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Daisy Fleabane

Erigeron annuus

A hard-hitting weed on paper, but with no native or invasive posting it plays neutral everywhere β€” a coin earner that needs a stronger bench behind it.

XP 100%SUN 120HP 165Daisy FleabaneAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalYoloβš” 60β˜€ 0Ruderal Rushfree1Γ— / battleretreat β˜€23speed 0.65Duff StuffactiveSoil Seed BankactiveChoke Bloomβš” 47β˜€ 2Daisy Fleabane β€” full-size photoDaisy FleabaneErigeron annuusLVL 100

Overview

Daisy Fleabane (Erigeron annuus) is a Annual forb in Supplant. A hard-hitting weed on paper, but with no native or invasive posting it plays neutral everywhere β€” a coin earner that needs a stronger bench behind it. It carries no native or invasive range on record, so in every arena it plays as a neutral card β€” it takes neither the native health cushion nor the invasive attacker's edge.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Yolo, unlocks at level 1 for 2 Sun: it deals 48 as a native card and 52 as an invasive one. In effect, Throws everything at it β€” twice.

At level 25 it gains its free once-per-battle ability, Ruderal Rush (no Sun cost, one use per fight): Weedy haste β€” a burst of speed, kept for the match.

The advanced attack, Choke Bloom, arrives at level 40 for 6 Sun, dealing 40 native and 43 invasive: Crowds the foe out, sapping its strength. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Duff Stuff: while it is the active plant its effective DEF rises by half the combined DEF of its living benched ruderals (annual-forbs, grasses, aquatics, bulbs), fading as those allies faint.
  • From level 68: Soil Seed Bank: a buried seed reserve gives it a 50% chance to survive a lethal hit and spring back at a low fraction of health, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40, its DEF is 1 and it costs 12 Sun to retreat β€” an annual-forb sits in the softest DEF band there is (a level-100 cap of roughly 1–5). Turn order runs on two tempo stats: initiative (34) decides turn 1, and SPD (40) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

With no native or invasive posting, it plays neutral: no +15% native health cushion, and no invasive attacker term on ATK. Its health and attack therefore sit between the two extremes the tokens show β€” a native card would read 103 HP, an invasive one 89 HP. Because it is never benched as a native, it projects no green overshield bar for allies.

See Stats for how each number is built.

At Level 100

By level 100 the floor-to-cap law carries its health up to around 103/89 (native cushion vs base) and its DEF barely leaves its soft band (1) β€” biomass swells but armor does not. Retreat climbs to 23 Sun as it roots down, and its once-quick tempo has sunk to near its floor β€” a mature plant is slow. Maturing buys bulk and armor at the cost of the speed edge it had young.

Weaknesses & Resistances

Its succession group is Ruderal β€” the pioneers. It hits Specialist cards (succulents, conifers, ferns, epiphytes) for Γ—1.5, and is crowded out by Competitor cards (perennial herbs, vines, shrubs, broadleaf trees), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it as a neutral body: it gets no arena cushion or attacker bonus, so lean on its kit and traits rather than a nativity role. It is edible with a resolved leaf part, so feeding it Nitrogen (N) pays Γ—1.25 coins β€” a steady, low-effort earner. Any other nutrient banks Γ—1.25 XP instead. On the power curve it leans on speed until about level 30, after which its accumulating bulk and attack take over (its raw level-100 stat sum is 184, a size readout, not a win rank).

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.

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
19
DEF
1
SPD
46.08
INI
39.76
Retreat
βˆ’10
Tempo85.84
Power87
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.65
INI
0.56
Retreat
βˆ’23
Tempo1.21
Power183

Sources

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