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Cleome

Cleome houtteana

A quick-cycling annual forb that speeds up as the fight drags and scatters chip damage when it dies; fragile, a supporting bench card rather than a carry.

XP 100%SUN 120HP 165CleomeAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalHypergrowthβš” 37β˜€ 0Ruderal Rushfree1Γ— / battleretreat β˜€33speed 0.56Rapid CyclingactiveBallisticDispersalactiveAllergenic Odorβš” 34β˜€ 2Cleome β€” full-size photoCleomeCleome houtteanaLVL 100

Overview

Cleome (Cleome houtteana) is a Annual forb in Supplant β€” a fast weedy annual. It carries no native or invasive range on record, so in every arena it plays as a neutral card, taking neither the native health cushion nor the invasive attacker's edge.

Numbers below are read at Level 40, where every move in its kit has unlocked.

Moves

Its kit unlocks in three stages. The starter attack, Hypergrowth, is available from Level 1 for 2 Sun, dealing 30 as a native and 33 as an invasive: Bolts upward mid-fight: +3 ATK, kept for the match.

The free ability, Ruderal Rush (Level 25), costs no Sun because it is once per battle: Weedy haste β€” a burst of speed, kept for the match.

The advanced attack, Allergenic Odor (Level 40, 6 Sun), deals 27 native and 30 invasive: A pollen haze β€” the foe weakens and its whole bench sickens. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order runs purely on its tempo stats (see Stats). Most cards you meet are well below this Level 40 snapshot and unlock their kit slot by slot.

Abilities

Every card keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This one keeps two, and both are working traits β€” there are no inert abilities in the game:

  • From Level 10: Rapid Cycling β€” it quickens as the fight wears on, gaining a point of SPD each checkup up to a small cap.
  • From Level 68: Ballistic Dispersal β€” when it is knocked out it flings seed across the board, chipping every enemy for a small slice of health.

Each arrives at full strength on the riser shown, so for much of the card's climb it plays with only the earlier of the two; the second joins late.

Features

It carries no Toxin or Thorns trait, so biting it inflicts no chemical or thorn recoil on an attacker. Its useful field gear is the general kit: a Calcium/Magnesium amendment for flat DEF, a Cloche to ward the damage-over-time Poison that bypasses its overshield, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it. See nativity for how region sets a card's role.

Stats

Read at the Level 40 snapshot, its DEF is 2 and it retreats for 16 Sun β€” an annual forb sits in the softest DEF band there is, so it relies on speed and pressure, not armor. Turn 1 is ordered by its initiative (30) and every turn after by its SPD (34); its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. With no native or invasive posting it plays neutral: no +15% native HP cushion and no invasive attacker term on ATK, so its health and attack sit between the two extremes the tokens show β€” a native card would read 103 HP and 22 ATK, an invasive one 89 HP and 29 ATK. Because it is never benched as a native, it projects no green overshield bar for allies. See stats.

At Level 100

By Level 100 the floor-to-cap law swells its biomass HP toward 190 while its DEF barely leaves the floor (3) β€” a bigger, softer body, not a tougher one. Retreat climbs to 33 Sun as it roots down, and its once-brisk tempo has collapsed to about 1% of cap. Maturing buys bulk, not armor or the early speed edge.

Weaknesses & Resistances

It is a Ruderal on the succession wheel β€” a pioneer. It reclaims ground from Specialists (succulents, conifers, ferns and epiphytes), hitting them Γ—1.5 and resisting their blows, but is crowded out by Competitors (perennial herbs, vines, shrubs and broadleaf trees), which hit it Γ—1.5 and shrug off its own attacks. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A fragile weed that gets faster the longer it survives and throws chip damage across the board when it dies. Its Ruderal Rush ability adds a speed burst, but it lacks the bulk to carry a fight β€” keep it behind something tougher and use it for pressure, coins and family-tree collection. With no wild range it never gets a native cushion or an invasive edge, so lean on its kit and traits rather than a nativity role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its neutral crossover falls around Level 26: below it the card leans on its turn-order edge, above it on bulk and attack β€” and it only grows stronger as it levels (its raw Level 100 stat sum is 176, a size readout, not a win rank).

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.

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
2
SPD
42.00
INI
36.64
Retreat
βˆ’12
Tempo78.64
Power80
Fully grownLv 100
HP
165
ATK
40
DEF
3
SPD
0.56
INI
0.49
Retreat
βˆ’33
Tempo1.05
Power175

Sources

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