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Digitalis ciliata

Digitalis ciliata

Digitalis ciliata hits more softly than most perennial herbs: no more than 1 in 8 perennial herbs in the game sit as low as its ATK of 16 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category sit as low as 13.

XP 100%SUN 120HP 119Digitalis ciliataPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 31β˜€ 0Stabilizationfree1Γ— / battleretreat β˜€22speed 0.21ToxinactiveVernalizationMemoryactiveDeep-SeatedGrudgeβš” 38β˜€ 2Digitalis ciliata β€” full-size photoDigitalis ciliataDigitalis ciliataLVL 100

Overview

Digitalis ciliata hits more softly than most perennial herbs: no more than 1 in 8 perennial herbs in the game sit as low as its ATK of 16 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category sit as low as 13.

Digitalis ciliata fights as a perennial herb (categories) in the Competitor succession group. It is native to Europe, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Rhizome Creep β€” starter attack, 2 Sun. Creeps underground into the foe's back row. Expected damage: 26.
  • Stabilization β€” ability, free once per battle. Pins the ground down β€” the foe stalls, and can't break away.
  • Deep-Seated Grudge β€” advanced attack, 6 Sun. Roots in deep and refuses to let go. Expected damage: 34.

Because it is rated toxic, its starter attack always carries Poison: 2 stacks the first time it lands, with each re-application adding less.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Toxin β€” from Lv 10. Every direct hit on it Poisons the attacker β€” 3 stacks on the first strike, set by its toxicity rating, with each repeat adding less (settling around twice the opening dose). A Cloche on the attacker blocks it; a Sulfur amendment does not.
  • Vernalization Memory β€” from Lv 68. It gets +5 ATK from turn 3 onward.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • It is rated toxic for gameplay. That is why its starter attack always carries Poison. Its Toxin trait Poisons whatever strikes it.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)71119
HP (native)82137
ATK (neutral)1628
DEF37
Initiative350.57
Sustained tempo (SPD)130.21
Retreat cost (Sun)1222
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Its measured range runs from a cold edge of -15.6 Β°C to a warm edge of 15.5 Β°C, in the boreal band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Digitalis ciliata is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 17 as a native and at Lv 21 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 17

CrossoverLv 17
HP
61
ATK
12
DEF
2
SPD
17.47
INI
47.85
Retreat
βˆ’8
Tempo65.32
Power67
Fully grownLv 100
HP
137
ATK
28
DEF
7
SPD
0.21
INI
0.57
Retreat
βˆ’22
Tempo0.78
Power150

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
56
ATK
13
DEF
2
SPD
16.64
INI
45.57
Retreat
βˆ’8
Tempo62.21
Power63
Fully grownLv 100
HP
119
ATK
28
DEF
7
SPD
0.21
INI
0.57
Retreat
βˆ’22
Tempo0.78
Power132

Sources

  1. Digitalis ciliata on iNaturalist
  2. Digitalis ciliata on Wikipedia
  3. Digitalis ciliata on Plants of the World Online