Dalechampia ficifolia
A native-only tropical vine that binds attackers and hits harder while kept at full health.
Dalechampia ficifolia is a tropical climbing vine native to South America and invasive nowhere on record β a native-only soft Competitor. It fights as a control card, not a bruiser.
The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Tangle, is there from level 1 at 2 Sun β Tangles the foe up in growth. It lands for 24 damage. The free once-per-battle ability, Liana Loop, comes online at level 25: Loops around the foe β Bind and Wither. The advanced attack, Tendril Trap, arrives at level 40 for 6 Sun and hits for 19 β A tendril snare that saps as it tightens.
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.
As a vine it is Moss Pole-eligible β the trellis gear that fits climbers. Its DEF is otherwise low, so a Calcium/Magnesium amendment is the main way to firm it up. See field gear.
Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 8 DEF, 16 Sun to retreat, and tempo pips of 13 initiative (which orders turn 1) and 34 SPD (every turn after). It holds no invasive range in any tracked region, so it is a native-only card: it plays as a buffer, taking a +15% health cushion and, while benched, projecting a green overshield bar onto your active. There is no attacker scenario to build for it. 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 28 / 28, and retreat stiffens to 33 Sun as it roots down. DEF barely leaves its soft band even so (15) 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 10a β it should come through winters that bottom out near -1 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 15.4 Β°C to a warm edge of 26.7 Β°C, a Tropical band. For most players that reads as a houseplant or a plant for a sheltered, frost-free spot β a wall, a greenhouse, 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 Competitor. It strikes Ruderal cards β annual forbs, grasses, aquatics and bulbs β for Γ1.5 damage, and takes Γ1.5 in return from Specialist cards β succulents, conifers, ferns and epiphytes. Every other matchup is neutral.
Play it as a native buffer that punishes contact: Thigmotropic Coil Binds any enemy that strikes it, so it can trap a foe in place, and Apical Dominance rewards keeping it at full health with +5 ATK. That last trait shapes how you play it β protect it and it hits meaningfully harder, but it evaporates the moment it takes damage. Its damage is otherwise modest and its body soft, so it is a control-and-collection piece. 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.