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Golden shrimp plant

Pachystachys lutea

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Golden shrimp plantShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 31β˜€ 0Facilitationfree1Γ— / battleretreat β˜€33speed 0.56SclerophyllyactiveLignotuberactiveSucker Punchβš” 36β˜€ 2Golden shrimp plant β€” full-size photoGolden shrimp plantPachystachys luteaLVL 100

Overview

The Golden shrimp plant is a shrub in Supplant. It is native to South America and invasive in South Asia, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Berry is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Facilitation, unlocks at level 25: Shelters its own and starves the rest: heal 50%, and the foe's bench withers. The advanced attack, Sucker Punch, comes online at level 40 for 6 Sun β€” Comes up from the roots before the foe sees it.

As a native its attacks land for about 26 (starter) and 32 (advanced); as an invasive those rise to 29 and 34 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (13) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

Golden shrimp plant holds one trait per riser. Sclerophylly (level 10) takes a flat 3 off each direct hit. Lignotuber (level 68) gives it a woody base immune to fire: Burn will not stick, and an attempt to apply it heals the card. See Abilities.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 13, with a retreat cost of 16 Sun and tempo pips of 13 initiative / 34 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 23 (against 16 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

It firms into a solid mid-armor bruiser: DEF around 28 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 11, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 11

CrossoverLv 11
HP
61
ATK
11
DEF
6
SPD
50.40
INI
19.46
Retreat
βˆ’8
Tempo69.86
Power70
Fully grownLv 100
HP
190
ATK
28
DEF
28
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power213

Invasivepower overtakes tempo at Lv 14

CrossoverLv 14
HP
56
ATK
14
DEF
7
SPD
48.72
INI
18.81
Retreat
βˆ’9
Tempo67.53
Power68
Fully grownLv 100
HP
165
ATK
45
DEF
28
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power205

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
12
DEF
7
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power68
Fully grownLv 100
HP
165
ATK
28
DEF
28
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power188

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)