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Raindrop peperomia

Peperomia polybotrya

Raindrop peperomia is less armoured than most succulents: fewer than 1 in 10 succulents in the game sit as low as its DEF of 4 at Lv 40.

XP 100%SUN 120HP 106Raindrop peperomiaSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 31β˜€ 0Water Reservoirfree1Γ— / battleretreat β˜€21speed 0.46Waxy CuticleactiveCaudex ReserveactiveWater Hoardβš” 26β˜€ 2Raindrop peperomia β€” full-size photoRaindrop peperomiaPeperomia polybotryaLVL 100

Overview

Raindrop peperomia is less armoured than most succulents: fewer than 1 in 10 succulents in the game sit as low as its DEF of 4 at Lv 40.

Raindrop peperomia fights as a succulent (categories) in the Specialist succession group. It is native to South America, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Dryground β€” starter attack, 2 Sun. Leaves nothing to recover on β€” the foe can't heal. Expected damage: 27.
  • Water Reservoir β€” ability, free once per battle. Opens the whole store: heal 50%, and the foe can't heal.
  • Water Hoard β€” advanced attack, 6 Sun. Opens the store β€” heal 35%. Expected damage: 22.

Water Hoard carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Waxy Cuticle β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Caudex Reserve β€” from Lv 68. While it is the active plant it carries its own green overshield bar worth 8.3% of its max HP, which direct hits drain before its HP.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)66106
HP (native)76122
ATK (neutral)1730
DEF48
Initiative350.58
Sustained tempo (SPD)280.46
Retreat cost (Sun)1121
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 11 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Its climate is known only as a regional estimate: the tropical band. That is enough to name the band but not to give a hardiness zone, so none is shown. Until its range is measured, the card's climate chip shows the band alone and earns no climate XP bonus.

Succession matchups

Raindrop peperomia is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 28 as a native and at Lv 34 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 28

CrossoverLv 28
HP
67
ATK
15
DEF
3
SPD
33.49
INI
42.41
Retreat
βˆ’9
Tempo75.90
Power76
Fully grownLv 100
HP
122
ATK
30
DEF
8
SPD
0.46
INI
0.58
Retreat
βˆ’21
Tempo1.04
Power139

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
62
ATK
16
DEF
3
SPD
30.73
INI
38.92
Retreat
βˆ’10
Tempo69.65
Power71
Fully grownLv 100
HP
106
ATK
30
DEF
8
SPD
0.46
INI
0.58
Retreat
βˆ’21
Tempo1.04
Power123

Sources

  1. Peperomia polybotrya on iNaturalist
  2. Peperomia polybotrya on Wikipedia
  3. Peperomia polybotrya on Plants of the World Online