Calibrachoa parviflora
The Seaside petunia (Calibrachoa parviflora) is a Annual forb that plays as a defensive buffer where native and an attacker where invasive.
The Seaside petunia is a mat-forming annual relative of the petunias. In battle it plays as a Annual forb. It is native to South America, where it takes the defensive buffer role, and invasive in Africa, Eastern North America, Western North America, and Oceania, where it becomes an attacker.
Its kit unlocks in three stages. The starter attack, Colonize, is available from Level 1 and costs 2 Sun: it is a colonising, armour-ignoring ramp with no fixed damage number β it hits harder each time it lands. Its effect: Pioneer spread that ignores armor and hits harder each time it lands.
The free ability, Disclimax (Level 25), costs no Sun because it is once per battle: Holds the ground open β the foe stalls and withers.
The advanced attack, Arrowseed (Level 40, 6 Sun), deals 36 native and 40 invasive: A barbed seed goes in first and festers. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.
This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Ephemeral Bolt, extra ATK while it stays above half health that fades once it drops low. From Level 68 a second, different trait stacks on top: Soil Seed Bank, a roughly 50% chance to come back once from a knockout at a sliver of health. Both are working traits β there are no inert abilities in the game β and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.
It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.
Read at the Level 40 snapshot, its DEF is 2 β a soft floor β annual forbs sit in the lowest DEF band, so it relies on speed and pressure, not armor. It retreats for 16 Sun. Turn 1 is ordered by its initiative (49) and every turn after by its SPD (34). It is a quick starter that fades β it tends to land the first hit, then gets out-paced turn on turn. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β compare 20 native ATK against 30 invasive β and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.
By Level 100 its DEF has barely left the floor even as biomass HP swells toward 190 β a bigger, softer body, not a tougher one. Its retreat creeps up to 33 Sun and its once-brisk tempo has collapsed to about 1% of cap, so the fast opener it was as a seedling is gone; late, it is a soft mass that must win before it is worn down.
It is a Ruderal on the succession wheel: it reclaims ground from Specialists (succulents, conifers, ferns and epiphytes), hitting them for 1.5Γ and resisting their blows, but is crowded out by Competitors (perennial herbs, vines, shrubs and broadleaf trees), which hit it 1.5Γ and shrug off its own attacks. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.
Its Colonize starter ignores armor and ramps with each landing β an anti-wall opener β and it is invasive across several regions. Soft-bodied; open with Colonize, then swap out. It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β a growth boost, not an income stream. On the total-power curve its crossover falls around Level 31 native and 33 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a reason to hold it back.
Leveling trades speed for power. A plantβs 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.