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White wild indigo

Baptisia alba

A poison-first perennial herb that mends mid-fight and can cling to life once, serving only as a native Eastern North American buffer.

XP 100%SUN 120HP 165White wild indigoPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 33β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€29speed 0.73Bitter PrincipleactiveResproutactiveCrown Divisionβš” 48β˜€ 2White wild indigo β€” full-size photoWhite wild indigoBaptisia albaLVL 100

Overview

White wild indigo is an upright, legume Perennial herb that fights as an even-tempo poisoner: it poisons what it strikes and mends itself part-way through a fight. It is native to Eastern North America and has no invasive form, so the arena only ever fields it as a native buffer. Its own damage is modest; its edge is the poison and its resilience.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 for 2 Sun, dealing about 28 damage and leaving the target poisoned. The free once-per-battle ability, Chronosequence, arrives at level 25: Time on its side: +3 ATK and speed, kept. It is a mid-fight mend. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun (38 damage) as a plain hit. Most of your wild indigo sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

White wild indigo keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β€” so for most of the card's life it runs at the weaker half. When it works it lets wild indigo survive one otherwise-lethal hit at roughly a quarter of its health, but as a sustain trait it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.

Features

White wild indigo does not hold the Toxin trait, so striking it carries no contact recoil; its poison comes only from its starter attack, not from being touched. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche or a calcium or magnesium amendment for a little DEF β€” offsets its very thin armor. See statuses.

Stats

At level 40 wild indigo reads 103 HP with ATK of 20; as a native-only card there is no invasive attack gap. DEF is just 2, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on its poison and its heal instead. Its tempo is even: turn 1 runs on its initiative (44) and every turn after on its SPD (44), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, wild indigo swells to 190 HP and 35 ATK, but its DEF only reaches 3 β€” as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 29 Sun, and its tempo has sunk to about 1% of cap, so a mature wild indigo acts last against almost anything younger. Maturing does bring Resprout to full strength, its one real dividend.

Weaknesses & Resistances

As a perennial herb, wild indigo sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play wild indigo as a native poison-first buffer: poison the enemy active, mend through the fight, and lean on Resprout to buy an extra turn. It is a collection-grade card rather than a strong attacker β€” its damage is low and it wins by attrition β€” so value it most as a benched buffer projecting its overshield onto a harder hitter. On economy, wild indigo is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins; and as a legume, roughly one in four caught wild arrives with a free Nitrogen amendment for an economy head start, which decomposes after about a month. It plays as an even-tempo skirmisher leaning harder on its bulk as it levels, crossing over around level 33 β€” but it is always stronger at higher levels, so there is no 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 33

CrossoverLv 33
HP
92
ATK
18
DEF
2
SPD
49.49
INI
48.81
Retreat
βˆ’13
Tempo98.30
Power99
Fully grownLv 100
HP
190
ATK
35
DEF
3
SPD
0.73
INI
0.72
Retreat
βˆ’29
Tempo1.45
Power199

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
19
DEF
2
SPD
45.85
INI
45.22
Retreat
βˆ’14
Tempo91.07
Power94
Fully grownLv 100
HP
165
ATK
35
DEF
3
SPD
0.73
INI
0.72
Retreat
βˆ’29
Tempo1.45
Power174

Sources

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