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Inchplant

Tradescantia zebrina

Inchplant keeps a slower pace than most vines: no more than 1 in 5 vines in the game sit as low as its sustained tempo of 17 at Lv 40.

XP 100%SUN 120HP 143InchplantVineβ˜…β˜…β˜…β˜…β˜…CompetitorTugβš” 34β˜€ 0CompetitiveExclusionfree1Γ— / battleretreat β˜€26speed 0.28HeteroblastyactiveStructural LoadactiveTwist Endingβš” 45β˜€ 2InchplantTradescantia zebrinaLVL 100

Overview

Inchplant keeps a slower pace than most vines: no more than 1 in 5 vines in the game sit as low as its sustained tempo of 17 at Lv 40.

Inchplant fights as a vine (categories) in the Competitor succession group. It is native to Eastern North America, Western North America and South America, where it plays as a buffer, and invasive in Africa, East Asia, Oceania and South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Tug β€” starter attack, 2 Sun. Hauls itself in first: first in the wild, acts again on a kill. Expected damage: 29, or 33 where it is invasive.
  • Competitive Exclusion β€” ability, free once per battle. Leaves no room at all β€” the foe stalls and withers. Where it is invasive, this slot holds Liana Loop instead: Loops around the foe β€” Bind and Wither.
  • Twist Ending β€” advanced attack, 6 Sun. One last turn of the coil. Expected damage: 39, or 43 where it is invasive.

Tug 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).

  • Heteroblasty β€” from Lv 10. It gets +4 ATK for the first two turns.
  • 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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)81143
HP (native)93165
ATK (neutral)2239
ATK (invasive)3468
DEF3686
Initiative380.63
Sustained tempo (SPD)170.28
Retreat cost (Sun)1326
  • 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 13 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 9a β€” it should come through winters that bottom out near -7 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 11.9 Β°C to a warm edge of 28.0 Β°C, in the tropical 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

Inchplant 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 14 as a native or an invasive and at Lv 16 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 14

CrossoverLv 14
HP
62
ATK
15
DEF
14
SPD
24.07
INI
54.58
Retreat
βˆ’8
Tempo78.65
Power83
Fully grownLv 100
HP
165
ATK
39
DEF
86
SPD
0.28
INI
0.63
Retreat
βˆ’26
Tempo0.91
Power264

Invasivepower overtakes tempo at Lv 14

CrossoverLv 14
HP
54
ATK
19
DEF
14
SPD
24.07
INI
54.58
Retreat
βˆ’8
Tempo78.65
Power79
Fully grownLv 100
HP
143
ATK
68
DEF
86
SPD
0.28
INI
0.63
Retreat
βˆ’26
Tempo0.91
Power271

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
56
ATK
15
DEF
16
SPD
23.52
INI
53.32
Retreat
βˆ’8
Tempo76.84
Power79
Fully grownLv 100
HP
143
ATK
39
DEF
86
SPD
0.28
INI
0.63
Retreat
βˆ’26
Tempo0.91
Power242

Sources

  1. Tradescantia zebrina on iNaturalist
  2. Tradescantia zebrina on Wikipedia
  3. Tradescantia zebrina on Plants of the World Online