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Sevenangle Pipewort

Eriocaulon aquaticum

A native-only aquatic pipewort: fast, frail, and immune to Poison once mature.

XP 100%SUN 120HP 165Sevenangle PipewortAquaticβ˜…β˜…β˜…β˜…β˜…RuderalDavy Jonesβš” 41β˜€ 0Floating Matfree1Γ— / battleretreat β˜€33speed 0.56HeterophyllyactiveAnoxic ToleranceactiveFloodmatβš” 48β˜€ 2Sevenangle Pipewort β€” full-size photoSevenangle PipewortEriocaulon aquaticumLVL 100

Overview

Sevenangle pipewort is a small aquatic native to Europe and eastern North America and invasive nowhere on record β€” a native-only Ruderal. Aquatics are soft, damage-capped cards, and this one is fast off the mark but frail.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Davy Jones, is there from level 1 at 2 Sun β€” Takes the foe down and draws life back up. It lands for 35 damage. The free once-per-battle ability, Floating Mat, comes online at level 25: Mats the surface over β€” Bind, and the foe can't heal. The advanced attack, Floodmat, arrives at level 40 for 6 Sun and hits for 41 β€” Mats over the surface β€” bind and splash.

Abilities

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.

  • Heterophylly (from level 10) β€” when it drops below half health it switches to submerged leaves and quickens: +3 SPD while hurt.
  • Anoxic Tolerance (from level 68) β€” adapted to oxygen-starved, sulfide-rich sediment, it is immune to Poison.

Features

It is not a climber, so no Moss Pole. Its armour is thin enough that a Calcium/Magnesium amendment is the one gear pick that meaningfully changes how it trades; see field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 2 DEF, 16 Sun to retreat, and tempo pips of 51 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.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 44 / 44, and retreat stiffens to 33 Sun as it roots down. DEF barely leaves its soft band even so (3) 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.

Hardiness

Roughly USDA zone 1b β€” it should come through winters that bottom out near -48 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 -13.6 Β°C to a warm edge of 23.0 Β°C, a Boreal Β· wide-ranging band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection 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.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno 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.

Weaknesses & Resistances

On the succession wheel this is a Ruderal. It strikes Specialist cards β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Competitor cards β€” perennial herbs, vines, shrubs and trees. Every other matchup is neutral.

Gameplay uses

Play it as a native buffer with a nippy opening. Heterophylly speeds it up when it is hurt, and past level 68 Anoxic Tolerance makes it immune to Poison β€” a useful wall against damage-over-time attackers. Its own damage is capped low, so it is a support and collection card that earns coins rather than a battle carry. Inedible, so fertilizer banks XP.

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 31

CrossoverLv 31
HP
90
ATK
22
DEF
2
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power101
Fully grownLv 100
HP
190
ATK
44
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power204

Neutralpower overtakes tempo at Lv 35

CrossoverLv 35
HP
83
ATK
23
DEF
2
SPD
36.96
INI
55.11
Retreat
βˆ’15
Tempo92.07
Power93
Fully grownLv 100
HP
165
ATK
44
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power179

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)