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May lily

Maianthemum bifolium

A soft Eurasian woodland herb that regenerates in any weather and survives a lethal hit, but carries no armor β€” a native-only card.

XP 100%SUN 120HP 165May lilyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 40β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€22speed 0.37Bitter PrincipleactiveDeep TaprootactiveHerbaceous Assaultβš” 40β˜€ 2May lily β€” full-size photoMay lilyMaianthemum bifoliumLVL 100

Overview

May lily is a soft Perennial herb that fights as a quick opener with staying power: it leads turn 1, poisons and heals, and clings to life through its traits. It is native to East Asia and Europe and has no invasive form, so the arena only ever plays it as a native buffer for your bench. It is a fragile but persistent card, valued for its survival tricks rather than for trading blows.

Moves

Its starter attack, Stolon Reach, unlocks at level 1 and costs 2 Sun, dealing about 33 damage and it can poison the target for ongoing damage. The free once-per-battle ability, Chronosequence, arrives at level 25: Time on its side: +3 ATK and speed, kept. It mends the plant. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (33 damage) and heals as it strikes. Most of your May lilies sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

May lily keeps two always-on abilities. Succulence arrives on the level 10 riser and regenerates the plant in any weather, not just sun, but it triggers only about 60% of the time, so treat it as a frequent bonus rather than a guarantee. At level 68 it gains Resprout, which lets it survive one otherwise-lethal hit at roughly a quarter health β€” that one also triggers only about 60% of the time, so it is a coin-flip reprieve rather than a guarantee.

Features

May lily carries the Succulence trait keyword, which drives its all-weather regeneration; it has no thorns or toxin recoil, so nothing punishes an attacker on contact, though its starter can still apply poison. It is non-toxic on contact: no recoil and no passive poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that shores up its paper-thin armor helps it survive.

Stats

At level 40 May lily reads 103 HP with ATK of 26 β€” a good figure for a herb. It is a native-only card, so it has no separate invasive attacker form. DEF is just 1, at the perennial-herb floor, so it takes hits with essentially no armor. Its tempo is front-loaded: turn 1 runs on a high initiative (36), but every turn after runs on a lower SPD (23), so it leads the opening exchange and is out-paced afterward. 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, May lily swells to 190 HP and 48 ATK, but as a soft herb its DEF stays at 1 β€” it gains health and almost no armor, so a real hitter still cuts through it. Retreat rises to 22 Sun, and its tempo has sunk to roughly 1% of cap, so its opening speed edge disappears. Maturing buys HP and adds the Resprout reprieve, not resilience.

Weaknesses & Resistances

As a perennial herb, May lily is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and is struck for only Γ—0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit 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 May lily as a native opener and persistent nuisance: lead with its high initiative to land a poison, then rely on Succulence, self-heals, and the late Resprout to drag the fight out. The HP cushion and bench overshield round out its support role, but its bare armor keeps it out of straight trades. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward leveling rather than coins. It fights as a fast opener early and leans on HP and its survival traits as it levels, crossing over around level 18 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 18

CrossoverLv 18
HP
71
ATK
18
DEF
1
SPD
30.85
INI
48.52
Retreat
βˆ’8
Tempo79.37
Power82
Fully grownLv 100
HP
190
ATK
48
DEF
1
SPD
0.37
INI
0.58
Retreat
βˆ’22
Tempo0.95
Power217

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
19
DEF
1
SPD
29.73
INI
46.76
Retreat
βˆ’8
Tempo76.49
Power77
Fully grownLv 100
HP
165
ATK
48
DEF
1
SPD
0.37
INI
0.58
Retreat
βˆ’22
Tempo0.95
Power192

Sources

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