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Spiny spiderflower

Cleome spinosa

Spiny spiderflower is slower off the mark than almost any other annual forb: fewer than 1 in 50 annual forbs in the game sit as low as its initiative of 2 at Lv 40. Its sustained tempo stands out too: no more than 1 in 6 of the category sit as low as 25.

XP 100%SUN 120HP 100Spiny spiderflowerAnnual forb★★★★★RuderalHypergrowth⚔ 39☀ 0Old-Field Takeoverfree1× / battleretreat ☀22speed 0.41Duff StuffactiveReseedactiveAllergenic Odor⚔ 35☀ 2Spiny spiderflower — full-size photoSpiny spiderflowerCleome spinosaLVL 100

Overview

Spiny spiderflower is slower off the mark than almost any other annual forb: fewer than 1 in 50 annual forbs in the game sit as low as its initiative of 2 at Lv 40. Its sustained tempo stands out too: no more than 1 in 6 of the category sit as low as 25.

Spiny spiderflower fights as an annual forb (categories) in the Ruderal succession group. It is native to Eastern North America, Western North America and South America, where it plays as a buffer, and invasive in Africa, East Asia, Oceania and South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Hypergrowth — starter attack, 2 Sun. Bolts upward mid-fight: +3 ATK, kept for the match. Expected damage: 32, or 34 where it is invasive.
  • Old-Field Takeover — ability, free once per battle. Overruns the whole field — the foe's bench withers and sickens. Where it is invasive, this slot holds Ecesis instead: Establishes fast: heal 35% and gain speed.
  • Allergenic Odor — advanced attack, 6 Sun. A pollen haze — the foe weakens and its whole bench sickens. Expected damage: 28, or 30 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).

  • Duff Stuff — from Lv 10. While it is the active plant, its DEF rises by half the combined DEF of the living annual forbs, grasses, aquatic plants and bulbs on its bench.
  • Reseed — from Lv 68. Once per battle, when it is knocked out, it leaves a Seedling on your bench: a token with 30% of its HP and 30% of its ATK, no DEF, no traits and only its starter attack.

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. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)64100
HP (native)73115
ATK (neutral)2545
ATK (invasive)3161
DEF49
Initiative20.04
Sustained tempo (SPD)250.41
Retreat cost (Sun)1222
  • DEF is diminishing armour: a hit is scaled by ATK ÷ (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 slower 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 — 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.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • 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 5a — it should come through winters that bottom out near -27 °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 -0.3 °C to a warm edge of 28.9 °C, in the temperate band, and it is wide-ranging. 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 range×2
In rangeit survives here, but near one of its edges×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

Spiny spiderflower is in the Ruderal group (weaknesses and resistances). Its hits land at ×1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at ×0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at ×1.5 and Specialist plants at ×0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • 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 leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower-favored from the start

SeedlingLv 1
HP
46
ATK
12
DEF
1
SPD
40.87
INI
3.71
Retreat
−5
Tempo44.58
Power54
Fully grownLv 100
HP
115
ATK
45
DEF
9
SPD
0.41
INI
0.04
Retreat
−22
Tempo0.45
Power147

Invasivepower-favored from the start

SeedlingLv 1
HP
40
ATK
12
DEF
1
SPD
40.87
INI
3.71
Retreat
−5
Tempo44.58
Power48
Fully grownLv 100
HP
100
ATK
61
DEF
9
SPD
0.41
INI
0.04
Retreat
−22
Tempo0.45
Power148

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
12
DEF
1
SPD
40.87
INI
3.71
Retreat
−5
Tempo44.58
Power48
Fully grownLv 100
HP
100
ATK
45
DEF
9
SPD
0.41
INI
0.04
Retreat
−22
Tempo0.45
Power132

Sources

  1. Cleome spinosa on iNaturalist
  2. Cleome spinosa on Wikipedia
  3. Cleome spinosa on Plants of the World Online