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Low Rough Aster

Eurybia radula

A rough aster with an unusually hard starter that only gets stronger the longer the fight runs.

XP 100%SUN 120HP 165Low Rough AsterPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 56β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€23speed 0.57Bitter PrincipleactiveVernalizationMemoryactiveWinterkillβš” 33β˜€ 2Low Rough Aster β€” full-size photoLow Rough AsterEurybia radulaLVL 100

Overview

Low rough aster is native to eastern North America and invasive in Europe. It has one of the harder-hitting starters of this batch, which makes it more of a battler than most soft herbs β€” though it is still a fragile Competitor at heart.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Crown Split, is there from level 1 at 2 Sun β€” Splits at the crown and strikes from both. It lands for 42 damage as a native buffer and 42 as an invasive attacker. The free once-per-battle ability, Autogenic Reaction, comes online at level 25: Remakes its own ground: +6 ATK and heal 25%. The advanced attack, Winterkill, arrives at level 40 for 6 Sun and hits for 26 native / 26 invasive β€” Kills it back to the ground β€” it withers and can't heal.

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.

  • Bitter Principle (from level 10) β€” bitter sesquiterpene lactones: an enemy that lands a damaging hit is left Withered, its attack sapped by 2.
  • Vernalization Memory (from level 68) β€” it needs a cold spell before it bolts, so from turn 3 onward it comes on strong: +5 ATK for the rest of the fight.

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 1 DEF, 12 Sun to retreat, and tempo pips of 33 initiative (which orders turn 1) and 35 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 23 against its native 23 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. 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 42 / 42, and retreat stiffens to 23 Sun as it roots down. DEF barely leaves its soft band even so (1) 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 1a β€” it should come through winters that bottom out near -51 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 -15.0 Β°C to a warm edge of 20.0 Β°C, a Boreal 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 Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

Its opening attack lands well above the soft-herb average, so it can trade early and win. Vernalization Memory then rewards a longer fight with +5 ATK from turn 3, making it stronger the longer it stays in. Play it invasive to press that attack (accepting the Faustian bench cost) or native as a buffer with a stinging opener. It is still thin-bodied, so protect it against Competitor foes. 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
18
DEF
1
SPD
44.16
INI
42.23
Retreat
βˆ’9
Tempo86.39
Power88
Fully grownLv 100
HP
190
ATK
42
DEF
1
SPD
0.57
INI
0.54
Retreat
βˆ’23
Tempo1.11
Power210

Invasivepower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
19
DEF
1
SPD
41.90
INI
40.07
Retreat
βˆ’10
Tempo81.97
Power83
Fully grownLv 100
HP
165
ATK
42
DEF
1
SPD
0.57
INI
0.54
Retreat
βˆ’23
Tempo1.11
Power185

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
19
DEF
1
SPD
41.90
INI
40.07
Retreat
βˆ’10
Tempo81.97
Power83
Fully grownLv 100
HP
165
ATK
42
DEF
1
SPD
0.57
INI
0.54
Retreat
βˆ’23
Tempo1.11
Power185

Sources

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