Origanum vulgare
A tough, self-healing herb that trades evenly through long fights — an Old World native buffer or a widespread invader.
Oregano is a low Perennial herb that fights as a durable, even-tempo trader: cheap attacks, respectable damage, and a self-heal to keep it going. It is native across Africa, East Asia, Europe, and South Asia, and invasive across both North Americas, Oceania, and South America, so the arena can field it either way — as a native buffer for your bench or as an invasive attacker. It is a solid, well-rounded card without a standout gimmick.
Its starter attack, Herbal Draught, unlocks at level 1 and costs 2 Sun, dealing about 31 damage as a native and 33 as an invasive — a plain, reliable hit. The free once-per-battle ability, Perennating Bud, arrives at level 25: Breaks a stored bud: heal 40%. The advanced attack, Deep-Seated Grudge, unlocks at level 40 for 6 Sun (38 native / 41 invasive) and is a harder, straightforward strike. Most of your oregano sit well below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.
It keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout comes in at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health — but it triggers only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See Abilities.
It carries no special trait keywords — no thorns, no toxin chemistry — so nothing punishes an attacker for hitting it. It is non-toxic: no contact recoil and no poison rider baked in. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits its trading game; as an invasive, lean into offense to make its aggression count.
At level 40 it reads 103 HP as a native and 89 as an invasive, with ATK of 28 native versus 35 invasive — a clear invasive step up. DEF is only 1, at the very bottom of the perennial-herb band, so it takes hits with essentially no armor. Its tempo is even: turn 1 runs on its initiative (36) and every turn after on its SPD (36), both the same value, so it neither opens nor cruises faster than average. Retreat costs 11 Sun. As a native it gains a +15% HP cushion and a benched HP overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it swells to 190 HP native / 165 invasive and 51 / 69 ATK, but its DEF only reaches 2 — as a soft herb it banks bulk in health, never armor, so it stays vulnerable to any real hitter. Retreat rises to 21 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young.
As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a well-rounded trader that buys time — as a native the HP cushion and bench overshield help a fragile hitter survive, and as an invasive its higher ATK makes it a passable attacker. Its even tempo means it neither races nor stalls especially well; it just trades steadily. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins. It fights as an even-tempo skirmisher early and leans harder on its bulk as it levels, crossing over around level 24; it is always stronger at higher levels in raw stats, so there is no reason to hold it back.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.