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Chickweed wintergreen

Lysimachia europaea

A non-toxic perennial herb that heals through fights as a native buffer β€” a durable support piece, not a heavy hitter.

XP 100%SUN 120HP 165ChickweedwintergreenPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 35β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveContractile RootsactiveRhizome Lockβš” 30β˜€ 2Chickweed wintergreen β€” full-size photoChickweed wintergreenLysimachia europaeaLVL 100

Overview

Chickweed wintergreen is a low Perennial herb that fights as a healing skirmisher: it trades ordinary blows and mends itself through the exchange. It is native to East Asia, Europe, and both halves of North America, and no invasive card exists, so the arena only ever fields it as a native buffer. Its damage is modest β€” this is a durable supporting piece, not a heavy hitter.

Moves

Its starter attack, Volatile Oils, unlocks at level 1 for 2 Sun and deals about 28 damage. The free once-per-battle ability, Autogenic Reaction, arrives at level 25: Remakes its own ground: +6 ATK and heal 25%. It is a mid-fight mend. The advanced attack, Rhizome Lock, unlocks at level 40 for 6 Sun (22 damage) and mends the plant as it strikes. Most of your chickweed wintergreen sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Chickweed wintergreen keeps one always-on trait, Resprout. It arrives at half strength on the level 10 riser and matures on the level 68 riser, so the weaker version is what you get for most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time β€” treat it as a lucky reprieve, not a guarantee. See Abilities.

Features

Chickweed wintergreen is non-toxic: it inflicts no contact recoil and carries no poison rider, so nothing punishes an attacker for striking it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” helps offset its thin armor. See statuses.

Stats

At level 40 chickweed wintergreen reads 103 HP with 27 ATK. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and leans on its heal to stay in the fight. Its tempo is split: turn 1 runs on a low initiative (32), so it is out-paced off the mark, but every turn after runs on a higher SPD (34), so it grinds relentlessly once a fight settles. Retreat costs 16 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, chickweed wintergreen swells to 190 HP and 49 ATK, but its DEF only reaches 8 β€” as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature plant acts last against almost anything younger.

Weaknesses & Resistances

As a perennial herb, chickweed wintergreen sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play chickweed wintergreen as a native buffer: bench it to project its HP overshield onto your active and heal through drawn-out fights, and it holds a line against Ruderal openers on the type wheel. Its own offense is weak, so it wins by outlasting rather than out-hitting. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins, and it also collects toward filling out its family tree. It plays as a slow-opening, relentless cruiser that leans harder on its bulk as it levels, crossing over around level 22 β€” but it is always stronger at higher levels, 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 22

CrossoverLv 22
HP
76
ATK
20
DEF
2
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power87
Fully grownLv 100
HP
190
ATK
49
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power214

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
3
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power84
Fully grownLv 100
HP
165
ATK
49
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power189

Sources

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