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Solomon's seal

Polygonatum odoratum

A native-only woodland herb that heals in any weather and can shrug off a killing blow — both on coin-flips — but stays soft-bodied.

XP 100%SUN 120HP 165Solomon's sealPerennial herb★★★★CompetitorVolatile Oils⚔ 35☀ 0Stabilizationfree1× / battleretreat ☀22speed 0.37Basal RosetteactiveVernalizationMemoryactiveSelf-Medicate⚔ 38☀ 2Solomon's seal — full-size photoSolomon's sealPolygonatum odoratumLVL 100

Overview

Solomon's seal is an arching, shade-loving Perennial herb that fights as a patient self-healer: even hits, modest damage, and two survival traits that lean on the same coin-flip. It is native across Africa, East Asia, Europe, and South Asia, and no invasive card exists — the arena only ever fields it as a native buffer for your bench. It is a durable-feeling but soft-armored support card rather than a hitter.

Moves

Its starter attack, Volatile Oils, unlocks at level 1 for 2 Sun and lands a reliable, even hit for about 28 damage. The free once-per-battle ability, Stabilization, arrives at level 25: Pins the ground down — the foe stalls, and can't break away. — a strong mid-fight mend. The advanced attack, Self-Medicate, unlocks at level 40 for 6 Sun (30 native) and mends the plant as it strikes. Most of your Solomon's seal sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Solomon's seal keeps two always-on traits, each at full strength since they share the risers. Succulence arrives on the level 10 riser: when it works, it heals the plant in any weather. Resprout arrives on the level 68 riser: when it works, it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health. Both fire only about 60% of the time, so each is a coin-flip — dependable enough to matter over a long fight, but never something to plan a turn around. See Abilities.

Features

Solomon's seal carries the succulence keyword — the water-storing resilience behind its healing passive, covered above under Abilities — but no offensive keywords: no thorns, no toxin, no spore chemistry, so nothing punishes an attacker for striking it. It is non-toxic, so nothing chemical bites back either. Its habit is terrestrial, so it is not eligible for a Moss Pole; as a native, general defensive field gear — a Cloche, or a calcium/magnesium amendment for a little extra DEF — leans into its stalling game.

Stats

At level 40 Solomon's seal reads 103 HP and 27 ATK. DEF is just 1, at the soft floor of the perennial-herb band, so despite its two healing traits it takes hits with almost no armor and leans on regeneration instead. Its tempo splits across the fight: the opening turn runs on its initiative (40) and every turn after on its SPD (23) — read the two together, since if initiative is the higher number it opens fast and fades, and if SPD is higher it starts slow and grows relentless. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, Solomon's seal swells to 190 HP and 49 ATK, but its DEF only reaches 1 — as a soft herb it gains bulk in health and almost none in armor, so it stays vulnerable to any real hitter despite all its self-mending. Retreat rises to 22 Sun as it roots in, and its tempo has sunk to roughly 1% of cap, so a mature Solomon's seal acts last against almost anything young. Maturing brings Resprout online on top of Succulence; it never buys the armor it wants.

Weaknesses & Resistances

As a perennial herb, Solomon's seal sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Solomon's seal as a native staller and buffer: bench it to lend a fragile hitter the HP cushion and overshield, or lead with it to grind while its two coin-flip traits keep topping it off and pulling it back from the brink. Its damage is modest and its armor thin, so it outlasts rather than finishes. It is inedible with no resolved edible part, so fertilizer does not pay coins — any nutrient instead banks ×1.25 XP, a plain growth boost. It plays as a patient, even-tempo skirmisher whose bulk takes over as it levels, crossing over around level 20 — and it is always stronger at higher levels in raw stats, 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 20

CrossoverLv 20
HP
74
ATK
19
DEF
1
SPD
30.11
INI
52.96
Retreat
−8
Tempo83.07
Power86
Fully grownLv 100
HP
190
ATK
49
DEF
1
SPD
0.37
INI
0.65
Retreat
−22
Tempo1.02
Power218

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
20
DEF
1
SPD
28.99
INI
51.00
Retreat
−9
Tempo79.99
Power80
Fully grownLv 100
HP
165
ATK
49
DEF
1
SPD
0.37
INI
0.65
Retreat
−22
Tempo1.02
Power193

Sources

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