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Kidneyleaf mudplantain

Heteranthera reniformis

Kidneyleaf mudplantain β€” an aquatic that fouls the water with Poison and rot.

XP 100%SUN 120HP 165KidneyleafmudplantainAquaticβ˜…β˜…β˜…β˜…β˜…RuderalSlimeβš” 40β˜€ 0Sediment Chokefree1Γ— / battleretreat β˜€33speed 0.56AerenchymaactiveWaterloggedactiveBloom and Bustβš” 36β˜€ 2Kidneyleaf mudplantainHeteranthera reniformisLVL 100

Overview

Kidneyleaf mudplantain is an aquatic plant whose kit chokes the foe with anoxic silt and blooms β€” saturating Poison, heal denial, and bench sickness. It is native to eastern North America, western North America and South America and invasive in Europe, Oceania and South Asia. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Slime, is available from level 1 for 2 Sun. It deals 32 damage as a native or 33 as an invasive. A slick of algal slime saps the foe.

At level 25 it gains a free, once-per-battle ability, Sediment Choke: Buries the foe in anoxic silt β€” saturating Poison, and no healing. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Bloom and Bust, arrives at level 40 for 6 Sun, dealing 29 damage as a native or 30 as an invasive. A bloom that fouls everything β€” the foe weakens, its whole bench sickens.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Aerenchyma (from level 10) β€” air-filled buoyant tissue soaks up 3 points of every direct hit.
  • Waterlogged (from level 68) β€” saturated tissue that will not Burn and cannot be drained β€” but, with its roots starved of oxygen, can never be healed either.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 2 DEF and retreats for 16 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 50) but is out-paced from turn two onward (sustained Speed 34).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 26 to 30, a modest step, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 3 DEF β€” leveling buys it bulk and attack (climbing to 48 native / 57 invasive), not toughness. Retreat climbs to 33 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Aquatic, is a Ruderal. It deals Γ—1.5 damage to succulents, conifers, ferns and epiphytes, but perennial herbs, vines, shrubs and broadleaf trees hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

It is a status attacker with real reach across the enemy line. Note its late Waterlogged trait cuts both ways: it can't be Burned or drained, but it can never be healed either, so it is a glass cannon by the endgame.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 33, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 30

CrossoverLv 30
HP
88
ATK
23
DEF
2
SPD
39.76
INI
58.41
Retreat
βˆ’13
Tempo98.17
Power100
Fully grownLv 100
HP
190
ATK
48
DEF
3
SPD
0.56
INI
0.82
Retreat
βˆ’33
Tempo1.38
Power208

Invasivepower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
27
DEF
2
SPD
38.08
INI
55.94
Retreat
βˆ’14
Tempo94.02
Power95
Fully grownLv 100
HP
165
ATK
57
DEF
3
SPD
0.56
INI
0.82
Retreat
βˆ’33
Tempo1.38
Power192

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
24
DEF
2
SPD
37.52
INI
55.12
Retreat
βˆ’14
Tempo92.64
Power94
Fully grownLv 100
HP
165
ATK
48
DEF
3
SPD
0.56
INI
0.82
Retreat
βˆ’33
Tempo1.38
Power183

Sources

  1. iNaturalist β€” Heteranthera reniformis
  2. Wikipedia β€” Heteranthera reniformis
  3. Plants of the World Online (Kew) β€” Heteranthera reniformis