Γ Fatshedera lizei
A neutral hybrid shrub with no nativity role that plates up at low HP and heals your bench when it falls.
Lizard Guillaumin is a hybrid Shrub that the arena runs on its neutral base line: it has neither a native nor an invasive assignment, so it never gains a native buffer's cushion nor pays an invasive attacker's penalties. It is a plain, unremarkable card β collectible more than competitive. See nativity.
Its starter attack, Bramble Lash, unlocks at level 1 and costs 2 Sun, dealing about 34 to 36 damage as a plain hit. The free once-per-battle ability, Thicket Formation, comes in at level 25: Closes into thicket β Bind, and the foe can't heal. It raises the plant's own attack. The advanced attack, Blackthorn Barrage, unlocks at level 40 for 6 Sun (42 / 44) and saps the target, withering its output. Most of your cards sit below level 40, where only the starter is available. No move carries an initiative rider. See moves.
Lizard guillaumin runs a working trait on both risers. Marcescence (level 10) gives +4 DEF while the card sits at half HP or below, retained dead growth doing the work. Drupe Mast (level 68) means its death is not wasted: each ally still alive on your bench heals 8% of its own max HP. See Abilities.
Lizard Guillaumin carries no trait keywords and is non-toxic, so it shows no hazard ring and gives attackers no contact recoil or poison. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. With no nativity role, any field gear you fit simply adjusts its base numbers.
At level 40 Lizard Guillaumin reads 103 to 89 HP and 22 to 29 ATK on its base line β because it holds no nativity role, neither a native HP cushion nor an invasive ATK bonus applies. DEF is 11, mid-range for the shrub band, so it takes hits with a little armor. Its tempo is back-loaded: turn 1 runs on its low initiative (27) and every turn after on its higher SPD (41), so it is out-paced early and steadier afterward. Retreat costs 12 Sun. See Stats.
Matured to level 100, Lizard Guillaumin swells to 190 to 165 HP and 40 to 56 ATK, while its DEF climbs to 21 β a shrub earns a moderate wall, more than a soft herb but well short of a tree. Retreat rises to 23 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts late.
As a shrub, Lizard Guillaumin is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Lizard Guillaumin as a plain neutral body: buff its own attack, sap the enemy, and trade with a little armor behind it. Without a nativity edge or an ability it is a weak competitive pick and is mostly worth keeping for the collection. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins. It fights as a modest skirmisher until about level 24, after which its bulk carries it; keep leveling it.
Leveling trades speed for power. A plantβs 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.