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Arctic lupine

Lupinus arcticus

An Arctic lupine β€” a soft legume with a free nitrogen head start.

XP 100%SUN 120HP 165Arctic lupinePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 32β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€24speed 0.73Basal RosetteactiveContractile RootsactiveTaproot Canalβš” 30β˜€ 2Arctic lupine β€” full-size photoArctic lupineLupinus arcticusLVL 100

Overview

Arctic lupine is a soft perennial herb with a bitter-sap Poison opener and a modest heal. It is native to eastern North America and western North America and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Bitter Sap, is available from level 1 for 2 Sun. It deals 27 damage. Bitter compounds poison the foe.

At level 25 it gains a free, once-per-battle ability, Perennating Bud: Breaks a stored bud: heal 40%. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Taproot Canal, arrives at level 40 for 6 Sun, dealing 25 damage. Drives down and draws the foe dry.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Contractile Roots (from level 68) β€” its roots haul the crown deeper each round, adding +1 DEF per checkup up to +5.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It is slow off the mark (opening initiative 37) but faster in the long exchange (sustained Speed 45 from turn two).

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 2 DEF β€” leveling buys it bulk and attack (climbing to 33), not toughness. Retreat climbs to 24 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Perennial herb, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

As a legume it is more useful in the wallet than the arena: about one in four caught in the wild arrives with the Nitrogen amendment already applied. As a battler it is weak and wants bench support.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with the Nitrogen amendment already applied β€” a free head start worth a few hundred coins β€” though that nodule stock decomposes after about a month.

One note on leveling: it fights as a faster skirmisher until about level 31, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 31

CrossoverLv 31
HP
90
ATK
17
DEF
1
SPD
51.29
INI
42.63
Retreat
βˆ’11
Tempo93.92
Power97
Fully grownLv 100
HP
190
ATK
33
DEF
2
SPD
0.73
INI
0.61
Retreat
βˆ’24
Tempo1.34
Power201

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
18
DEF
1
SPD
49.09
INI
40.80
Retreat
βˆ’11
Tempo89.89
Power90
Fully grownLv 100
HP
165
ATK
33
DEF
2
SPD
0.73
INI
0.61
Retreat
βˆ’24
Tempo1.34
Power176

Sources

  1. iNaturalist β€” Lupinus arcticus
  2. Wikipedia β€” Lupinus arcticus
  3. Plants of the World Online (Kew) β€” Lupinus arcticus