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Panicled hydrangea

Hydrangea paniculata

A shrub cruiser that opens slow and grows fast in long fights, playing either a native East Asian buffer or an Eastern North American invader.

XP 100%SUN 120HP 165Panicled hydrangeaShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 33β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€24speed 0.82MarcescenceactiveDrupe MastactiveHedgerow Havocβš” 30β˜€ 2Panicled hydrangea β€” full-size photoPanicled hydrangeaHydrangea paniculataLVL 100

Overview

Panicled hydrangea is a broad, woody Shrub that fights as a back-loaded cruiser: it opens a step behind but pulls ahead the longer a fight runs, and its later attack withers the foe's attack as it hits. It is native to East Asia and invasive across Eastern North America, so the arena can field it either way β€” as a native buffer or as an invasive attacker. Alongside its stats and kit it plates up once it is hurt, and its knockout heals the whole bench.

Moves

Its starter attack, Berry, unlocks at level 1 for 2 Sun, dealing about 28 damage as a native and 30 as an invasive. The free once-per-battle ability, Arrested Succession, arrives at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. It sharpens its own attack rather than healing. The advanced attack, Hedgerow Havoc, unlocks at level 40 for 6 Sun (25 native / 28 invasive) and saps the target as it strikes. Most of your hydrangea sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Panicled hydrangea holds two working traits, and its dried panicles standing through winter are the flavour behind the first. Marcescence (level 10) is +4 DEF at half HP or below. Drupe Mast (level 68) heals every surviving ally 8% of its max HP the moment this card is knocked out. See Abilities.

Features

Panicled hydrangea does not hold the Toxin trait, so striking it carries no contact recoil and its attacks lay no poison. 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 or magnesium amendment β€” firms its armor; as an invasive, offensive gear pushes its aggression. See statuses.

Stats

At level 40 panicled hydrangea reads 103 HP native and 89 invasive, with ATK of 20 native versus 27 invasive β€” a clear step up when invasive. DEF is 11, firmer than a herb in the shrub band, so it trades hits reasonably. Its tempo is back-loaded: turn 1 runs on its initiative (36) and every turn after on its faster SPD (50), so it is out-paced off the mark but relentless once a fight settles. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an 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, panicled hydrangea swells to 190 HP native / 165 invasive and 35 / 53 ATK, and its DEF climbs to 21 β€” a shrub firms into a genuine wall, if not a tree's. Retreat rises to 24 Sun, and its tempo has sunk to about 1% of cap, so a mature hydrangea acts last against almost anything younger. Maturing buys real bulk at the cost of turn order.

Weaknesses & Resistances

As a shrub, panicled hydrangea 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 panicled hydrangea as a slow-building cruiser: cede the opening turn, then let its SPD and its attack-sapping advance grind the enemy down. As a native it makes a solid wall and bench buffer; as an invasive its higher ATK makes it a real attacker, though its bench pays for the aggression. On economy, hydrangea is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow opener that leans harder on its bulk as it levels, crossing over around level 29 as a native and 31 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 29

CrossoverLv 29
HP
87
ATK
17
DEF
9
SPD
59.05
INI
42.30
Retreat
βˆ’10
Tempo101.35
Power103
Fully grownLv 100
HP
190
ATK
35
DEF
21
SPD
0.82
INI
0.59
Retreat
βˆ’24
Tempo1.41
Power222

Invasivepower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
23
DEF
9
SPD
57.41
INI
41.13
Retreat
βˆ’11
Tempo98.54
Power99
Fully grownLv 100
HP
165
ATK
53
DEF
21
SPD
0.82
INI
0.59
Retreat
βˆ’24
Tempo1.41
Power215

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
18
DEF
9
SPD
55.77
INI
39.95
Retreat
βˆ’11
Tempo95.72
Power96
Fully grownLv 100
HP
165
ATK
35
DEF
21
SPD
0.82
INI
0.59
Retreat
βˆ’24
Tempo1.41
Power197

Sources

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