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Wild Aniseroot

Annesorhiza macrocarpa

Wild Aniseroot (*Annesorhiza macrocarpa*) is a native-only bulb that plays as a defensive buffer.

XP 100%SUN 120HP 165Wild AniserootBulbβ˜…β˜…β˜…β˜…β˜…RuderalBulb Toxinβš” 35β˜€ 0Bulb Bankfree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactivePerennatingReserveactiveBulb Momentβš” 32β˜€ 2Wild Aniseroot β€” full-size photoWild AniserootAnnesorhiza macrocarpaLVL 100

Overview

Wild Aniseroot (Annesorhiza macrocarpa) is a bulb, a soft, bursty ruderal in battle terms. It is native to Africa and invasive nowhere on the map, so it only ever fields its native, defensive form β€” there is no attacker version of this card. Read across the fight it is a shade quicker once the fight settles than it is on the opening turn.

Moves

The kit fills in as the card levels β€” most of your copies will be well below the snapshot level of 40 used for the numbers here.

  • Bulb Toxin (unlocks at Level 1) is the starter attack: Alkaloid sap poisons the foe. As a native defender it deals 31. It costs 2 Sun.
  • Bulb Bank (unlocks at Level 25) is the free once-per-battle ability: Spends the stored season: +4 ATK and heal 20%. It costs no Sun and deals no damage β€” it is pure utility.
  • Bulb Moment (unlocks at Level 40) is the advanced attack: Everything the bulb saved, spent now: +4 ATK, kept. It deals 28 as a native defender. It costs 6 Sun.

Abilities

This card keeps two always-on traits, drawn from its category's pool and locked in once and for all β€” everything else the pool offered was dropped.

  • From Level 10, Tunic Layers shrugs a flat 3 points off every direct hit, behind the papery tunic around the bulb.
  • From Level 68, Perennating Reserve carries its own Sun reserve, a private gold overshield bar that backs up its Sun once the base bar runs dry.

Features

It carries no special keyword traits β€” no innate toxin, thorns, carnivory or succulence β€” so it plays as a straight bulb. Its growth habit is not recorded as a climbing one, so it does not take a Moss Pole. For field gear, a native copy leaning into the defender role wants a Calcium/Magnesium soil amendment to firm up its otherwise thin DEF; an attacker copy would rather spend the slot on the fertilizer that suits its role, and a Cloche is worth holding if you expect a poison-heavy opponent. See nativity for how region sets its role and abilities for the trait model.

Stats

Read at the snapshot level of 40, where every move is unlocked: 103 HP (native, including the roughly 15% cushion), 2 DEF, tempo of 29 opening / 34 sustained, and a 16 Sun retreat cost. Its Sun bar caps at 120 and refills in real time; from Level 52 it also regenerates Sun mid-battle, and a Level 85 capstone makes the starter free. Its DEF is soft (2 at the snapshot level), the low bulb band, so it leans on health and recovery rather than armor. As a native defender it gains a roughly 15% HP cushion (103 HP at the snapshot level) and, while benched, projects a green overshield bar onto whatever card is active for you. See stats for the full model.

At Level 100

Grown to the cap, its HP swells to 190 but its DEF barely leaves the soft band it started in (3) β€” biomass without armor, the signature of a soft-bodied bulb. The retreat cost rises to 33 Sun, and the inverted tempo that made it quick when young has fallen to roughly 1% of cap. It ends the climb as a big health pool that still takes hits on the chin, so it wants recovery and positioning rather than a trading war.

Weaknesses & Resistances

By category it belongs to the Ruderal succession group. On the type wheel, Ruderal deals extra damage to Specialist plants (succulents, conifers, ferns and epiphytes) and takes extra from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees); a strong matchup lands at Γ—1.5 and a resisted one at Γ—0.667. Everything off those two edges β€” including the Weird categories β€” is neutral. See weaknesses and resistances.

Gameplay uses

With no invasive form, it is purely a defender: park it as a native on the bench to feed the overshield, or lead with it as a durable body. In absolute terms this is a fragile card: a fine coin-earner and collection piece in single-player, but it wants backup on the bench rather than carrying a fight alone. It is edible with a resolved edible part (root), so feeding it the matching potassium fertilizer pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. Leveling steadily trades falling turn-order speed for rising bulk and attack: it fights as a fast skirmisher up to about Level 24, after which its power takes over β€” it is monotonically stronger the higher you level it, so there is never a reason to hold it back. The Total power panel below charts this trade-off for each stance it can hold.

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 24

CrossoverLv 24
HP
79
ATK
13
DEF
1
SPD
43.12
INI
37.14
Retreat
βˆ’12
Tempo80.26
Power81
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power185

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
2
SPD
40.32
INI
34.73
Retreat
βˆ’13
Tempo75.05
Power78
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power160

Sources

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