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Bluebeard

Caryopteris Γ— clandonensis

Bluebeard hits harder than almost any other shrub: fewer than 1 in 20 shrubs in the game reach its ATK of 28 at Lv 40. Its DEF stands out too: fewer than 1 in 10 of the category sit as low as 21.

XP 100%SUN 120HP 246BluebeardShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 39β˜€ 0Facilitationfree1Γ— / battleretreat β˜€23speed 0.43Extrafloral NectariesactiveSapromyophilyactiveThorn Wallβš” 46β˜€ 2BluebeardCaryopteris Γ— clandonensisLVL 100

Overview

Bluebeard hits harder than almost any other shrub: fewer than 1 in 20 shrubs in the game reach its ATK of 28 at Lv 40. Its DEF stands out too: fewer than 1 in 10 of the category sit as low as 21.

Bluebeard fights as a shrub (categories) in the Competitor succession group. It is invasive in Europe, where it plays as an attacker, and native nowhere on record; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Snarl β€” starter attack, 2 Sun. Snarls the foe up in thorny growth β€” it can't pull loose. Expected damage: 31, or 32 where it is invasive.
  • Facilitation β€” ability, free once per battle. Shelters its own and starves the rest: heal 50%, and the foe's bench withers. Where it is invasive, this slot holds Nurse Shrub instead: Shelters the whole bench β€” evens their health, and calls the fallen back.
  • Thorn Wall β€” advanced attack, 6 Sun. A bristling, draining blow. Expected damage: 38, or 40 where it is invasive.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Extrafloral Nectaries β€” from Lv 10. Every direct hit on it costs the attacker 3% of its own max HP.
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)121246
ATK (neutral)2851
ATK (invasive)3363
DEF2147
Initiative370.61
Sustained tempo (SPD)260.43
Retreat cost (Sun)1223
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 4b β€” it should come through winters that bottom out near -30 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -2.7 Β°C to a warm edge of 21.4 Β°C, in the temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Bluebeard is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 15 as an invasive and at Lv 16 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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.

Invasivepower overtakes tempo at Lv 15

CrossoverLv 15
HP
69
ATK
20
DEF
10
SPD
36.80
INI
52.45
Retreat
βˆ’8
Tempo89.25
Power91
Fully grownLv 100
HP
246
ATK
63
DEF
47
SPD
0.43
INI
0.61
Retreat
βˆ’23
Tempo1.04
Power333

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
71
ATK
19
DEF
11
SPD
36.37
INI
51.84
Retreat
βˆ’8
Tempo88.21
Power93
Fully grownLv 100
HP
246
ATK
51
DEF
47
SPD
0.43
INI
0.61
Retreat
βˆ’23
Tempo1.04
Power321

Sources

  1. Caryopteris Γ— clandonensis on iNaturalist
  2. Caryopteris Γ— clandonensis on Wikipedia
  3. Caryopteris Γ— clandonensis on Plants of the World Online