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Titan Arum

Amorphophallus titanum

A native-only Carrion aroid card that poisons what it hits, sickens the whole enemy bench with its first attack, and banks its own reserve late.

XP 100%SUN 120HP 203Titan ArumCarrion aroidβ˜…β˜…β˜…β˜…β˜…WeirdInsect Allianceβš” 31β˜€ 0Titan Bloomfree1Γ— / battleretreat β˜€41speed 0.34ToxinactiveCorm ReserveactiveCorpse Creatorβš” 37β˜€ 2🌷Titan ArumAmorphophallus titanumLVL 100

Overview

Titan Arum is a Carrion aroid card, and it is native-only: the species record lists South Asia as its native range and no invasive range at all. That single role decides how it plays. There is no attacker version of this card to build toward, so everything below is written for the native side, where it takes the +15% HP cushion and projects an overshield bar onto your active plant while it sits on the bench. Read the nativity guide for how the arena region sets that role, and the categories page for what the carrion-aroid concept is doing.

Moves

The starter attack, Insect Alliance, unlocks at level 1 and costs 2 Sun. Calls in the carrion flies β€” the foe's whole bench sickens. It lands for 27 on the native side, and its value is not really the damage number β€” it is that the effect reaches the opposing bench rather than only the plant in front of you.

The free once-per-battle ability, Titan Bloom, unlocks at level 25. The great bloom, once in years: heal 70% and +5 ATK. That is a large single heal paired with a permanent attack gain, and because the ability slot costs no Sun it is the most efficient thing this card does all match.

The advanced attack, Corpse Creator, unlocks at level 40 and costs 6 Sun, hitting for 32. Opens once in years, and the whole field wilts around it. Both attacks also carry a Poison rider β€” see Abilities. Note the gap between the two attack slots: most of a player's collection sits well below level 40, so for a long stretch this card is the starter attack and nothing else. See moves and abilities.

Abilities

Titan arum holds two working traits, and it is live well before the snapshot level.

Toxin arrives on the first riser at level 10. It is not drawn from the category pool like an ordinary trait β€” a toxic species has it floored onto a riser, so this card is guaranteed to keep it rather than risking it to the draw. In play its attacks apply Poison, turning both damaging moves into damage-over-time rather than one-off hits. On a card this slow, that matters more than the raw numbers suggest: Poison keeps working on turns when the plant itself does not act.

Separately from the trait, a Poison rider is forced onto the attacks of every species rated above "none" as a safety floor, and the hazard ring and warning badge render for the same reason. So this card plays as poisonous no matter how you read its trait list.

Corm Reserve arrives on the second riser at level 68 β€” the giant underground corm this species is famous for. It is a 35% chance to survive a lethal hit, coming back at 30% HP with every status shed. It is a late arrival and it changes the card: below level 68 this is poison and a health pool, and above it there is a genuine second life underneath. See Abilities.

Features

The card carries the toxic keyword from level 10. Worth being precise about what that does and does not do: the old attack multiplier for toxic plants is retired and toxicity no longer restrains or inflates the card's attack stat at all β€” but it does force the Poison rider described above, so it is a live combat effect rather than a display flag. For field gear, the low armour reading makes protective gear more useful than offensive gear on this card, and since it is native-only there is no separate invasive gear plan to weigh. It is not a vine, epiphyte or hemiepiphyte by growth habit, so a Moss Pole does not fit it.

Stats

Read at level 40, the native side gives 121 HP and 18 ATK. Armour sits at 4, which is low, so incoming damage is barely blunted and the health pool is doing all the defensive work. Retreat costs 19 Sun, which is expensive β€” once this card is in front, swapping it out is a real decision rather than a free reposition.

Tempo is split across two stats. Opening tempo is 21, which orders the first turn, and sustained tempo is 21, which orders every turn after. On the native side the bench overshield is the point: parked behind your active plant, this card is contributing a bar rather than swinging. See stats.

At Level 100

By level 100 the health pool climbs to 233 and attack to 30, while armour only reaches 8. That divergence is the whole shape of this card at the cap: enormous biomass, almost no plating. It gets harder to remove because there is simply more of it, not because it is better protected. Retreat rises to 41 Sun, so the older card is more rooted and harder to rotate out, and the inverted tempo has sunk to its floor by then β€” contrast the level 40 tempo pips above, because at the cap this plant is slow in every matchup. The Poison rider ages well against that, since it does not care how slow the card has become.

Weaknesses & Resistances

Carrion-aroid sits in the Weird succession group, which is off the type wheel entirely: it neither takes extra damage from nor deals extra damage to any other group. Every matchup is a flat exchange, so this card never gets rescued by a favourable type read and never gets punished by a bad one. See weaknesses and resistances.

Gameplay uses

This is a bench card first, but do not write off its offence: Poison on both attacks means even a slow, low-armour plant keeps taking value off the board after it swings. Native-only means you are always playing the buffer role, and the support contribution is real β€” a large health pool and an overshield bar for whatever is standing in front. The once-per-battle heal and attack gain is the strongest single button it has, and holding it until the active plant is genuinely low is usually better than spending it early.

Outside battle it is not an income card. It is flagged ornamental rather than edible, so it earns no fertiliser coins from a matching soil amendment and instead banks the Γ—1.25 XP that feeding an inedible plant pays. Combined with an endangered conservation status, this lands as a collection and family-tree piece that is genuinely playable on the bench rather than a card you build a winning line around. Try it in the battle lab before committing a slot.

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 7

CrossoverLv 7
HP
60
ATK
11
DEF
1
SPD
31.96
INI
31.96
Retreat
βˆ’7
Tempo63.92
Power65
Fully grownLv 100
HP
233
ATK
30
DEF
8
SPD
0.34
INI
0.34
Retreat
βˆ’41
Tempo0.68
Power230

Neutralpower overtakes tempo at Lv 10

CrossoverLv 10
HP
57
ATK
12
DEF
2
SPD
30.94
INI
30.94
Retreat
βˆ’8
Tempo61.88
Power63
Fully grownLv 100
HP
203
ATK
30
DEF
8
SPD
0.34
INI
0.34
Retreat
βˆ’41
Tempo0.68
Power200

Sources

  1. Nativity and roles
  2. Statuses
  3. Stats