Convallaria pseudomajalis
A native-only, toxic bulb that poisons attackers on contact, seizes the opening turn, and hardens with age.
American lily-of-the-valley is a bulb: a soft ruderal card, but a poisonous one that punishes contact. It is native to eastern North America and invasive nowhere, so it plays only the native buffer role β a +15% HP cushion fielded, an HP overshield projected onto your active when benched.
Its starter, Surprise (Level 1, 2 Sun), deals 33 and Up before anything expects it: first in the wild, acts again on a kill. That is an initiative rider: in a wild encounter this move takes hard priority and strikes first regardless of the tempo stats (if both sides bring a rider, they cancel and normal order decides). In the arena it does something different β it does not grant a first strike; instead, if the strike itself lands a killing blow, this plant seizes the turn and acts again, chaining as long as its blows keep finishing cards. The free ability, Bulb Bank (25), is Spends the stored season: +4 ATK and heal 20%. The advanced attack, Spring Burst (40, 6 Sun), deals 49 and An explosive seasonal burst. See Moves.
From Level 10 it carries Toxin: because this species is toxic, striking it Poisons the attacker (dosed by its toxicity tier), and that poison is damage-over-time, so it bypasses any overshield and ignores DEF. It fires in player-versus-player fights too, and Sulfur soil does not neutralize it. At Level 68 Contractile Pull stacks on: at each checkup it gains a point of DEF, up to five, as its roots pull the crown deeper. Neither is a heal.
It carries the toxic keyword, so it shows the hazard ring and punishes attackers with Poison. Not Moss-Pole-eligible. A Calcium/Magnesium field gear amendment helps its soft DEF; inedible, so nutrients bank XP.
At Level 40 it reads 103 HP and 19 ATK, with a soft bulb DEF of 1 (slowly firming through Contractile Pull). Retreat is 12 Sun. Its opening initiative is 32 and sustained SPD is 23: a fast starter that leads turn one, then slows as the fight goes on β which suits its rider starter, since seizing the opening exchange is where it wants to be.
By Level 100 HP grows to 190 and ATK to 34, while base DEF stays soft at 1 (before Contractile Pull's per-checkup bonus). Retreat rises to 22 Sun and its opening speed fades toward its floor. Leveling adds biomass and attack; its defense stays chemical, resting on Toxin.
As a ruderal it hits Specialist categories for 1.5x and is resisted to 0.667x by Competitors; neutral against ruderals and Weird. See the succession wheel.
A spiky, aggressive support: field it to poison whatever attacks it and to open fights with its rider starter, which can chain extra turns in the arena if it keeps landing kills, or turn the exchange in a wild fight by striking first. It is soft, so it wants to win early or hand off to a wall. Inedible, so fertilizer banks 1.25x XP; its toxicity also means no one should treat the in-app label as a foraging cue. It skirmishes on speed until about Level 17, after which its bulk leads β level it up.
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.