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Gerbera daisy

Gerbera jamesonii

Gerbera daisy hits more softly than most perennial herbs: no more than 1 in 8 perennial herbs in the game sit as low as its ATK of 16 at Lv 40. Its sustained tempo stands out too: no more than 1 in 5 of the category reach 41.

XP 100%SUN 120HP 130Gerbera daisyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 36β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.67Basal RosetteactiveResproutactiveBitter Endβš” 31β˜€ 2Gerbera daisy β€” full-size photoGerbera daisyGerbera jamesoniiLVL 100

Overview

Gerbera daisy hits more softly than most perennial herbs: no more than 1 in 8 perennial herbs in the game sit as low as its ATK of 16 at Lv 40. Its sustained tempo stands out too: no more than 1 in 5 of the category reach 41.

Gerbera daisy fights as a perennial herb (categories) in the Competitor succession group. It is native to Africa, where it plays as a buffer, and invasive in East Asia, Oceania, South America and South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Steady Growth β€” starter attack, 2 Sun. A reliable, even strike. Expected damage: 32, or 35 where it is invasive.
  • Autogenic Reaction β€” ability, free once per battle. Remakes its own ground: +6 ATK and heal 25%.
  • Bitter End β€” advanced attack, 6 Sun. Bitter to the last β€” Poison the foe. Expected damage: 26, or 30 where it is invasive.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Basal Rosette β€” from Lv 10. It gets +3 DEF.
  • Resprout β€” from Lv 68. Once per battle, when it would be knocked out, it has a 60% chance to survive at 25% of its max HP, shedding every status.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)76130
HP (native)87150
ATK (neutral)1628
ATK (invasive)2653
DEF1024
Initiative330.54
Sustained tempo (SPD)410.67
Retreat cost (Sun)1633
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens slower than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 16 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 6b β€” it should come through winters that bottom out near -19 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 4.2 Β°C to a warm edge of 27.9 Β°C, in the subtropical band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Gerbera daisy is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 30 as a native, at Lv 32 as an invasive and at Lv 35 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 30

CrossoverLv 30
HP
76
ATK
15
DEF
8
SPD
47.31
INI
38.39
Retreat
βˆ’13
Tempo85.70
Power86
Fully grownLv 100
HP
150
ATK
28
DEF
24
SPD
0.67
INI
0.54
Retreat
βˆ’33
Tempo1.21
Power169

Invasivepower overtakes tempo at Lv 32

CrossoverLv 32
HP
68
ATK
23
DEF
8
SPD
45.98
INI
37.31
Retreat
βˆ’14
Tempo83.29
Power85
Fully grownLv 100
HP
130
ATK
53
DEF
24
SPD
0.67
INI
0.54
Retreat
βˆ’33
Tempo1.21
Power174

Neutralpower overtakes tempo at Lv 35

CrossoverLv 35
HP
71
ATK
15
DEF
9
SPD
43.98
INI
35.68
Retreat
βˆ’15
Tempo79.66
Power80
Fully grownLv 100
HP
130
ATK
28
DEF
24
SPD
0.67
INI
0.54
Retreat
βˆ’33
Tempo1.21
Power149

Sources

  1. Gerbera jamesonii on iNaturalist
  2. Gerbera jamesonii on Wikipedia
  3. Gerbera jamesonii on Plants of the World Online