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Perennial sunflower

Helianthus × laetiflorus

The Perennial sunflower (Helianthus × laetiflorus) is a Perennial herb that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Perennial sunflowerPerennial herb★★★★CompetitorVolatile Oils⚔ 34☀ 0Chronosequencefree1× / battleretreat ☀24speed 0.62Basal RosetteactiveResproutactiveWinterkill⚔ 34☀ 2Perennial sunflowerHelianthus × laetiflorusLVL 100

Overview

The Perennial sunflower is showy sunflower, a colonising prairie perennial with edible tubers. In battle it plays as a Perennial herb. It is native to Eastern North America and Western North America, where it takes the defensive buffer role, and invasive in Europe, South America, and South Asia, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Volatile Oils, is available from Level 1 and costs 2 Sun, dealing 27 as a native and 29 as an invasive. Its effect: Releases volatile oils — Poison the foe.

The free ability, Chronosequence (Level 25), costs no Sun because it is once per battle: Time on its side: +3 ATK and speed, kept.

The advanced attack, Winterkill (Level 40, 6 Sun), deals 27 native and 29 invasive: Kills it back to the ground — it withers and can't heal. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Basal Rosette, a flat DEF bonus from a grazing-resistant rosette. From Level 68 a second, different trait stacks on top: Resprout, a roughly 60% chance to survive one otherwise-lethal hit at a quarter of its health. Both are working traits — there are no inert abilities in the game — and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. Its edible root means the matching Potassium (K) fertilizer pays bonus coins (see Gameplay uses). See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 1 — a low-to-middling band — firmer than a weed but no wall. It retreats for 12 Sun. Turn 1 is ordered by its initiative (46) and every turn after by its SPD (38). It is a quick starter that fades — it tends to land the first hit, then gets out-paced turn on turn. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term — compare 25 native ATK against 32 invasive — and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has crept up its modest band to 2 while HP grows toward 190; retreat rises to 24 Sun and the brisk early tempo sinks to roughly 1% of cap. It matures into a sturdier body that no longer strikes first.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5× and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5× disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A perennial herb that carries Resprout — a roughly 60% chance to cling on through a lethal hit — plus an edible root for coins. Invasive across several regions; a resilient, self-recovering attacker. Because its edible part is a resolved root, feeding it Potassium pays ×1.25 coins; any other nutrient banks ×1.25 XP instead. On the total-power curve its crossover falls around Level 29 native and 31 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 29

CrossoverLv 29
HP
87
ATK
22
DEF
1
SPD
44.68
INI
53.94
Retreat
−10
Tempo98.62
Power100
Fully grownLv 100
HP
190
ATK
46
DEF
2
SPD
0.62
INI
0.75
Retreat
−24
Tempo1.37
Power214

Invasivepower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
28
DEF
1
SPD
43.44
INI
52.44
Retreat
−11
Tempo95.88
Power96
Fully grownLv 100
HP
165
ATK
64
DEF
2
SPD
0.62
INI
0.75
Retreat
−24
Tempo1.37
Power207

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
23
DEF
1
SPD
41.57
INI
50.20
Retreat
−11
Tempo91.77
Power95
Fully grownLv 100
HP
165
ATK
46
DEF
2
SPD
0.62
INI
0.75
Retreat
−24
Tempo1.37
Power189

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)