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European wand loosestrife

Lythrum virgatum

A Eurasian loosestrife that poisons on contact through its moves and self-heals, playing as a home buffer or a hard invader in North America.

XP 100%SUN 120HP 165European wandloosestrifePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 36β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveDeep TaprootactiveTonicβš” 41β˜€ 2European wand loosestrife β€” full-size photoEuropean wand loosestrifeLythrum virgatumLVL 100

Overview

European wand loosestrife is a Perennial herb β€” a soft loosestrife built around chip, poison and self-healing. It is native to East Asia and Europe and invasive in eastern and western North America, so it plays a home buffer role and an attacker role abroad. Like its relatives it is thin on defense and leans on status and sustain.

Moves

Its starter, Bitter Sap, unlocks at level 1 for 2 Sun, deals 30 native / 32 invasive, and Poisons the foe with bitter compounds. The free ability Autogenic Reaction opens at level 25: Remakes its own ground: +6 ATK and heal 25%. That attack boost plus a heal is its main way to swing a stall in its favor. The advanced attack Tonic unlocks at level 40 for 6 Sun, deals 35 native / 37 invasive, and heals 15%. Its poison comes from the moves, not from a toxicity trait β€” no contact-poison rider here. No move carries an initiative rider.

Abilities

It keeps two always-on traits. From level 10 it holds Bitter Principle: an attacker that strikes it is Withered. From level 68 it adds Deep Taproot, which makes it immune to being Bound. As with winged lythrum, these are steady taxes and utilities rather than board-shapers β€” the real pressure is in its poison-and-heal moves.

Features

No combat keyword, and as a perennial herb it is not Moss-Pole-eligible. Its kit stacks Poison and Wither and self-heals, so field gear that extends status pressure β€” or, on the invasive line, raises its higher attack β€” is the fit.

Stats

At level 40: HP 103 native / 89 invasive, ATK 25 native / 31 invasive, DEF 4 β€” a soft body. The invasive ATK reads higher, the introduced-range term. On tempo it is a slow opener but a faster cruiser: a low initiative (13) usually acts second on turn one, while a higher sustained speed (34) carries it afterward. As a native it gets the +15% HP cushion and bench overshield; as an invasive it pays Faustian self-damage per attack and concedes 2 prizes on knockout.

At Level 100

By level 100 HP swells to 190 native / 165 invasive, but DEF barely moves at 8 β€” a soft weed piling on health, not armor. ATK reaches 44 / 60 and retreat rises to 33 Sun. Its early speed edge sinks to roughly 1% of cap. Maturing gives it a bigger pool to heal and poison behind, not toughness.

Weaknesses & Resistances

Perennial-herb is in the Competitor group: Γ—1.5 into Ruderal, Γ—0.667 from them, Γ—1.5 taken from Specialists. Neutral against other Competitors and the Weird categories.

Gameplay uses

Play it as a poison-and-sustain body: open with its poison, stack Wither on anything that strikes it, and lean on its heals and ATK-boost ability to stall. It folds to burst given its thin DEF, so keep a wall or attacker benched. Abroad it is a harder-hitting invasive on the same plan. It is not edible, so fertilizer banks Γ—1.25 XP, not coins β€” a growth and collection piece economically. It fights on its speed early, but levels into a bulkier body β€” do not avoid leveling it. It leans on tempo until about level 11 at home (or 15 abroad). Each plant runs one Sun bar (cap 120, refilling +1 every 15 minutes). The starter attack costs 2 Sun, the advanced attack 6, and the ability is free β€” it is priced by being usable only once per battle. Retreating to the bench costs 16 Sun, and an empty bar attack-locks the card until it refills. From level 52 it regenerates Sun mid-battle, and at level 85 a capstone makes the starter free and drops the advanced attack to 2 Sun.

See nativity, moves, abilities, stats, statuses, field gear, weaknesses & resistances, the Battle Lab and the category guide for the mechanics referenced here.

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 11

CrossoverLv 11
HP
61
ATK
15
DEF
2
SPD
50.40
INI
19.46
Retreat
βˆ’8
Tempo69.86
Power70
Fully grownLv 100
HP
190
ATK
44
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power209

Invasivepower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
19
DEF
2
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power70
Fully grownLv 100
HP
165
ATK
60
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power200

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
16
DEF
2
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power67
Fully grownLv 100
HP
165
ATK
44
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power184

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)