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Meadow phlox

Phlox maculata

A perennial-herb Competitor that starts slow and cruises faster, native to eastern North America and invasive in East Asia and Oceania.

XP 100%SUN 120HP 165Meadow phloxPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 41β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveVernalizationMemoryactiveBitter Endβš” 36β˜€ 2Meadow phlox β€” full-size photoMeadow phloxPhlox maculataLVL 100

Overview

Meadow phlox is a perennial-herb and a Competitor β€” a middling all-rounder. It is native to eastern North America (buffer role) and invasive in East Asia and Oceania (attacker role). Like its relatives it wins by outlasting rather than out-hitting.

Moves

It opens with Steady Growth at level 1 for 2 Sun, dealing 34 native / 35 invasive. At level 25 it gains Chronosequence β€” Time on its side: +3 ATK and speed, kept.. Its advanced attack, Bitter End, unlocks at level 40 for 6 Sun, dealing 29 / 30 and healing a little on the strike. No move carries an initiative rider.

Abilities

It keeps one always-on trait, Resprout (arrives level 10, matures level 68), so it survives one lethal hit at reduced effect for most of its life and reaches full strength late. It triggers about 60% of the time β€” a save to hope for, not to plan around.

Features

No thorns, no toxin trait, not a climber β€” no Moss Pole. A calcium/magnesium amendment for flat DEF is its most useful field gear.

Stats

At level 40 it reads 103 / 89 HP, 24 / 26 ATK, and 4 DEF β€” soft. Its opening tempo is 29 while its sustained tempo is 34: slow off the mark but faster once the fight settles, so it may cede the first hit and take the lead afterward. Native gives a 15% HP cushion and a bench overshield; invasive hits harder, pays Faustian self-damage each attack, and concedes 2 prizes on a knockout. Retreat costs 16 Sun.

At Level 100

By level 100 HP reaches 190 / 165 and ATK 43 / 50, but DEF only 8 β€” mass, not armor. Retreat rises to 33 Sun and its tempo has sunk near the floor, erasing the faster-cruiser edge it had earlier. It gains durability and a bigger hit but stays soft.

Weaknesses & Resistances

As a Competitor it deals 1.5Γ— to Ruderals and takes 1.5Γ— from Specialists, resisting Ruderal hits at 0.667Γ—; Weird is neutral. Its thin DEF and poison vulnerability are its weak points.

Gameplay uses

Play it native as a self-healing buffer with a bench overshield, or invasive as a modest attacker. It is a serviceable coin-earner in single-player but wants backup, and is otherwise a collection piece. Inedible, so fertilizer banks Γ—1.25 XP. It leans on its cruising speed until about level 22, after which bulk and attack lead; level it freely, as higher levels only make it stronger.

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
2
SPD
44.24
INI
38.10
Retreat
βˆ’11
Tempo82.34
Power85
Fully grownLv 100
HP
190
ATK
43
DEF
8
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power208

Invasivepower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
20
DEF
3
SPD
42.56
INI
36.66
Retreat
βˆ’12
Tempo79.22
Power81
Fully grownLv 100
HP
165
ATK
50
DEF
8
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power190

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
19
DEF
3
SPD
42.56
INI
36.66
Retreat
βˆ’12
Tempo79.22
Power80
Fully grownLv 100
HP
165
ATK
43
DEF
8
SPD
0.56
INI
0.48
Retreat
βˆ’33
Tempo1.04
Power183

Sources

  1. iNaturalist β€” Phlox maculata
  2. Wikipedia β€” Phlox maculata
  3. Plants of the World Online β€” Phlox maculata