Plant Girl

Plant girls are a support species capable of controlling plants to aid their allies. They are also good for breeding due to their high fertility.

Combat
Plant girls' low HP and the floral type's vulnerability to fire makes combat especially dangerous for them, and they're best kept away from enemies. They can still contribute to engaging enemies in combat using their fixed skill, SpawnVine, to create an immobile vine token on a grass tile that can't attack but can use Constrict every other turn. Their primary focus in combat is usually healing, with their possible skills SpawnHealFlower and Rejuvenate, but they can also put out Poison damage over time using Toxin and their Poison onAttack passive. The only value in their standard skillset linked to their magic stat is the duration of Rejuvenate, so they can be equipped with bows to trigger Poison at range without sacrificing too much by not using a staff. The fixed values of plant girls' skills can be strong early on but drop off in power at higher levels, and their stat growth is relatively poor, so while they can be useful for your first few arena battles and portal expeditions, they'll likely eventually lose their combat role as party healer to stronger hybrids. Their token creation skills are terrain-dependent, with vines requiring grass and healflowers requiring water, so they can struggle to use them at all on the wrong terrain. The relatively short cooldown of SpawnVine and the importance of good placement for vine tokens means plant girls can benefit greatly, even on plains maps, from other units using grass creation abilities like MagicGrass or GrassTrail to allow them to put vines in useful spots, so in combat they have good synergy with the Druid MC and his seedlings, or any MC with the grass element and grass spirits. They can also do some terraforming themselves with their AbsorbWater passive, which turns water to earth and gives them some very welcome points of shield, and on water maps can help your other units to at least avoid the Soaked debuff. Plant girls have Pheromones as well, but their base lust damage is so weak that it doesn't affect combat much, and they can't contribute much to recruitment except by using Vines to Constrict enemies (especially in the case of trying to recruit Agile enemies).

Overworld
Plant girls' Pheromones allow them to use Lure on the overworld map to trigger random combat encounters, which can let you choose the terrain for battles. This is especially useful for avoiding spending too much stamina running around in portals while completing 'win x fights' kingsquests or portal combat victory milestones, and also for hunting specific species in rare biomes.

Breeding
Plant girls have the highest base fertility of any base species, allowing them to easily produce eggs even with lower-virility partners, or hit the 4 eggs per day cap with high virility partners like centaurs. On top of that, the eggs will have the floral type, which lets you grow them outdoors with zero infrastructure, and gives a bonus to growth and stability based on how many eggs are already growing in that location, making it easy to grow tons of eggs in 2 days each with 3-4 added genes in the early game. 3-5 plant girls can fill up all of your open slots in outdoor hatchery rooms until you're able to build new rooms with different habitat types and upgrade them. Male plant girls are great targets for Female Potions.

Moneymaking
Their average beauty and lack of a particular bonus to sex skills mean there are better options for dedicated brothel workers. Their main economic advantage lies in their Photosynthesis trait, which removes their food upkeep requirements. They also produce PlantMatter when assigned to the farm, a necessary ingredient for crafting staff weapons and various other items, including the MagicWhip.

Trivia

 * Their vaginas produce a certain sweet substance, which acts as a potent aphrodisiac, also causing erect cocks to grow even bigger and produce a lot more cum.