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Banana poka

Passiflora tripartita

An invasive passionflower vine that opens with priority, suppresses the foe, and pays coins as a fruit.

XP 100%SUN 120HP 165Banana pokaVineβ˜…β˜…β˜…β˜…β˜…CompetitorTugβš” 33β˜€ 0CompetitiveExclusionfree1Γ— / battleretreat β˜€33speed 0.56AllelopathyactiveApicalDominanceactiveStrangleholdβš” 38β˜€ 2Banana poka β€” full-size photoBanana pokaPassiflora tripartitaLVL 100

Overview

Banana poka is a passionflower vine native to South America and an aggressive invasive across Africa, eastern North America, western North America, Oceania and South & Southeast Asia. It is a soft Competitor that combines suppression with the initiative rider on its starter β€” an unusual and useful package for a vine. It is also an edible fruit.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Tug, is there from level 1 at 2 Sun β€” Hauls itself in first: first in the wild, acts again on a kill. It lands for 27 damage as a native buffer and 30 as an invasive attacker. The free once-per-battle ability, Competitive Exclusion, comes online at level 25: Leaves no room at all β€” the foe stalls and withers. The advanced attack, Stranglehold, arrives at level 40 for 6 Sun and hits for 33 native / 35 invasive β€” Binds the foe in place, then squeezes.

Tug carries the initiative rider. In a wild encounter that means hard priority: it seizes the opening and strikes first regardless of speed, and if both sides bring a rider they cancel. In the arena the rider works differently β€” it grants no first strike; instead, when this move lands a lethal blow that actually drops the body, the attacker keeps the turn and acts again, and a chain like that can sweep a chipped bench. See moves.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Allelopathy (from level 10) β€” it leaks growth-suppressing chemistry into the soil, holding a wilt aura on the enemy's active card that saps its attack for as long as it stays in. This works the same in single-player battles and in the arena.
  • Apical Dominance (from level 68) β€” auxin keeps one dominant growing tip: while it is at full health it hits for +5 ATK, a bonus it loses the moment it takes any damage.

Features

As a vine it is Moss Pole-eligible β€” the trellis gear that fits climbers. Its DEF is otherwise low, so a Calcium/Magnesium amendment is the main way to firm it up. See field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 8 DEF, 16 Sun to retreat, and tempo pips of 32 initiative (which orders turn 1) and 34 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 27 against its native 19 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 34 / 52, and retreat stiffens to 33 Sun as it roots down. DEF barely leaves its soft band even so (15) β€” this is a light-bodied card that swells in health without ever becoming armoured β€” and the inverted tempo has sunk to roughly 1% of cap. It is still strictly stronger at higher levels; the tempo it loses along the way is only a small turn-order lever.

Hardiness

Roughly USDA zone 6a β€” it should come through winters that bottom out near -21 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of 3.3 Β°C to a warm edge of 23.5 Β°C, a Subtropical band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

Its opener, Tug, carries the initiative rider: in the wild it strikes first regardless of speed, and in the arena a lethal hit with it lets the vine act again. Allelopathy saps the enemy active's attack the whole fight, and Apical Dominance adds +5 ATK while it is unhurt. Play it invasive to press its higher attack (the introduced-range edge is large here), or native as a control buffer. As an edible, feeding it its matching fruit fertilizer (Phosphorus) pays Γ—1.25 coins. Soft-bodied, so keep a durable bench behind it.

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 22

CrossoverLv 22
HP
76
ATK
15
DEF
6
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power86
Fully grownLv 100
HP
190
ATK
34
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power206

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
20
DEF
6
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power84
Fully grownLv 100
HP
165
ATK
52
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power199

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
16
DEF
6
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power82
Fully grownLv 100
HP
165
ATK
34
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power181

Sources

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