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Hairy bush honeysuckle

Diervilla rivularis

A native-only shrub with firmer armor than a herb, a hit-blunting leaf and a late taunt β€” a plain but useful defensive body.

XP 100%SUN 120HP 165Hairy bushhoneysuckleShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 32β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€22speed 0.87SclerophyllyactiveSapromyophilyactiveHedge Fundβš” 32β˜€ 2Hairy bush honeysuckleDiervilla rivularisLVL 100

Overview

Hairy bush honeysuckle is a low, woody Shrub that fights as a plain, defensive filler: measured hits, moderate armor, and nothing flashy. It is native to Eastern North America and no invasive card exists β€” the arena only ever fields it as a native buffer for your bench. Its one honest selling point is a shrub's sturdier DEF; beyond that it is an unremarkable card that does its best work standing still.

Moves

Its starter attack, Bramblemaze, unlocks at level 1 for 2 Sun and lands a measured strike for about 27 damage. The free once-per-battle ability, Arrested Succession, arrives at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. It is a mid-fight mend that suits its patient game. The advanced attack, Hedge Fund, unlocks at level 40 for 6 Sun (27 native) and hems the foe in. Most of your bush honeysuckles sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Hairy bush honeysuckle runs a trait on both risers. Sclerophylly (level 10) is a flat 3 damage reduction on direct hits. Sapromyophily (level 68) pulls the foe's focus onto the shrub, soaking single-victim picks. See Abilities.

Features

Hairy bush honeysuckle carries no trait keywords β€” no thorns, no toxin, no spore chemistry β€” so nothing punishes an attacker for striking it; it is non-toxic, so nothing chemical bites back either. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little extra DEF β€” leans into the one thing it does well, soaking hits.

Stats

At level 40 hairy bush honeysuckle reads 103 HP and 18 ATK. DEF is 10, up in the firmer shrub band β€” well above a soft herb's floor, though short of a tree's wall β€” so it actually blunts incoming damage, which is diminishing armor (ATK Γ· (ATK+DEF)), not flat subtraction. Its tempo runs on initiative (35) on turn 1 and on SPD (53) every turn after; read the two together β€” the higher number tells you whether it opens quick and fades or starts slow and cruises. 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, hairy bush honeysuckle grows to 190 HP and 31 ATK, and its DEF reaches 20 β€” a shrub firms up meaningfully, landing between a soft herb and a full tree wall, so a mature one is a respectable damage sponge. Retreat rises to 22 Sun as it roots in, and its tempo has sunk to about 1% of cap, so it acts last against almost anything young. Maturing buys it durability, never speed or an ability it does not have.

Weaknesses & Resistances

As a shrub, hairy bush honeysuckle 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 hairy bush honeysuckle as a native buffer that trades bodies for time: its shrub DEF and HP cushion let it absorb hits in front of a fragile hitter, and its bench overshield helps that hitter survive. With only middling damage it is pure support β€” do not expect it to close a game β€” but blunting every hit and taunting late is real support. On economy, it is not an edible-part plant here, so any nutrient you feed it banks Γ—1.25 XP as a growth boost rather than paying coins. It plays as an even-tempo skirmisher whose armor takes over as it levels, crossing over around level 30 β€” but it is always stronger at higher levels in raw stats, 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 30

CrossoverLv 30
HP
88
ATK
16
DEF
9
SPD
61.51
INI
40.78
Retreat
βˆ’10
Tempo102.29
Power103
Fully grownLv 100
HP
190
ATK
31
DEF
20
SPD
0.87
INI
0.57
Retreat
βˆ’22
Tempo1.44
Power219

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
17
DEF
9
SPD
58.05
INI
38.48
Retreat
βˆ’11
Tempo96.53
Power97
Fully grownLv 100
HP
165
ATK
31
DEF
20
SPD
0.87
INI
0.57
Retreat
βˆ’22
Tempo1.44
Power194

Sources

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