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Violetflower petunia

Petunia integrifolia

The Violetflower petunia (Petunia integrifolia) is a Annual forb that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Violetflower petuniaAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalYoloβš” 54β˜€ 0Old-Field Takeoverfree1Γ— / battleretreat β˜€33speed 0.56PhotoblasticactiveSoil Seed BankactiveCovercrop Crushβš” 34β˜€ 2Violetflower petuniaPetunia integrifoliaLVL 100

Overview

The Violetflower petunia is a wild South American parent of the garden hybrids. In battle it plays as a Annual forb. It is native to South America, where it takes the defensive buffer role, and invasive in Africa, Europe, Eastern North America, Western North America, and South Asia, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Yolo, is available from Level 1 and costs 2 Sun, dealing 46 as a native and 52 as an invasive. Its effect: Throws everything at it β€” twice.

The free ability, Old-Field Takeover (Level 25), costs no Sun because it is once per battle: Overruns the whole field β€” the foe's bench withers and sickens.

The advanced attack, Covercrop Crush (Level 40, 6 Sun), deals 29 native and 33 invasive: Blankets the ground β€” the foe and its bench wither. 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 Photoblastic, a small self-heal each checkup that only lands while the sun is out. From Level 68 a second, different trait stacks on top: Soil Seed Bank, a roughly 50% chance to come back once from a knockout at a sliver of health. Both are working traits β€” there are no inert abilities in the game β€” 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 β€” a soft floor β€” 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 (48) and every turn after by its SPD (34). It is a quick starter that fades β€” it tends to land the first hit, then gets out-paced turn on turn. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 18 native ATK against 29 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. 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 β€” 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 1.5Γ— and resisting their blows, but is crowded out by Competitors (perennial herbs, vines, shrubs and broadleaf trees), which hit it 1.5Γ— 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

Its starter throws two hits for real burst, which is its whole case; the body behind it is fragile. Play it invasive as a glass-cannon opener and swap out before it is punished. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its crossover falls around Level 31 native and 33 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a 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 31

CrossoverLv 31
HP
90
ATK
17
DEF
2
SPD
39.20
INI
54.55
Retreat
βˆ’13
Tempo93.75
Power96
Fully grownLv 100
HP
190
ATK
31
DEF
3
SPD
0.56
INI
0.78
Retreat
βˆ’33
Tempo1.34
Power191

Invasivepower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
26
DEF
2
SPD
38.08
INI
52.99
Retreat
βˆ’14
Tempo91.07
Power94
Fully grownLv 100
HP
165
ATK
58
DEF
3
SPD
0.56
INI
0.78
Retreat
βˆ’33
Tempo1.34
Power193

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
18
DEF
2
SPD
36.40
INI
50.66
Retreat
βˆ’15
Tempo87.06
Power89
Fully grownLv 100
HP
165
ATK
31
DEF
3
SPD
0.56
INI
0.78
Retreat
βˆ’33
Tempo1.34
Power166

Sources

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