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Northern Burdock

Arctium nemorosum

A native-only perennial herb that plays as a defensive buffer.

XP 100%SUN 120HP 165Northern BurdockPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 37β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€22speed 0.66Bitter PrincipleactiveDeep TaprootactiveRhizome Lockβš” 29β˜€ 2Northern Burdock β€” full-size photoNorthern BurdockArctium nemorosumLVL 100

Overview

The Northern Burdock is a perennial herb in Supplant. It is native to Europe and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Bitter Sap is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Allelochemical Priming, unlocks at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Rhizome Lock, comes online at level 40 for 6 Sun β€” Locks the foe down underground and saps it.

Its attacks land for about 30 (starter) and 22 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (45) decides who moves first on turn 1, and SPD (40) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It has a single eligible passive, Resprout, which arrives at half strength on its level 10 riser and matures at level 68 β€” a real difference for most of the card's life.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 45 initiative / 40 SPD. Its DEF sits low, in the soft-herb band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

Biomass HP swells toward 190, but its armor barely leaves the soft band (1) β€” a bigger body, not a tougher one. Retreat rises to 22 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. This is a soft-bodied herb: low armor, modest HP. It is more a collection piece and a coin/level earner than a battle carry, and it wants bench support to do real work. It is edible (the game tags the root as the eaten part), so feeding it the matching Potassium fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 30, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 30

CrossoverLv 30
HP
88
ATK
22
DEF
1
SPD
46.84
INI
52.12
Retreat
βˆ’10
Tempo98.96
Power101
Fully grownLv 100
HP
190
ATK
45
DEF
1
SPD
0.66
INI
0.73
Retreat
βˆ’22
Tempo1.39
Power214

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
23
DEF
1
SPD
44.20
INI
49.18
Retreat
βˆ’11
Tempo93.38
Power95
Fully grownLv 100
HP
165
ATK
45
DEF
1
SPD
0.66
INI
0.73
Retreat
βˆ’22
Tempo1.39
Power189

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)