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Narrowleaf angelon

Angelonia angustifolia

A quick Perennial herb card with a respectable attack, no armour to speak of, and a late trait that only pays in long fights.

XP 100%SUN 120HP 165Narrowleaf angelonPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 40β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€21speed 0.60Basal RosetteactiveVernalizationMemoryactiveTonicβš” 40β˜€ 2Narrowleaf angelonAngelonia angustifoliaLVL 100

Overview

Narrowleaf Angelon is a Perennial herb card with both roles: native across eastern and western North America and South America, invasive in Oceania. Native it is a cushioned bench piece; invasive it is an attacker. See nativity and categories.

Moves

The starter attack, Steady Growth, unlocks at level 1 for 2 Sun, reading 34 native and 36 invasive. A reliable, even strike. It is a strong starter for the Sun it costs.

The free once-per-battle ability, Perennating Bud, unlocks at level 25 and costs no Sun. Breaks a stored bud: heal 40%.

The advanced attack, Tonic, unlocks at level 40 for 6 Sun, reading 34 native and 36 invasive. Strikes and mends β€” heal 15%. It matches the starter's damage at three times the cost, so the starter stays the efficient attack. See moves.

Abilities

Basal Rosette arrives on the first riser at level 10 at full strength, adding a small amount of armour. Given that this card's base armour is essentially zero, that flat addition is most of its defence β€” though it stays a fragile plant.

Vernalization Memory stacks on at level 68, adding attack power from the third turn onward only. For the first two turns it contributes nothing, so it rewards fights that actually last rather than the quick exchanges this card is otherwise built for.

Features

The species record lists no toxicity and no trait keywords, so no poison rider applies. For field gear, damage prevention beats damage reduction on a card with this little armour. Its growth habit is not vine, epiphyte or hemiepiphyte, so a Moss Pole does not apply.

Stats

At level 40 native reads 103 HP and 23 ATK; invasive reads 89 HP and 28 ATK. Armour is 1 β€” the lowest reading in the game. Retreat is a cheap 11 Sun, which matters on a card this soft. Opening tempo is 39 and sustained tempo is 36, both good, so it usually acts early. Invasive it pays Faustian bench damage per damaging attack and concedes 2 prizes on knockout. See stats.

At Level 100

By level 100 native reaches 190 HP and 41 ATK, invasive 165 HP and 55 ATK, with armour only at 1. The soft-herb divergence, in its clearest form: a big body with no plating at all. Retreat rises to 21 Sun and the inverted tempo has sunk to its floor, so the matured card loses the speed that made it playable and keeps the fragility.

Weaknesses & Resistances

Perennial herb is Competitor: strong into Ruderal β€” annual forbs, grasses, aquatics and bulbs β€” and weak to Specialist, meaning succulents, conifers, ferns and epiphytes. See weaknesses and resistances.

Gameplay uses

A cheap, quick attacker with a good starter move. Lead with it, use the cheap retreat when the reply is coming, and do not expect it to survive a direct exchange with anything substantial.

The two traits point in opposite directions, which is worth noticing: the card's speed and fragility want short fights, while Vernalization Memory only pays from turn three. In practice you will often not see the trait at all, so judge the card on its base attack stat and its tempo.

It is not eaten, so a soil amendment earns no matching fertiliser coins and instead banks the Γ—1.25 XP an inedible plant pays. See the battle lab.

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 27

CrossoverLv 27
HP
84
ATK
19
DEF
1
SPD
44.04
INI
47.33
Retreat
βˆ’9
Tempo91.37
Power95
Fully grownLv 100
HP
190
ATK
41
DEF
1
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power211

Invasivepower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
23
DEF
1
SPD
42.85
INI
46.05
Retreat
βˆ’10
Tempo88.90
Power89
Fully grownLv 100
HP
165
ATK
55
DEF
1
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power200

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
20
DEF
1
SPD
42.25
INI
45.41
Retreat
βˆ’10
Tempo87.66
Power88
Fully grownLv 100
HP
165
ATK
41
DEF
1
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power186

Sources

  1. Nativity and roles
  2. Stats
  3. Field gear