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Dotted blazing star

Liatris punctata

Dotted blazing star is better armoured than almost any other bulb: fewer than 1 in 20 bulbs in the game reach its DEF of 9 at Lv 40.

XP 100%SUN 120HP 130Dotted blazing starBulbβ˜…β˜…β˜…β˜…β˜…RuderalBulb Toxinβš” 41β˜€ 0Colchicine Chargefree1Γ— / battleretreat β˜€37speed 0.18Lycorine LoadactivePerennatingReserveactiveNaturalizeβš” 48β˜€ 2Dotted blazing star β€” full-size photoDotted blazing starLiatris punctataLVL 100

Overview

Dotted blazing star is better armoured than almost any other bulb: fewer than 1 in 20 bulbs in the game reach its DEF of 9 at Lv 40.

Dotted blazing star fights as a bulb (categories) in the Ruderal succession group. It is native to Eastern North America and Western North America, 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.

  • Bulb Toxin β€” starter attack, 2 Sun. Alkaloid sap poisons the foe. Expected damage: 34.
  • Colchicine Charge β€” ability, free once per battle. Releases its alkaloid load β€” Poison the foe.
  • Naturalize β€” advanced attack, 6 Sun. Spreads β€” also nicks the bench. Expected damage: 41.

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).

  • Lycorine Load β€” from Lv 10. Every direct hit on it Poisons the attacker (3 stacks on the first strike, less on each repeat; a Cloche or a Sulfur amendment on the attacker blocks it).
  • Perennating Reserve β€” from Lv 68. While it is the active plant it carries its own gold Sun bar of 20 Sun, spent once its own Sun runs out.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its roots, so a Potassium amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • 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.

StatLv 40Lv 100
HP (neutral)76130
HP (native)87150
ATK (neutral)2343
DEF921
Initiative220.37
Sustained tempo (SPD)110.18
Retreat cost (Sun)1837
  • 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 18 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.

Hardiness

Roughly USDA zone 2a β€” it should come through winters that bottom out near -45 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -11.4 Β°C to a warm edge of 28.4 Β°C, in the boreal band, and it is wide-ranging. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Dotted blazing star is in the Ruderal group (weaknesses and resistances). Its hits land at Γ—1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ—0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ—1.5 and Specialist plants at Γ—0.67. 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 3 as a native and at Lv 6 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 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 3

CrossoverLv 3
HP
48
ATK
12
DEF
1
SPD
18.01
INI
35.88
Retreat
βˆ’6
Tempo53.89
Power55
Fully grownLv 100
HP
150
ATK
43
DEF
21
SPD
0.18
INI
0.37
Retreat
βˆ’37
Tempo0.55
Power177

Neutralpower overtakes tempo at Lv 6

CrossoverLv 6
HP
45
ATK
13
DEF
2
SPD
17.46
INI
34.78
Retreat
βˆ’7
Tempo52.24
Power53
Fully grownLv 100
HP
130
ATK
43
DEF
21
SPD
0.18
INI
0.37
Retreat
βˆ’37
Tempo0.55
Power157

Sources

  1. Liatris punctata on iNaturalist
  2. Liatris punctata on Wikipedia
  3. Liatris punctata on Plants of the World Online