Every plant carries up to three move slots that unlock as it levels; attacks cost Sun to fire, while the ability is free.
Your kit fills in as you grow. The starter attack is there from the start; the ability and the advanced attack unlock later.
| Slot | Unlocks | Sun cost | Type |
|---|---|---|---|
| Starter attack | Level 1 | 2 (free from level 85) | attack |
| Ability | Level 25 | Free, once per battle | ability |
| Advanced attack | Level 40 | 6 (2 from level 85) | attack |
Two more level gates sit alongside them: in-battle Sun regen switches on at level 52, and the level-85 capstone discounts both attacks. The always-on trait risers are separate again β level 10 and level 68, see abilities.
Attacks can be spammed as long as you can pay the Sun. The ability is free but fires only once per battle, so save it for the swing that matters. With an empty Sun bar you're attack-locked β the free ability (if unused) is your only guaranteed play, since retreating also costs Sun.
Every attack's damage value is a multiple of your effective ATK. The math is simple:
damage = round(dmg Γ ATK Γ matchup) β target DEF, minimum 1.
That damage drains the target's overshield segments front-first before it touches base HP. A few effects ignore the shield entirely (see below).
The matchup term is the succession wheel (type advantage): Γ1.5 when your group beats the target's, Γ0.667 when it's resisted, Γ1 otherwise. Status immunities like warded and staked are a separate mechanic β see Statuses.
Moves carry riders on top of (or instead of) raw damage. A damage value of 0 means pure utility.
Bind lands on a chance. Unlike the other status riders, a bind isn't guaranteed β so a faster plant can no longer lock a slower one in place every turn. On a damaging move it takes hold 25% of the time (the hit already did its job); on a pure-lockdown move (no damage β its only purpose is the bind) it takes hold 75% of the time. A whiff still deals the move's damage in full; it just applies no Bind (the target "shrugs off the Bind").
Heals cost Sun and can whiff. Every heal draws from your Sun bar β attack heal riders, lifesteal, and the mycorrhizal nurse all pay for the HP they restore, and a heal you can't afford simply doesn't happen (the attack still lands). On top of that, a heal riding a repeatable attack connects only 3 in 4 times β a 1-in-4 whiff. The odds are stated up front so a miss is a known risk, not a surprise; the strike itself is unaffected, only the heal fails. The once-per-battle ability heal is exempt: it's free and always connects, so save it for when you truly need the mend.
Display names are re-skinned per species, but the effects are shared pools:
Moves are identical for both β nativity changes the numbers behind them, not the kit.
| Native | Invasive | |
|---|---|---|
| ATK on attacks | Normal (with +15% HP cushion) | Wider ATK ceiling (introduced-breadth aggression) β hits harder as it matures |
| Cost of hitting | None | Faustian self-damage (about 10 + level) to your lowest-HP benched ally on every damaging attack |
An invasive's higher ATK shrugs off flat DEF and chews through shields fast, but each swing bleeds your own bench. Read Nativity before you build around one.
See also: Combat Overview, Abilities.