Goeppertia roseopicta
A native-only South American herb that poisons, self-heals, and can survive a killing blow, but has paper-thin armor and no invasive card.
Medallion prayer plant is a soft Perennial herb that fights as a poison-laying survivor. It is native to South America, and the arena only ever casts it as a native buffer for your bench; no invasive attacker card exists, so it supports rather than finishes. Its damage is low and its armor is almost nothing, so its appeal is self-healing plus a chance to shrug off a lethal hit.
Its starter attack, Rhizome Creep, unlocks at level 1 for 2 Sun and deals about 27 damage while leaving poison on the target. The free once-per-battle ability, Stabilization, arrives at level 25: Pins the ground down β the foe stalls, and can't break away. It is a self-heal. The advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun and both strikes for about 25 damage and mends the plant as it hits. Most of your specimens sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See moves and statuses.
It keeps a single always-on trait: Resprout. It draws only one eligible trait, so Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health, but it fires only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See abilities.
It carries no trait keywords and no toxin, so it shows no hazard ring and its contact deals no recoil; the poison it applies comes from its attacks. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche helps it survive long enough for its heals and Resprout to matter.
At level 40 it reads 103 HP and 19 ATK. DEF is only 4, near the soft perennial-herb floor, so it takes hits with little armor. Tempo is front-loaded: turn 1 runs on its initiative (51) and later turns on its lower SPD (34), so it opens fast but is out-paced in a long fight. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a bench HP overshield. Link Stats.
Matured to level 100, it swells to 190 HP and 33 ATK, but its DEF only reaches 8 β as a soft herb it gains health, never real armor, so it stays vulnerable to any strong hitter even with its self-healing. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap. Maturing brings Resprout to full strength, its main reason to level.
As a perennial herb it is in the Competitor 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 Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a cheap, self-healing buffer that lays poison and buys time. As a native its cushion and bench overshield help a stronger ally survive while it chips away, and its healing attack plus Resprout let it drag out fights it cannot win outright. Its value is also economic: it is inedible, so any nutrient you feed it banks x1.25 XP toward levels. It fights as a fast skirmisher until about level 32, then its bulk takes over, so there is no reason to hold it back.
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.