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Daylilies

Hemerocallis

A hard-hitting succulent that regenerates through fights but has almost no armor - an Old World native or a global invader.

XP 100%SUN 120HP 203DayliliesPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 36β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€41speed 0.34Bitter PrincipleactiveDeep TaprootactiveWinterkillβš” 34β˜€ 2Daylilies β€” full-size photoDayliliesHemerocallisLVL 100

Overview

Daylilies are a Perennial herb that fights as a high-damage regenerator: big ATK, steady self-healing, and a fast opening burst, all riding on a huge health pool and near-zero armor. They are native to East Asia and Europe and invasive across Africa, Eastern and Western North America, Oceania, South America, and South Asia, so the arena can field them as a native buffer or as an invasive attacker. As a Specialist succulent they hit hard and heal often, but any big strike lands almost unblunted. See nativity.

Moves

Its starter attack, Rhizome Creep, unlocks at level 1 and costs 2 Sun, dealing about 30 damage as a native and 34 as an invasive. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Winterkill, unlocks at level 40 for 6 Sun (27 native / 31 invasive), striking several times in one turn. Most of your daylilies sit below level 40, where only the starter is available. No move carries an initiative rider, so they never seize a turn. See Moves.

Abilities

Daylilies keep two always-on traits. Photosynthesis arrives at level 10 and heals them in the sun; Succulence arrives at level 68 and regenerates them in any weather. Both are steady mends, but each triggers only about 60% of the time, so the healing is frequent rather than guaranteed. Together they let a daylily grind through long fights on regeneration. See Abilities.

Features

They carry no trait keywords and are non-toxic - no contact recoil, no hazard ring, no poison on their strikes. Their growth habit is terrestrial, so they are not eligible for a Moss Pole. As a native, defensive field gear helps offset the missing armor; as an invasive, offensive gear leans into the large ATK.

Stats

At level 40 they read 121 HP native / 106 invasive, with ATK of 25 native versus 37 invasive - a large invasive jump that makes them a real threat. DEF is just 4, near-zero as is typical of a succulent, so big hits land almost unblunted. Their tempo is front-loaded: turn 1 runs on a high initiative (46) and every turn after on a much lower SPD (21), so they open fast but are out-paced in a long fight. Retreat costs 19 Sun. As a native they gain a +15% HP cushion and a benched HP overshield onto your active; as an invasive they pay self-damage to their own bench on each damaging attack and concede 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, daylilies swell to a huge 233 HP native / 203 invasive and 44 / 76 ATK, but their DEF barely moves to 8 - a succulent is all health and no armor. Retreat rises to 41 Sun, and their tempo has sunk to roughly 1% of cap, so a mature daylily acts last against almost anything young. Leveling buys an enormous health pool and damage, but never a wall.

Weaknesses & Resistances

As a succulent, daylilies are in the Specialist succession group. They hit Competitor plants (herbs, shrubs, broadleaf trees) for x1.5 and take only x0.667 from them; they are weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which hit them for x1.5 while resisting their blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play them as a heavy attacker that outlasts on raw HP and regeneration. As an invasive their high ATK and multi-hit make them a strong finisher; as a native the huge health pool plus the overshield make them a durable front-liner despite the thin armor. They are inedible, so any nutrient you feed them banks x1.25 XP toward faster leveling rather than coins. In player-versus-player (PvP) matches they burst fast early, and their enormous bulk takes over around level 19 as a native (about level 21 as an invasive) - always stronger the higher you take them.

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 19

CrossoverLv 19
HP
82
ATK
18
DEF
2
SPD
27.88
INI
61.70
Retreat
βˆ’12
Tempo89.58
Power90
Fully grownLv 100
HP
233
ATK
44
DEF
8
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power244

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
75
ATK
25
DEF
2
SPD
27.20
INI
60.20
Retreat
βˆ’12
Tempo87.40
Power90
Fully grownLv 100
HP
203
ATK
76
DEF
8
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power246

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
78
ATK
19
DEF
3
SPD
26.52
INI
58.69
Retreat
βˆ’13
Tempo85.21
Power87
Fully grownLv 100
HP
203
ATK
44
DEF
8
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power214

Sources

  1. https://www.inaturalist.org/taxa/search?q=Hemerocallis
  2. https://en.wikipedia.org/wiki/Hemerocallis
  3. https://powo.science.kew.org/results?q=Hemerocallis