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ZZ Plant

Zamioculcas zamiifolia

Nothing in ZZ Plant's stat line sets it apart from the other carrion aroids in the game, so what it brings is its kit: the ability Cadaverine Flood, the advanced attack Bloom of Rot and the Toxin and Corm Reserve traits.

XP 100%SUN 120HP 224ZZ PlantCarrion aroidβ˜…β˜…β˜…β˜…β˜…WeirdSpadix Jabβš” 38β˜€ 0Cadaverine Floodfree1Γ— / battleretreat β˜€32speed 0.37ToxinactiveCorm ReserveactiveBloom of Rotβš” 46β˜€ 2🌺ZZ PlantZamioculcas zamiifoliaLVL 100

Overview

Nothing in ZZ Plant's stat line sets it apart from the other carrion aroids in the game, so what it brings is its kit: the ability Cadaverine Flood, the advanced attack Bloom of Rot and the Toxin and Corm Reserve traits.

ZZ Plant fights as a carrion aroid (categories) in the Weird succession group. It is native to Africa, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (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.

  • Spadix Jab β€” starter attack, 2 Sun. A jab from the reeking spadix. Expected damage: 33.
  • Cadaverine Flood β€” ability, free once per battle. A wave of corpse-scent β€” the foe's whole bench sickens.
  • Bloom of Rot β€” advanced attack, 6 Sun. A surging, carrion-scented bloom. Expected damage: 40.

Because it is rated toxic, its starter attack always carries Poison: 2 stacks the first time it lands, with each re-application adding less.

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).

  • Toxin β€” from Lv 10. Every direct hit on it Poisons the attacker β€” 3 stacks on the first strike, set by its toxicity rating, with each repeat adding less (settling around twice the opening dose). A Cloche on the attacker blocks it; a Sulfur amendment does not.
  • Corm Reserve β€” from Lv 68. Once per battle, when it would be knocked out, it has a 35% chance to survive at 30% of its max HP, shedding every status.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • It is rated toxic for gameplay. That is why its starter attack always carries Poison. Its Toxin trait Poisons whatever strikes it.

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.

StatLv 40Lv 100
HP (neutral)114224
HP (native)131257
ATK (neutral)1934
DEF613
Initiative360.59
Sustained tempo (SPD)220.37
Retreat cost (Sun)1632
  • 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 16 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.

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 27.7 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

ZZ Plant is in the Weird group (weaknesses and resistances). Weird sits outside the succession wheel, so it neither deals nor takes a matchup multiplier.

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.
  • Over its life, its power overtakes its tempo at Lv 15 as a native and at Lv 18 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 15

CrossoverLv 15
HP
78
ATK
13
DEF
3
SPD
31.66
INI
50.98
Retreat
βˆ’9
Tempo82.64
Power85
Fully grownLv 100
HP
257
ATK
34
DEF
13
SPD
0.37
INI
0.59
Retreat
βˆ’32
Tempo0.96
Power272

Neutralpower overtakes tempo at Lv 18

CrossoverLv 18
HP
74
ATK
14
DEF
3
SPD
30.55
INI
49.20
Retreat
βˆ’10
Tempo79.75
Power81
Fully grownLv 100
HP
224
ATK
34
DEF
13
SPD
0.37
INI
0.59
Retreat
βˆ’32
Tempo0.96
Power239

Sources

  1. Zamioculcas zamiifolia on iNaturalist
  2. Zamioculcas zamiifolia on Wikipedia
  3. Zamioculcas zamiifolia on Plants of the World Online