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Poison Hemlock

Conium maculatum

One of the deadliest cards here: every attack lands a heavy 3-stack Poison and biting it poisons back hard.

XP 100%SUN 120HP 128Poison HemlockPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 43β˜€ 0HemicryptophyteHoldfree1Γ— / battleretreat β˜€24speed 0.78ToxinactiveContractile RootsactiveTaproot Canalβš” 35β˜€ 2Poison Hemlock β€” full-size photoPoison HemlockConium maculatumLVL 100

Overview

Poison Hemlock is a perennial herb, and it plays as a Perennial herb card. It is native to Europe, where it fights as a buffer, and invasive in Eastern North America and Western North America, where it takes the attacker role.

Moves

  • Steady Growth (unlocks at level 1, costs 2 Sun) deals 35 damage native and 40 invasive. A reliable, even strike.
  • Hemicryptophyte Hold (unlocks at level 25) is the free once-per-battle ability: Hunkers at ground level β€” Bind and Wither the foe. It costs no Sun.
  • Taproot Canal (unlocks at level 40, costs 6 Sun) deals 28 damage native and 32 invasive. Drives down and draws the foe dry.

None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β€” its turn order is set by its tempo (see Stats). As a deadly plant it also carries a Poison rider: every damaging attack it lands Poisons the target (3 stacks). Poison is damage-over-time that ignores DEF and slips past the overshield, so it wears down even armored walls.

Abilities

Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:

  • Toxin arrives at level 10: striking it Poisons the attacker (3 stacks, from its deadly toxicity), so it bites back on contact β€” and this fires in player-versus-player battles too. Sulfur soil does not neutralize it.
  • Contractile Roots arrives at level 68: its roots pull the crown deeper each checkup, adding +1 DEF per checkup up to +5.

Features

It carries the Toxin keyword. It is not Moss Pole-eligible (it is not a climber). A Calcium/Magnesium amendment is the most useful slot for its soft body; a Cloche shields an attacker from contact poison.

Stats

Read at level 40, where every move is unlocked: DEF 4, retreat 12 Sun. Its tempo splits the usual way β€” initiative 56 orders turn 1 and SPD 48 orders turn 2 onward β€” and it opens quicker than it cruises β€” a fast starter that gets out-paced as the fight drags on.

Its two nativity roles read differently. Native, it is a buffer: HP 84 (a +15% cushion baked in) and a benched HP overshield for your active, with ATK 27. Invasive, it is an attacker: HP 73 and ATK 39 β€” the higher figure is the introduced-range term the engine adds for a spreading invader, showing as the card matures. The invasive form pays "Faustian" self-damage to its own bench on every damaging attack (10 + level - 1, growing as it levels) and concedes 2 prizes when knocked out.

At Level 100

Maturity swells its HP toward 147, but its soft category keeps DEF at only 8 β€” it never becomes a wall. Retreat rises to 24 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.

Weaknesses & Resistances

Poison Hemlock is in the Competitor group on the succession wheel. It deals x1.5 to the Ruderal group (annual forbs, grasses, aquatics, bulbs) and takes x1.5 from Specialists (succulents, conifers, ferns, epiphytes), against which its own damage is resisted to x0.667.

Gameplay uses

One of the deadliest cards here: every attack lands a heavy 3-stack Poison and biting it poisons back hard. Because Poison ignores armor and the overshield, it kills through walls despite its soft body. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β€” the level where its rising bulk overtakes its falling speed β€” at level 41 at home and 40 abroad; either way it only grows stronger with level, so there is never a reason to under-level it.

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 41

CrossoverLv 41
HP
85
ATK
27
DEF
4
SPD
46.80
INI
55.05
Retreat
βˆ’13
Tempo101.85
Power103
Fully grownLv 100
HP
147
ATK
49
DEF
8
SPD
0.78
INI
0.92
Retreat
βˆ’24
Tempo1.70
Power180

Invasivepower overtakes tempo at Lv 40

CrossoverLv 40
HP
73
ATK
39
DEF
4
SPD
47.58
INI
55.97
Retreat
βˆ’12
Tempo103.55
Power104
Fully grownLv 100
HP
128
ATK
80
DEF
8
SPD
0.78
INI
0.92
Retreat
βˆ’24
Tempo1.70
Power192

Neutralpower overtakes tempo at Lv 45

CrossoverLv 45
HP
78
ATK
29
DEF
4
SPD
43.68
INI
51.38
Retreat
βˆ’13
Tempo95.06
Power98
Fully grownLv 100
HP
128
ATK
49
DEF
8
SPD
0.78
INI
0.92
Retreat
βˆ’24
Tempo1.70
Power161

Sources

  1. https://www.inaturalist.org/taxa/search?q=Conium%20maculatum
  2. https://en.wikipedia.org/wiki/Conium_maculatum
  3. https://powo.science.kew.org/results?q=Conium%20maculatum