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Sticky Jointvetch

Ctenodon viscidulus

A sticky wild pea β€” a soft legume with a double Poison kit and a resprout.

XP 100%SUN 120HP 165Sticky JointvetchPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 36β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€27speed 0.70Bitter PrincipleactiveResproutactiveCrown Divisionβš” 54β˜€ 2Sticky Jointvetch β€” full-size photoSticky JointvetchCtenodon viscidulusLVL 100

Overview

Ctenodon viscidulus is a soft perennial herb (a legume) with a bitter-sap Poison opener, a root-chemistry Poison ability, and a late resprout. It is native to eastern North America, western North America and South America and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Bitter Sap, is available from level 1 for 2 Sun. It deals 29 damage. Bitter compounds poison the foe.

At level 25 it gains a free, once-per-battle ability, Allelochemical Priming: Primes root chemistry β€” Poison the foe. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Crown Division, arrives at level 40 for 6 Sun, dealing 40 damage. Splits the crown and strikes from both halves.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • Resprout (from level 68) β€” once per match, when a hit would finish it, it has a 60% chance to cling on at a quarter of its maximum HP β€” a coin-flip-plus safety net, not a guarantee.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 3 DEF and retreats for 14 Sun.

Its opening initiative (40) and sustained Speed (43) are close, so it holds a steady tempo across the fight.

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 5 DEF β€” leveling buys it bulk and attack (climbing to 43), not toughness. Retreat climbs to 27 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Perennial herb, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

Its Poison-stacking is its niche; its bulk and armor are thin. Its economic value is the legume nitrogen freebie. A chipper and collection piece rather than a front-liner.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with the Nitrogen amendment already applied β€” a free head start worth a few hundred coins β€” though that nodule stock decomposes after about a month.

One note on leveling: it fights as a faster skirmisher until about level 29, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 29

CrossoverLv 29
HP
87
ATK
20
DEF
2
SPD
50.21
INI
47.00
Retreat
βˆ’11
Tempo97.21
Power98
Fully grownLv 100
HP
190
ATK
43
DEF
5
SPD
0.70
INI
0.65
Retreat
βˆ’27
Tempo1.35
Power211

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
22
DEF
2
SPD
46.73
INI
43.74
Retreat
βˆ’12
Tempo90.47
Power94
Fully grownLv 100
HP
165
ATK
43
DEF
5
SPD
0.70
INI
0.65
Retreat
βˆ’27
Tempo1.35
Power186

Sources

  1. iNaturalist β€” Ctenodon viscidulus
  2. Wikipedia β€” Ctenodon viscidulus
  3. Plants of the World Online (Kew) β€” Ctenodon viscidulus