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Azure Monkshood

Aconitum fischeri

Nothing in Azure Monkshood's stat line sets it apart from other perennial herbs; what does is Toxin, a trait fewer than 1 in 20 perennial herbs in the game carry.

XP 100%SUN 120HP 191Azure MonkshoodPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 50β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.64ToxinactiveDeep TaprootactiveWinterkillβš” 30β˜€ 2Azure Monkshood β€” full-size photoAzure MonkshoodAconitum fischeriLVL 100

Overview

Nothing in Azure Monkshood's stat line sets it apart from other perennial herbs; what does is Toxin, a trait fewer than 1 in 20 perennial herbs in the game carry.

Azure Monkshood fights as a perennial herb (categories) in the Competitor succession group. It is native to East Asia, 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.

  • Crown Split β€” starter attack, 2 Sun. Splits at the crown and strikes from both. Expected damage: 40.
  • Allelochemical Priming β€” ability, free once per battle. Primes root chemistry β€” Poison the foe.
  • Winterkill β€” advanced attack, 6 Sun. Kills it back to the ground β€” it withers and can't heal. Expected damage: 25.

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.
  • Deep Taproot β€” from Lv 68. It can never be Bound.

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)100191
HP (native)115220
ATK (neutral)1934
DEF48
Initiative220.36
Sustained tempo (SPD)390.64
Retreat cost (Sun)1223
  • 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 slower 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 12 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

Its measured range runs from a cold edge of -21.5 Β°C to a warm edge of 26.8 Β°C, in the polar band, and it is wide-ranging. 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

Azure Monkshood 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 18 as a native and at Lv 22 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 18

CrossoverLv 18
HP
76
ATK
14
DEF
2
SPD
52.85
INI
29.58
Retreat
βˆ’8
Tempo82.43
Power84
Fully grownLv 100
HP
220
ATK
34
DEF
8
SPD
0.64
INI
0.36
Retreat
βˆ’23
Tempo1.00
Power239

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
72
ATK
15
DEF
2
SPD
50.30
INI
28.15
Retreat
βˆ’9
Tempo78.45
Power80
Fully grownLv 100
HP
191
ATK
34
DEF
8
SPD
0.64
INI
0.36
Retreat
βˆ’23
Tempo1.00
Power210

Sources

  1. Aconitum fischeri on iNaturalist
  2. Aconitum fischeri on Wikipedia
  3. Aconitum fischeri on Plants of the World Online