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Dissected hogweed

Heracleum dissectum

A poisoning perennial herb that leaves its target poisoned on the opening hit and heals through the fight as a native buffer.

XP 100%SUN 120HP 165Dissected hogweedPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 40β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveVernalizationMemoryactiveHerbaceous Assaultβš” 38β˜€ 2Dissected hogweed β€” full-size photoDissected hogweedHeracleum dissectumLVL 100

Overview

Dissected hogweed is a tall Perennial herb that fights as a poisoning skirmisher: its opening hit leaves the target poisoned, and it heals through the exchange. It is native to East Asia, and no invasive card exists, so the arena only ever fields it as a native buffer. Its raw damage is modest β€” its edge is the poison it stacks and its ability to outlast.

Moves

Its starter attack, Steady Growth, unlocks at level 1 for 2 Sun, dealing about 34 damage and leaving the target poisoned. The free once-per-battle ability, Chronosequence, arrives at level 25: Time on its side: +3 ATK and speed, kept. It is a mid-fight mend. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (31 damage) as a plain, harder strike. Most of your dissected hogweed sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Dissected hogweed keeps one always-on trait, Resprout. It arrives at half strength on the level 10 riser and matures on the level 68 riser, so the weaker version is what you get for most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time β€” a lucky reprieve, not a guarantee. See Abilities.

Features

Dissected hogweed does not hold the Toxin trait: striking it inflicts no contact recoil, and it carries no poison rider on defense β€” the poison it deals comes from its starter attack, not from being touched. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” offsets its thin armor. See statuses.

Stats

At level 40 dissected hogweed reads 103 HP with 23 ATK. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on its poison and heal instead. Its tempo is split: a low initiative (24) is out-paced turn 1, but a higher SPD (34) grinds relentlessly once a fight settles. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, dissected hogweed swells to 190 HP and 41 ATK, but its DEF only reaches 8 β€” as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature plant acts last against almost anything younger.

Weaknesses & Resistances

As a perennial herb, dissected hogweed sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play dissected hogweed as a native buffer that opens with poison and heals through the fight while its damage-over-time does the grinding β€” its own hits are light, so the poison is the point. Bench it to project its HP overshield onto your active. On economy, it is edible with a resolved leaf, so feeding it Nitrogen pays Γ—1.25 coins while any other nutrient banks Γ—1.25 XP toward faster growth. It plays as a slow-opening, relentless poisoner that leans harder on its bulk as it levels, crossing over around level 19 β€” but it is always stronger at higher levels, 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 19

CrossoverLv 19
HP
72
ATK
16
DEF
2
SPD
45.92
INI
32.45
Retreat
βˆ’10
Tempo78.37
Power80
Fully grownLv 100
HP
190
ATK
41
DEF
8
SPD
0.56
INI
0.40
Retreat
βˆ’33
Tempo0.96
Power206

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
18
DEF
3
SPD
43.68
INI
30.86
Retreat
βˆ’11
Tempo74.54
Power78
Fully grownLv 100
HP
165
ATK
41
DEF
8
SPD
0.56
INI
0.40
Retreat
βˆ’33
Tempo0.96
Power181

Sources

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