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Lemon lily

Lilium parryi

Nothing in Lemon lily's stat line sets it apart from the other bulbs in the game, so what it brings is its kit: the ability Storage Climax, the advanced attack Naturalize and the Lycorine Load and Contractile Pull traits.

XP 100%SUN 120HP 180Lemon lilyBulbβ˜…β˜…β˜…β˜…β˜…RuderalSurpriseβš” 37β˜€ 0Storage Climaxfree1Γ— / battleretreat β˜€24speed 0.35Lycorine LoadactiveContractile PullactiveNaturalizeβš” 43β˜€ 2Lemon lily β€” full-size photoLemon lilyLilium parryiLVL 100

Overview

Nothing in Lemon lily's stat line sets it apart from the other bulbs in the game, so what it brings is its kit: the ability Storage Climax, the advanced attack Naturalize and the Lycorine Load and Contractile Pull traits.

Lemon lily fights as a bulb (categories) in the Ruderal succession group. It is native to 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.

  • Surprise β€” starter attack, 2 Sun. Up before anything expects it: first in the wild, acts again on a kill. Expected damage: 32.
  • Storage Climax β€” ability, free once per battle. Everything the season banked, at once: heal 40%, and the foe stalls.
  • Naturalize β€” advanced attack, 6 Sun. Spreads β€” also nicks the bench. Expected damage: 38.

Surprise carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

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).
  • Contractile Pull β€” from Lv 68. It gains +1 DEF every turn of the battle, up to +5.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • 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)95180
HP (native)109207
ATK (neutral)1730
DEF49
Initiative230.38
Sustained tempo (SPD)210.35
Retreat cost (Sun)1224
  • 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 12 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 5b β€” it should come through winters that bottom out near -25 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 0.5 Β°C to a warm edge of 25.7 Β°C, in the temperate band. 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

Lemon lily 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 10 as a native and at Lv 14 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 10

CrossoverLv 10
HP
61
ATK
11
DEF
2
SPD
31.98
INI
34.73
Retreat
βˆ’7
Tempo66.71
Power67
Fully grownLv 100
HP
207
ATK
30
DEF
9
SPD
0.35
INI
0.38
Retreat
βˆ’24
Tempo0.73
Power222

Neutralpower overtakes tempo at Lv 14

CrossoverLv 14
HP
58
ATK
12
DEF
2
SPD
30.57
INI
33.20
Retreat
βˆ’7
Tempo63.77
Power65
Fully grownLv 100
HP
180
ATK
30
DEF
9
SPD
0.35
INI
0.38
Retreat
βˆ’24
Tempo0.73
Power195

Sources

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