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Buttonweed

Cotula coronopifolia

A cosmopolitan marsh weed: a genuine invasive attacker whose worldwide range sharpens its bite.

XP 100%SUN 120HP 165ButtonweedAquaticβ˜…β˜…β˜…β˜…β˜…RuderalSlimeβš” 34β˜€ 0Winter Budfree1Γ— / battleretreat β˜€22speed 0.55Nutrient StrippingactiveTurion DormancyactiveTidal Surgeβš” 50β˜€ 2Buttonweed β€” full-size photoButtonweedCotula coronopifoliaLVL 100

Overview

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.

Moves

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.

Abilities

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.

  • Nutrient Stripping (from level 10) β€” it strips nitrogen and phosphorus from the water around it, halving whatever the enemy's active card manages to heal.
  • Turion Dormancy (from level 68) β€” overwintering buds that sink and regrow: a 40% chance to cling on at 25% health the turn it would otherwise be knocked out.

Features

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.

Stats

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.

At Level 100

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.

Hardiness

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.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno 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.

Weaknesses & Resistances

On the succession wheel this is a Ruderal. It strikes Specialist cards β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Competitor cards β€” perennial herbs, vines, shrubs and trees. Every other matchup is neutral.

Gameplay uses

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.

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 27

CrossoverLv 27
HP
84
ATK
16
DEF
1
SPD
40.90
INI
47.13
Retreat
βˆ’9
Tempo88.03
Power92
Fully grownLv 100
HP
190
ATK
31
DEF
1
SPD
0.55
INI
0.64
Retreat
βˆ’22
Tempo1.19
Power200

Invasivepower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
24
DEF
1
SPD
40.90
INI
47.13
Retreat
βˆ’9
Tempo88.03
Power89
Fully grownLv 100
HP
165
ATK
64
DEF
1
SPD
0.55
INI
0.64
Retreat
βˆ’22
Tempo1.19
Power208

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
17
DEF
1
SPD
38.69
INI
44.58
Retreat
βˆ’10
Tempo83.27
Power86
Fully grownLv 100
HP
165
ATK
31
DEF
1
SPD
0.55
INI
0.64
Retreat
βˆ’22
Tempo1.19
Power175

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)