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Lily of the Valley

Convallaria majalis

A soft, deadly-toxic herb that poisons on its opening strike and punishes contact hard β€” a European native or an eastern North American invader.

XP 100%SUN 120HP 165Lily of the ValleyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 40β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€22speed 0.37ToxinactiveContractile RootsactiveTaproot Canalβš” 34β˜€ 2Lily of the Valley β€” full-size photoLily of the ValleyConvallaria majalisLVL 100

Overview

Lily of the valley is a low Perennial herb that fights on its poison: it Poisons what it hits and inflicts a deadly contact recoil on anyone who strikes it. It is native to Europe and invasive across Eastern North America, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. Its armor is almost nothing, so it wins on chemistry, not toughness.

Moves

Its starter attack, Stolon Reach, unlocks at level 1 and costs 2 Sun, dealing about 32 damage as a native and 36 as an invasive, and it leaves the target Poisoned (see statuses). The free once-per-battle ability, Perennating Bud, comes in at level 25: Breaks a stored bud: heal 40%. It mends the plant. The advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun (27 native / 30 invasive) as a plain, harder hit. Most of your lily of the valley sit well below level 40, where only the starter is available. No move carries an initiative rider.

Abilities

Lily of the valley keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout arrives on the level 68 riser. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health β€” but it triggers only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See Abilities.

Features

Lily of the valley holds the Toxin trait at the deadly tier: striking it Poisons the attacker hard, and that recoil fires in player-versus-player (PvP) too. Sulfur soil does not neutralize it, though a Cloche-warded attacker absorbs it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear leans into its punish-on-contact game; as an invasive, offensive gear props up its damage.

Stats

At level 40 lily of the valley reads 103 HP native / 89 invasive, with ATK of 25 native versus 35 invasive β€” a real invasive jump. DEF is just 1, at the soft floor of the perennial-herb band, so its poison and recoil do the defending, not its armor. Its tempo is even: turn 1 runs on its initiative (23) and every turn after on its SPD (23), which sit at the same value, so it is neither a fast opener nor a fast cruiser. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a benched HP overshield for your active; 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.

At Level 100

Matured to level 100, lily of the valley climbs to 190 HP native / 165 invasive and 46 / 69 ATK, but its DEF only reaches 1 β€” a soft herb gains bulk in health and never in armor, so it stays fragile to any real hitter. Retreat rises to 22 Sun, and its tempo has sunk to roughly 1% of cap, so it acts last against almost anything young. Maturing buys health to keep its deadly recoil on the board longer.

Weaknesses & Resistances

As a perennial herb, lily of the valley is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and is hit for only Γ—0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play lily of the valley as a poison body: it Poisons on the opening strike and makes any attacker pay a deadly recoil. As a native it is a buffer whose bench overshield and cushion shelter a fragile hitter; as an invasive its ATK jump makes it a sharper attacker, though it stays paper-thin. It is inedible, so feeding it any nutrient banks Γ—1.25 XP rather than coins. It fights as an even-tempo skirmisher until about level 10, after which its growing HP begins to carry it, so there is no reason to hold it back from leveling.

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 10

CrossoverLv 10
HP
59
ATK
15
DEF
1
SPD
33.82
INI
33.82
Retreat
βˆ’7
Tempo67.64
Power68
Fully grownLv 100
HP
190
ATK
46
DEF
1
SPD
0.37
INI
0.37
Retreat
βˆ’22
Tempo0.74
Power215

Invasivepower overtakes tempo at Lv 13

CrossoverLv 13
HP
55
ATK
19
DEF
1
SPD
32.71
INI
32.71
Retreat
βˆ’7
Tempo65.42
Power68
Fully grownLv 100
HP
165
ATK
69
DEF
1
SPD
0.37
INI
0.37
Retreat
βˆ’22
Tempo0.74
Power213

Neutralpower overtakes tempo at Lv 14

CrossoverLv 14
HP
56
ATK
16
DEF
1
SPD
32.34
INI
32.34
Retreat
βˆ’7
Tempo64.68
Power66
Fully grownLv 100
HP
165
ATK
46
DEF
1
SPD
0.37
INI
0.37
Retreat
βˆ’22
Tempo0.74
Power190

Sources

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