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Coastal searocket

Cakile lanceolata

A native-only annual-forb buffer whose ramping opener ignores armor while it pools defence from your benched ruderals, native to the Americas.

XP 100%SUN 120HP 128Coastal searocketAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalCultivateβš” 38β˜€ 0Nudationfree1Γ— / battleretreat β˜€24speed 0.78Ephemeral BoltactiveSoil Seed BankactiveScatterseedβš” 32β˜€ 2Coastal searocket β€” full-size photoCoastal searocketCakile lanceolataLVL 100

Overview

Coastal searocket is a low Annual forb that fights as a native pioneer: it borrows defence from its bench and opens with a ramping strike that ignores armor and grows the longer it lands. It is native to Eastern and Western North America and South America, and no invasive form exists, so it plays purely as a native buffer. Its damage is modest and its armor thin; its value is in propping up an active and colonizing a fight over time.

Moves

Its starter attack, Cultivate, unlocks at level 1 for 2 Sun with no fixed damage number β€” it ignores armor and hits harder each time it lands. The free once-per-battle ability, Nudation, arrives at level 25: Strips the ground bare β€” heavy Wither, and the foe can't heal. It is a mid-fight mend. The advanced attack, Scatterseed, unlocks at level 40 for 6 Sun (25 native). Most of your coastal searocket sit below level 40, where only the ramping starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Coastal searocket keeps two always-on traits. Duff Stuff arrives on the level 10 riser: while it is active, its effective DEF rises by half the summed DEF of your alive benched ruderals β€” annual forbs, grasses, aquatics and bulbs β€” recomputed live, so the cushion shrinks as those allies faint while the donors keep their own DEF. Reseed arrives on the level 68 riser: when coastal searocket is knocked out, a fresh Seedling token steps up in its place, the annual-forb signature. Both work at full strength from the riser that grants them. See Abilities.

Features

Coastal searocket is non-toxic, so it carries no contact recoil and no poison rider β€” nothing punishes an attacker for striking it. 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€” shores up its thin armor and suits its buffer role. See statuses.

Stats

At level 40 coastal searocket reads 84 HP and 25 ATK β€” modest on both. DEF is 2, low in the soft annual-forb band, so it takes hits with little armor and relies on Duff Stuff to borrow bulk from the bench. Its tempo is back-loaded: turn 1 runs on its lower initiative (31) and every turn after on its higher SPD (48), so it is out-paced off the mark but faster once the fight drags on. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active, which is where most of its worth lies. See Stats.

At Level 100

Matured to level 100, coastal searocket climbs to 147 HP and 44 ATK, while its DEF only reaches 3 β€” a soft forb buys bulk in health and little in armor, so the bench cushion stays its better shield. Retreat rises to 24 Sun, and its tempo has sunk to about 1% of cap, so a mature card acts last against almost anything younger.

Weaknesses & Resistances

As an annual forb, coastal searocket sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Competitor plants (perennial herbs, vines, shrubs, broadleaf trees), which strike it for Γ—1.5 while resisting its blows. Against other Ruderal plants and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play coastal searocket as a native buffer: keep other ruderals benched to feed Duff Stuff, let its overshield harden whichever plant is active, and use its ramping opener to chip away while it heals through the exchange. It is not an attacker β€” its damage is modest and no invasive form exists β€” so value it for the cushion it lends the team and as a family-tree collection piece. It is edible at the leaf, so feeding it Nitrogen pays Γ—1.25 coins while any other nutrient banks Γ—1.25 XP toward faster growth. It plays as a slow opener that gathers speed in long fights and leans harder on its bulk as it levels, crossing over around level 32 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 32

CrossoverLv 32
HP
76
ATK
22
DEF
2
SPD
53.82
INI
34.70
Retreat
βˆ’11
Tempo88.52
Power89
Fully grownLv 100
HP
147
ATK
44
DEF
3
SPD
0.78
INI
0.50
Retreat
βˆ’24
Tempo1.28
Power170

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
70
ATK
24
DEF
2
SPD
49.92
INI
32.19
Retreat
βˆ’12
Tempo82.11
Power84
Fully grownLv 100
HP
128
ATK
44
DEF
3
SPD
0.78
INI
0.50
Retreat
βˆ’24
Tempo1.28
Power151

Sources

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