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Yarrow

Achillea millefolium

Yarrow hits harder than almost any other perennial herb: fewer than 1 in 20 perennial herbs in the game reach its ATK of 28 at Lv 40. Its sustained tempo stands out too: no more than 1 in 5 of the category sit as low as 18.

XP 100%SUN 120HP 130YarrowPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 38β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€27speed 0.30ToxinactiveContractile RootsactiveBitter Endβš” 38β˜€ 2Yarrow β€” full-size photoYarrowAchillea millefoliumLVL 100

Overview

Yarrow hits harder than almost any other perennial herb: fewer than 1 in 20 perennial herbs in the game reach its ATK of 28 at Lv 40. Its sustained tempo stands out too: no more than 1 in 5 of the category sit as low as 18.

Yarrow fights as a perennial herb (categories) in the Competitor succession group. It is native to Europe, Eastern North America and Western North America, 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.

  • Taproot Anchor β€” starter attack, 2 Sun. Anchors deep and holds the foe with it. Expected damage: 31.
  • Allelochemical Priming β€” ability, free once per battle. Primes root chemistry β€” Poison the foe.
  • Bitter End β€” advanced attack, 6 Sun. Bitter to the last β€” Poison the foe. Expected damage: 31.

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€” 2 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.
  • Contractile Roots β€” from Lv 68. It gains +1 DEF every turn of the battle, up to +5.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.
  • It is rated mildly toxic for gameplay. 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)76130
HP (native)87150
ATK (neutral)2850
DEF819
Initiative200.32
Sustained tempo (SPD)180.30
Retreat cost (Sun)1427
  • 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 14 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 4b β€” it should come through winters that bottom out near -31 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 -3.3 Β°C to a warm edge of 20.8 Β°C, in the cool-temperate 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

Yarrow is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

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 5 as a native and at Lv 9 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 5

CrossoverLv 5
HP
50
ATK
15
DEF
2
SPD
28.58
INI
31.18
Retreat
βˆ’6
Tempo59.76
Power61
Fully grownLv 100
HP
150
ATK
50
DEF
19
SPD
0.30
INI
0.32
Retreat
βˆ’27
Tempo0.62
Power192

Neutralpower overtakes tempo at Lv 9

CrossoverLv 9
HP
47
ATK
16
DEF
2
SPD
27.39
INI
29.88
Retreat
βˆ’7
Tempo57.27
Power58
Fully grownLv 100
HP
130
ATK
50
DEF
19
SPD
0.30
INI
0.32
Retreat
βˆ’27
Tempo0.62
Power172

Sources

  1. Achillea millefolium on iNaturalist
  2. Achillea millefolium on Wikipedia
  3. Achillea millefolium on Plants of the World Online