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Yellow Fox And-Cubs

Pilosella caespitosa

An aggressive hawkweed whose worldwide invasion translates into the batch's hardest-hitting attacker.

XP 100%SUN 120HP 165Yellow Fox And-CubsPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 58β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€24speed 0.74Basal RosetteactiveDeep TaprootactiveWinterkillβš” 34β˜€ 2Yellow Fox And-Cubs β€” full-size photoYellow Fox And-CubsPilosella caespitosaLVL 100

Overview

Meadow hawkweed (yellow fox-and-cubs) is native to East Asia and Europe and a notorious invasive across eastern North America, western North America, Oceania and South America. That aggressive spread shows up in the card: its invasive attack is one of the highest in this batch, and its starter hits hard.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Crown Split, is there from level 1 at 2 Sun β€” Splits at the crown and strikes from both. It lands for 44 damage as a native buffer and 50 as an invasive attacker. The free once-per-battle ability, Alkaloid Reservoir, comes online at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. The advanced attack, Winterkill, arrives at level 40 for 6 Sun and hits for 27 native / 30 invasive β€” Kills it back to the ground β€” it withers and can't heal.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Basal Rosette (from level 10) β€” a ground-hugging rosette that resists grazing and mowing: a flat +3 DEF at all times.
  • Deep Taproot (from level 68) β€” a taproot too deep to pull, making it immune to Bind so it can never be pinned in place.

Features

It is not a climber, so no Moss Pole. Its armour is thin enough that a Calcium/Magnesium amendment is the one gear pick that meaningfully changes how it trades; see field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 1 DEF, 12 Sun to retreat, and tempo pips of 45 initiative (which orders turn 1) and 45 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 35 against its native 25 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 45 / 71, and retreat stiffens to 24 Sun as it roots down. DEF barely leaves its soft band even so (1) β€” this is a light-bodied card that swells in health without ever becoming armoured β€” and the inverted tempo has sunk to roughly 1% of cap. It is still strictly stronger at higher levels; the tempo it loses along the way is only a small turn-order lever.

Hardiness

Roughly USDA zone 3b β€” it should come through winters that bottom out near -36 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of -6.2 Β°C to a warm edge of 23.1 Β°C, a Cool-temperate band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

This is the best pure attacker of the batch. Invasive, its introduced-range edge drives the attack to 35 against a native 25, and its starter is punishing β€” a real racer, if you can absorb the Faustian bench self-damage. Native, Basal Rosette and (late) Bind-immunity make it a sturdier-than-average buffer. It is still soft-bodied, so lead with the attack and keep a durable bench behind it. Inedible, so fertilizer banks XP.

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 32

CrossoverLv 32
HP
91
ATK
22
DEF
1
SPD
50.93
INI
50.59
Retreat
βˆ’11
Tempo101.52
Power103
Fully grownLv 100
HP
190
ATK
45
DEF
1
SPD
0.74
INI
0.73
Retreat
βˆ’24
Tempo1.47
Power212

Invasivepower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
31
DEF
1
SPD
50.19
INI
49.86
Retreat
βˆ’11
Tempo100.05
Power101
Fully grownLv 100
HP
165
ATK
71
DEF
1
SPD
0.74
INI
0.73
Retreat
βˆ’24
Tempo1.47
Power213

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
24
DEF
1
SPD
47.98
INI
47.66
Retreat
βˆ’12
Tempo95.64
Power97
Fully grownLv 100
HP
165
ATK
45
DEF
1
SPD
0.74
INI
0.73
Retreat
βˆ’24
Tempo1.47
Power187

Sources

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