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Largeleaf Wild Indigo

Baptisia leucantha

A relentless, self-healing native legume from eastern North America that grinds down slower foes and often arrives with a free nitrogen head start.

XP 100%SUN 120HP 165Largeleaf Wild IndigoPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 37β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€26speed 0.70Bitter PrincipleactiveContractile RootsactiveSelf-Medicateβš” 37β˜€ 2🌼Largeleaf Wild IndigoBaptisia leucanthaLVL 100

Overview

Largeleaf Wild Indigo is a Perennial herb that fights as a slow-building grinder: cheap attacks, steady damage, and a habit of pulling ahead the longer a fight runs. It is native to Eastern North America and has no invasive card, so the arena only ever fields it in its native, bench-support role. It is a solid, workmanlike card β€” nothing spectacular, but reliable.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 30 damage β€” a plain, dependable hit. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Self-Medicate, unlocks at level 40 for 6 Sun (30 damage) and is a harder, straightforward strike. Most of your indigos sit well below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

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

Features

It carries no special trait keywords β€” no thorns, no toxin chemistry β€” so nothing punishes an attacker for hitting it. It is non-toxic: no contact recoil and no poison rider baked into the plant. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear (a Cloche, a Ca/Mg amendment for a little extra DEF) suits its patient, grinding game.

Stats

At level 40 it reads 103 HP with 25 ATK β€” solid for a herb, with no invasive form to compare against. DEF is just 2, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is back-loaded: turn 1 runs on a slow initiative (41) that gets out-paced, but from turn 2 on its faster SPD (43) pulls ahead, so it starts behind and grows relentless. Retreat costs 13 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, it climbs to 190 HP and 45 ATK, but its DEF only reaches 3 β€” as a soft herb it banks bulk in health, never armor, so it stays vulnerable to any real hitter. Retreat rises to 26 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike 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

Play it as a native buffer that grows into a fight β€” the HP cushion and overshield help a fragile hitter survive while its SPD lets it out-trade slower foes in longer bouts. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins. As a legume, though, it comes with a bonus: roughly one in four caught wild arrives carrying a free Nitrogen amendment, a small economy head start that decomposes after about a month. It starts slow and leans harder on its bulk and SPD as it levels, crossing over around level 30; it is always stronger at higher levels in raw stats, 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 30

CrossoverLv 30
HP
88
ATK
22
DEF
2
SPD
49.57
INI
48.17
Retreat
βˆ’11
Tempo97.74
Power101
Fully grownLv 100
HP
190
ATK
45
DEF
3
SPD
0.70
INI
0.68
Retreat
βˆ’26
Tempo1.38
Power212

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
23
DEF
2
SPD
46.78
INI
45.45
Retreat
βˆ’12
Tempo92.23
Power95
Fully grownLv 100
HP
165
ATK
45
DEF
3
SPD
0.70
INI
0.68
Retreat
βˆ’26
Tempo1.38
Power187

Sources

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