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Green amaranth

Amaranthus hybridus

Smooth pigweed β€” a fragile glass cannon with a huge invasive attack.

XP 100%SUN 120HP 128Green amaranthAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalQuick Bloomβš” 49β˜€ 0Nudationfree1Γ— / battleretreat β˜€24speed 0.78Duff StuffactiveBallisticDispersalactiveAllergenic Odorβš” 36β˜€ 2Green amaranth β€” full-size photoGreen amaranthAmaranthus hybridusLVL 100

Overview

Smooth pigweed trades bulk for aggression: it carries less HP than its peers but the highest invasive attack in this batch, plus an early Poison. It is native to eastern North America, western North America and South America and invasive in Africa, East Asia, Europe, Oceania and South Asia. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Quick Bloom, is available from level 1 for 2 Sun. It deals 42 damage as a native or 47 as an invasive. Seizes initiative: first in the wild, acts again on a kill.

At level 25 it gains a free, once-per-battle ability, Nudation: Strips the ground bare β€” heavy Wither, and the foe can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Allergenic Odor, arrives at level 40 for 6 Sun, dealing 29 damage as a native or 34 as an invasive. A pollen haze β€” the foe weakens and its whole bench sickens.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Contractile Roots (from level 68) β€” its roots haul the crown deeper each round, adding +1 DEF per checkup up to +5.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 2 DEF and retreats for 12 Sun.

It is slow off the mark (opening initiative 36) but faster in the long exchange (sustained Speed 48 from turn two).

As a native it gains a +15% HP cushion β€” 84 HP versus 73 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 26 to 40, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 147, but its soft-bodied armor stays low at 3 DEF β€” leveling buys it bulk and attack (climbing to 47 native / 83 invasive), not toughness. Retreat climbs to 24 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Annual forb, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

As a widespread invader it is a genuine glass cannon β€” it hits very hard but dies fast, so race the fight and mind the Faustian self-damage. As a native it is a soft chipper. A strong single-player coin earner in the right hands.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 34, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 34

CrossoverLv 34
HP
78
ATK
24
DEF
2
SPD
52.26
INI
39.92
Retreat
βˆ’11
Tempo92.18
Power93
Fully grownLv 100
HP
147
ATK
47
DEF
3
SPD
0.78
INI
0.60
Retreat
βˆ’24
Tempo1.38
Power173

Invasivepower overtakes tempo at Lv 34

CrossoverLv 34
HP
68
ATK
36
DEF
2
SPD
52.26
INI
39.92
Retreat
βˆ’11
Tempo92.18
Power95
Fully grownLv 100
HP
128
ATK
83
DEF
3
SPD
0.78
INI
0.60
Retreat
βˆ’24
Tempo1.38
Power190

Neutralpower overtakes tempo at Lv 39

CrossoverLv 39
HP
72
ATK
26
DEF
2
SPD
48.36
INI
36.94
Retreat
βˆ’12
Tempo85.30
Power88
Fully grownLv 100
HP
128
ATK
47
DEF
3
SPD
0.78
INI
0.60
Retreat
βˆ’24
Tempo1.38
Power154

Sources

  1. iNaturalist β€” Amaranthus hybridus
  2. Wikipedia β€” Amaranthus hybridus
  3. Plants of the World Online (Kew) β€” Amaranthus hybridus