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Cat's ear

Hypochaeris radicata

Cat's ear is a tough, wide-spread perennial-herb β€” a rosette-armored buffer at home and a genuinely dangerous attacker across the many regions it has invaded.

XP 100%SUN 120HP 165Cat's earPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 38β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.75Basal RosetteactiveVernalizationMemoryactiveDeep Root Strikeβš” 51β˜€ 2Cat's ear β€” full-size photoCat's earHypochaeris radicataLVL 100

Overview

Cat's ear is a perennial-herb: a persistent, mid-tempo card with a bit more staying power than a pure weed. It is native to Africa and Europe, where it buffers your bench, and invasive across a wide sweep β€” East Asia, Eastern and Western North America, Oceania, South America and South Asia β€” where it becomes a hard attacker. That broad introduced range is not cosmetic: it is exactly what drives its attack identity up when it plays as an invader.

Moves

Its starter, Rhizome Creep (Lv 1, 2 Sun), creeps underground into the foe's back row for 30 native / 34 invasive; it carries no initiative rider. The once-per-battle ability, Allelochemical Priming (Lv 25, free), primes root chemistry to Poison the foe β€” Primes root chemistry β€” Poison the foe. β€” a free source of damage-over-time that ignores DEF and bypasses the overshield. The advanced attack, Deep Root Strike (Lv 40, 6 Sun), draws on deep roots for 43 native / 47 invasive β€” its heaviest single blow. See moves.

Abilities

Two always-on traits, one per stage. From Lv 10 it carries Basal Rosette, a flat +3 DEF that models a mowing- and grazing-resistant rosette β€” small, but meaningful on a card whose category floor is otherwise near zero. At Lv 68 Vernalization Memory adds +5 ATK from turn 3 onward, rewarding a fight that goes long: the early exchanges are ordinary, then it bolts. Neither rides the 60% sustain chance β€” both are steady, unconditional effects.

Features

It holds no thorns or Toxin trait, so it does not bite an attacker on contact; its offense comes from the ability's applied Poison, not a passive. It is not a climber, so no Moss Pole. A Calcium/Magnesium amendment stacks further DEF onto the rosette for a native wall build; an invasive copy would rather amplify its already-strong attack. See field gear.

Stats

At Lv 40 (Perennial herb) it reads 103 HP native / 89 invasive and 26 / 38 ATK β€” one of the wider native-to-invasive attack gaps you will see, a direct read on how globally it has spread. Its displayed DEF is a soft 1 at the herb floor, with the Basal Rosette trait adding a further flat +3 in combat on top of that. Opening tempo (initiative) is 26 and sustained tempo (Speed) is 46 β€” a slow starter that speeds up, so it tends to lose turn 1 and win the turns after. Retreat costs 12 Sun. Native it gains a +15% HP cushion and a bench overshield; invasive it trades that for the attack edge, pays Faustian self-damage to its bench per damaging hit, and concedes 2 prizes on a knockout. See stats.

At Level 100

By Lv 100 HP reaches 190 native / 165 invasive and ATK 48 / 79, while its displayed DEF stays at 1 β€” a herb never hardens into a wall, though the Basal Rosette's flat +3 keeps applying in combat. Retreat rises to 23 Sun and the inverted tempo sinks to roughly its 1% floor, so the mature card leans entirely on bulk and attack rather than the turn order it once controlled. Maturing turns it from a slippery skirmisher into a heavy, rooted hitter.

Weaknesses & Resistances

As a perennial-herb it belongs to the Competitor group: strong (Γ—1.5) against Ruderals (annual forbs, grasses, aquatics, bulbs), weak (Γ—0.667) into Specialists (succulents, conifers, ferns, epiphytes), even against other Competitors and the Weird categories. Its poison ability is its answer to armored tanks, since Poison ignores DEF entirely. See weaknesses & resistances.

Gameplay uses

This is one of the better cards in this group. Native, it is a durable buffer whose rosette DEF and free poison let it grind; invasive, its high ATK plus a DEF-ignoring poison make it a real threat that can pressure both soft racers and armored walls. It is edible with a resolved leaf part, so Nitrogen fertilizer pays Γ—1.25 coins β€” a useful side income β€” while other nutrients bank Γ—1.25 XP. It fights as a fast skirmisher until about Lv 24 (Lv 25 as an invasive), after which its bulk and attack take over.

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 24

CrossoverLv 24
HP
79
ATK
20
DEF
1
SPD
57.56
INI
33.17
Retreat
βˆ’9
Tempo90.73
Power91
Fully grownLv 100
HP
190
ATK
48
DEF
1
SPD
0.75
INI
0.43
Retreat
βˆ’23
Tempo1.18
Power216

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
28
DEF
1
SPD
56.81
INI
32.74
Retreat
βˆ’9
Tempo89.55
Power90
Fully grownLv 100
HP
165
ATK
79
DEF
1
SPD
0.75
INI
0.43
Retreat
βˆ’23
Tempo1.18
Power222

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
22
DEF
1
SPD
54.57
INI
31.44
Retreat
βˆ’10
Tempo86.01
Power87
Fully grownLv 100
HP
165
ATK
48
DEF
1
SPD
0.75
INI
0.43
Retreat
βˆ’23
Tempo1.18
Power191

Sources

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