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Wild Indigos

Baptisia

A soft legume perennial herb that poisons, self-heals, and often arrives with free Nitrogen, and can play either arena role β€” a North American native or a European invader.

XP 100%SUN 120HP 165Wild IndigosPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 37β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€26speed 0.78Basal RosetteactiveResproutactiveAlkaloid Ambushβš” 32β˜€ 2🌻Wild IndigosBaptisiaLVL 100

Overview

Wild indigos are soft Perennial herbs in the legume family that fight as self-healing skirmishers: light armor, a poisoning opener, and useful staying power once a fight settles. They are native to Eastern North America and invasive in Europe, so the arena can cast them either way β€” as a native buffer or as an invasive attacker. They are modest battlers with a genuine economic upside.

Moves

The starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 30 damage as a native and 30 as an invasive, and it leaves the target poisoned so it keeps bleeding health after the hit. The free once-per-battle ability, Alkaloid Reservoir, comes in at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. The advanced attack, Alkaloid Ambush, unlocks at level 40 for 6 Sun (24 native / 24 invasive) and mends the plant as it strikes. Most of your indigos sit below level 40, where only the starter move is available.

Abilities

Wild indigos keep a single always-on trait: Resprout. Because they draw only one eligible trait, Resprout arrives 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 β€” but it triggers only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See Abilities.

Features

Wild indigos carry no special trait keywords and are non-toxic in the arena sense: no contact recoil and no poison rider on being struck, so nothing punishes an attacker for hitting them (their poison comes only from the opening move). Their growth habit is terrestrial, so they are not eligible for a Moss Pole. As a native, defensive field gear suits the stalling game; as an invasive, offensive gear makes the aggression count.

Stats

At level 40 wild indigos read 103 HP as a native and 89 as an invasive, with ATK of 25 native versus 25 invasive β€” a modest invasive edge. DEF is just 1, at the floor of the perennial-herb band, so they take hits with almost no armor. Tempo is back-loaded: turn 1 runs on a solid initiative (45), and every turn after on an even higher SPD (48), so they hold their pace and press in longer fights. Retreat costs 13 Sun. As a native they gain a +15% HP cushion and a bench HP overshield onto your active; as an invasive they pay self-damage to their own bench on each damaging attack and concede 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, wild indigos swell to 190 HP native / 165 invasive and 46 / 46 ATK, but DEF only reaches 2 β€” as soft herbs they gain bulk in health, never armor, so they stay exposed to any real hitter. Retreat rises to 26 Sun, and tempo has sunk to roughly 1% of cap, so a mature indigo acts last against almost anything young.

Weaknesses & Resistances

As perennial herbs, wild indigos are in the Competitor succession group. They hit Ruderal plants for Γ—1.5 and take only Γ—0.667 from them; they are weak to Specialist plants, which strike them for Γ—1.5 while resisting their blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play wild indigos as cheap, self-healing skirmishers that open with poison and press in longer fights. As a native they make fair buffers; as an invasive the aggression is moderate, so favor support over finishing. They are inedible, so any nutrient you feed them banks Γ—1.25 XP rather than coins. Their real bonus is being legumes: about one in four caught in the wild arrives with a free Nitrogen amendment β€” an early economy head start that decomposes after about a month. They fight as back-loaded cruisers and lean harder on bulk as they level, crossing over around level 33, so keep leveling them.

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 33

CrossoverLv 33
HP
92
ATK
23
DEF
1
SPD
53.30
INI
50.27
Retreat
βˆ’12
Tempo103.57
Power104
Fully grownLv 100
HP
190
ATK
46
DEF
2
SPD
0.78
INI
0.74
Retreat
βˆ’26
Tempo1.52
Power212

Invasivepower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
25
DEF
1
SPD
49.38
INI
46.58
Retreat
βˆ’13
Tempo95.96
Power100
Fully grownLv 100
HP
165
ATK
46
DEF
2
SPD
0.78
INI
0.74
Retreat
βˆ’26
Tempo1.52
Power187

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
25
DEF
1
SPD
49.38
INI
46.58
Retreat
βˆ’13
Tempo95.96
Power100
Fully grownLv 100
HP
165
ATK
46
DEF
2
SPD
0.78
INI
0.74
Retreat
βˆ’26
Tempo1.52
Power187

Sources

  1. https://www.inaturalist.org/taxa/search?q=Baptisia
  2. https://en.wikipedia.org/wiki/Baptisia
  3. https://powo.science.kew.org/results?q=Baptisia