Leucanthemum gracilicaule
A soft perennial herb that withers whoever hits it, poisons with its advanced attack, and can Resprout once; a scrappy, self-recovering skirmisher with low DEF.
Leucanthemum gracilicaule is a Perennial herb in Supplant β a slender, stoloniferous daisy relative. It carries no native or invasive range on record, so in every arena it plays as a neutral card, taking neither the native health cushion nor the invasive attacker's edge.
Numbers below are read at Level 40, where every move in its kit has unlocked.
Its kit unlocks in three stages. The starter attack, Stolon Reach, is available from Level 1 for 2 Sun, dealing 31 as a native and 34 as an invasive: Runs a stolon out fast β and keeps the speed.
The free ability, Stabilization (Level 25), costs no Sun because it is once per battle: Pins the ground down β the foe stalls, and can't break away.
The advanced attack, Alkaloid Ambush (Level 40, 6 Sun), deals 23 native and 26 invasive: Poisons before the foe can react. None of its moves carry the initiative rider, so it never seizes first strike β turn order runs purely on its tempo stats (see Stats). Most cards you meet are well below this Level 40 snapshot and unlock their kit slot by slot.
Every card keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This one keeps two, and both are working traits β there are no inert abilities in the game:
Each arrives at full strength on the riser shown, so for much of the card's climb it plays with only the earlier of the two; the second joins late.
It carries no Toxin or Thorns trait, so biting it inflicts no chemical or thorn recoil on an attacker. Its useful field gear is the general kit: a Calcium/Magnesium amendment for flat DEF, a Cloche to ward the damage-over-time Poison that bypasses its overshield, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it. See nativity for how region sets a card's role.
Read at the Level 40 snapshot, its DEF is 1 and it retreats for 12 Sun β a perennial herb sits low-to-middling on DEF, firmer than a weed but no wall. Turn 1 is ordered by its initiative (32) and every turn after by its SPD (45); here SPD outruns its initiative, so it is slow off the mark and quickens as the fight wears on. With no native or invasive posting it plays neutral: no +15% native HP cushion and no invasive attacker term on ATK, so its health and attack sit between the two extremes the tokens show β a native card would read 103 HP and 22 ATK, an invasive one 89 HP and 29 ATK. Because it is never benched as a native, it projects no green overshield bar for allies. See stats.
By Level 100 its DEF creeps up its modest band to 1 while HP grows toward 190; retreat rises to 23 Sun and its brisk early tempo sinks to roughly 1% of cap. It matures into a sturdier body that no longer strikes first.
It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them Γ1.5 and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn that Γ1.5 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.
A scrappy skirmisher: Bitter Principle withers anyone who strikes it, Alkaloid Ambush poisons before the foe can react, and Resprout gives it a roughly 60% chance to cling on through one lethal hit. Its DEF is low, so it survives on chip, poison and that one save rather than bulk β a self-recovering nuisance more than a finisher. With no wild range it never gets a native cushion or an invasive edge, so lean on its kit and traits rather than a nativity role. It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β a growth boost, not an income stream. On the total-power curve its neutral crossover falls around Level 32: below it the card leans on its turn-order edge, above it on bulk and attack β and it only grows stronger as it levels (its raw Level 100 stat sum is 184, a size readout, not a win rank).
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.