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Shaggy blazing star

Liatris pilosa

A neutral-range bulb with no nativity bonus in the arena.

XP 100%SUN 120HP 165Shaggy blazing starBulbβ˜…β˜…β˜…β˜…β˜…RuderalExplodeβš” 40β˜€ 0Colchicine Chargefree1Γ— / battleretreat β˜€22speed 0.61Tunic LayersactivePerennatingReserveactiveColchicine Cocktailβš” 34β˜€ 2Shaggy blazing star β€” full-size photoShaggy blazing starLiatris pilosaLVL 100

Overview

The Shaggy blazing star is a bulb in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

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. Explode is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Colchicine Charge, unlocks at level 25: Releases its alkaloid load β€” Poison the foe. The advanced attack, Colchicine Cocktail, comes online at level 40 for 6 Sun β€” A dose of colchicine β€” Poison the foe.

Its attacks land for about 34 (starter) and 27 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (37) decides who moves first on turn 1, and SPD (37) 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, Resprout, 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.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

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.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 1, with a retreat cost of 12 Sun and tempo pips of 37 initiative / 37 SPD. Its DEF sits at the soft ruderal floor. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. 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 165 while DEF stays pinned in the soft band (1) β€” more mass, no real plate. Retreat rises to 22 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

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. A soft ruderal whose Resprout reprieve is its main trick. It is a light body and a coin/level earner more than a battle carry. 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 31, 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.

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
20
DEF
1
SPD
42.89
INI
42.89
Retreat
βˆ’10
Tempo85.78
Power89
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.61
INI
0.61
Retreat
βˆ’22
Tempo1.22
Power184

Sources

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