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Moonstone

Pachyphytum oviferum

Moonstone is better armoured than almost any other succulent: fewer than 1 in 50 succulents in the game reach its DEF of 60 at Lv 40.

XP 100%SUN 120HP 187MoonstoneSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 30β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€21speed 0.46PhotosynthesisactiveRoot SloughingactiveGlochid Stormβš” 57β˜€ 2MoonstonePachyphytum oviferumLVL 100

Overview

Moonstone is better armoured than almost any other succulent: fewer than 1 in 50 succulents in the game reach its DEF of 60 at Lv 40.

Moonstone fights as a succulent (categories) in the Specialist succession group. It is native to Western North 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: 26.
  • Barb Priming β€” ability, free once per battle. Raises its barbs β€” Poison and Wither the foe.
  • Glochid Storm β€” advanced attack, 6 Sun. A storm of barbed glochids β€” three hits. Expected damage: 48.

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).

  • Photosynthesis β€” from Lv 10. Each checkup in sunny weather it has a 60% chance to heal 1.5% of its max HP, paid for in Sun, and to shed a stack of Poison or Wither. A Ca/Mg amendment makes the heal 25% larger.
  • Root Sloughing β€” from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.

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 and makes its Photosynthesis heal 25% more.

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)98187
HP (native)112215
ATK (neutral)1525
DEF60150
Initiative280.46
Sustained tempo (SPD)280.46
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. 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.

Succession matchups

Moonstone 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 11 as a native and at Lv 13 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 11

CrossoverLv 11
HP
63
ATK
11
DEF
16
SPD
41.28
INI
41.25
Retreat
βˆ’7
Tempo82.53
Power83
Fully grownLv 100
HP
215
ATK
25
DEF
150
SPD
0.46
INI
0.46
Retreat
βˆ’21
Tempo0.92
Power369

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
58
ATK
11
DEF
19
SPD
40.37
INI
40.33
Retreat
βˆ’7
Tempo80.70
Power81
Fully grownLv 100
HP
187
ATK
25
DEF
150
SPD
0.46
INI
0.46
Retreat
βˆ’21
Tempo0.92
Power341

Sources

  1. Pachyphytum oviferum on iNaturalist
  2. Pachyphytum oviferum on Wikipedia
  3. Pachyphytum oviferum on Plants of the World Online