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Pothos armatus

Pothos armatus

Pothos armatus hits more softly than most vines: fewer than 1 in 10 vines in the game sit as low as its ATK of 15 at Lv 40. Its DEF stands out too: no more than 1 in 5 of the category sit as low as 14.

XP 100%SUN 120HP 166Pothos armatusVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Smotherβš” 27β˜€ 0Inhibitionfree1Γ— / battleretreat β˜€29speed 0.37Thigmotropic CoilactiveStructural LoadactiveThigmo-Trapβš” 24β˜€ 2Pothos armatus β€” full-size photoPothos armatusPothos armatusLVL 100

Overview

Pothos armatus hits more softly than most vines: fewer than 1 in 10 vines in the game sit as low as its ATK of 15 at Lv 40. Its DEF stands out too: no more than 1 in 5 of the category sit as low as 14.

Pothos armatus fights as a vine (categories) in the Competitor succession group. It is native to 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.

  • Creeping Smother β€” starter attack, 2 Sun. Creeps over and smothers β€” the foe weakens. Expected damage: 23.
  • Inhibition β€” ability, free once per battle. Chokes off recovery β€” the foe can't heal.
  • Thigmo-Trap β€” advanced attack, 6 Sun. Coils the instant it touches, before the foe can pull away. Expected damage: 21.

Thigmo-Trap carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

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).

  • Thigmotropic Coil β€” from Lv 10. Every direct hit on it has a 75% chance to Bind the attacker for 1 turn.
  • Structural Load β€” from Lv 68. When it is knocked out, every opposing benched plant loses 5% of its max HP.

Items and economy

  • It climbs, so it can take a Moss Pole (field gear).
  • 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)90166
HP (native)103191
ATK (neutral)1525
DEF1430
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1429
  • 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 14 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.

Succession matchups

Pothos armatus 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 18 as a native and at Lv 22 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 18

CrossoverLv 18
HP
71
ATK
12
DEF
8
SPD
30.55
INI
49.20
Retreat
βˆ’9
Tempo79.75
Power82
Fully grownLv 100
HP
191
ATK
25
DEF
30
SPD
0.37
INI
0.59
Retreat
βˆ’29
Tempo0.96
Power217

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
12
DEF
9
SPD
29.08
INI
46.83
Retreat
βˆ’10
Tempo75.91
Power78
Fully grownLv 100
HP
166
ATK
25
DEF
30
SPD
0.37
INI
0.59
Retreat
βˆ’29
Tempo0.96
Power192

Sources

  1. Pothos armatus on iNaturalist
  2. Pothos armatus on Wikipedia
  3. Pothos armatus on Plants of the World Online