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Nuttall's wild indigo

Baptisia nuttalliana

A soft, self-healing legume herb β€” light on damage but a reliable economy freebie and bench sustainer.

XP 100%SUN 120HP 165Nuttall's wild indigoPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 32β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€27speed 0.79Basal RosetteactiveVernalizationMemoryactiveSelf-Medicateβš” 32β˜€ 2Nuttall's wild indigo β€” full-size photoNuttall's wild indigoBaptisia nuttallianaLVL 100

Overview

Nuttall's wild indigo (Baptisia nuttalliana) is a Perennial herb in Supplant. A soft, self-healing legume herb β€” light on damage but a reliable economy freebie and bench sustainer. It is native to Eastern North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Taproot Anchor, unlocks at level 1 for 2 Sun: it deals 27 as a native card and 27 as an invasive one. In effect, Anchors deep and holds the foe with it.

At level 25 it gains its free once-per-battle ability, Perennating Bud (no Sun cost, one use per fight): Breaks a stored bud: heal 40%.

The advanced attack, Self-Medicate, arrives at level 40 for 6 Sun, dealing 27 native and 27 invasive: Strikes and treats itself β€” heal 30%. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Basal Rosette: a ground-hugging rosette that shrugs off grazing, worth a small standing DEF bump.
  • From level 68: Vernalization Memory: it needs a cold spell before it bolts, so it opens slow and then, from the third turn on, carries a standing +5 ATK, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 103 with its +15% native cushion, DEF 3, retreat 14 Sun β€” a perennial herb holds a low DEF band (a level-100 cap of roughly 1–15). Its attack sits at 18. Turn order runs on two tempo stats: initiative (37) decides turn 1, and SPD (48) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 190 and its attack 31, while its DEF barely leaves its soft band (5) β€” biomass swells but armor does not. Retreat climbs to 27 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with the Nitrogen amendment already equipped β€” a free ~300-coin head start that occupies a soil slot and decomposes after a month. That is economy, not combat power. It leans on its speed edge until about level 32, after which its growing bulk and attack take the lead.

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 32

CrossoverLv 32
HP
91
ATK
17
DEF
2
SPD
54.35
INI
42.39
Retreat
βˆ’12
Tempo96.74
Power98
Fully grownLv 100
HP
190
ATK
31
DEF
5
SPD
0.79
INI
0.61
Retreat
βˆ’27
Tempo1.40
Power199

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
18
DEF
2
SPD
50.41
INI
39.32
Retreat
βˆ’13
Tempo89.73
Power92
Fully grownLv 100
HP
165
ATK
31
DEF
5
SPD
0.79
INI
0.61
Retreat
βˆ’27
Tempo1.40
Power174

Sources

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