Leucanthemum delarbrei
A native-only European herb that opens fast and heals twice, a fragile but sticky low-damage buffer.
Oxeye daisy is a slender Perennial herb that fights as a quick-opening staller: it leads early, fades in a long fight, and mends itself twice over. It is native to Europe and has no invasive card, so it only ever plays as a native buffer β there is no attacker version. It is a weak, collectible-grade card whose value is time bought, not damage dealt.
Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 26 damage β a plain hit. The free once-per-battle ability, Autogenic Reaction, comes in at level 25: Remakes its own ground: +6 ATK and heal 25%. It mends the plant. The advanced attack, Winterkill, unlocks at level 40 for 6 Sun (23 native) and also heals as it strikes. Most specimens sit below level 40, where only the starter is available. No move carries an initiative rider, so it never seizes a turn; see Moves.
Oxeye daisy keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β but it fires only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.
Oxeye daisy carries no trait keywords β no thorns, no toxin chemistry β so nothing extra punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. Non-toxic: no contact recoil, no poison rider. As a native-only card, general defensive field gear such as a Cloche best supports its stalling role.
At level 40 it reads 103 HP as a native (the invasive figure 89 never applies, since no invasive card exists). ATK is 15 and native-only, so there is no attacker column to compare against. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is a quick start and a slower cruise: turn 1 runs on its high initiative (46) and later turns on its lower SPD (40), so it opens fast but is out-paced in a long fight. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, oxeye daisy reaches 190 HP native (invasive 165 unused) and 25 ATK, but its DEF only reaches 1 β as a soft herb it gains bulk in health and almost none in armor, so it stays vulnerable to any real hitter. Retreat rises to 24 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against nearly anything young. Maturing buys HP and a stronger Resprout, never toughness.
As a perennial herb, oxeye daisy is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play oxeye daisy as a native buffer: open fast, stack its two heals with the coin-flip Resprout, and soak a few turns while a real attacker sets up behind it. Its own damage is low, so do not rely on it to finish anyone. Economically it is inedible, so any nutrient you feed it banks x1.25 XP toward faster leveling. It fights as a fast skirmisher until about level 33, then what bulk it has takes over β there is no reason to hold it back.
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.