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Carolina lily

Lilium michauxii

A quick, soft woodland lily with a strong self-heal ability but low attack β€” a support-leaning collection piece rather than a damage dealer.

XP 100%SUN 120HP 165Carolina lilyBulbβ˜…β˜…β˜…β˜…β˜…RuderalShootβš” 46β˜€ 0Storage Climaxfree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactivePerennatingReserveactiveLycorine Lashβš” 36β˜€ 2Carolina lily β€” full-size photoCarolina lilyLilium michauxiiLVL 100

Overview

Carolina Lily is a Bulb-category card, native to eastern North America and invasive nowhere, so it only ever plays the native role. It is a soft ruderal with a low attack stat, and its best trick is a strong once-per-battle self-heal. Think of it as a durable-ish support piece and a family-tree entry rather than a card that wins fights on damage.

Moves

  • Shoot unlocks at level 1, costs 2 Sun and deals 40 damage: A sudden shoot. β€” a clean opener, and its hardest-hitting attack.
  • Storage Climax, its free once-per-battle ability, comes online at level 25: Everything the season banked, at once: heal 40%, and the foe stalls. A 40% heal plus a stall on the foe is a genuinely strong tempo swing on an otherwise soft card, and it is the main reason to field this lily.
  • Lycorine Lash arrives at level 40, costs 6 Sun for 30 damage, and Amaryllid alkaloid β€” the foe sickens and weakens.

None of its moves carries the initiative rider, so turn order is settled purely on tempo (see Stats). All three are unlocked and at base Sun cost by the snapshot level, 40.

Abilities

From its trait schedule this card keeps two always-on traits, drawn from the bulb pool and both deterministic (no 60% sustain among them).

  • Tunic Layers arrives at level 10 at full strength. The papery bulb tunic gives a flat reduction to incoming damage on every hit β€” a small but reliable buffer that matters precisely because this card's DEF is otherwise so low.
  • Perennating Reserve stacks on at level 68. The bulb is a stored-energy organ, so it grants the card its own extra Sun bar, spendable on top of the normal cap. That surplus Sun lets it afford its attacks and its retreat in a longer fight without going attack-locked.

Features

The card carries no toxicity trait and no thorns, so it does not punish attackers on contact. It is a bulb, not a climber, so it is not Moss Pole eligible. For field gear, a Calcium/Magnesium amendment is the standout pick for its fragile DEF; because it only plays native, gear is always chosen for the support role. Cross-links: nativity, moves, abilities, statuses.

Stats

At the snapshot level (40) it reads HP 103, ATK 22, DEF 2. The attack is low even for a ruderal β€” this is not a card that trades blows well β€” and the bulb-soft DEF means damage against it (which scales as attack over attack-plus-DEF) lands almost in full. Tunic Layers and its self-heal are what keep it on the board.

Its tempo is quick and even: opening tempo (initiative) 33 orders turn one and sustained tempo (SPD) 34 orders every turn after, both high and close together, so it is a fast card start to finish β€” it usually strikes first and keeps striking first. Retreat costs 16 Sun.

As a native it plays with a +15% HP cushion and, while benched, projects an HP overshield bar onto your active; as a Least-Concern species that bar is only a sliver. See stats.

At Level 100

It grows in mass but not in armor. HP rises to 190 and ATK to 38 β€” still modest β€” while DEF only reaches 3, staying in the soft bulb band. Retreat climbs to 33 Sun as the plant roots down, and the inverted tempo has fallen to roughly its 1% floor, so the quick opener of its youth is much slower at the cap. What maturing really buys this card is a larger HP pool for its 40% heal to restore and the standing Sun of Perennating Reserve β€” sustain, not punch.

Weaknesses & Resistances

As a bulb it is in the Ruderal succession group. It deals Γ—1.5 to Specialists (succulents, conifers, ferns, epiphytes) and takes Γ—1.5 from Competitors (perennial-herbs, vines, shrubs, broadleaf-trees), dealing only Γ—0.667 to them. Against other Ruderals and the off-wheel Weird category it is neutral both ways. See weaknesses & resistances.

Gameplay uses

Play it as a native attrition piece: strike first on its high tempo, chip away, and use the once-per-battle heal-and-stall to reset a losing exchange, letting Tunic Layers and (later) its own Sun reserve keep it in the fight longer than its numbers suggest. Its damage is genuinely low, though, so it is a support and collection card rather than a carry β€” it earns coins and fills a family-tree slot more reliably than it wins battles. It is not edible, so fertilizer banks Γ—1.25 XP rather than coins. Leveling it only makes the support role stronger β€” more HP behind the heal, more Sun to spend β€” so there is no reason to keep it low.

Test it in the Battle Lab.

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 25

CrossoverLv 25
HP
81
ATK
17
DEF
1
SPD
42.56
INI
41.36
Retreat
βˆ’12
Tempo83.92
Power87
Fully grownLv 100
HP
190
ATK
38
DEF
3
SPD
0.56
INI
0.54
Retreat
βˆ’33
Tempo1.10
Power198

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
18
DEF
2
SPD
40.88
INI
39.73
Retreat
βˆ’13
Tempo80.61
Power81
Fully grownLv 100
HP
165
ATK
38
DEF
3
SPD
0.56
INI
0.54
Retreat
βˆ’33
Tempo1.10
Power173

Sources

  1. Lilium michauxii on iNaturalist
  2. Lilium michauxii on Wikipedia
  3. Lilium michauxii on Plants of the World Online