How a plant grows from Level 1 to 100, why two plants of the same species aren't identical, and how pots gate the whole thing.
Every plant climbs from Level 1 to 100. Each level adds roughly 2% to the base stats, alternating between HP and ATK, so a maxed plant lands at about double its Level 1 stats.
Apart from the moves that unlock at set levels, leveling only scales the numbers โ it never rewrites the base formula or the kit.
Those level gates open your moves: the starter attack at L1, the once-per-battle ability at L10, and the advanced attack at L18.
The XP curve is steep โ roughly 50 ร (Lโ1)ยฒ, so Level 100 sits near 490k XP. Two sources feed it:
| Source | XP |
|---|---|
| Battle participation | 0.25 per damage dealt, capped at 250 per battle |
| Capturing a plant | 25 flat |
You earn participation XP whether you win or lose, so even chip damage counts. Add a Phosphorus amendment (field gear) for ร1.25 XP.
Genetics tune how much stat a plant expresses โ they never change the base formula or the kit.
Same species, same level, different IVs = meaningfully different plants. That's the roll you're chasing on every capture.
A pot caps the level a plant can actually express. Battle XP keeps flowing past the cap, but only banks about 2 levels ahead โ then the plant goes root-bound and stops growing until you repot.
A Pot (belt consumable, 60 coins) repots mid-battle. It:
You get up to 3 Pot uses per match. A Moss Pole (climbers only) permanently raises the gate and bank by 1 โ at half XP pace for that extra band.
Nativity doesn't touch the XP curve, but it decides what your leveled stats become in the arena:
| Effect on a leveled plant | |
|---|---|
| Native | HP ร1.15; benched natives project HP overshield onto the active |
| Invasive | ATK ร1.75 (ร1.4 if toxic); pays self-damage on every hit |
Level and genetics set the base; nativity multiplies it at battle time.