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Creeping bellflower

Campanula rapunculoides

A perennial herb that plays as a soft native buffer at home and a harder-hitting invasive attacker where introduced, with an edible root that pays coins.

XP 100%SUN 120HP 165Creeping bellflowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 40β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveDeep TaprootactiveBitter Endβš” 37β˜€ 2Creeping bellflower β€” full-size photoCreeping bellflowerCampanula rapunculoidesLVL 100

Overview

Creeping bellflower is a perennial herb that plays both sides of the nativity split. It is native to East Asia and Europe, where it takes the native buffer role, and invasive across eastern and western North America and Oceania, where it becomes an attacker.

Moves

The starter, Stolon Reach, unlocks at Lv 1 for 2 Sun and deals 33 as a native, 36 as an invasive. The free once-per-battle ability, Allelochemical Priming, unlocks at Lv 25 and poisons the foe. The advanced attack, Bitter End, arrives at Lv 40 for 6 Sun and hits for 30 native / 33 invasive, also poisoning. No move carries the initiative rider. See moves.

Abilities

It keeps two always-on traits. Bitter Principle, from the Lv 10 riser, Withers any attacker that lands a damaging hit on it β€” a stacking -ATK debuff of two stacks per hit. Deep Taproot, from the Lv 68 riser, makes it immune to Bind, so it can never be held in place and can always retreat. Neither is a sustained-healing trait, so there is no 60% sustain chance involved β€” both are steady passives once unlocked.

Features

It holds no thorns, Toxin or Unpalatable contact-recoil trait, so striking it costs the attacker nothing. It is not a climber, so no Moss Pole. A Calcium/Magnesium field gear amendment is the natural pick to firm up its low DEF.

Stats

At Lv 40, the native and invasive versions diverge in the usual way. The native carries 103 HP (with the +15% cushion) and 26 ATK; the invasive trades HP down to 89 but its introduced range lifts ATK to 36 β€” a clear step up, so the invasive genuinely hits harder. The invasive also pays Faustian self-damage (10 plus level minus one) to its own bench on every damaging attack and concedes 2 prizes when knocked out. DEF is only 4, soft as expected for a herb. Opening tempo 36 is a touch above sustained tempo 34, so it opens slightly quick and then settles into a middling cruiser. Retreat costs 16 Sun. As a common species its bench overshield bar is only a sliver. See stats.

At Level 100

HP climbs to 190 native / 165 invasive and ATK to 47 native / 73 invasive, where the invasive edge is widest. DEF only reaches 8 β€” it never becomes a wall. Retreat rises to 33 Sun and the inverted tempo sinks to its ~1% floor, erasing its small opening-speed edge. From Lv 52 it regenerates Sun in battle; at Lv 85 the starter is free.

Weaknesses & Resistances

As a perennial herb it sits in the Competitor group: Γ—1.5 into Ruderal cards, Γ—0.667 into Specialists (who hit it for Γ—1.5), and even against other Competitors and the Weird group.

Gameplay uses

Where it is invasive, it is a respectable attacker β€” its ATK step and two poison moves let it chip through defended cards, at the cost of the Faustian bench damage and the extra prizes it hands over on death. Where it is native, it is a soft support that leans on its HP. It is edible with the root as the eaten part, so feeding it Potassium pays Γ—1.25 coins (any other nutrient banks Γ—1.25 XP), making it a steady coin earner as well. As a native its power curve overtakes its tempo curve around Lv 23.

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 23

CrossoverLv 23
HP
78
ATK
20
DEF
3
SPD
43.68
INI
45.82
Retreat
βˆ’11
Tempo89.51
Power90
Fully grownLv 100
HP
190
ATK
47
DEF
8
SPD
0.56
INI
0.59
Retreat
βˆ’33
Tempo1.15
Power212

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
27
DEF
3
SPD
42.56
INI
44.65
Retreat
βˆ’12
Tempo87.21
Power88
Fully grownLv 100
HP
165
ATK
73
DEF
8
SPD
0.56
INI
0.59
Retreat
βˆ’33
Tempo1.15
Power213

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
21
DEF
3
SPD
41.44
INI
43.47
Retreat
βˆ’12
Tempo84.91
Power85
Fully grownLv 100
HP
165
ATK
47
DEF
8
SPD
0.56
INI
0.59
Retreat
βˆ’33
Tempo1.15
Power187

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)