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Broadleaf Lupine

Lupinus latifolius

A fast broadleaf lupine of western North America β€” quick, soft, and a nitrogen freebie.

XP 100%SUN 120HP 165Broadleaf LupinePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 33β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€26speed 0.83Basal RosetteactiveDeep TaprootactiveCrown Divisionβš” 48β˜€ 2Broadleaf Lupine β€” full-size photoBroadleaf LupineLupinus latifoliusLVL 100

Overview

Broadleaf lupine is a quick, soft perennial herb: high tempo on both counts, thin armor, and a saturating-Poison ability. It is native to 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, Taproot Anchor, is available from level 1 for 2 Sun. It deals 28 damage. Anchors deep and holds the foe with it.

At level 25 it gains a free, once-per-battle ability, Alkaloid Reservoir: Empties a season of alkaloids into the foe β€” saturating Poison. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Crown Division, arrives at level 40 for 6 Sun, dealing 38 damage. Splits the crown and strikes from both halves.

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.
  • Deep Taproot (from level 68) β€” anchored too deep to be Bound or pinned.

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 2 DEF and retreats for 13 Sun.

Its opening initiative (50) and sustained Speed (50) are close, so it holds a steady tempo across the fight.

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 4 DEF β€” leveling buys it bulk and attack (climbing to 36), not toughness. Retreat climbs to 26 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

Its speed lets it strike first and chip early, but it folds under return fire. Its real value is economic β€” as a legume it often arrives pre-fertilized with Nitrogen.

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 37, 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 37

CrossoverLv 37
HP
98
ATK
20
DEF
2
SPD
52.94
INI
52.94
Retreat
βˆ’13
Tempo105.88
Power107
Fully grownLv 100
HP
190
ATK
36
DEF
4
SPD
0.83
INI
0.83
Retreat
βˆ’26
Tempo1.66
Power204

Neutralpower overtakes tempo at Lv 41

CrossoverLv 41
HP
91
ATK
21
DEF
2
SPD
49.63
INI
49.63
Retreat
βˆ’13
Tempo99.26
Power101
Fully grownLv 100
HP
165
ATK
36
DEF
4
SPD
0.83
INI
0.83
Retreat
βˆ’26
Tempo1.66
Power179

Sources

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