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Tropical pitcherplant

Nepenthes mirabilis

There are too few carnivorous plants in the game to rank them against each other, so Tropical pitcherplant's numbers stand on their own: an initiative of 29, a sustained tempo of 26 and DEF 9 at Lv 40.

XP 100%SUN 120HP 106Tropical pitcherplantCarnivorousβ˜…β˜…β˜…β˜…β˜…WeirdCarnivoryLure Scentβš” 32β˜€ 0Bog Establishmentfree1Γ— / battleretreat β˜€21speed 0.42ThigmonastyactiveSapromyophilyactiveDigestβš” 42β˜€ 2Tropical pitcherplantNepenthes mirabilisLVL 100

Overview

There are too few carnivorous plants in the game to rank them against each other, so Tropical pitcherplant's numbers stand on their own: an initiative of 29, a sustained tempo of 26 and DEF 9 at Lv 40.

Tropical pitcherplant fights as a carnivorous plant (categories) in the Weird succession group. It is native to East Asia, Oceania and South 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.

  • Lure Scent β€” starter attack, 2 Sun. Lures the foe in for a light bite β€” and drinks deep. Expected damage: 26.
  • Bog Establishment β€” ability, free once per battle. Settles the peat: heal 30%, and the foe withers.
  • Digest β€” advanced attack, 6 Sun. Digests prey β€” heavy drain. Expected damage: 36.

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). A feeding mode is different: it is innate, on from Lv 1 and never dropped.

  • Carnivory β€” innate, on from Lv 1. Every attack that deals damage has a 60% chance to heal it for 50% of the damage dealt, paid for in Sun.
  • Thigmonasty β€” from Lv 10. It gets +4 initiative.
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • It is a carnivore, so it holds nitrogen, phosphorus and calcium/magnesium innately, in no soil slot: +6 ATK, 15% more sustained tempo and +2 DEF are already in its stats. A Ca/Mg amendment adds no further 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)66106
HP (native)76122
ATK (neutral)2947
DEF918
Initiative290.48
Sustained tempo (SPD)260.42
Retreat cost (Sun)1121
  • 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 faster 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 11 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.

Hardiness

Roughly USDA zone 11b β€” it should come through winters that bottom out near 8 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 20.8 Β°C to a warm edge of 28.3 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

Tropical pitcherplant 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 overtakes its tempo at Lv 16 as a native and at Lv 20 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. 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 overtakes tempo at Lv 16

CrossoverLv 16
HP
57
ATK
22
DEF
5
SPD
35.93
INI
40.47
Retreat
βˆ’7
Tempo76.40
Power77
Fully grownLv 100
HP
122
ATK
47
DEF
18
SPD
0.42
INI
0.48
Retreat
βˆ’21
Tempo0.90
Power166

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
53
ATK
23
DEF
6
SPD
34.24
INI
38.57
Retreat
βˆ’8
Tempo72.81
Power74
Fully grownLv 100
HP
106
ATK
47
DEF
18
SPD
0.42
INI
0.48
Retreat
βˆ’21
Tempo0.90
Power150

Sources

  1. Nepenthes mirabilis on iNaturalist
  2. Nepenthes mirabilis on Wikipedia
  3. Nepenthes mirabilis on Plants of the World Online