Convallaria
A self-regenerating herb that heals through long fights and plays either role β a wide-ranging native buffer or a western North American invader.
Lilies Of The Valley is a low Perennial herb that fights as a self-healing staller: cheap attacks, modest damage, and a habit of mending back up. It is native across East Asia, Europe, Eastern North America, and South Asia, and invasive in Western North America, so the arena can field it either way β as a native buffer for your bench or as an invasive attacker. It is a dependable endurance card rather than a hard hitter.
Its starter attack, Crown Split, unlocks at level 1 and costs 2 Sun, dealing about 44 damage as a native and 50 as an invasive; it also leaves a lingering poison on the target. The free once-per-battle ability, Hemicryptophyte Hold, arrives at level 25: Hunkers at ground level β Bind and Wither the foe. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun (42 native / 48 invasive) and mends the plant as it strikes. Most of your plants sit well below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.
It keeps two always-on traits. Succulence arrives on the level 10 riser and lets it regenerate in any weather β but it triggers only about 60% of the time, so the heal is unreliable turn to turn. Resprout comes in on the level 68 riser, letting it survive one otherwise-lethal hit at roughly a quarter health, also only about 60% of the time. Together they make it hard to finish off, though neither can be counted on in a given round. See Abilities.
It carries the succulence keyword, which drives its weather-regeneration, but no thorns or toxin chemistry, so nothing punishes an attacker for hitting it. It is non-toxic: no contact recoil, no poison rider baked in. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits its stalling game; as an invasive, lean into offense to make its aggression count.
At level 40 it reads 103 HP as a native and 89 as an invasive, with ATK of 27 native versus 35 invasive β a clear invasive step up. DEF is only 1, at the very bottom of the perennial-herb band, so it takes hits with essentially no armor. Its tempo is even: turn 1 runs on its initiative (23) and every turn after on its SPD (23), both the same value, so it neither opens nor cruises faster than average. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a benched HP overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it swells to 190 HP native / 165 invasive and 49 / 70 ATK, but its DEF stays at 1 β as a soft herb it banks bulk purely in health and never gains armor, leaning entirely on its regeneration to survive. Retreat rises to 23 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young.
As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a self-healing endurance card that grinds out long fights. As a native it is a serviceable buffer, and as an invasive its higher ATK makes it a passable attacker, though the near-zero DEF means it relies on regeneration rather than toughness. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins. It fights as an even-tempo skirmisher early and leans on its bulk and heals as it levels, crossing over around level 10; it is always stronger at higher levels in raw stats, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.