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Sedum greggii

Sedum greggii

Nothing in Sedum greggii's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Desiccation Endurance and the Crassulacean Acid Metabolism and Root Sloughing traits.

XP 100%SUN 120HP 112Sedum greggiiSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 32β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€24speed 0.38Crassulacean AcidMetabolismactiveRoot SloughingactiveDesiccationEnduranceβš” 26β˜€ 2Sedum greggii β€” full-size photoSedum greggiiSedum greggiiLVL 100

Overview

Nothing in Sedum greggii's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Desiccation Endurance and the Crassulacean Acid Metabolism and Root Sloughing traits.

Sedum greggii fights as a succulent (categories) in the Specialist succession group. It is native to Eastern North America and Western North America, 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.

  • Deadly Surprise β€” starter attack, 2 Sun. Looks harmless right up until it isn't β€” Poison. Expected damage: 27.
  • Xeric Climax β€” ability, free once per battle. Master of the drylands: heal 70%.
  • Desiccation Endurance β€” advanced attack, 6 Sun. Outlasts the drought β€” the foe dries out while it mends. Expected damage: 22.

Desiccation Endurance carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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).

  • Crassulacean Acid Metabolism β€” from Lv 10. Each checkup, active or benched, it heals 2% of its max HP.
  • Root Sloughing β€” from Lv 68. Each checkup, active or benched, it sheds a stack of its worst 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)68112
HP (native)79129
ATK (neutral)1831
DEF49123
Initiative390.64
Sustained tempo (SPD)230.38
Retreat cost (Sun)1224
  • 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 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

Roughly USDA zone 7a β€” it should come through winters that bottom out near -17 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 5.3 Β°C to a warm edge of 22.8 Β°C, in the subtropical band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Sedum greggii is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor 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 21 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
60
ATK
14
DEF
22
SPD
31.78
INI
53.42
Retreat
βˆ’8
Tempo85.20
Power88
Fully grownLv 100
HP
129
ATK
31
DEF
123
SPD
0.38
INI
0.64
Retreat
βˆ’24
Tempo1.02
Power259

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
55
ATK
14
DEF
26
SPD
30.63
INI
51.49
Retreat
βˆ’9
Tempo82.12
Power86
Fully grownLv 100
HP
112
ATK
31
DEF
123
SPD
0.38
INI
0.64
Retreat
βˆ’24
Tempo1.02
Power242

Sources

  1. Sedum greggii on iNaturalist
  2. Sedum greggii on Wikipedia
  3. Sedum greggii on Plants of the World Online