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Coleus

Coleus scutellarioides

The classic foliage coleus β€” a soft body but a genuinely stinging invasive attacker.

XP 100%SUN 120HP 165ColeusPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 33β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€21speed 0.63Bitter PrincipleactiveContractile RootsactiveAlkaloid Ambushβš” 31β˜€ 2ColeusColeus scutellarioidesLVL 100

Overview

Coleus is the familiar many-coloured foliage plant, native across East Asia, Oceania and South & Southeast Asia and invasive in Africa, eastern North America, western North America and South America. Its wide introduced range gives its invasive form a strong attacker's edge β€” the attack climbs sharply from native to invasive.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Volatile Oils, is there from level 1 at 2 Sun β€” Releases volatile oils β€” Poison the foe. It lands for 26 damage as a native buffer and 30 as an invasive attacker. 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, Alkaloid Ambush, arrives at level 40 for 6 Sun and hits for 24 native / 27 invasive β€” Poisons before the foe can react.

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.
  • Contractile Roots (from level 68) β€” roots that pull the crown steadily deeper, adding +1 DEF each checkup up to +5.

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 37 initiative (which orders turn 1) and 39 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 33 against its native 23 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. 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 43 / 67, 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 10a β€” it should come through winters that bottom out near -1 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 15.5 Β°C to a warm edge of 28.9 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

Play it invasive as a hard-hitting soft attacker: the introduced-range edge pushes its attack to 33 against a native 23, at the cost of Faustian bench self-damage. Native, it is a buffer whose Bitter Principle taxes attackers and whose Contractile Roots slowly firm its cover. It is fragile either way and folds to a clean hit, so give it bench support. 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 27

CrossoverLv 27
HP
84
ATK
19
DEF
1
SPD
46.77
INI
45.31
Retreat
βˆ’9
Tempo92.08
Power95
Fully grownLv 100
HP
190
ATK
43
DEF
2
SPD
0.63
INI
0.61
Retreat
βˆ’21
Tempo1.24
Power214

Invasivepower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
26
DEF
1
SPD
46.14
INI
44.69
Retreat
βˆ’9
Tempo90.83
Power92
Fully grownLv 100
HP
165
ATK
67
DEF
2
SPD
0.63
INI
0.61
Retreat
βˆ’21
Tempo1.24
Power213

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
21
DEF
1
SPD
44.24
INI
42.86
Retreat
βˆ’10
Tempo87.10
Power90
Fully grownLv 100
HP
165
ATK
43
DEF
2
SPD
0.63
INI
0.61
Retreat
βˆ’21
Tempo1.24
Power189

Sources

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