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Madagascar Palm

Pachypodium lamerei

Madagascar palm (played as a herb) β€” fast, soft, and a resprouter.

XP 100%SUN 120HP 165Madagascar PalmSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSpine Jabβš” 35β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€23speed 0.76Waxy CuticleactiveRoot SloughingactiveGlochid Stormβš” 57β˜€ 2Madagascar Palm β€” full-size photoMadagascar PalmPachypodium lamereiLVL 100

Overview

Pachypodium lamerei is treated as a soft perennial herb here: a fast, thin-armored plant with a volatile-oil Poison and a late resprout. It is native to Africa and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Spine Jab, is available from level 1 for 2 Sun. It deals 31 damage. A spiny jab.

At level 25 it gains a free, once-per-battle ability, Xeric Climax: Master of the drylands: heal 70%. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Glochid Storm, arrives at level 40 for 6 Sun, dealing 48 damage. A storm of barbed glochids β€” three hits.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Resprout (from level 68) β€” once per match, when a hit would finish it, it has a 60% chance to cling on at a quarter of its maximum HP β€” a coin-flip-plus safety net, not a guarantee.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It is slow off the mark (opening initiative 23) but faster in the long exchange (sustained Speed 47 from turn two).

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 25), not toughness. Retreat climbs to 23 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Succulent, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

It opens quickly and chips, but its damage and bulk are low. A collection piece with a survival trick, best benched behind a heavier attacker.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 26, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no reason to 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 26

CrossoverLv 26
HP
82
ATK
13
DEF
1
SPD
57.28
INI
27.95
Retreat
βˆ’10
Tempo85.23
Power86
Fully grownLv 100
HP
190
ATK
25
DEF
1
SPD
0.76
INI
0.37
Retreat
βˆ’23
Tempo1.13
Power193

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
14
DEF
1
SPD
54.22
INI
26.46
Retreat
βˆ’10
Tempo80.68
Power82
Fully grownLv 100
HP
165
ATK
25
DEF
1
SPD
0.76
INI
0.37
Retreat
βˆ’23
Tempo1.13
Power168

Sources

  1. iNaturalist β€” Pachypodium lamerei
  2. Wikipedia β€” Pachypodium lamerei
  3. Plants of the World Online (Kew) β€” Pachypodium lamerei