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Pilea insolens

Pilea insolens

Pilea insolens is less armoured than most perennial herbs: no more than 1 in 5 perennial herbs in the game sit as low as its DEF of 3 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category sit as low as 21.

XP 100%SUN 120HP 172Pilea insolensPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 34β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€23speed 0.53Bitter PrincipleactiveResproutactiveRhizome Lockβš” 24β˜€ 2πŸƒPilea insolensPilea insolensLVL 100

Overview

Pilea insolens is less armoured than most perennial herbs: no more than 1 in 5 perennial herbs in the game sit as low as its DEF of 3 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category sit as low as 21.

Pilea insolens fights as a perennial herb (categories) in the Competitor succession group. It is native to East Asia and South Asia, 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.

  • Stolon Reach β€” starter attack, 2 Sun. Runs a stolon out fast β€” and keeps the speed. Expected damage: 30.
  • Seral Persistence β€” ability, free once per battle. Refuses to be replaced: heal 60%, and the foe can't heal.
  • Rhizome Lock β€” advanced attack, 6 Sun. Locks the foe down underground and saps it. Expected damage: 19.

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).

  • Bitter Principle β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Resprout β€” from Lv 68. Once per battle, when it would be knocked out, it has a 60% chance to survive at 25% of its max HP, shedding every status.

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)92172
HP (native)106198
ATK (neutral)1831
DEF37
Initiative210.35
Sustained tempo (SPD)330.53
Retreat cost (Sun)1223
  • 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 slower 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 12 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 polar band, and it is wide-ranging. 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

Pilea insolens is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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 16 as a native and at Lv 20 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 16

CrossoverLv 16
HP
69
ATK
13
DEF
2
SPD
45.43
INI
29.86
Retreat
βˆ’8
Tempo75.29
Power76
Fully grownLv 100
HP
198
ATK
31
DEF
7
SPD
0.53
INI
0.35
Retreat
βˆ’23
Tempo0.88
Power213

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
65
ATK
14
DEF
2
SPD
43.29
INI
28.46
Retreat
βˆ’8
Tempo71.75
Power73
Fully grownLv 100
HP
172
ATK
31
DEF
7
SPD
0.53
INI
0.35
Retreat
βˆ’23
Tempo0.88
Power187

Sources

  1. Pilea insolens on iNaturalist
  2. Pilea insolens on Wikipedia
  3. Pilea insolens on Plants of the World Online