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ZZ Plant

Zamioculcas zamiifolia

A native-only, heavily toxic houseplant that poisons attackers and layers poison, bind and bench chip through its moves.

XP 100%SUN 120HP 203ZZ PlantCarrion aroidβ˜…β˜…β˜…β˜…β˜…WeirdSpadix Jabβš” 38β˜€ 0Cadaverine Floodfree1Γ— / battleretreat β˜€25speed 0.55ToxinactiveCorm ReserveactiveBloom of Rotβš” 46β˜€ 2🌺ZZ PlantZamioculcas zamiifoliaLVL 100

Overview

ZZ plant is a tough houseplant Carrion aroid that fights as a toxic controller: it poisons anything that hits it and stacks poison, pins and bench damage through its own attacks. It is native to Africa and has no invasive form, so it only ever plays the native buffer role; there is no attacker scenario for it. Its raw damage is low, so it is a status-and-attrition card, not a hitter, but a genuinely annoying one to fight. See nativity.

Moves

Its starter attack, Spadix Jab, unlocks at level 1 and costs 2 Sun, dealing about 33 damage as a straightforward strike. The free once-per-battle ability, Cadaverine Flood, unlocks at level 25: A wave of corpse-scent β€” the foe's whole bench sickens. it both mends the plant and leaves Poison on the target. The advanced attack, Bloom of Rot, unlocks at level 40 for 6 Sun (40 damage) and does three things at once: it chips the enemy bench, pins the target, and applies Poison. Most of your ZZ plants sit below level 40, where only the starter is available. None of its moves carry an initiative rider. See moves.

Abilities

ZZ plant carries two working traits. Toxin claims the level-10 riser outright, putting Poison on the card's attacks. Corm Reserve (level 68) is the plant's swollen rhizome doing what it does in life β€” banking reserves β€” for a 35% chance to cling on through a lethal hit at 30% HP, statuses cleared. See Abilities.

Features

ZZ plant holds the Toxin trait and carries the toxic keyword, the highest hazard tier here: striking it Poisons the attacker at the toxic tier, and this fires in the arena and in player-versus-player (PvP) alike. Sulfur soil does not neutralize it, though a Cloche-warded attacker can absorb the recoil. It has no other trait keywords, and its terrestrial growth habit means it is not eligible for a Moss Pole. As a native, defensive field gear keeps it alive while its poisons pile up. See statuses for how Poison and bind work.

Stats

At level 40 ZZ plant reads 121 HP and 19 ATK; the ATK is low, so it leans on status rather than damage. DEF is just 1, at the soft floor of the carrion-aroid band, so it has almost no armor. Its tempo is back-loaded: turn 1 runs on a low initiative (31), but every turn after runs on a slightly higher SPD (33), so it is out-paced early and steadier in a long fight, which suits its grind. Retreat costs 13 Sun. It only appears as a native, so it always carries the +15% HP cushion and a bench HP overshield. See Stats.

At Level 100

Matured to level 100, ZZ plant rises to 233 HP and 34 ATK, but its DEF only reaches 1: as a soft aroid it gains health and no armor, so it endures many hits without blocking, and each one takes the toxic recoil. Retreat rises to 25 Sun, and its tempo has sunk to roughly 1% of cap, so a mature ZZ plant acts last against almost anything young.

Weaknesses & Resistances

ZZ plant sits in the off-wheel Weird succession group, which is neutral both ways: it deals and takes normal damage against every other group, with no x1.5 bonus to exploit and no x0.667 resistance to fear. Its matchups are decided entirely by stats and status, not by succession type. See Weaknesses & Resistances.

Gameplay uses

Play ZZ plant as a native poison anchor: park it up front so attackers eat the toxic recoil, then use its ability and advanced move to stack Poison, pin the active, and chip the bench, wearing the whole enemy side down at once. Its own damage is too low to close fights, so pair it with a hitter that cashes in the softened targets. On the economy it is inedible, so any nutrient banks x1.25 XP rather than coins, making it a grower rather than a coin engine. Its bulk and poison output only climb with levels, so there is no 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 19

CrossoverLv 19
HP
82
ATK
14
DEF
1
SPD
44.82
INI
41.57
Retreat
βˆ’9
Tempo86.39
Power88
Fully grownLv 100
HP
233
ATK
34
DEF
1
SPD
0.55
INI
0.51
Retreat
βˆ’25
Tempo1.06
Power243

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
78
ATK
15
DEF
1
SPD
42.63
INI
39.54
Retreat
βˆ’9
Tempo82.17
Power85
Fully grownLv 100
HP
203
ATK
34
DEF
1
SPD
0.55
INI
0.51
Retreat
βˆ’25
Tempo1.06
Power213

Sources

  1. https://www.inaturalist.org/taxa/search?q=Zamioculcas%20zamiifolia
  2. https://en.wikipedia.org/wiki/Zamioculcas_zamiifolia
  3. https://powo.science.kew.org/results?q=Zamioculcas_zamiifolia