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Balsam

Impatiens balsamina

A annual forb that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165BalsamAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalCultivateβš” 33β˜€ 0Disclimaxfree1Γ— / battleretreat β˜€24speed 0.86Ephemeral BoltactiveReseedactiveReckless Growthβš” 39β˜€ 2Balsam β€” full-size photoBalsamImpatiens balsaminaLVL 100

Overview

The Balsam is an annual forb in Supplant. It is native to South Asia and invasive in Africa, East Asia, Europe, Eastern North America, Western North America, Oceania and South America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Cultivate is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Disclimax, unlocks at level 25: Holds the ground open β€” the foe stalls and withers. The advanced attack, Reckless Growth, comes online at level 40 for 6 Sun β€” Grows past what it can support: +4 ATK, kept.

As a native its attacks land for about 28 (starter) and 35 (advanced); as an invasive those rise to 34 and 40 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (50) decides who moves first on turn 1, and SPD (52) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Duff Stuff from level 10, and a second passive, Reseed, stacks on at level 68.

Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β€” so it rewards a ruderal-stacked team and does nothing on a mixed bench.

Reseed. When it is knocked out it leaves a fresh Seedling token that keeps fighting, trading its own body for one more turn on the field. This is what lets a fragile annual punch above its weight on a crowded bench.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 50 initiative / 52 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 32 (against 16 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP grows toward 190 while DEF stays pinned in the soft band (1) β€” more mass, no real plate. Retreat rises to 24 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. Soft and lightly armored, but Reseed and Duff Stuff give it real staying power on a ruderal bench. It is a fine early coin-earner in single-player rather than a heavyweight. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 39, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 39

CrossoverLv 39
HP
101
ATK
16
DEF
1
SPD
53.31
INI
50.86
Retreat
βˆ’12
Tempo104.17
Power106
Fully grownLv 100
HP
190
ATK
28
DEF
1
SPD
0.86
INI
0.82
Retreat
βˆ’24
Tempo1.68
Power195

Invasivepower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
31
DEF
1
SPD
54.17
INI
51.68
Retreat
βˆ’12
Tempo105.85
Power107
Fully grownLv 100
HP
165
ATK
67
DEF
1
SPD
0.86
INI
0.82
Retreat
βˆ’24
Tempo1.68
Power209

Neutralpower overtakes tempo at Lv 43

CrossoverLv 43
HP
93
ATK
17
DEF
1
SPD
49.88
INI
47.58
Retreat
βˆ’13
Tempo97.46
Power98
Fully grownLv 100
HP
165
ATK
28
DEF
1
SPD
0.86
INI
0.82
Retreat
βˆ’24
Tempo1.68
Power170

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)