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Autumn Hawkweed

Hieracium sabaudum

A soft perennial herb that opens with a poisoning hit and can survive a lethal blow, played as a European native buffer or a North American and Oceanian invader.

XP 100%SUN 120HP 165Autumn HawkweedPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 58β˜€ 0Stabilizationfree1Γ— / battleretreat β˜€25speed 0.75Bitter PrincipleactiveContractile RootsactiveTaproot Canalβš” 34β˜€ 2Autumn Hawkweed β€” full-size photoAutumn HawkweedHieracium sabaudumLVL 100

Overview

Autumn hawkweed is a non-toxic Perennial herb that fights as a soft, poison-leading skirmisher. It is native to Europe and invasive across Eastern and Western North America and Oceania, so the arena can field it either way β€” as a native buffer or an invasive attacker. Its armor is minimal; its edge is poison and a comeback trait.

Moves

Its starter attack, Crown Split, unlocks at level 1 for 2 Sun, dealing about 44 damage as a native and 48 as an invasive and leaving the target poisoned. The free once-per-battle ability, Stabilization, arrives at level 25: Pins the ground down β€” the foe stalls, and can't break away. It is a mid-fight mend. The advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun (27 native / 29 invasive) in a larger clean hit. Most of your autumn hawkweed sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Autumn hawkweed keeps one always-on trait, Resprout. It arrives at half strength on the level 10 riser and matures on the level 68 riser, so for most of the card's life it runs at the weaker version β€” a real difference. When it works, Resprout lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but as a sustain trait it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.

Features

It is non-toxic and holds no Toxin trait, so it deals no contact recoil to attackers β€” the poison it inflicts comes only from its opening move landing, not from being touched. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear offsets its near-total lack of armor; as an invasive, offensive gear sharpens its attack. See statuses.

Stats

At level 40 autumn hawkweed reads 103 HP native and 89 invasive, with ATK of 25 native versus 30 invasive β€” a clear gap in the invader's favor. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and survives on health, poison and Resprout instead. Its tempo is lopsided: out-paced turn 1 on its initiative (31) but quick afterward on a higher SPD (46), a slow starter and a fast cruiser. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and projects a benched HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, autumn hawkweed swells to 190 HP native / 165 invasive and 45 / 58 ATK, but its DEF only reaches 2 β€” as a soft herb it buys bulk in health and almost none in armor. What maturing really buys is a full-strength Resprout; what it costs is tempo, which has sunk to about 1% of cap, so even this fast cruiser acts last against almost anything younger. Retreat rises to 25 Sun.

Weaknesses & Resistances

As a perennial herb, autumn hawkweed 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 autumn hawkweed as a poison-first skirmisher: open with its poisoning hit, heal through the exchange, and lean on Resprout to steal an extra turn when a lethal blow lands. As an invasive its higher ATK turns it into a genuine attacker at the cost of self-damage and conceded prizes; as a native it is a lighter buffer whose poison still taxes anyone who trades with it. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow-starting, fast-cruising skirmisher leaning harder on its bulk as it levels, crossing over around level 27 as a native and 30 as an invasive 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 27

CrossoverLv 27
HP
84
ATK
21
DEF
1
SPD
55.27
INI
37.32
Retreat
βˆ’10
Tempo92.59
Power96
Fully grownLv 100
HP
190
ATK
45
DEF
2
SPD
0.75
INI
0.50
Retreat
βˆ’25
Tempo1.25
Power212

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
25
DEF
1
SPD
53.03
INI
35.81
Retreat
βˆ’11
Tempo88.84
Power92
Fully grownLv 100
HP
165
ATK
58
DEF
2
SPD
0.75
INI
0.50
Retreat
βˆ’25
Tempo1.25
Power200

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
22
DEF
1
SPD
53.03
INI
35.81
Retreat
βˆ’11
Tempo88.84
Power89
Fully grownLv 100
HP
165
ATK
45
DEF
2
SPD
0.75
INI
0.50
Retreat
βˆ’25
Tempo1.25
Power187

Sources

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