Frimousse Bearded Iris hits more softly than most bulbs: no more than 1 in 5 bulbs in the game sit as low as its ATK of 15 at Lv 40.
Overview
Frimousse Bearded Iris hits more softly than most bulbs: no more than 1 in 5 bulbs in the game sit as low as its ATK of 15 at Lv 40.
Frimousse Bearded Iris fights as a bulb (categories) in the Ruderal succession group.
It is native to East Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).
Moves
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
- Double Nose β starter attack, 2 Sun. Two noses break ground and strike together. Expected damage: 44.
- Bulb Bank β ability, free once per battle. Spends the stored season: +4 ATK and heal 20%.
- Dormant Volcano β advanced attack, 6 Sun. Quiet, then not: heal 35%, and the foe can't heal. Expected damage: 22.
Dormant Volcano carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.
Always-on traits
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).
- Tunic Layers β from Lv 10. It takes 3 less damage from every direct hit.
- Resprout β from Lv 68. Once per battle, when it would be knocked out, it has a 60% chance to survive at 25% of its max HP, shedding every status.
Items and economy
- It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
- A Ca/Mg amendment adds +2 DEF.
Stats
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 104 | 202 |
| HP (native) | 119 | 232 |
| ATK (neutral) | 15 | 25 |
| DEF | 4 | 8 |
| Initiative | 21 | 0.34 |
| Sustained tempo (SPD) | 16 | 0.27 |
| Retreat cost (Sun) | 11 | 20 |
- DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
- Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
- Retreat: switching it out costs 11 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
- Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
- Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
- Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
Succession matchups
Frimousse Bearded Iris is in the Ruderal group (weaknesses and resistances). Its hits land at Γ1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ1.5 and Specialist plants at Γ0.67. Everything else is neutral.
Playing it
- As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
- Over its life, its power overtakes its tempo at Lv 5 as a native and at Lv 9 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.
Total power
Leveling trades speed for power. A plantβs 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 5
CrossoverLv 5
- HP
- 54
- ATK
- 10
- DEF
- 1
- SPD
- 25.59
- INI
- 32.37
- Retreat
- β6
Fully grownLv 100
- HP
- 232
- ATK
- 25
- DEF
- 8
- SPD
- 0.27
- INI
- 0.34
- Retreat
- β20
Neutralpower overtakes tempo at Lv 9
CrossoverLv 9
- HP
- 53
- ATK
- 10
- DEF
- 2
- SPD
- 24.53
- INI
- 31.02
- Retreat
- β6
Fully grownLv 100
- HP
- 202
- ATK
- 25
- DEF
- 8
- SPD
- 0.27
- INI
- 0.34
- Retreat
- β20