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Setaceous leaf pipewort

Eriocaulon setaceum

A native-only tropical pipewort that quickens when hurt and ignores Poison once mature.

XP 100%SUN 120HP 165Setaceous leafpipewortAquaticβ˜…β˜…β˜…β˜…β˜…RuderalDavy Jonesβš” 42β˜€ 0HydrarchSuccessionfree1Γ— / battleretreat β˜€33speed 0.56HeterophyllyactiveAnoxic ToleranceactiveWater Under theBridgeβš” 46β˜€ 2Setaceous leaf pipewort β€” full-size photoSetaceous leaf pipewortEriocaulon setaceumLVL 100

Overview

Setaceous leaf pipewort is a fine-leaved tropical aquatic native across Africa, East Asia, Oceania and South & Southeast Asia and invasive nowhere on record β€” a native-only Ruderal, soft and damage-capped like its relatives.

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, Hydrarch Succession, comes online at level 25: Turns open water to marsh: heal 35%, and the foe withers. The advanced attack, Water Under the Bridge, arrives at level 40 for 6 Sun and hits for 38 β€” Takes it all back and moves on.

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 32 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 47 / 47, 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 10a β€” it should come through winters that bottom out near 1 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 16.8 Β°C to a warm edge of 31.1 Β°C, a Tropical 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

A near-mirror of the sevenangle pipewort: a native buffer that speeds up when hurt and, from level 68, shrugs off Poison entirely. It is a fragile support and collection piece with capped damage β€” good for chipping and for its Poison immunity against damage-over-time foes, not for carrying fights. 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 23

CrossoverLv 23
HP
78
ATK
20
DEF
1
SPD
43.68
INI
41.00
Retreat
βˆ’11
Tempo84.68
Power88
Fully grownLv 100
HP
190
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power207

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power83
Fully grownLv 100
HP
165
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power182

Sources

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