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Great Forget-me-not

Brunnera macrophylla

A quick-opening perennial herb that opens with poison and can cling to life late, playing either arena role.

XP 100%SUN 120HP 165Great Forget-me-notPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 31β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveDeep TaprootactiveHerbaceous Assaultβš” 34β˜€ 2Great Forget-me-not β€” full-size photoGreat Forget-me-notBrunnera macrophyllaLVL 100

Overview

Great forget-me-not is a low Perennial herb that fights as a fast opener with a poison bite. It is native to Europe and invasive across East Asia, Eastern North America, and Oceania, so the arena can cast it either way β€” as a native buffer or as an invasive attacker. It is a middling card whose main edge is getting the first jab in and putting a status on the board early.

Moves

Its starter attack, Herbal Draught, unlocks at level 1 for 2 Sun and hits for about 27 native / 30 invasive, leaving poison on the target. The free once-per-battle ability, Alkaloid Reservoir, arrives at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. β€” it mends the plant. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (29 native / 33 invasive), a plain hit. Most of your forget-me-nots sit below level 40, where only the starter is live. None of its moves carry an initiative rider.

Abilities

Great forget-me-not 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 fires only about 60% of the time, so treat it as a coin-flip reprieve. See Abilities.

Features

Forget-me-not carries no trait keywords, so nothing punishes an attacker for hitting it. Note that its poison comes from a move, not from the plant itself β€” it is non-toxic, with no contact hazard ring and no passive poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits it; as an invasive, offensive gear presses its opening damage.

Stats

At level 40 forget-me-not reads 103 HP native / 89 invasive, with ATK of 17 native versus 27 invasive β€” the invasive form hits noticeably harder. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is front-loaded: turn 1 runs on initiative (51) and every turn after on SPD (34), so it leads off the mark but is out-paced later. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; as an invasive it pays self-damage to its own bench per attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, forget-me-not swells to 190 HP native / 165 invasive and 30 / 54 ATK, but DEF only reaches 8 β€” a soft herb gains health and almost no armor, so it stays fragile against any real hitter. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap, so a mature one acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb, forget-me-not is in the Competitor succession group. It hits Ruderal plants for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants, 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 forget-me-not as a fast opener: lead turn 1, land poison, and let the tick add up while you set up a heavier hitter. As a native it is a passable buffer; as an invasive its harder punch makes it a serviceable early aggressor, though its thin armor means it will not trade for long. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster leveling. It fights as a fast skirmisher early and leans on bulk later, crossing over around level 33 as a native and 34 as an invasive β€” always worth leveling.

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
16
DEF
3
SPD
38.08
INI
56.78
Retreat
βˆ’14
Tempo94.86
Power97
Fully grownLv 100
HP
190
ATK
30
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power195

Invasivepower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
24
DEF
3
SPD
37.52
INI
55.94
Retreat
βˆ’14
Tempo93.46
Power95
Fully grownLv 100
HP
165
ATK
54
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power194

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
17
DEF
4
SPD
35.84
INI
53.44
Retreat
βˆ’15
Tempo89.28
Power91
Fully grownLv 100
HP
165
ATK
30
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power170

Sources

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