Tillandsia harrisii
Harris’ tillandsia hits more softly than most epiphytes: no more than 1 in 5 epiphytes in the game sit as low as its ATK of 15 at Lv 40.
Harris’ tillandsia hits more softly than most epiphytes: no more than 1 in 5 epiphytes in the game sit as low as its ATK of 15 at Lv 40.
Harris’ tillandsia fights as an epiphyte (categories) in the Specialist succession group. It is native to South 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).
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.
Aireater and Tank Bromeliad both carry a heal rider that lands 75% of the time, and the heal is paid for in Sun.
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).
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.
| Stat | Lv 40 | Lv 100 |
|---|---|---|
| HP (neutral) | 138 | 290 |
| HP (native) | 159 | 333 |
| ATK (neutral) | 15 | 25 |
| DEF | 5 | 11 |
| Initiative | 25 | 0.40 |
| Sustained tempo (SPD) | 29 | 0.47 |
| Retreat cost (Sun) | 11 | 20 |
Its climate is known only as a regional estimate: the tropical band. 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.
Harris’ tillandsia is in the Specialist group (weaknesses and resistances). Its hits land at ×1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at ×0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at ×1.5 and Competitor plants at ×0.67. Everything else is neutral.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.