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Yucca

Yucca filamentosa

A succulent that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165YuccaSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSpine Jabβš” 39β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€22speed 0.39PhotosynthesisactiveRoot SloughingactiveCAM Shaftβš” 34β˜€ 2YuccaYucca filamentosaLVL 100

Overview

The Yucca is a succulent in Supplant. It is native to Eastern North America and invasive in Europe, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Spine Jab is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Barb Priming, unlocks at level 25: Raises its barbs β€” Poison and Wither the foe. The advanced attack, CAM Shaft, comes online at level 40 for 6 Sun β€” Switches to night breathing β€” and keeps the speed.

As a native its attacks land for about 34 (starter) and 29 (advanced); as an invasive those rise to 36 and 31 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (30) decides who moves first on turn 1, and SPD (24) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It reads Succulence from level 10, and a second passive, Photosynthesis, stacks on at level 68.

Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 30 initiative / 24 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 29 (against 22 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

Classic succulent divergence: HP balloons toward 190 while DEF stays near the floor (1). Huge, and still soft. Retreat rises to 22 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. It is edible (the game tags the leaf as the eaten part), so feeding it the matching Nitrogen fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 16, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 16

CrossoverLv 16
HP
68
ATK
15
DEF
1
SPD
32.86
INI
42.11
Retreat
βˆ’8
Tempo74.97
Power76
Fully grownLv 100
HP
190
ATK
38
DEF
1
SPD
0.39
INI
0.50
Retreat
βˆ’22
Tempo0.89
Power207

Invasivepower overtakes tempo at Lv 19

CrossoverLv 19
HP
63
ATK
19
DEF
1
SPD
31.70
INI
40.63
Retreat
βˆ’8
Tempo72.33
Power75
Fully grownLv 100
HP
165
ATK
56
DEF
1
SPD
0.39
INI
0.50
Retreat
βˆ’22
Tempo0.89
Power200

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
64
ATK
16
DEF
1
SPD
31.31
INI
40.13
Retreat
βˆ’8
Tempo71.44
Power73
Fully grownLv 100
HP
165
ATK
38
DEF
1
SPD
0.39
INI
0.50
Retreat
βˆ’22
Tempo0.89
Power182

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)