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Nettle leaved Bellflower

Campanula trachelium

A perennial-herb card that buffers on the bench when native and hits noticeably harder as an invasive attacker.

XP 100%SUN 120HP 165Nettle leavedBellflowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 37β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveVernalizationMemoryactivePerennial Problemβš” 50β˜€ 2Nettle leaved Bellflower β€” full-size photoNettle leaved BellflowerCampanula tracheliumLVL 100

Overview

Nettle leaved bellflower is a perennial-herb card. It is native across Africa, East Asia and Europe, where it plays as a soft buffer, and invasive in eastern North America, where it becomes a trait-sourced attacker. As a perennial herb it belongs to the Competitor succession group and carries a low armor band.

Moves

Its starter attack, Rhizome Creep, unlocks at level 1 and costs 2 Sun, dealing 30 damage as a native and 32 as an invasive β€” Creeps underground into the foe's back row. Its free once-per-battle ability, Perennating Bud, unlocks at level 25: Breaks a stored bud: heal 40%. The advanced attack, Perennial Problem, arrives at level 40 for 6 Sun, hitting for 43 native or 45 invasive β€” It was always going to come back. No move carries the initiative rider. See moves.

Abilities

Reading its trait schedule, it keeps two always-on traits. From level 10 it has bitter-principle: whenever an attacker lands a damaging hit on it, its bitter sesquiterpene lactones Wither that attacker, dropping the foe's ATK by two stacks of the debuff. At level 68 it adds vernalization-memory, a slow-burn attacker trait β€” it does nothing on turns 1 and 2, then grants a flat +5 ATK from turn 3 onward, rewarding a drawn-out fight. Neither is one of the roughly 60%-of-the-time sustain heals, so both are on continuously once unlocked; for most of the card's life it runs on bitter-principle alone. It holds no Toxin trait, so contact does not poison an attacker. See abilities.

Features

It carries no confirmed keyword traits and is not toxic. Its habit is not a climber, so it is not Moss Pole-eligible. For useful field gear: as a native buffer a Calcium/Magnesium amendment shores up its thin DEF, while as an invasive attacker a Nitrogen fertilizer banks the leaf-edible coin bonus (see Gameplay uses).

Stats

At the snapshot level of 40 the native card reads 103 HP (with the +15% cushion) and 26 ATK; the invasive card trades bulk for aggression at 89 HP and 31 ATK β€” a clear step up in attack that reflects its introduced range. DEF is only 4, soft as expected for a perennial herb. Opening tempo (initiative) is 34 and sustained tempo (SPD) is 34, so it is roughly even off the mark and a touch faster on the sustain. Retreat costs 16 Sun. As an invasive it pays Faustian self-damage to its own bench on each damaging attack (10 plus its level minus one) and concedes 2 prizes when knocked out. Benched natives project an HP overshield; this card's is a sliver, being Least-Concern. See stats.

At Level 100

By level 100 its HP swells to 190 as a native (165 as an invasive) but its DEF barely leaves the floor at 8 β€” a soft herb that grows in mass, not armor. ATK reaches 47 native and 60 invasive, where the introduced-range edge finally shows in full. Retreat climbs to 33 Sun, and its once-lively tempo has fallen to about 1% of cap.

Weaknesses & Resistances

As a perennial herb it is a Competitor: strong Γ—1.5 against Ruderal cards (annual forbs, grasses, aquatics, bulbs), and weak against Specialists (succulents, conifers, ferns, epiphytes), who hit it for Γ—1.5 while its own hits on them are resisted to Γ—0.667. Neutral against other Competitors and the Weird group. See weaknesses & resistances.

Gameplay uses

As a native it is a modest bench buffer with a self-heal in Perennating Bud, but its thin DEF means it will not tank; as an invasive it is the more interesting build, with a real jump in ATK that makes it a serviceable single-player attacker β€” just mind the Faustian bench damage. Being edible with a leaf part, Nitrogen fertilizer pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP. It leans on speed early and on power later, crossing over around level 23 as a native β€” a note about which edge dominates, not a reason to hold it back, since it only gets stronger with levels.

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
42.93
Retreat
βˆ’11
Tempo86.61
Power90
Fully grownLv 100
HP
190
ATK
47
DEF
8
SPD
0.56
INI
0.55
Retreat
βˆ’33
Tempo1.11
Power212

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
24
DEF
3
SPD
42.56
INI
41.83
Retreat
βˆ’12
Tempo84.39
Power85
Fully grownLv 100
HP
165
ATK
60
DEF
8
SPD
0.56
INI
0.55
Retreat
βˆ’33
Tempo1.11
Power200

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
3
SPD
42.00
INI
41.28
Retreat
βˆ’12
Tempo83.28
Power84
Fully grownLv 100
HP
165
ATK
47
DEF
8
SPD
0.56
INI
0.55
Retreat
βˆ’33
Tempo1.11
Power187

Sources

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