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Polynesian Ivy

Procris repens

A creeping tropical herb with a light invasive edge and an early Poison.

XP 100%SUN 120HP 165Polynesian IvyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 32β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveResproutactiveDeep-SeatedGrudgeβš” 42β˜€ 2Polynesian Ivy β€” full-size photoPolynesian IvyProcris repensLVL 100

Overview

Procris repens is a soft perennial herb with a volatile-oil Poison opener and a resprout to fall back on. It is native to East Asia, Oceania and South Asia and invasive in South America. That gives it two roles: a native buffer, or an invasive attacker.

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, Volatile Oils, is available from level 1 for 2 Sun. It deals 26 damage as a native or 27 as an invasive. Releases volatile oils β€” Poison the foe.

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, Deep-Seated Grudge, arrives at level 40 for 6 Sun, dealing 36 damage as a native or 38 as an invasive. Roots in deep and refuses to let go.

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:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • 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.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

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 24) but faster in the long exchange (sustained Speed 34 from turn two).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 22 to 26, a modest step, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

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 38 native / 50 invasive), 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 holds both roles β€” a native buffer, or a light invasive attacker in South America with a small ATK bump. Neither is strong; treat it as a chipper and collection piece.

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 22, 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
16
DEF
2
SPD
46.48
INI
32.33
Retreat
βˆ’10
Tempo78.81
Power79
Fully grownLv 100
HP
190
ATK
38
DEF
8
SPD
0.56
INI
0.39
Retreat
βˆ’33
Tempo0.95
Power203

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
19
DEF
2
SPD
44.24
INI
30.77
Retreat
βˆ’11
Tempo75.01
Power77
Fully grownLv 100
HP
165
ATK
50
DEF
8
SPD
0.56
INI
0.39
Retreat
βˆ’33
Tempo0.95
Power190

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
17
DEF
3
SPD
43.68
INI
30.38
Retreat
βˆ’11
Tempo74.06
Power77
Fully grownLv 100
HP
165
ATK
38
DEF
8
SPD
0.56
INI
0.39
Retreat
βˆ’33
Tempo0.95
Power178

Sources

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