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Peace Lily

Spathiphyllum blandum

A native-only perennial herb β€” a soft, self-healing staller with a single coin-flip Resprout and little armor.

XP 100%SUN 120HP 165Peace LilyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 32β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€23speed 0.64Bitter PrincipleactiveDeep TaprootactiveAlkaloid Ambushβš” 27β˜€ 2Peace Lily β€” full-size photoPeace LilySpathiphyllum blandumLVL 100

Overview

Peace lily is a broad-leaved, soft Perennial herb that fights as a patient, self-mending staller: modest damage, a mid-fight heal, and one lucky escape when it is cornered. It is native across Eastern and Western North America and South America, and no invasive card exists β€” the arena only ever fields it as a native buffer for your bench. It is an unspectacular card whose job is to outlast rather than to hit.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 for 2 Sun and lands a plain strike for about 27 damage β€” its flavor is bitter sap, but the plant carries no lasting poison. The free once-per-battle ability, Autogenic Reaction, arrives at level 25: Remakes its own ground: +6 ATK and heal 25%. It is a mid-fight mend that stretches its longevity. The advanced attack, Alkaloid Ambush, unlocks at level 40 for 6 Sun (22 native) and draws on deep roots for a heavier blow. Most of your peace lilies sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Peace lily keeps a single always-on trait, Resprout, and because it draws only one eligible trait, that slot is all it gets. Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health β€” but it fires only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.

Features

Peace lily carries no trait keywords β€” no thorns, no toxin, no spore chemistry β€” so nothing punishes an attacker for striking it; despite its move's bitter flavor it is non-toxic, so there is no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little extra DEF β€” suits its stalling game.

Stats

At level 40 peace lily reads 103 HP and 19 ATK. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor β€” and since damage is diminishing armor (ATK Γ· (ATK+DEF)), that thin DEF barely blunts anything. Its tempo runs on initiative (39) on turn 1 and on SPD (39) every turn after; read the two together β€” the higher number tells you whether it opens quick and fades or starts slow and cruises. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, peace lily swells to 190 HP and 33 ATK, but its DEF only reaches 1 β€” as a soft herb it gains bulk in health and almost none in armor, so it stays vulnerable to any real hitter. Retreat rises to 23 Sun as it roots in, and its tempo has sunk to about 1% of cap, so a mature peace lily acts last against almost anything younger. Maturing buys it staying power, not protection.

Weaknesses & Resistances

As a perennial herb, peace lily sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play peace lily as a native buffer that grinds out lulls: bench it to lend a fragile hitter the HP cushion and overshield, or lead with it and heal through an even exchange. Its damage is modest, so it is support, not a finisher. On economy, it is not an edible-part plant here, so any nutrient you feed it banks Γ—1.25 XP as a growth boost rather than paying coins. It plays as an even-tempo skirmisher whose bulk takes over as it levels, crossing over around level 29 β€” but it is always stronger at higher levels in raw stats, 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 29

CrossoverLv 29
HP
87
ATK
16
DEF
1
SPD
45.86
INI
45.51
Retreat
βˆ’10
Tempo91.37
Power94
Fully grownLv 100
HP
190
ATK
33
DEF
1
SPD
0.64
INI
0.63
Retreat
βˆ’23
Tempo1.27
Power201

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
17
DEF
1
SPD
43.32
INI
42.98
Retreat
βˆ’11
Tempo86.30
Power87
Fully grownLv 100
HP
165
ATK
33
DEF
1
SPD
0.64
INI
0.63
Retreat
βˆ’23
Tempo1.27
Power176

Sources

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