Physostegia virginiana
A self-healing perennial herb that clings to life through a chancy second wind and plays either arena role.
Obedient plant is a Perennial herb that fights as a durable staller: modest attacks, two ways to mend, and a habit of surviving hits it should not. It is native to eastern and western North America and invasive in Europe, so the arena can cast it as a native buffer for your bench or as an invasive attacker. It is a solid, unspectacular card β a support piece that wants a stronger hitter beside it.
Most of your obedient plants sit below level 40, so the unlock levels matter. The starter attack, Taproot Anchor, unlocks at level 1 for 2 Sun, dealing about 30 damage native / 31 invasive β a plain hit. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β Poison the foe. β it restores HP. The advanced attack, Alkaloid Ambush, unlocks at level 40 for 6 Sun (25 native / 26 invasive) and mends the plant as it strikes. None of its moves seize the initiative. See Moves.
Obedient plant keeps one always-on trait, Resprout. It arrives 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 β but it fires only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See Abilities.
It carries no trait keywords and is non-toxic: no contact recoil, no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that pads its DEF or HP suits the stalling game; as an invasive, favor offense.
At level 40 it reads 103 HP native / 89 invasive, with ATK of 26 native versus 29 invasive β a modest invasive edge. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits nearly unarmored. Its tempo is a slow start into a slightly faster cruise: turn 1 on its initiative (35), out-paced; later turns on its SPD (36). Retreat costs 11 Sun. As a native it gains a +15% HP cushion and a benched HP overshield onto your active; as an invasive it pays self-damage to its own bench on damaging attacks and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it swells to 190 HP native / 165 invasive and 47 / 54 ATK, but its DEF only reaches 2 β a soft herb gains health, almost no armor, so it stays vulnerable to any real hitter. Retreat rises to 21 Sun and tempo has sunk to roughly 1% of cap, so it acts near-last. Maturing buys a full-strength second wind, its main payoff.
As a perennial herb it is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Other Competitors and the off-wheel Weird group are neutral. See Weaknesses & Resistances.
Play it as a cheap, self-healing filler that trades evenly and buys time. As a native it is a decent buffer β the HP cushion, bench overshield and second wind help a fragile hitter survive; as an invasive its aggression is only middling, so it supports better than it finishes. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins, and it banks that bonus reliably. It fights as a skirmisher early and leans on its bulk as it levels, crossing over around level 24 native (or 27 invasive) β but higher levels are always stronger, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.