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Coleus

Coleus decurrens

A native-only creeping coleus that buffers the bench and cannot be pinned once mature.

XP 100%SUN 120HP 165ColeusPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 36β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€21speed 0.57Bitter PrincipleactiveDeep TaprootactiveTaproot Canalβš” 31β˜€ 2Coleus β€” full-size photoColeusColeus decurrensLVL 100

Overview

This creeping coleus is native to Africa and invasive nowhere on record β€” a native-only soft Competitor, and a foliage plant more at home as a houseplant than outdoors in cold regions.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Stolon Reach, is there from level 1 at 2 Sun β€” Runs a stolon out fast β€” and keeps the speed. It lands for 31 damage. The free once-per-battle ability, Alkaloid Reservoir, comes online at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. The advanced attack, Taproot Canal, arrives at level 40 for 6 Sun and hits for 26 β€” Drives down and draws the foe dry.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Bitter Principle (from level 10) β€” bitter sesquiterpene lactones: an enemy that lands a damaging hit is left Withered, its attack sapped by 2.
  • Deep Taproot (from level 68) β€” a taproot too deep to pull, making it immune to Bind so it can never be pinned in place.

Features

It is not a climber, so no Moss Pole. Its armour is thin enough that a Calcium/Magnesium amendment is the one gear pick that meaningfully changes how it trades; see field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 1 DEF, 11 Sun to retreat, and tempo pips of 35 initiative (which orders turn 1) and 35 SPD (every turn after). It holds no invasive range in any tracked region, so it is a native-only card: it plays as a buffer, taking a +15% health cushion and, while benched, projecting a green overshield bar onto your active. There is no attacker scenario to build for it. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 37 / 37, and retreat stiffens to 21 Sun as it roots down. DEF barely leaves its soft band even so (2) β€” this is a light-bodied card that swells in health without ever becoming armoured β€” and the inverted tempo has sunk to roughly 1% of cap. It is still strictly stronger at higher levels; the tempo it loses along the way is only a small turn-order lever.

Hardiness

Roughly USDA zone 10b β€” it should come through winters that bottom out near 4 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of 18.4 Β°C to a warm edge of 26.5 Β°C, a Tropical band. For most players that reads as a houseplant or a plant for a sheltered, frost-free spot β€” a wall, a greenhouse, or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

Bench it as a native buffer: Bitter Principle taxes attackers, Deep Taproot makes it Bind-immune late. Its attack is only moderate, so it earns coins in single-player battles and serves as a family-tree piece rather than a battle carry. Inedible, so fertilizer banks XP.

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 25

CrossoverLv 25
HP
81
ATK
17
DEF
1
SPD
43.51
INI
43.51
Retreat
βˆ’9
Tempo87.02
Power90
Fully grownLv 100
HP
190
ATK
37
DEF
2
SPD
0.57
INI
0.57
Retreat
βˆ’21
Tempo1.14
Power208

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
18
DEF
1
SPD
41.79
INI
41.79
Retreat
βˆ’9
Tempo83.58
Power84
Fully grownLv 100
HP
165
ATK
37
DEF
2
SPD
0.57
INI
0.57
Retreat
βˆ’21
Tempo1.14
Power183

Sources

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