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Orange daylily

Hemerocallis fulva

A hard-hitting succulent that regenerates in any weather and earns coins from its leaf; plays either arena role.

XP 100%SUN 120HP 203Orange daylilyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 33β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€41speed 0.34Basal RosetteactiveResproutactiveBitter Endβš” 33β˜€ 2Orange daylily β€” full-size photoOrange daylilyHemerocallis fulvaLVL 100

Overview

Orange daylily is a Perennial herb that fights as a self-regenerating aggressor: near-zero armor, big HP, and a large invasive attack. It is native to East Asia and invasive across Europe, eastern and western North America, Oceania, South America and South Asia, so the arena can cast it as a native buffer for your bench or as an invasive attacker. Its invasive form is one of the harder-hitting cards here, and it doubles as a coin plant.

Moves

Most of your orange daylilies sit below level 40, so the unlock levels matter. The starter attack, Bitter Sap, unlocks at level 1 for 2 Sun, dealing about 28 damage native / 33 invasive and can pin the target in place. The free once-per-battle ability, Perennating Bud, arrives at level 25: Breaks a stored bud: heal 40%. β€” it restores HP. The advanced attack, Bitter End, unlocks at level 40 for 6 Sun (28 native / 33 invasive) and strikes multiple times. None of its moves seize the initiative. See Moves.

Abilities

Orange daylily keeps two always-on traits. Succulence arrives full-strength on the level 10 riser and regenerates it in any weather. Photosynthesis arrives on the level 68 riser and heals it in sunny weather. Both fire only about 60% of the time, so the recovery is real but unreliable turn to turn. See Abilities.

Features

It carries the Succulence trait keyword and is non-toxic: no contact recoil, no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that pads HP suits it, since it has no armor to build on; as an invasive, favor offense to press its strong ATK.

Stats

At level 40 it reads 121 HP native / 106 invasive, with ATK of 20 native versus 34 invasive β€” a very large invasive edge. DEF is just 4, at the succulent floor, so it survives on HP and regen, not armor. Its tempo is a quick start into a slower cruise: turn 1 leads on its initiative (24), then it is out-paced on its SPD (21). Retreat costs 19 Sun. As a native it gains a +15% HP cushion and a benched HP overshield onto your active; as an invasive it pays self-damage to its own bench on damaging attacks and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, it becomes a huge-HP, near-zero-armor body: 233 HP native / 203 invasive and 35 / 70 ATK, with DEF only reaching 8. Its regen and deep health pool let it trade hard, but any sustained hitter still chips it down. Retreat rises to 41 Sun and tempo has sunk to roughly 1% of cap, so it acts near-last. See Stats.

Weaknesses & Resistances

As a succulent it is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees) for x1.5 and is struck for only x0.667 by them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which hit it for x1.5 while resisting its blows. Other Specialists and the off-wheel Weird group are neutral. See Weaknesses & Resistances.

Gameplay uses

Play the invasive as a hard hitter: pin the target, follow with multi-hit, and lean on Succulence to stay in fights against Competitor cards it is strong into. As a native it is a durable buffer with the HP cushion and bench overshield, though its armorless body means it leans on health. It is an edible leaf plant, so feeding it Nitrogen pays x1.25 coins (any other nutrient banks x1.25 XP instead), making it a dependable coin-earner. It opens fast and leans on its bulk as it levels, with the crossover around level 9 native (or 11 invasive) β€” higher levels are always stronger, 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 9

CrossoverLv 9
HP
64
ATK
12
DEF
2
SPD
31.28
INI
35.64
Retreat
βˆ’8
Tempo66.92
Power70
Fully grownLv 100
HP
233
ATK
35
DEF
8
SPD
0.34
INI
0.39
Retreat
βˆ’41
Tempo0.73
Power235

Invasivepower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
16
DEF
2
SPD
30.60
INI
34.87
Retreat
βˆ’9
Tempo65.47
Power68
Fully grownLv 100
HP
203
ATK
70
DEF
8
SPD
0.34
INI
0.39
Retreat
βˆ’41
Tempo0.73
Power240

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
60
ATK
13
DEF
2
SPD
30.26
INI
34.48
Retreat
βˆ’9
Tempo64.74
Power66
Fully grownLv 100
HP
203
ATK
35
DEF
8
SPD
0.34
INI
0.39
Retreat
βˆ’41
Tempo0.73
Power205

Sources

  1. https://www.inaturalist.org/taxa/search?q=Hemerocallis%20fulva
  2. https://en.wikipedia.org/wiki/Hemerocallis_fulva
  3. https://powo.science.kew.org/results?q=Hemerocallis%20fulva