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Garden Orache

Atriplex hortensis

A fast-cruising leafy annual that plays either role, with a huge invasive attack jump and a poison opener.

XP 100%SUN 120HP 128Garden OrachePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 33β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€24speed 0.78Bitter PrincipleactiveVernalizationMemoryactiveSelf-Medicateβš” 33β˜€ 2Garden Orache β€” full-size photoGarden OracheAtriplex hortensisLVL 100

Overview

Garden orache is a leafy, fast-growing Perennial herb that fights as a quick-cruising, poison-leading attacker. It is native to East Asia and Europe and invasive across much of the world, including Africa, the Americas, Oceania, and South Asia, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. It is a strong aggressive card: its invasive attack is one of the biggest jumps in this batch, and it moves fast once a fight settles. See nativity.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 27 damage native / 33 invasive and leaving the target poisoned β€” see statuses. The free once-per-battle ability, Perennating Bud, arrives at level 25: Breaks a stored bud: heal 40%. Its advanced attack, Self-Medicate, unlocks at level 40 for 6 Sun (27 / 33) as a straight, hard hit. Most of your specimens sit below level 40, where only the starter is available. See moves.

Abilities

Garden orache keeps a single always-on trait: Resprout. It draws only one eligible trait, so Resprout comes in at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health, but it triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See abilities.

Features

It carries no trait keywords β€” no thorns, no toxin β€” so nothing punishes an attacker for hitting it, and it is non-toxic with no hazard ring. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear helps its soft frame hold; as an invasive, offensive gear pushes its already strong ATK further.

Stats

At level 40 it reads 84 HP native / 73 invasive, with ATK of 19 native versus 34 invasive β€” a very large invasive jump, so the aggressive role hits far harder. DEF is just 4, low in the perennial-herb band, so despite the punch it takes hits with almost no armor. Its tempo is uneven: turn 1 runs on a fair initiative (37), so it is out-paced off the mark, but every turn after runs on a very high SPD (48), making it one of the faster cruisers here once a fight settles. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and projects a bench HP overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100 it swells to 147 HP native / 128 invasive and 34 / 70 ATK, but its DEF only reaches 8 β€” as a soft herb it gains bulk in health and almost no armor, so it stays a glassy hitter even at the cap. Retreat rises to 24 Sun and its tempo sinks to roughly 1% of cap, so a mature plant acts last against almost anything younger. Maturing buys HP, poison, and damage, never toughness.

Weaknesses & Resistances

As a leafy herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As an invasive, this is a fine aggressor: the large ATK jump, a poison opener, and a strong cruising speed let it grind down most of its class, especially into Ruderal targets it beats. As a native, it can hit hard from the bench and cushion a partner, but its thin DEF means it prefers to attack rather than absorb. Its main danger is Specialist walls and fast Ruderal openers that punish its slow first turn. Its value is also economic: it is inedible, so any nutrient banks x1.25 XP rather than coins. It fights as a slow-opening skirmisher whose bulk takes over as it levels, crossing around level 37 β€” always stronger in raw stats higher up, so never 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 37

CrossoverLv 37
HP
81
ATK
19
DEF
4
SPD
49.92
INI
38.92
Retreat
βˆ’12
Tempo88.84
Power92
Fully grownLv 100
HP
147
ATK
34
DEF
8
SPD
0.78
INI
0.61
Retreat
βˆ’24
Tempo1.39
Power165

Invasivepower overtakes tempo at Lv 36

CrossoverLv 36
HP
69
ATK
31
DEF
3
SPD
50.70
INI
39.53
Retreat
βˆ’12
Tempo90.23
Power91
Fully grownLv 100
HP
128
ATK
70
DEF
8
SPD
0.78
INI
0.61
Retreat
βˆ’24
Tempo1.39
Power182

Neutralpower overtakes tempo at Lv 41

CrossoverLv 41
HP
74
ATK
20
DEF
4
SPD
46.80
INI
36.49
Retreat
βˆ’13
Tempo83.29
Power85
Fully grownLv 100
HP
128
ATK
34
DEF
8
SPD
0.78
INI
0.61
Retreat
βˆ’24
Tempo1.39
Power146

Sources

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