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Purple passionflower

Passiflora incarnata

A maypop vine that suppresses the enemy's attack with a wilt aura and pays coins as an edible fruit.

XP 100%SUN 120HP 165Purple passionflowerVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 41β˜€ 0Inhibitionfree1Γ— / battleretreat β˜€33speed 0.56AllelopathyactiveStructural LoadactiveTwist Endingβš” 46β˜€ 2Purple passionflower β€” full-size photoPurple passionflowerPassiflora incarnataLVL 100

Overview

Purple passionflower (maypop) is a climbing vine native to eastern North America and South America and invasive in Europe, Oceania and South & Southeast Asia. As a vine it is a soft Competitor that fights through control rather than raw bulk β€” and it is an edible fruit, which matters off the battlefield.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Tendril Whip, is there from level 1 at 2 Sun β€” A lashing tendril. It lands for 34 damage as a native buffer and 36 as an invasive attacker. The free once-per-battle ability, Inhibition, comes online at level 25: Chokes off recovery β€” the foe can't heal. The advanced attack, Twist Ending, arrives at level 40 for 6 Sun and hits for 39 native / 41 invasive β€” One last turn of the coil.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Allelopathy (from level 10) β€” it leaks growth-suppressing chemistry into the soil, holding a wilt aura on the enemy's active card that saps its attack for as long as it stays in. This works the same in single-player battles and in the arena.
  • Structural Load (from level 68) β€” its climbing weight snaps host limbs: whenever it knocks a card out, the rest of the enemy bench is chipped for about 5% of their health.

Features

As a vine it is Moss Pole-eligible β€” the trellis gear that fits climbers. Its DEF is otherwise low, so a Calcium/Magnesium amendment is the main way to firm it up. See field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 8 DEF, 16 Sun to retreat, and tempo pips of 32 initiative (which orders turn 1) and 34 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 29 against its native 23 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 42 / 56, and retreat stiffens to 33 Sun as it roots down. DEF barely leaves its soft band even so (15) β€” this is a light-bodied card that swells in health without ever becoming armoured β€” and the inverted tempo has sunk to roughly 1% of cap. It is still strictly stronger at higher levels; the tempo it loses along the way is only a small turn-order lever.

Hardiness

Roughly USDA zone 7a β€” it should come through winters that bottom out near -16 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of 6.1 Β°C to a warm edge of 28.6 Β°C, a Subtropical band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

Its edge is suppression: Allelopathy holds a wilt aura on the enemy active that saps its attack the whole time this vine is in β€” one of the few traits that works identically in single-player battles and the arena. Structural Load then punishes a kill by chipping the rest of the enemy bench. Play it invasive to press a higher attack, or native as a control buffer. As an edible, feeding it its matching fruit fertilizer (Phosphorus) pays Γ—1.25 coins, making it a coin engine as well. It is soft, so keep support behind it.

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
18
DEF
6
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power89
Fully grownLv 100
HP
190
ATK
42
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power214

Invasivepower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
22
DEF
6
SPD
43.12
INI
40.47
Retreat
βˆ’12
Tempo83.59
Power85
Fully grownLv 100
HP
165
ATK
56
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power203

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
19
DEF
6
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power83
Fully grownLv 100
HP
165
ATK
42
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power189

Sources

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