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Flowery hawkweed

Pilosella floribunda

A frail perennial herb that poisons, heals, and can cling to life, playing either arena role β€” a Eurasian native or an American invader.

XP 100%SUN 120HP 165Flowery hawkweedPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 56β˜€ 0Alkaloid Reservoirfree1Γ— / battleretreat β˜€23speed 0.73Basal RosetteactiveVernalizationMemoryactiveCrown Divisionβš” 54β˜€ 2Flowery hawkweed β€” full-size photoFlowery hawkweedPilosella floribundaLVL 100

Overview

Flowery hawkweed is a low Perennial herb that fights as a poison-and-mend staller. It is native to East Asia and Europe and invasive across Eastern and Western North America and South America, so the arena can cast it either way β€” as a native buffer or as an invasive attacker. It is a fragile card that wins by outlasting, not by hitting hard. See nativity.

Moves

Its starter attack, Crown Split, unlocks at level 1 and costs 2 Sun, dealing about 42 damage native and 46 invasive while applying poison. The free once-per-battle ability, Alkaloid Reservoir, comes in at level 25: Empties a season of alkaloids into the foe β€” saturating Poison. It mends the plant. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun (40 native / 44 invasive) and also mends as it strikes. Most of your plants sit below level 40, where only the starter is available. No move carries an initiative rider. See moves and statuses.

Abilities

Flowery hawkweed keeps a single 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 triggers only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See abilities.

Features

Flowery hawkweed carries no trait keywords and is non-toxic, so it shows no hazard ring and gives attackers no contact recoil (its only poison comes from its starter move). Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits its stalling game; as an invasive, offensive gear plays up its aggression.

Stats

At level 40 flowery hawkweed reads 103 HP native / 89 invasive, with ATK of 24 native versus 29 invasive (native ATK 24 to invasive ATK 30). DEF is just 1, at the perennial-herb floor, so it takes hits with essentially no armor. Its tempo is back-loaded: turn 1 runs on its low initiative (40) and every turn after on its higher SPD (44), so it is out-paced early and steadier afterward. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; as an invasive it draws higher ATK from its trait line, pays Faustian self-damage to its bench, and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, flowery hawkweed swells to 190 HP native / 165 invasive and 43 / 56 ATK, but its DEF barely moves to 1 β€” as a soft herb it gains health and no meaningful armor, so it stays vulnerable to any real hitter. Retreat rises to 23 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb, flowery hawkweed is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play flowery hawkweed as a self-healing nuisance: poison the target, mend through the fight, and hope Resprout buys one more turn. As a native its cushion and overshield help a fragile ally survive; as an invasive its damage is only modest. It is inedible, so any nutrient you feed it banks x1.25 XP rather than coins. It fights as a fast cruiser until about level 30, after which its bulk carries it; keep leveling it.

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 30

CrossoverLv 30
HP
88
ATK
20
DEF
1
SPD
51.49
INI
46.57
Retreat
βˆ’10
Tempo98.06
Power99
Fully grownLv 100
HP
190
ATK
43
DEF
1
SPD
0.73
INI
0.66
Retreat
βˆ’23
Tempo1.39
Power211

Invasivepower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
26
DEF
1
SPD
49.32
INI
44.61
Retreat
βˆ’11
Tempo93.93
Power96
Fully grownLv 100
HP
165
ATK
56
DEF
1
SPD
0.73
INI
0.66
Retreat
βˆ’23
Tempo1.39
Power199

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
22
DEF
1
SPD
48.59
INI
43.95
Retreat
βˆ’11
Tempo92.54
Power94
Fully grownLv 100
HP
165
ATK
43
DEF
1
SPD
0.73
INI
0.66
Retreat
βˆ’23
Tempo1.39
Power186

Sources

  1. https://www.inaturalist.org/taxa/search?q=Pilosella%20floribunda
  2. https://en.wikipedia.org/wiki/Pilosella_floribunda
  3. https://powo.science.kew.org/results?q=Pilosella%20floribunda