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Common Ragweed

Ambrosia artemisiifolia

A soft annual whose Reseed drops a fresh seedling when it falls and whose Duff Stuff borrows defense from your weeds.

XP 100%SUN 120HP 90Common RagweedAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalInsect Allianceβš” 40β˜€ 0Nudationfree1Γ— / battleretreat β˜€20speed 0.88Duff StuffactiveReseedactiveChoke Bloomβš” 50β˜€ 2Common Ragweed β€” full-size photoCommon RagweedAmbrosia artemisiifoliaLVL 100

Overview

Common Ragweed is an annual forb, and it plays as a Annual forb card. It is native to Eastern North America, where it fights as a buffer, and invasive in Europe, where it takes the attacker role.

Moves

  • Insect Alliance (unlocks at level 1, costs 2 Sun) deals 32 damage native and 36 invasive. Calls in insect allies β€” the foe's whole bench sickens.
  • Nudation (unlocks at level 25) is the free once-per-battle ability: Strips the ground bare β€” heavy Wither, and the foe can't heal. It costs no Sun.
  • Choke Bloom (unlocks at level 40, costs 6 Sun) deals 42 damage native and 46 invasive. Crowds the foe out, sapping its strength.

None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β€” its turn order is set by its tempo (see Stats). As a mild plant it also carries a Poison rider: every damaging attack it lands Poisons the target (1 stack). Poison is damage-over-time that ignores DEF and slips past the overshield, so it wears down even armored walls.

Abilities

Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:

  • Duff Stuff arrives at level 10: while it stands, its effective DEF rises by half the summed DEF of your alive benched ruderals (annual forbs, grasses, aquatics and bulbs), fading as those allies faint.
  • Reseed arrives at level 68: when it is knocked out it leaves a fresh Seedling token on your bench, once per match.

Features

It carries no certain trait keywords beyond the schedule above. It is not Moss Pole-eligible (it is not a climber). A Calcium/Magnesium amendment is the most useful slot for its soft body; a Cloche shields an attacker from contact poison.

Stats

Read at level 40, where every move is unlocked: DEF 1, retreat 11 Sun. Its tempo splits the usual way β€” initiative 46 orders turn 1 and SPD 53 orders turn 2 onward β€” and it is slower off the mark but steadier afterward β€” it cruises faster than it opens.

Its two nativity roles read differently. Native, it is a buffer: HP 65 (a +15% cushion baked in) and a benched HP overshield for your active, with ATK 27. Invasive, it is an attacker: HP 57 and ATK 38 β€” the higher figure is the introduced-range term the engine adds for a spreading invader, showing as the card matures. The invasive form pays "Faustian" self-damage to its own bench on every damaging attack (10 + level - 1, growing as it levels) and concedes 2 prizes when knocked out.

At Level 100

Maturity swells its HP toward 103, but its soft category keeps DEF at only 1 β€” it never becomes a wall. Retreat rises to 20 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.

Weaknesses & Resistances

Common Ragweed is in the Ruderal group on the succession wheel. It deals x1.5 to Specialists (succulents, conifers, ferns, epiphytes) and takes x1.5 from Competitors (perennial herbs, vines, shrubs, broadleaf trees), whose defense resists it to x0.667.

Gameplay uses

A soft annual whose Reseed drops a fresh seedling when it falls and whose Duff Stuff borrows defense from your weeds. A throwaway attacker that keeps coming back; weak individually. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β€” the level where its rising bulk overtakes its falling speed β€” at level 48 at home and 46 abroad; either way it only grows stronger with level, so there is never a reason to under-level it.

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 48

CrossoverLv 48
HP
70
ATK
30
DEF
1
SPD
46.40
INI
40.10
Retreat
βˆ’12
Tempo86.50
Power89
Fully grownLv 100
HP
103
ATK
49
DEF
1
SPD
0.88
INI
0.76
Retreat
βˆ’20
Tempo1.64
Power133

Invasivepower overtakes tempo at Lv 46

CrossoverLv 46
HP
60
ATK
41
DEF
1
SPD
48.15
INI
41.61
Retreat
βˆ’12
Tempo89.76
Power90
Fully grownLv 100
HP
90
ATK
77
DEF
1
SPD
0.88
INI
0.76
Retreat
βˆ’20
Tempo1.64
Power148

Neutralpower overtakes tempo at Lv 51

CrossoverLv 51
HP
63
ATK
31
DEF
1
SPD
43.77
INI
37.83
Retreat
βˆ’13
Tempo81.60
Power82
Fully grownLv 100
HP
90
ATK
49
DEF
1
SPD
0.88
INI
0.76
Retreat
βˆ’20
Tempo1.64
Power120

Sources

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