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Purple Coneflower

Echinacea purpurea

An even-tempo Eastern North American herb that heals once per battle and can cheat death, but has no armor β€” a resilient native skirmisher.

XP 100%SUN 120HP 165Purple ConeflowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 41β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€26speed 0.62Bitter PrincipleactiveContractile RootsactiveRhizome Lockβš” 28β˜€ 2Purple Coneflower β€” full-size photoPurple ConeflowerEchinacea purpureaLVL 100

Overview

Purple coneflower is a Perennial herb that plays as a steady, self-reviving skirmisher: even tempo, a once-per-battle heal, and a survival trait that lands early. It is native to Eastern North America and has no invasive card, so the arena only ever fields it as a native buffer for your bench (see nativity). It is a dependable, low-drama card that outlasts more than it out-hits.

Moves

Its starter attack, Steady Growth, unlocks at level 1 and costs 2 Sun for a plain strike of about 34 damage as a native (37 invasive, though no invasive card exists). The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Rhizome Lock, unlocks at level 40 for 6 Sun (21 native / 24 invasive) for a heavier plain hit. Most of your coneflowers sit below level 40, where only the starter is available. See Moves.

Abilities

Purple coneflower keeps a single always-on trait: Resprout. It comes in at half strength on the level 10 riser and matures at level 68. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β€” but it triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.

Features

Purple coneflower carries no trait keywords and is non-toxic β€” no contact recoil and no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear like a Cloche helps its thin frame survive long enough for Resprout and its heal to matter.

Stats

At level 40 coneflower reads 103 HP with ATK of 24 (native-only, so the 32 invasive figure never applies). DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is even: turn 1 on its initiative (38) and every turn after on its SPD (38), both the same value, so it is neither a fast opener nor a fast cruiser. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and projects an HP overshield onto your active while benched. See Stats.

At Level 100

Matured to level 100, coneflower swells to 190 HP and 43 ATK, but its DEF only reaches 1 β€” as a soft herb it gains bulk in health, never armor. Its matured Resprout and once-per-battle heal make that health last, but a real hitter can still push through. Retreat rises to 26 Sun, and its tempo has sunk to about 1% of cap, so it acts last. Maturing buys health and full-strength Resprout; it never buys toughness.

Weaknesses & Resistances

As a perennial herb, coneflower sits in the Competitor group. It hits Ruderal plants for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants, which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play coneflower as a native attrition skirmisher: trade evenly, use the once-per-battle heal to stretch fights, and rely on early Resprout to survive a burst you would not otherwise walk away from. Its zero armor means it is support, not a wall β€” keep a Cloche on it and a stronger hitter beside it. Economically it is inedible, so any nutrient you feed it banks Γ—1.25 XP rather than coins. It fights as a fast skirmisher until about level 27, then its bulk takes over as much as a herb's can β€” always worth leveling for the extra survivability.

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 27

CrossoverLv 27
HP
84
ATK
19
DEF
1
SPD
45.77
INI
45.77
Retreat
βˆ’11
Tempo91.54
Power93
Fully grownLv 100
HP
190
ATK
43
DEF
1
SPD
0.62
INI
0.62
Retreat
βˆ’26
Tempo1.24
Power208

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
21
DEF
1
SPD
43.30
INI
43.30
Retreat
βˆ’11
Tempo86.60
Power89
Fully grownLv 100
HP
165
ATK
43
DEF
1
SPD
0.62
INI
0.62
Retreat
βˆ’26
Tempo1.24
Power183

Sources

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