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Pyrenean hawksbeard

Crepis albida

A non-toxic native perennial herb that poisons on its opening hit and can cheat one lethal blow β€” a fragile African and European buffer.

XP 100%SUN 120HP 165Pyrenean hawksbeardPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 32β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€24speed 0.61Basal RosetteactiveContractile RootsactiveHerbaceous Assaultβš” 34β˜€ 2Pyrenean hawksbeard β€” full-size photoPyrenean hawksbeardCrepis albidaLVL 100

Overview

Pyrenean hawksbeard is a Perennial herb that fights as a fragile poisoning buffer: it leaves its target poisoned on the opening hit, heals mid-fight, and can survive one otherwise-lethal blow. It is native to Africa and Europe and has no invasive card, so the arena only fields it as a native buffer. Its armor is nonexistent, so it wins by chip and attrition, not by taking hits.

Moves

Its starter attack, Herbal Draught, unlocks at level 1 for 2 Sun, deals about 27 damage, and leaves the target poisoned. The free once-per-battle ability, Alkaloid Reservoir, arrives at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. It is a mid-fight mend. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (30 damage) β€” a plain hit. Most of your hawksbeard sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Pyrenean hawksbeard keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β€” a real difference across most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it is a sustain trait that fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.

Features

Pyrenean hawksbeard is non-toxic in the trait sense: it holds no Toxin trait, so striking it causes no contact recoil, and the poison it inflicts comes from its opening attack, not from being touched. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native buffer, defensive field gear β€” a Cloche, or a calcium or magnesium amendment for a little DEF β€” helps offset its paper armor. See statuses.

Stats

At level 40 Pyrenean hawksbeard reads 103 HP with ATK of 18 β€” low, so its poison and heal do more work than its raw hits. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is lopsided: out-paced on turn 1 by its initiative (27) but faster after with its SPD (37). Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, hawksbeard swells to 190 HP and 31 ATK, but its DEF stays at 1 β€” a soft herb buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 24 Sun, and its tempo has sunk to about 1% of cap, so a mature hawksbeard acts last against almost anything younger. Maturing does firm up Resprout to full strength, which is the real reward for leveling it.

Weaknesses & Resistances

As a perennial herb, Pyrenean hawksbeard sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from 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 Pyrenean hawksbeard as a poison-first buffer: lead with it to poison the enemy active, heal through the exchange, and let Resprout occasionally steal back a fight it should have lost. Its own damage is weak, so it is a chip-and-support piece rather than a finisher. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a fragile skirmisher that leans harder on its bulk as it levels, crossing over around level 22 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

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 22

CrossoverLv 22
HP
76
ATK
15
DEF
1
SPD
48.20
INI
34.51
Retreat
βˆ’9
Tempo82.71
Power83
Fully grownLv 100
HP
190
ATK
31
DEF
1
SPD
0.61
INI
0.44
Retreat
βˆ’24
Tempo1.05
Power198

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
16
DEF
1
SPD
45.15
INI
32.33
Retreat
βˆ’10
Tempo77.48
Power80
Fully grownLv 100
HP
165
ATK
31
DEF
1
SPD
0.61
INI
0.44
Retreat
βˆ’24
Tempo1.05
Power173

Sources

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