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Common freesia

Freesia refracta

A freesia that bursts the bench and floods the ground with Poison.

XP 100%SUN 120HP 165Common freesiaBulbβ˜…β˜…β˜…β˜…β˜…RuderalExplodeβš” 35β˜€ 0Alkaloid Floodfree1Γ— / battleretreat β˜€33speed 0.56Duff StuffactivePerennatingReserveactiveTunicate Tackleβš” 28β˜€ 2Common freesia β€” full-size photoCommon freesiaFreesia refractaLVL 100

Overview

Freesia refracta is a bulb whose opener nicks the enemy bench and whose ability floods a saturating Poison that blocks healing. It is native to Africa and invasive in East Asia, Europe and South America. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Explode, is available from level 1 for 2 Sun. It deals 31 damage as a native or 34 as an invasive. Bursts outward β€” also nicks the bench.

At level 25 it gains a free, once-per-battle ability, Alkaloid Flood: Floods the ground with alkaloid β€” saturating Poison, and no healing through it. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Tunicate Tackle, arrives at level 40 for 6 Sun, dealing 25 damage as a native or 28 as an invasive. Wraps the foe in papery layers until it can't move.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Duff Stuff (from level 10) β€” its own leaf litter stiffens it: while ruderal allies (annual forbs, grasses, aquatics, bulbs) are alive on your bench, its effective DEF rises by half their combined DEF, fading as they faint.
  • Perennating Reserve (from level 68) β€” a stored perennating organ supplies its own gold Sun-overshield bar.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 2 DEF and retreats for 16 Sun.

It is slow off the mark (opening initiative 30) but faster in the long exchange (sustained Speed 34 from turn two).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 15 to 24, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 3 DEF β€” leveling buys it bulk and attack (climbing to 25 native / 48 invasive), not toughness. Retreat climbs to 33 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Bulb, is a Ruderal. It deals Γ—1.5 damage to succulents, conifers, ferns and epiphytes, but perennial herbs, vines, shrubs and broadleaf trees hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

As an invasive it hits harder and works as a budget status-attacker; as a native it is a Duff-stiffened buffer. Modest bulk, so lean on its Poison rather than a slugging match.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 26, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no reason to hold it back.

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 25

CrossoverLv 25
HP
81
ATK
13
DEF
1
SPD
42.56
INI
37.60
Retreat
βˆ’12
Tempo80.16
Power83
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.56
INI
0.49
Retreat
βˆ’33
Tempo1.05
Power185

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
19
DEF
2
SPD
42.00
INI
37.10
Retreat
βˆ’12
Tempo79.10
Power81
Fully grownLv 100
HP
165
ATK
48
DEF
3
SPD
0.56
INI
0.49
Retreat
βˆ’33
Tempo1.05
Power183

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
2
SPD
40.32
INI
35.62
Retreat
βˆ’13
Tempo75.94
Power78
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.56
INI
0.49
Retreat
βˆ’33
Tempo1.05
Power160

Sources

  1. iNaturalist β€” Freesia refracta
  2. Wikipedia β€” Freesia refracta
  3. Plants of the World Online (Kew) β€” Freesia refracta