never takes the invasive attacker role, so it pays no Faustian self-damage and concedes no attacker prizes.

At Level 100

Maturity swells its HP toward 233, but its soft category keeps DEF at only 1 β€” it never becomes a wall. Retreat rises to 26 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.

Weaknesses & Resistances

Monstera is in the Specialist group on the succession wheel. It deals x1.5 to Competitors (perennial herbs, vines, shrubs, broadleaf trees) and takes x1.5 from the Ruderal group (annual forbs, grasses, aquatics, bulbs), whose defense resists it to x0.667.

Gameplay uses

A popular native epiphyte and the other Moss-Pole card: it heals itself each checkup and, once grown, taunts single-target picks onto itself to protect your bench. A durable support piece. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β€” where its rising bulk overtakes its falling speed β€” at level 25; it only grows stronger with level, so never hold it back.

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 25

CrossoverLv 25
HP
93
ATK
15
DEF
1
SPD
49.54
INI
47.28
Retreat
βˆ’10
Tempo96.82
Power99
Fully grownLv 100
HP
233
ATK
31
DEF
1
SPD
0.65
INI
0.62
Retreat
βˆ’26
Tempo1.27
Power239

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
88
ATK
16
DEF
1
SPD
46.93
INI
44.79
Retreat
βˆ’11
Tempo91.72
Power94
Fully grownLv 100
HP
203
ATK
31
DEF
1
SPD
0.65
INI
0.62
Retreat
βˆ’26
Tempo1.27
Power209

Sources

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