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Basketplant

Callisia fragrans

A non-toxic vine that projects a wilt aura onto the enemy active and pins it down β€” a native buffer across North America or an invasive attacker over much of the world.

XP 100%SUN 120HP 165BasketplantVineβ˜…β˜…β˜…β˜…β˜…CompetitorTugβš” 32β˜€ 0CompetitiveExclusionfree1Γ— / battleretreat β˜€33speed 0.56HeteroblastyactiveAdventitiousRootsactiveSmotherβš” 43β˜€ 2Basketplant β€” full-size photoBasketplantCallisia fragransLVL 100

Overview

Basketplant is a Vine that fights as a debuffing skirmisher: a quick opener that saps the enemy active with a wilt aura and can pin it in place. It is native to Eastern and Western North America and invasive across Africa, East Asia, Oceania, and South America, so the arena can field it either way β€” as a native buffer or an invasive attacker. Its damage is moderate; its edge is in wearing the enemy down.

Moves

Its starter attack, Tug, unlocks at level 1 for 2 Sun, dealing about 27 damage as a native and 30 as an invasive β€” a plain hit with no rider. The free once-per-battle ability, Competitive Exclusion, arrives at level 25: Leaves no room at all β€” the foe stalls and withers. The advanced attack, Smother, unlocks at level 40 for 6 Sun (38 native / 40 invasive) and binds the target in place as it strikes. Most of your basketplant sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

It keeps one always-on trait, Allelopathy, which arrives at half strength on the level 10 riser and matures on the level 68 riser β€” a real difference for most of the card's life. It hangs a wilt aura over the enemy active, sapping it turn after turn, and unlike the healing traits here it is always on rather than a 60% chance, so the debuff is reliable whenever the plant is out. See Abilities.

Features

Basketplant is non-toxic: it carries no contact recoil and no poison rider on being struck, so nothing punishes an attacker for trading with 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/magnesium amendment for a little DEF β€” offsets its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.

Stats

At level 40 it reads 103 HP native and 89 invasive, with ATK of 19 native versus 26 invasive β€” the invasive gap is real and helps its poke. DEF is just 8, in the soft vine band, so it takes hits with little armor and relies on its wilt aura and its pin instead. Its tempo is front-loaded: turn 1 runs fast on its initiative (41), but every turn after falls back to its slower SPD (34), so it leads the opening exchange and is out-paced once a fight drags on. Retreat costs 16 Sun. As a native it gains an HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, it swells to 190 HP native / 165 invasive and 33 / 52 ATK, but its DEF only reaches 15 β€” as a soft vine it buys bulk in health and little in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature plant acts last against almost anything younger. Maturing also brings the wilt aura to full strength, which is its real payoff at the top end.

Weaknesses & Resistances

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

Gameplay uses

Play it as a debuffer: open with the wilt aura up to sap the enemy active, then use the advanced attack to pin a target so it can't retreat while your team piles on. As an invasive its higher ATK sharpens the poke; as a native it is a fine buffer whose aura taxes whatever it faces. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a quick-opening debuffer leaning harder on its bulk and its matured aura as it levels, crossing over around level 27 as a native and 29 as an invasive 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 27

CrossoverLv 27
HP
84
ATK
16
DEF
6
SPD
41.44
INI
49.89
Retreat
βˆ’12
Tempo91.33
Power94
Fully grownLv 100
HP
190
ATK
33
DEF
15
SPD
0.56
INI
0.67
Retreat
βˆ’33
Tempo1.23
Power205

Invasivepower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
22
DEF
6
SPD
40.32
INI
48.54
Retreat
βˆ’13
Tempo88.86
Power90
Fully grownLv 100
HP
165
ATK
52
DEF
15
SPD
0.56
INI
0.67
Retreat
βˆ’33
Tempo1.23
Power199

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
17
DEF
7
SPD
39.76
INI
47.86
Retreat
βˆ’13
Tempo87.62
Power88
Fully grownLv 100
HP
165
ATK
33
DEF
15
SPD
0.56
INI
0.67
Retreat
βˆ’33
Tempo1.23
Power180

Sources

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