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Pilea insolens

Pilea insolens

A soft Asian perennial herb that leans on a bitter recoil and a late resprout β€” a collection piece more than a battle winner.

XP 100%SUN 120HP 165Pilea insolensPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 34β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveResproutactiveRhizome Lockβš” 24β˜€ 2πŸƒPilea insolensPilea insolensLVL 100

Overview

Pilea insolens is a soft-bodied perennial herb and a middling card: low armor and ordinary damage, kept alive by a bitter-recoil and a late resprout. It is native to East Asia and South Asia and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Stolon Reach, is available from level 1 for 2 Sun. It deals 30 damage. Runs a stolon out fast β€” and keeps the speed.

At level 25 it gains a free, once-per-battle ability, Seral Persistence: Refuses to be replaced: heal 60%, and the foe can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Rhizome Lock, arrives at level 40 for 6 Sun, dealing 19 damage. Locks the foe down underground and saps it.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • Resprout (from level 68) β€” once per match, when a hit would finish it, it has a 60% chance to cling on at a quarter of its maximum HP β€” a coin-flip-plus safety net, not a guarantee.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 4 DEF and retreats for 16 Sun.

It is slow off the mark (opening initiative 22) but faster in the long exchange (sustained Speed 34 from turn two).

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 8 DEF β€” leveling buys it bulk and attack (climbing to 31), not toughness. Retreat climbs to 33 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Perennial herb, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

It wins nothing on raw stats. Play it as a bench buffer or a family-tree collection piece; if you field it up front, keep a stronger partner benched to trade in.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 18, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no 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 18

CrossoverLv 18
HP
71
ATK
14
DEF
2
SPD
46.48
INI
29.76
Retreat
βˆ’10
Tempo76.24
Power77
Fully grownLv 100
HP
190
ATK
31
DEF
8
SPD
0.56
INI
0.36
Retreat
βˆ’33
Tempo0.92
Power196

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
15
DEF
2
SPD
44.24
INI
28.33
Retreat
βˆ’11
Tempo72.57
Power73
Fully grownLv 100
HP
165
ATK
31
DEF
8
SPD
0.56
INI
0.36
Retreat
βˆ’33
Tempo0.92
Power171

Sources

  1. iNaturalist β€” Pilea insolens
  2. Wikipedia β€” Pilea insolens
  3. Plants of the World Online (Kew) β€” Pilea insolens