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Aluminium Plant

Pilea cadierei

Aluminium plant β€” a stall-and-Poison herb with a solid invasive jump.

XP 100%SUN 120HP 165Aluminium PlantPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 46β˜€ 0Stabilizationfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveVernalizationMemoryactiveBitter Endβš” 31β˜€ 2Aluminium Plant β€” full-size photoAluminium PlantPilea cadiereiLVL 100

Overview

The aluminium plant is a soft perennial herb whose Stabilization pins the foe in place while Bitter End Poisons it. It is native to East Asia and South Asia and invasive in eastern North America, Oceania and South America. That gives it two roles: a native buffer, or an invasive attacker.

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, Crown Split, is available from level 1 for 2 Sun. It deals 38 damage as a native or 44 as an invasive. Splits at the crown and strikes from both.

At level 25 it gains a free, once-per-battle ability, Stabilization: Pins the ground down β€” the foe stalls, and can't break away. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Bitter End, arrives at level 40 for 6 Sun, dealing 26 damage as a native or 30 as an invasive. Bitter to the last β€” Poison the foe.

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:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Vernalization Memory (from level 68) β€” once it has weathered the cold β€” from turn three onward β€” it bolts for a kept +5 ATK.

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.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 4 DEF and retreats for 16 Sun.

It is slow off the mark (opening initiative 21) but faster in the long exchange (sustained Speed 34 from turn two).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 16 to 26, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

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 8 DEF β€” leveling buys it bulk and attack (climbing to 28 native / 51 invasive), 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, Perennial herb, 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

As an invasive it gains a real attack step and works as a budget disruptor-attacker; as a native it is a stalling buffer. Its low initiative means it rarely opens first.

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 21, 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 19

CrossoverLv 19
HP
72
ATK
12
DEF
2
SPD
45.92
INI
28.89
Retreat
βˆ’10
Tempo74.81
Power76
Fully grownLv 100
HP
190
ATK
28
DEF
8
SPD
0.56
INI
0.35
Retreat
βˆ’33
Tempo0.91
Power193

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
18
DEF
2
SPD
44.80
INI
28.19
Retreat
βˆ’11
Tempo72.99
Power74
Fully grownLv 100
HP
165
ATK
51
DEF
8
SPD
0.56
INI
0.35
Retreat
βˆ’33
Tempo0.91
Power191

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
13
DEF
3
SPD
43.68
INI
27.49
Retreat
βˆ’11
Tempo71.17
Power73
Fully grownLv 100
HP
165
ATK
28
DEF
8
SPD
0.56
INI
0.35
Retreat
βˆ’33
Tempo0.91
Power168

Sources

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