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Texas Goldentop

Euthamia gymnospermoides

A fast, Poison-tipped herb β€” decent chip pressure, but soft and reliant on turn order.

XP 100%SUN 120HP 165Texas GoldentopPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 35β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€23speed 0.83Basal RosetteactiveContractile RootsactiveBitter Endβš” 35β˜€ 2Texas Goldentop β€” full-size photoTexas GoldentopEuthamia gymnospermoidesLVL 100

Overview

Texas Goldentop (Euthamia gymnospermoides) is a Perennial herb in Supplant. A fast, Poison-tipped herb β€” decent chip pressure, but soft and reliant on turn order. It is native to Eastern North America and Western North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

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, Taproot Anchor, unlocks at level 1 for 2 Sun: it deals 29 as a native card and 29 as an invasive one. In effect, Anchors deep and holds the foe with it.

At level 25 it gains its free once-per-battle ability, Autogenic Reaction (no Sun cost, one use per fight): Remakes its own ground: +6 ATK and heal 25%.

The advanced attack, Bitter End, arrives at level 40 for 6 Sun, dealing 29 native and 29 invasive: Bitter to the last β€” Poison the foe. 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: Basal Rosette: a ground-hugging rosette that shrugs off grazing, worth a small standing DEF bump.
  • From level 68: Contractile Roots: roots that haul the crown steadily deeper, adding a point of DEF each checkup up to a small cap, 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: HP about 103 with its +15% native cushion, DEF 1, retreat 12 Sun β€” a perennial herb holds a low DEF band (a level-100 cap of roughly 1–15). Its attack sits at 23. Turn order runs on two tempo stats: initiative (39) decides turn 1, and SPD (51) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 190 and its attack 41, while 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-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. It leans on its speed edge until about level 32, after which its growing bulk and attack take the lead.

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 32

CrossoverLv 32
HP
91
ATK
21
DEF
1
SPD
57.19
INI
43.87
Retreat
βˆ’11
Tempo101.06
Power102
Fully grownLv 100
HP
190
ATK
41
DEF
1
SPD
0.83
INI
0.64
Retreat
βˆ’23
Tempo1.47
Power209

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
22
DEF
1
SPD
53.88
INI
41.33
Retreat
βˆ’11
Tempo95.21
Power96
Fully grownLv 100
HP
165
ATK
41
DEF
1
SPD
0.83
INI
0.64
Retreat
βˆ’23
Tempo1.47
Power184

Sources

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