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Curas cactus

Opuntia curassavica

Curas cactus is less armoured than most succulents: no more than 1 in 9 succulents in the game sit as low as its DEF of 6 at Lv 40.

XP 100%SUN 120HP 416Curas cactusSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 33β˜€ 0Water Reservoirfree1Γ— / battleretreat β˜€20speed 0.79Waxy CuticleactiveRoot SloughingactiveSunscaldβš” 33β˜€ 2Curas cactus β€” full-size photoCuras cactusOpuntia curassavicaLVL 100

Overview

Curas cactus is less armoured than most succulents: no more than 1 in 9 succulents in the game sit as low as its DEF of 6 at Lv 40.

Curas cactus fights as a succulent (categories) in the Specialist succession group. It is native to South America, 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: 28.
  • Water Reservoir β€” ability, free once per battle. Opens the whole store: heal 50%, and the foe can't heal.
  • Sunscald β€” advanced attack, 6 Sun. Scalds the tissue through β€” the foe can't heal. Expected damage: 28.

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).

  • Waxy Cuticle β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Root Sloughing β€” from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its fruit or seeds, so a Phosphorus amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • 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)188416
HP (native)216479
ATK (neutral)2036
DEF614
Initiative600.98
Sustained tempo (SPD)480.79
Retreat cost (Sun)1120
  • 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 (Near Threatened): 5.6% 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 12b β€” it should come through winters that bottom out near 15 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 25.0 Β°C to a warm edge of 27.4 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

Curas cactus is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

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 21 as a native and at Lv 24 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 21

CrossoverLv 21
HP
133
ATK
15
DEF
4
SPD
63.32
INI
78.44
Retreat
βˆ’8
Tempo141.76
Power144
Fully grownLv 100
HP
479
ATK
36
DEF
14
SPD
0.79
INI
0.98
Retreat
βˆ’20
Tempo1.77
Power509

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
127
ATK
16
DEF
4
SPD
60.94
INI
75.50
Retreat
βˆ’8
Tempo136.44
Power139
Fully grownLv 100
HP
416
ATK
36
DEF
14
SPD
0.79
INI
0.98
Retreat
βˆ’20
Tempo1.77
Power446

Sources

  1. Opuntia curassavica on iNaturalist
  2. Opuntia curassavica on Wikipedia
  3. Opuntia curassavica on Plants of the World Online