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Raindrop peperomia

Peperomia polybotrya

Raindrop peperomia β€” a soft ornamental herb with a self-heal and a resprout.

XP 100%SUN 120HP 165Raindrop peperomiaSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 31β˜€ 0Water Reservoirfree1Γ— / battleretreat β˜€33speed 0.56Waxy CuticleactiveCaudex ReserveactiveWater Hoardβš” 26β˜€ 2Raindrop peperomia β€” full-size photoRaindrop peperomiaPeperomia polybotryaLVL 100

Overview

Peperomia polybotrya is a soft perennial herb that remakes its own ground for a heal and attack bump and falls back on a late resprout. It is native to South America 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, Dryground, is available from level 1 for 2 Sun. It deals 27 damage. Leaves nothing to recover on β€” the foe can't heal.

At level 25 it gains a free, once-per-battle ability, Water Reservoir: Opens the whole store: heal 50%, and the foe can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Water Hoard, arrives at level 40 for 6 Sun, dealing 22 damage. Opens the store β€” heal 35%.

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:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • 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 2 DEF and retreats for 16 Sun.

It is slow off the mark (opening initiative 29) but faster in the long exchange (sustained Speed 34 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 3 DEF β€” leveling buys it bulk and attack (climbing to 30), not toughness. Retreat climbs to 33 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

Ordinary damage and thin armor make it a collection piece with staying power rather than a threat. Bench it behind a heavier hitter.

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 23, 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 23

CrossoverLv 23
HP
78
ATK
14
DEF
1
SPD
43.68
INI
37.14
Retreat
βˆ’11
Tempo80.82
Power82
Fully grownLv 100
HP
190
ATK
30
DEF
3
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power190

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
14
DEF
2
SPD
41.44
INI
35.23
Retreat
βˆ’12
Tempo76.67
Power77
Fully grownLv 100
HP
165
ATK
30
DEF
3
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power165

Sources

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