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Common morning glory

Ipomoea purpurea

The Common morning glory (Ipomoea purpurea) is a Vine that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Common morninggloryVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Spreadβš” 31β˜€ 0Canopy Climbfree1Γ— / battleretreat β˜€33speed 0.56Thigmotropic CoilactiveStructural LoadactiveTwist Endingβš” 47β˜€ 2Common morning glory β€” full-size photoCommon morning gloryIpomoea purpureaLVL 100

Overview

The Common morning glory is a fast-twining annual vine. In battle it plays as a Vine. It is native to Eastern North America, Western North America, and South America, where it takes the defensive buffer role, and invasive in Africa, East Asia, Europe, Oceania, and South Asia, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Creeping Spread, is available from Level 1 and costs 2 Sun, dealing 24 as a native and 29 as an invasive. Its effect: Creeps across the foe's whole bench.

The free ability, Canopy Climb (Level 25), costs no Sun because it is once per battle: Hauls itself into the light: heal 30% and +3 ATK.

The advanced attack, Twist Ending (Level 40, 6 Sun), deals 40 native and 45 invasive: One last turn of the coil. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Thigmotropic Coil, so striking it Binds the attacker in its tendrils. From Level 68 a second, different trait stacks on top: Structural Load, whose dead weight chips the enemy bench when it is knocked out. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. As a vine its growth habit resolves to a climber, so isClimber returns true and it can equip a Moss Pole β€” a natural fit that suits its clinging style. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 8 β€” a modest band with a hard cap on its own attack damage β€” a vine wears a foe down rather than hitting through it. It retreats for 16 Sun. Turn 1 is ordered by its initiative (31) and every turn after by its SPD (34). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 25 native ATK against 38 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has risen to 15 and HP toward 190, but its damage stays capped and its once-quick tempo has sunk to roughly 1% of cap. Retreat climbs to 33 Sun. Late, it is a clinging attritional body, not a finisher.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A Competitor vine that grinds rather than hits through armor. Its Twist Ending advanced hit is a real spike; otherwise it wilts and pressures the bench. Frail, so lean on utility. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its crossover falls around Level 20 native and 22 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, 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 20

CrossoverLv 20
HP
74
ATK
18
DEF
5
SPD
45.36
INI
41.07
Retreat
βˆ’10
Tempo86.43
Power87
Fully grownLv 100
HP
190
ATK
44
DEF
15
SPD
0.56
INI
0.51
Retreat
βˆ’33
Tempo1.07
Power216

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
26
DEF
6
SPD
44.24
INI
40.06
Retreat
βˆ’11
Tempo84.30
Power88
Fully grownLv 100
HP
165
ATK
79
DEF
15
SPD
0.56
INI
0.51
Retreat
βˆ’33
Tempo1.07
Power226

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
20
DEF
6
SPD
42.56
INI
38.54
Retreat
βˆ’12
Tempo81.10
Power84
Fully grownLv 100
HP
165
ATK
44
DEF
15
SPD
0.56
INI
0.51
Retreat
βˆ’33
Tempo1.07
Power191

Sources

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