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Moth Orchid

Phalaenopsis amabilis

A native-only epiphyte that regenerates through its root sheath and taunts late, with weak stats and a Moss Pole slot β€” best treated as a collectible.

XP 100%SUN 120HP 203Moth OrchidEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistCanopy Smotherβš” 29β˜€ 0Aerial Anchorfree1Γ— / battleretreat β˜€41speed 0.34Velamen RadicumactiveSapromyophilyactiveEpiphyte Matβš” 29β˜€ 2πŸ€Moth OrchidPhalaenopsis amabilisLVL 100

Overview

Moth orchid is a delicate Epiphyte that fights poorly on damage and armor, but it is not empty: Velamen Radicum trickles HP back each checkup and a late Sapromyophily taunt gives it a job on a bench. It is native to Oceania and South Asia and has no invasive form, so it only ever plays the native buffer role; there is no attacker scenario for it. Honestly, it is a weak, mostly collectible card, kept for its looks and its type niche rather than its combat value. See nativity.

Moves

Its starter attack, Canopy Smother, unlocks at level 1 and costs 2 Sun, dealing about 23 damage as a straightforward strike. The free once-per-battle ability, Aerial Anchor, unlocks at level 25: Anchors hard to the bark β€” Bind and Wither the foe. The advanced attack, Epiphyte Mat, unlocks at level 40 for 6 Sun (23 damage) and mends the orchid as it strikes, its one bit of sustain. Most of your orchids sit below level 40, where only the starter is available. None of its moves carry an initiative rider. See moves.

Abilities

Moth orchid runs one working trait per riser. Velamen Radicum (level 10) is the silvery root sheath every phalaenopsis grower knows, worth 2% of max HP back each checkup. Sapromyophily (level 68) makes the showy spray a lure that soaks the engine's single-victim picks. See Abilities.

Features

Moth orchid carries no special trait keywords, and it is non-toxic: nothing punishes an attacker for hitting it, and it lays no poison. Its growth habit is epiphytic, which is the one thing that sets it apart mechanically: it is eligible for a Moss Pole, the gear an epiphyte can climb for a small boost. Beyond that, light defensive field gear is the only thing that keeps this fragile plant on the board for an extra turn.

Stats

At level 40 moth orchid reads 121 HP and 21 ATK, both low. DEF is just 2, near the floor of the epiphyte band, so it has essentially no armor. Its tempo is front-loaded: turn 1 runs on a fair initiative (46), but every turn after runs on a much lower SPD (21), so it leads the opening exchange and is out-paced in any longer fight. Retreat costs 19 Sun. It only appears as a native, so it always carries the +15% HP cushion and a bench HP overshield. See Stats.

At Level 100

Matured to level 100, moth orchid rises to 233 HP and 37 ATK, but its DEF only reaches 3: as an epiphyte it stays almost armorless, gaining a little health and nothing that would let it trade with a real hitter. Retreat rises to 41 Sun, and its tempo has sunk to roughly 1% of cap, so a mature orchid is both slow and soft. Leveling makes it sturdier but never competitive.

Weaknesses & Resistances

As an epiphyte, moth orchid is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees) for x1.5 and is hit for only x0.667 by them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for x1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

There is no strong competitive use for moth orchid: its damage is low, its ability slot is empty, and it folds to any real hit. If you field it, do so as a native buffer whose bench overshield helps a fragile ally, and lean on its type edge against Competitors rather than on its own attacks. On the economy it is inedible, so any nutrient banks x1.25 XP rather than coins, which at least makes it a painless card to grow for collection or dex completion. Its stats climb with levels like any card, so there is no reason to hold it back, but do not expect it to carry a fight.

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 20

CrossoverLv 20
HP
84
ATK
16
DEF
1
SPD
27.54
INI
60.95
Retreat
βˆ’12
Tempo88.49
Power89
Fully grownLv 100
HP
233
ATK
37
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power232

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
80
ATK
17
DEF
1
SPD
26.18
INI
57.94
Retreat
βˆ’13
Tempo84.12
Power85
Fully grownLv 100
HP
203
ATK
37
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power202

Sources

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