Campanula glomerata
A healing perennial herb that plays either arena role — a native buffer across East Asia and Europe or a North American invader — mending through fights and clinging on with Resprout.
Clustered bellflower is a Perennial herb that fights as a healing buffer: it trades plain hits, mends itself twice over through its kit, and can survive a lethal blow when its trait fires. It is native to East Asia and Europe and invasive in Eastern and Western North America, so the arena can field it as a native buffer or an invasive attacker. Its armor is thin and its damage modest; it wins by outlasting, not out-hitting.
Its starter attack, Rhizome Creep, unlocks at level 1 for 2 Sun, dealing about 30 damage as a native and 32 as an invasive. The free once-per-battle ability, Seral Persistence, arrives at level 25: Refuses to be replaced: heal 60%, and the foe can't heal. It is a mid-fight mend. The advanced attack, Perennial Problem, unlocks at level 40 for 6 Sun (43 native / 45 invasive) and mends the plant as it strikes. Most of your bellflower sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Clustered bellflower keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser — so it works at the weaker half for most of the card's life. When it fires it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.
Clustered bellflower does not hold the Toxin trait and is non-toxic, so striking it carries no contact recoil and its attacks add no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for a little DEF — offsets its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 bellflower reads 103 HP native and 89 invasive, with ATK of 27 native versus 33 invasive — a modest gap in the invasive card's favor. DEF is just 4, near the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on its healing and Resprout instead. Its tempo is even: turn 1 runs on its initiative (34) and every turn after on its SPD (34), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 16 Sun. As a native it gains a +15% 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.
Matured to level 100, bellflower swells to 190 HP native / 165 invasive and 49 / 65 ATK, but its DEF only reaches 8 — as a soft herb it buys bulk mostly in health and barely any 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 bellflower acts last against almost anything younger. Maturing brings its Resprout to full strength.
As a perennial herb, Clustered bellflower sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
As a native, play bellflower as a healing buffer that mends through exchanges and lends its HP overshield from the bench; as an invasive, its higher ATK helps, but it still wins by attrition, letting Resprout and its two heals stretch a fight until the enemy runs dry. On economy, its leaf is edible, so feeding it Nitrogen pays ×1.25 coins, while any other nutrient banks ×1.25 XP toward faster growth. It plays as an even-tempo skirmisher leaning harder on its bulk as it levels, crossing over around level 23 as a native and 25 as an invasive — but it is always stronger at higher levels, so there is no reason to hold it back.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.