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White cudweed

Pseudognaphalium leucocephalum

A native-only cudweed that buffers the bench with a rosette's cover and resists being pinned.

XP 100%SUN 120HP 165White cudweedPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 30β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.75Basal RosetteactiveDeep TaprootactiveWinterkillβš” 30β˜€ 2White cudweed β€” full-size photoWhite cudweedPseudognaphalium leucocephalumLVL 100

Overview

White cudweed is a woolly aromatic herb native to western North America and invasive nowhere on record β€” a native-only soft Competitor with even, unremarkable stats.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Volatile Oils, is there from level 1 at 2 Sun β€” Releases volatile oils β€” Poison the foe. It lands for 25 damage. The free once-per-battle ability, Allelochemical Priming, comes online at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Winterkill, arrives at level 40 for 6 Sun and hits for 25 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 41 initiative (which orders turn 1) and 46 SPD (every turn after). It holds no invasive range in any tracked region, so it is a native-only card: it plays as a buffer, taking a +15% health cushion and, while benched, projecting a green overshield bar onto your active. There is no attacker scenario to build for it. 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 34 / 34, and retreat stiffens to 23 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 6b β€” it should come through winters that bottom out near -19 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 4.2 Β°C to a warm edge of 27.5 Β°C, a Subtropical 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

A quiet defensive buffer: Basal Rosette gives it a flat DEF bump that is worth more to a low-armour card than the number suggests, and Deep Taproot makes it Bind-immune late. Low attack, so it is a coin earner and collection piece rather than a battler. 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
17
DEF
1
SPD
51.97
INI
45.82
Retreat
βˆ’11
Tempo97.79
Power98
Fully grownLv 100
HP
190
ATK
34
DEF
1
SPD
0.75
INI
0.66
Retreat
βˆ’23
Tempo1.41
Power202

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
19
DEF
1
SPD
48.20
INI
42.50
Retreat
βˆ’12
Tempo90.70
Power93
Fully grownLv 100
HP
165
ATK
34
DEF
1
SPD
0.75
INI
0.66
Retreat
βˆ’23
Tempo1.41
Power177

Sources

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