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Peperomia metallica

Peperomia metallica

A native-only perennial herb that heals to outlast fights but hits very softly β€” a South American buffer and mainly a collection card.

XP 100%SUN 120HP 165Peperomia metallicaPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 30β˜€ 0HemicryptophyteHoldfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveContractile RootsactiveTonicβš” 35β˜€ 2Peperomia metallica β€” full-size photoPeperomia metallicaPeperomia metallicaLVL 100

Overview

Peperomia metallica is a Perennial herb that fights as a native-only buffer built to outlast rather than out-hit, native to South America. It mends itself through exchanges and can survive a lethal blow once its Resprout matures, but its attack is among the lowest here β€” treat it as support and a collection piece. It has no invasive form.

Moves

Its starter attack, Bitter Sap, unlocks at level 1 for 2 Sun and deals about 26 damage. The free once-per-battle ability, Hemicryptophyte Hold, arrives at level 25: Hunkers at ground level β€” Bind and Wither the foe. The advanced attack, Tonic, unlocks at level 40 for 6 Sun, dealing about 31 damage while mending the plant as it strikes. Most of your peperomia sit below level 40, where only the starter is live. None of its moves carry an initiative rider. See Moves.

Abilities

Peperomia metallica keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β€” that gap holds for most of the card's life. When it works, Resprout lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time, so it is a lucky reprieve rather than a guarantee. See Abilities.

Features

Peperomia metallica is non-toxic β€” no contact recoil and no poison rider. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native-only card, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” best offsets its thin armor. See statuses.

Stats

At level 40 peperomia reads 103 HP with ATK of just 15, among the lowest in this set; it has no invasive form, so those are its only figures. DEF is 4, still soft for the perennial-herb band though a shade firmer than the floor, so it survives on healing more than armor. Its tempo is back-loaded: turn 1 runs on its initiative (32) and every turn after on its SPD (34), so it is out-paced early and steadier later. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, peperomia climbs to 190 HP and 25 ATK, and its DEF reaches 8 β€” still modest, buying most of its bulk in health rather than armor. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature peperomia acts last against almost anything younger. Maturing buys survivability, not punch.

Weaknesses & Resistances

As a perennial herb, Peperomia metallica sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Peperomia metallica as a stall buffer: heal through exchanges, project its overshield from the bench, and lean on Resprout once mature to steal an extra life. Its damage is very low, so it is a support and collection card rather than a threat β€” it holds on rather than winning outright. On economy it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a heal-to-outlast buffer that leans ever harder on its bulk as it levels, crossing over around level 25 β€” always stronger higher, 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 25

CrossoverLv 25
HP
81
ATK
13
DEF
3
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power85
Fully grownLv 100
HP
190
ATK
25
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power190

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
3
SPD
40.32
INI
37.84
Retreat
βˆ’13
Tempo78.17
Power79
Fully grownLv 100
HP
165
ATK
25
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power165

Sources

  1. https://www.inaturalist.org/taxa/search?q=Peperomia%20metallica
  2. https://en.wikipedia.org/wiki/Peperomia_metallica
  3. https://powo.science.kew.org/results?q=Peperomia%20metallica