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Blue Fly-honeysuckle

Lonicera caerulea

A largely collectible native shrub with a hit-blunting leaf and total Burn immunity β€” a plain buffer that speeds up in long fights.

XP 100%SUN 120HP 165Blue Fly-honeysuckleShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 38β˜€ 0Frugivore Pactfree1Γ— / battleretreat β˜€22speed 0.87SclerophyllyactiveLignotuberactiveThicketβš” 43β˜€ 2Blue Fly-honeysuckle β€” full-size photoBlue Fly-honeysuckleLonicera caeruleaLVL 100

Overview

Blue fly-honeysuckle is a Shrub that plays as a plain native defender. It is native across East Asia, Europe, Eastern and Western North America, and South Asia, and there is no invasive version, so it only ever fights as a native. It is a largely collectible card with unremarkable numbers, earning its keep as a low-cost body and a leveling target β€” though its leaf blunts every hit and fire cannot touch it from level 68.

Moves

Its starter attack, Bramblemaze, unlocks at level 1 and costs 2 Sun for about 30 damage - a plain hit. The free once-per-battle ability, Frugivore Pact, arrives at level 25: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. It restores some health. The advanced attack, Thicket, unlocks at level 40 for 6 Sun (35 damage) and pins the target so it cannot retreat. Most of your honeysuckles sit below level 40, where only the starter is available. None of its moves carry an initiative rider. See Moves.

Abilities

Blue fly-honeysuckle runs one trait per riser. Sclerophylly (level 10) blunts incoming damage by a flat 3 per direct hit. Lignotuber (level 68) gives it a burl at the root line: Burn cannot take on this card, and any attempt to apply it heals instead. See Abilities.

Features

Honeysuckle carries no special trait keywords, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. It is non-toxic, with no hazard ring. As a native it wants defensive field gear - a Cloche or a small DEF amendment - since it has no trait to build around.

Stats

At level 40 honeysuckle reads 103 HP with 27 ATK; there is no invasive card, so it only ever fights as a native. DEF is 10, mid-range for the shrub band. Its tempo is back-loaded: turn 1 runs on its slower initiative (37) and every turn after on its faster SPD (53), so it opens a step behind and pulls ahead the longer a fight runs. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, honeysuckle reaches 190 HP with 49 ATK, and its DEF climbs to 20 - a shrub gains a moderate amount of armor, enough to blunt weaker hitters but short of a tree's wall. Retreat rises to 22 Sun, and its tempo has sunk to roughly 1% of cap, so even its late-fight speed edge is gone against younger cards. Maturing buys bulk and a little armor; with no trait, that is all it buys.

Weaknesses & Resistances

As a shrub, honeysuckle sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them, while Specialist plants (succulents, conifers, ferns, epiphytes) strike it for x1.5 and resist its blows. Against other Competitors and the off-wheel Weird group the trade is neutral. See Weaknesses & Resistances.

Gameplay uses

Play honeysuckle as a low-cost native body that pins and heals a little. Its damage is weak, so use it to soak a hit for a stronger ally β€” a job its hit-blunting leaf and Burn immunity suit it to β€” or to hold an opponent in place with its advanced move. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins, which makes it a cheap thing to level. It plays as an even skirmisher early and gains a slight late-fight speed as it grows, crossing over around level 29; higher levels only raise its stats, so there is no 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.

Nativepower overtakes tempo at Lv 29

CrossoverLv 29
HP
87
ATK
23
DEF
9
SPD
62.38
INI
44.20
Retreat
βˆ’10
Tempo106.58
Power109
Fully grownLv 100
HP
190
ATK
49
DEF
20
SPD
0.87
INI
0.61
Retreat
βˆ’22
Tempo1.48
Power237

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
24
DEF
9
SPD
58.91
INI
41.75
Retreat
βˆ’10
Tempo100.66
Power103
Fully grownLv 100
HP
165
ATK
49
DEF
20
SPD
0.87
INI
0.61
Retreat
βˆ’22
Tempo1.48
Power212

Sources

  1. https://www.inaturalist.org/taxa/search?q=Lonicera%20caerulea
  2. https://en.wikipedia.org/wiki/Lonicera_caerulea
  3. https://powo.science.kew.org/results?q=Lonicera%20caerulea