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Orchid

Phalaenopsis spp.

A delicate epiphyte the arena treats as a neutral collectible, with neither the native's cushion nor an invasive attacker card.

XP 100%SUN 120HP 165OrchidEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistDisplayβš” 31β˜€ 0Mist Harvestfree1Γ— / battleretreat β˜€33speed 0.56Peltate TrichomesactiveTank ReservoiractiveAerial Cageβš” 29β˜€ 2OrchidPhalaenopsis spp.LVL 100

Overview

Orchid is a delicate Epiphyte that the arena handles as a neutral collectible rather than a real fighter. It is recorded as neither a regional native nor an invader anywhere, so it plays from a plain base line with none of the native's HP cushion and bench overshield and none of the invasive's trait-sourced attack. That makes it a weak, mostly collectible card: cheap to field but with little to offer a serious team. See nativity for what the two roles normally add.

Moves

Its starter attack, Display, unlocks at level 1 for 2 Sun and lands a plain hit for about 24 damage. The free once-per-battle ability, Mist Harvest, arrives at level 25: Combs the mist for moisture: heal 30%, and the foe can't heal. It is a self-heal, not an attack. The advanced attack, Aerial Cage, unlocks at level 40 for 6 Sun (about 22 damage) and binds the target in place rather than only hurting it. Most orchids you own sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See moves.

Abilities

This orchid runs a working trait on each riser. Peltate Trichomes (level 10) blunt damage-over-time by 30%, so poison and burn tick softer here. Tank Reservoir (level 68) supplies an HP overshield bar of the plant's own β€” useful cover for a low-armour card. See Abilities.

Features

Orchid carries no trait keywords and no toxin, so it shows no hazard ring and deals no contact recoil or poison to an attacker; it is non-toxic. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a neutral card, general defensive field gear (a Cloche, a Ca/Mg amendment for a little DEF) is the most it can use.

Stats

At level 40 orchid reads 103 HP and 25 ATK, drawn from its plain base line rather than either role package. DEF is only 2, sitting at the soft epiphyte floor, so it takes hits with almost no armor. Its tempo is front-loaded: turn 1 runs on its initiative (22) and every turn after on its SPD (34), so it opens quickly but is out-paced in a longer fight. Retreat costs 16 Sun. Because it is neither native nor invasive, it gains neither the +15% native HP cushion and bench overshield nor the invasive attack-and-prize trade-off. Link Stats.

At Level 100

Matured to level 100, orchid swells to 190 HP but its ATK only reaches 45 and its DEF just 3. As a soft epiphyte it buys bulk in health and almost no armor, so it stays fragile against any real hitter, and its tempo has sunk to roughly 1% of cap, meaning a mature orchid acts near-last. Maturing makes it harder to one-shot but never turns it into a threat.

Weaknesses & Resistances

Orchid is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) for x1.5 and resists their blows at x0.667; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for x1.5 while shrugging off its hits. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Treat orchid as a collector's card more than a competitive one: thin armor and no role bonus, though it blunts damage-over-time by 30% and supplies its own overshield bar late. Its main use is economic. It is inedible, so any nutrient you feed it banks x1.25 XP toward levels rather than paying coins. If you do run it, it fights as a fast skirmisher until about level 21, after which its added bulk starts to matter more than its speed, so leveling it is still worthwhile.

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 18

CrossoverLv 18
HP
71
ATK
18
DEF
1
SPD
46.48
INI
29.76
Retreat
βˆ’10
Tempo76.24
Power80
Fully grownLv 100
HP
190
ATK
45
DEF
3
SPD
0.56
INI
0.36
Retreat
βˆ’33
Tempo0.92
Power205

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
19
DEF
1
SPD
44.80
INI
28.68
Retreat
βˆ’11
Tempo73.48
Power74
Fully grownLv 100
HP
165
ATK
45
DEF
3
SPD
0.56
INI
0.36
Retreat
βˆ’33
Tempo0.92
Power180

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
19
DEF
1
SPD
44.80
INI
28.68
Retreat
βˆ’11
Tempo73.48
Power74
Fully grownLv 100
HP
165
ATK
45
DEF
3
SPD
0.56
INI
0.36
Retreat
βˆ’33
Tempo0.92
Power180

Sources

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