Hemerocallis middendorffii
A native-only East Asian succulent that heals through long fights in any weather and jabs twice with its advanced attack.
Amur day lily is a fleshy Perennial herb that fights as a self-healing attritional card: spiny jabs, a stored-water heal, and passive regeneration that keeps it standing. It is native to East Asia and invasive nowhere, so the arena only ever fields it as a native buffer for your bench. It is a reasonable staller for its tier but soft-bodied and low on raw damage, so it earns its place through endurance rather than threat.
Its starter attack, Volatile Oils, unlocks at level 1 for 2 Sun and lands a spiny jab for about 26 damage. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry — Poison the foe. — a mid-fight mend drawn from its water stores. The advanced attack, Rhizome Lock, unlocks at level 40 for 6 Sun (21 damage per hit) and strikes twice in a flurry of needles. Most of your day lilies sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.
Amur day lily keeps two always-on healing traits on separate risers. From the level 10 riser it carries Succulence at full strength: it regenerates health in any weather — but only about 60% of the time it checks, so it is a strong but unreliable mend, not a steady drip. On the level 68 riser it adds Photosynthesis, which heals it in sunny weather on the same roughly 60% chance. Together they make a mature day lily a persistent healer, though every tick is a coin flip rather than a guarantee. See Abilities.
Amur day lily carries the Succulence keyword — the water-storing resilience that drives its regeneration (covered above) — but no offensive keywords: no thorns, no toxin, no spore chemistry, so nothing punishes an attacker for striking it, and it is non-toxic. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for a little extra DEF — leans into its wear-them-down game.
At level 40 amur day lily reads 121 HP and 22 ATK. DEF is just 4, at the soft succulent floor, so it takes hits with almost no armor and depends on its healing to survive. Its tempo is even: turn 1 runs on its initiative (23) and every turn after on its SPD (21), which sit close together, so it is neither a fast opener nor a fast cruiser. Retreat costs 19 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, amur day lily swells to 233 HP and 38 ATK, but its DEF only reaches 8 — like all succulents it becomes all mass and almost no armor, a big health pool that any real hitter still punches straight through. Its two healing traits matter more at this size, since there is more health to top up. Retreat rises to 41 Sun as it roots in, and its tempo has sunk to about 1% of cap, so it acts last against almost anything younger.
As a succulent, amur day lily sits in the Specialist succession group. It hits Competitor plants (perennial herbs, vines, shrubs, broadleaf trees) for ×1.5 and takes only ×0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for ×1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play amur day lily as a native buffer and self-healing staller: bench it to lend a fragile hitter the HP cushion and overshield, or lead with it to grind out a long fight on its regeneration and twin-hit advanced attack. Its damage is modest, so it works better as an endurance card than a finisher, and its soft body means it folds fast to a heavy hitter. On economy, it is inedible, so any nutrient you feed it banks ×1.25 XP as a growth boost rather than paying coins. It plays as an even-tempo staller whose health pool keeps growing with level, crossing over around level 8 — but it is always stronger at higher levels in raw stats, so there is no reason to hold it back.
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.