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German garlic

Allium senescens

German garlic is the slowest bulb in the game, with a sustained tempo of 1 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 7.

XP 100%SUN 120HP 150German garlicBulbβ˜…β˜…β˜…β˜…β˜…RuderalSurpriseβš” 40β˜€ 0VernalizationCompletefree1Γ— / battleretreat β˜€21speed 0.02Spring Ephemeral BurstactivePerennatingReserveactiveSplit the Differenceβš” 60β˜€ 2German garlic β€” full-size photoGerman garlicAllium senescensLVL 100

Overview

German garlic is the slowest bulb in the game, with a sustained tempo of 1 at Lv 40. Its initiative stands out too: fewer than 1 in 10 of the category sit as low as 7.

German garlic fights as a bulb (categories) in the Ruderal succession group. It is native to East Asia, where it plays as a buffer, and invasive in Europe, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Surprise β€” starter attack, 2 Sun. Up before anything expects it: first in the wild, acts again on a kill. Expected damage: 34.
  • Vernalization Complete β€” ability, free once per battle. The cold requirement met at last: heal 60% and +5 ATK.
  • Split the Difference β€” advanced attack, 6 Sun. Divides into offsets and strikes from both. Expected damage: 48.

Surprise carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

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).

  • Spring Ephemeral Burst β€” from Lv 10. It gets +4 SPD for the first two turns.
  • Perennating Reserve β€” from Lv 68. While it is the active plant it carries its own gold Sun bar of 20 Sun, spent once its own Sun runs out.

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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)83150
HP (native)96173
ATK (neutral)2340
ATK (invasive)2342
DEF613
Initiative70.12
Sustained tempo (SPD)10.02
Retreat cost (Sun)1121
  • 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 11 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Its measured range runs from a cold edge of -27.8 Β°C to a warm edge of 21.2 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

German garlic is in the Ruderal group (weaknesses and resistances). Its hits land at Γ—1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ—0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ—1.5 and Specialist 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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-favored from the start

SeedlingLv 1
HP
46
ATK
11
DEF
1
SPD
2.07
INI
12.20
Retreat
βˆ’5
Tempo14.27
Power53
Fully grownLv 100
HP
173
ATK
40
DEF
13
SPD
0.02
INI
0.12
Retreat
βˆ’21
Tempo0.14
Power205

Invasivepower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
1
SPD
2.07
INI
12.20
Retreat
βˆ’5
Tempo14.27
Power47
Fully grownLv 100
HP
150
ATK
42
DEF
13
SPD
0.02
INI
0.12
Retreat
βˆ’21
Tempo0.14
Power184

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
1
SPD
2.07
INI
12.20
Retreat
βˆ’5
Tempo14.27
Power47
Fully grownLv 100
HP
150
ATK
40
DEF
13
SPD
0.02
INI
0.12
Retreat
βˆ’21
Tempo0.14
Power182

Sources

  1. Allium senescens on iNaturalist
  2. Allium senescens on Wikipedia
  3. Allium senescens on Plants of the World Online