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Lady's-Mantle

Alchemilla

A prickly, self-healing native herb from nearly every region β€” a bench buffer that punishes attackers with thorns.

XP 100%SUN 120HP 165Lady's-MantlePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 40β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€28speed 0.48Basal RosetteactiveResproutactiveDeep-SeatedGrudgeβš” 48β˜€ 2πŸͺ΄Lady's-MantleAlchemillaLVL 100

Overview

Lady's-Mantle is a low Perennial herb that fights as a defensive buffer with a bite: cheap attacks, respectable damage for a herb, and thorns that make hitting it costly. It is native across a very wide range β€” Africa, East Asia, Europe, both eastern and western North America, Oceania, South America, and South Asia β€” and has no invasive card, so the arena only ever fields it in its native, bench-support role. It is a dependable, unspectacular support plant.

Moves

Its starter attack, Bitter Sap, unlocks at level 1 and costs 2 Sun, dealing about 31 damage; it also leaves a lingering poison on the target. The free once-per-battle ability, Chronosequence, arrives at level 25: Time on its side: +3 ATK and speed, kept. The advanced attack, Deep-Seated Grudge, unlocks at level 40 for 6 Sun (39 damage) and is a clean, harder hit. Most of your plants sit well below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

It keeps two always-on traits. Thorns arrives at full strength on the level 10 riser and, from then on, damages any attacker that strikes it in melee β€” a steady recoil that rewards it for soaking hits. Resprout comes in later, on the level 68 riser, letting it survive one otherwise-lethal hit at roughly a quarter health; that one triggers only about 60% of the time, so it is a coin-flip reprieve rather than a guarantee. See Abilities.

Features

It carries the thorns keyword, so attackers take recoil every time they hit it β€” the core of its defensive game. It is non-toxic otherwise: no contact poison, no poison rider baked into the plant. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear (a Cloche, a Ca/Mg amendment) stacks neatly with thorns to make it a wall that hurts to attack.

Stats

At level 40 it reads 103 HP with 30 ATK β€” strong for a herb, since it has no invasive form to compare against. DEF is just 2, at the soft floor of the perennial-herb band, so its durability comes from HP and thorns, not armor. Its tempo is front-loaded: turn 1 runs on a quick initiative (38) that leads, but from turn 2 on its slower SPD (29) gets out-paced, so it opens fast and then cruises behind. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, it climbs to 190 HP and 56 ATK, but its DEF only reaches 4 β€” as a soft herb it banks bulk in health, never armor, and leans on thorns for its staying power. Retreat rises to 28 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play it as a native bench buffer that shields a fragile hitter while punishing anything that trades into it β€” the HP cushion, overshield, and thorns together make it annoying to remove. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins, making it a leveling project rather than a coin earner. It opens as a quick skirmisher and settles into its bulk as it levels, crossing over around level 21; it is always stronger at higher levels in raw stats, 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 21

CrossoverLv 21
HP
75
ATK
22
DEF
2
SPD
38.46
INI
49.94
Retreat
βˆ’10
Tempo88.40
Power89
Fully grownLv 100
HP
190
ATK
56
DEF
4
SPD
0.48
INI
0.62
Retreat
βˆ’28
Tempo1.10
Power222

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
23
DEF
2
SPD
36.54
INI
47.45
Retreat
βˆ’11
Tempo83.99
Power84
Fully grownLv 100
HP
165
ATK
56
DEF
4
SPD
0.48
INI
0.62
Retreat
βˆ’28
Tempo1.10
Power197

Sources

  1. https://www.inaturalist.org/taxa/search?q=Alchemilla
  2. https://en.wikipedia.org/wiki/Alchemilla
  3. https://powo.science.kew.org/results?q=Alchemilla