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Common garden petunia

Petunia × atkinsiana

The Common garden petunia (Petunia × atkinsiana) is a Annual forb that plays as a neutral base card.

XP 100%SUN 120HP 165Common gardenpetuniaAnnual forb★★★★RuderalHypergrowth⚔ 37☀ 0Nudationfree1× / battleretreat ☀33speed 0.56Duff StuffactiveBallisticDispersalactiveFloormat Chokeout⚔ 34☀ 2Common garden petuniaPetunia × atkinsianaLVL 100

Overview

The Common garden petunia is a bedding-plant hybrid. In battle it plays as a Annual forb. It has no wild native or invasive range on record — a cultivated plant — so it always plays as the neutral base card.

Moves

Its kit unlocks in three stages. The starter attack, Hypergrowth, is available from Level 1 and costs 2 Sun, dealing 30 as a native and 33 as an invasive. Its effect: Bolts upward mid-fight: +3 ATK, kept for the match.

The free ability, Nudation (Level 25), costs no Sun because it is once per battle: Strips the ground bare — heavy Wither, and the foe can't heal.

The advanced attack, Floormat Chokeout (Level 40, 6 Sun), deals 27 native and 30 invasive: Mats the floor and reaches the whole back row — the foe wilts. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Duff Stuff, a real defence that lifts its effective DEF by half the summed DEF of your still-standing benched ruderal allies, so it hardens behind a full bench and softens as those allies faint. From Level 68 a second, different trait stacks on top: Ballistic Dispersal, which flings seed across the board when it is knocked out and chips every enemy. Both are working traits — there are no inert abilities in the game — and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 2 — a soft floor — annual forbs sit in the lowest DEF band, so it relies on speed and pressure, not armor. It retreats for 16 Sun. Turn 1 is ordered by its initiative (51) and every turn after by its SPD (34). It is a quick starter that fades — it tends to land the first hit, then gets out-paced turn on turn. It has no wild range on record — native nowhere, invasive nowhere — so it always fights as the neutral base card, taking neither the native HP cushion nor the invasive attacker edge. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has barely left the floor even as biomass HP swells toward 190 — a bigger, softer body, not a tougher one. Its retreat creeps up to 33 Sun and its once-brisk tempo has collapsed to about 1% of cap, so the fast opener it was as a seedling is gone; late, it is a soft mass that must win before it is worn down.

Weaknesses & Resistances

It is a Ruderal on the succession wheel: it reclaims ground from Specialists (succulents, conifers, ferns and epiphytes), hitting them for 1.5× and resisting their blows, but is crowded out by Competitors (perennial herbs, vines, shrubs and broadleaf trees), which hit it 1.5× and shrug off its own attacks. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A soft, fast annual forb with no wild range, so it never gets a native cushion or an invasive edge — it fights as the plain base card. It is a coin-and-collection piece more than a battler; keep it on the bench behind something tougher. It has no resolved edible part, so any fertilizer you feed it banks ×1.25 XP rather than coins — a growth boost, not an income stream. On the total-power curve its neutral crossover falls around Level 36: below it it leans on its turn-order edge, above it on bulk and attack — and it only grows stronger as it levels.

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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
21
DEF
2
SPD
36.40
INI
53.87
Retreat
−15
Tempo90.27
Power92
Fully grownLv 100
HP
165
ATK
40
DEF
3
SPD
0.56
INI
0.83
Retreat
−33
Tempo1.39
Power175

Sources

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