Cotula coronopifolia
A cosmopolitan marsh weed: a genuine invasive attacker whose worldwide range sharpens its bite.
Buttonweed is a marsh aquatic native to Africa that has become invasive across much of the world β East Asia, Europe, eastern North America, western North America, Oceania, South America and South & Southeast Asia. That wide introduced range gives its invasive form a real attacker's edge: its attack jumps sharply between the native and invasive readings.
The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Slime, is there from level 1 at 2 Sun β A slick of algal slime saps the foe. It lands for 29 damage as a native buffer and 34 as an invasive attacker. The free once-per-battle ability, Winter Bud, comes online at level 25: Sinks a bud to wait out winter: heal 30% and +3 ATK. The advanced attack, Tidal Surge, arrives at level 40 for 6 Sun and hits for 45 native / 50 invasive β The whole water column, all at once.
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.
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.
Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 1 DEF, 12 Sun to retreat, and tempo pips of 39 initiative (which orders turn 1) and 34 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 31 against its native 18 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.
By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 31 / 64, and retreat stiffens to 22 Sun as it roots down. DEF barely leaves its soft band even so (1) 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.
Roughly USDA zone 6a β it should come through winters that bottom out near -21 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 2.9 Β°C to a warm edge of 23.8 Β°C, a Subtropical band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection 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.
| Chip | What it means | Battle XP |
|---|---|---|
| Thrives here | your local winter low and summer heat both sit inside its range | x2 |
| In range | it survives where you are but sits near one of its edges | x1.25 |
| Colder than its range | your winters drop below what it tolerates; outdoors it needs protection | no bonus |
| Hotter than its range | your summers run past its warm edge | no 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.
On the succession wheel this is a Ruderal. It strikes Specialist cards β succulents, conifers, ferns and epiphytes β for Γ1.5 damage, and takes Γ1.5 in return from Competitor cards β perennial herbs, vines, shrubs and trees. Every other matchup is neutral.
This is the standout of the aquatic batch as an attacker. Its globe-spanning introduced range pushes the invasive attack well above the native (31 vs 18), so play it invasive as a fast, hard-hitting racer β accepting the Faustian self-damage to its own bench β or native as a buffer with an aura that halves the enemy's healing. Turion Dormancy gives it a late second-life chance. It is still a soft body that folds to a solid hit, so pair it with a durable bench. Inedible, so fertilizer banks XP.
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.