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Fragrant flower garlic

Allium ramosum

Fragrant flower garlic (Allium ramosum) is a ruderal bulb in Supplant β€” a native buffer and invasive attacker whose game role is set out below.

XP 100%SUN 120HP 165Fragrant flower garlicBulbβ˜…β˜…β˜…β˜…β˜…RuderalShootβš” 47β˜€ 0Alkaloid Floodfree1Γ— / battleretreat β˜€33speed 0.56Duff StuffactivePerennatingReserveactiveForcing Functionβš” 41β˜€ 2Fragrant flower garlic β€” full-size photoFragrant flower garlicAllium ramosumLVL 100

Overview

The fragrant-flowered garlic is a wild relative of garlic chives. In battle it is a Bulb β€” a Ruderal on the succession chart. Native across East Asia, it plays as a defensive buffer; where it has spread as an invasive into Europe and eastern North America, it turns attacker.

Moves

Its starter attack, Shoot, is available from Lv 1 for 2 Sun and deals about 41 damage as a native and 42 as an invasive. The free once-per-battle ability, Alkaloid Flood, unlocks at Lv 25: Floods the ground with alkaloid β€” saturating Poison, and no healing through it. The advanced attack, Forcing Function (Lv 40, 6 Sun), hits for about 34 native and 36 invasive.

Forcing Function carries the initiative rider. In a wild encounter that move takes hard priority and lands before the opponent regardless of either tempo stat (if both sides bring a rider, they cancel and normal turn order decides). In the arena it works differently: a rider strike does not go first, but if it scores a kill β€” the struck plant actually drops β€” its user seizes the turn and acts again, and the chain continues as long as it keeps finishing plants.

Abilities

From Lv 10 it carries Duff Stuff, which raises its effective DEF by half the combined DEF of your still-standing benched ruderal plants (annual forbs, grasses, aquatics and bulbs), recomputed live so the bonus fades as those allies faint. At Lv 68 a second always-on trait stacks on: Perennating Reserve, so the bulb carries an extra gold Sun bar it can spend above the normal Sun cap.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most; feeding it Nitrogen (N), the nutrient matching its edible leaf, pays bonus coins. Its growth habit is not recorded as a climber, so it is not Moss Pole–eligible.

Stats

Read at the snapshot level (Lv 40, where its whole kit is unlocked), it shows 103 HP and 23 ATK as a native, or 89 HP and 28 ATK as an invasive, with 2 DEF. As a native it adds a 15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it trades that for the higher attack ceiling and pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. On defence, its DEF stays near the floor, so it relies on tempo and offence rather than soaking hits. Its opening tempo (turn 1) is 51 and its sustained tempo (turn 2 onward) 34 β€” making it a quick starter that is out-paced as the fight goes on. Retreating it costs 16 Sun. See Stats and Native Strength for the full picture.

At Level 100

By Lv 100 its HP swells toward 190, but its DEF barely leaves its band at 3 β€” a soft-category plant stays soft no matter how much biomass it puts on. Attack reaches 42, retreat rises to 33 Sun, and its inverted tempo has sunk to a sliver, so the speed it relied on young is spent. It grows bulkier but never becomes a wall.

Weaknesses & Resistances

On the succession chart a Bulb is a Ruderal. Ruderal plants hit Specialist categories hard (Γ—1.5) and are resisted by Competitor categories (Γ—0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.

Gameplay uses

An edible allium that plays offence: a strong shoot starter, a saturating-Poison ability, Duff Stuff DEF, and a self-Sun reserve later. Leaf-edible for coins and a genuine invasive attacker where it has spread into Europe and eastern North America. Because its edible part (leaf) is recorded, feeding it Nitrogen pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead.

It fights as a fast skirmisher until about Lv 31 (a little later as an invasive, around Lv 34), after which its growing bulk and attack take over from its early speed edge.

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 31

CrossoverLv 31
HP
90
ATK
20
DEF
2
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power99
Fully grownLv 100
HP
190
ATK
42
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power202

Invasivepower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
25
DEF
2
SPD
37.52
INI
55.94
Retreat
βˆ’14
Tempo93.46
Power95
Fully grownLv 100
HP
165
ATK
53
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power188

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
22
DEF
2
SPD
36.40
INI
54.27
Retreat
βˆ’15
Tempo90.67
Power93
Fully grownLv 100
HP
165
ATK
42
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power177

Sources

  1. https://www.inaturalist.org/taxa/search?q=Allium%20ramosum
  2. https://en.wikipedia.org/wiki/Allium_ramosum
  3. https://powo.science.kew.org/results?q=Allium%20ramosum