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Great marsh thistle

Carduus personata

A native-only, near-zero-armor perennial herb that trades all defense for a hard-hitting, fast-cruising glass-cannon body.

XP 100%SUN 120HP 165Great marsh thistlePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 54β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€24speed 0.62Bitter PrincipleactiveContractile RootsactiveDeep-SeatedGrudgeβš” 42β˜€ 2Great marsh thistle β€” full-size photoGreat marsh thistleCarduus personataLVL 100

Overview

Great marsh thistle is a perennial-herb card. It counts as native in Europe and is invasive nowhere, so it always fights as a native buffer β€” there is no attacker version. As a perennial herb it is in the Competitor succession group, and its armor band is about as low as they come.

Moves

Its starter attack, Crown Split, unlocks at level 1 for just 2 Sun and a strong 42 damage β€” Splits at the crown and strikes from both. Its free once-per-battle ability, Chronosequence, unlocks at level 25: Time on its side: +3 ATK and speed, kept. The advanced attack, Deep-Seated Grudge, arrives at level 40 for 6 Sun and 36 damage β€” Roots in deep and refuses to let go. 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: any attacker that lands a damaging hit is Withered, taking a two-stack -ATK debuff from its bitter sesquiterpene lactones. At level 68 it adds contractile-roots: as the fight drags on it pulls its crown deeper, gaining +1 DEF at each checkup up to a total of +5 DEF β€” a slow but real cushion for a card that otherwise has almost none. 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. Given its near-zero DEF, the most valuable field gear is a Calcium/Magnesium amendment to put any armor at all on it; it is not edible, so fertilizer banks XP rather than coins.

Stats

At the snapshot level of 40 it reads 103 HP (with the +15% cushion) and a respectable 22 ATK, but its DEF is 1 β€” effectively no armor, so it takes almost the full face value of every hit. Opening tempo (initiative) is 35 and sustained tempo (SPD) is 38, both high: it starts fast and cruises faster still. Retreat costs 12 Sun. Benched it projects a sliver HP overshield, being Least-Concern. See stats.

At Level 100

By level 100 its HP grows to 190, but its DEF stays glass-thin at 1 β€” a soft herb that swells in biomass and never in armor. ATK reaches 39. Retreat rises to 24 Sun, and its lively tempo has fallen to about 1% of cap, so the fast openings it enjoys early are gone by the endgame. It stays a hit-hard, fold-fast body all its life.

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 hits on them are resisted to Γ—0.667. Neutral against other Competitors and the Weird group. Its lack of DEF makes any strong hit dangerous, so type matchups matter more for it than most. See weaknesses & resistances.

Gameplay uses

Despite being framed as a native buffer, this is really a glass cannon: high ATK, high tempo, and almost no DEF, with a self-buff in Chronosequence that stacks ATK and speed. Play it as an early-striking damage dealer with backup on the bench, not as a wall β€” it will not survive a solid return blow. Being inedible, every fertilizer banks Γ—1.25 XP. Its speed edge dominates until about level 26, after which its bulk and attack take over; that is which edge leads, not a reason to avoid leveling, since it only grows stronger.

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 26

CrossoverLv 26
HP
82
ATK
18
DEF
1
SPD
46.86
INI
43.52
Retreat
βˆ’10
Tempo90.38
Power91
Fully grownLv 100
HP
190
ATK
39
DEF
1
SPD
0.62
INI
0.58
Retreat
βˆ’24
Tempo1.20
Power206

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
19
DEF
1
SPD
44.36
INI
41.20
Retreat
βˆ’11
Tempo85.56
Power86
Fully grownLv 100
HP
165
ATK
39
DEF
1
SPD
0.62
INI
0.58
Retreat
βˆ’24
Tempo1.20
Power181

Sources

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