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Rhubarb

Rheum × hybridum

Rhubarb (*Rheum × hybridum*) is an invasive-only perennial herb that plays as an attacker.

XP 100%SUN 120HP 165RhubarbPerennial herb★★★★CompetitorHerbal Draught⚔ 35☀ 0Perennating Budfree1× / battleretreat ☀33speed 0.56Bitter PrincipleactiveDeep TaprootactiveWinterkill⚔ 32☀ 2RhubarbRheum × hybridumLVL 100

Overview

Rhubarb (Rheum × hybridum) is a perennial herb, a resilient mid-weight body in battle terms. It is native nowhere on the map and invasive in Europe, so it only ever fields its invasive, attacking form — there is no native buffer version of this card. Read across the fight it is slow to open but faster once the fight settles in.

Moves

The kit fills in as the card levels — most of your copies will be well below the snapshot level of 40 used for the numbers here.

  • Herbal Draught (unlocks at Level 1) is the starter attack: Brews its own remedy — strike and heal 12%. As an invasive attacker it deals 31. It costs 2 Sun.
  • Perennating Bud (unlocks at Level 25) is the free once-per-battle ability: Breaks a stored bud: heal 40%. It costs no Sun and deals no damage — it is pure utility.
  • Winterkill (unlocks at Level 40) is the advanced attack: Kills it back to the ground — it withers and can't heal. It deals 28 as an invasive attacker. It costs 6 Sun.

Abilities

This card keeps two always-on traits, drawn from its category's pool and locked in once and for all — everything else the pool offered was dropped.

  • From Level 10, Bitter Principle Withers any attacker that strikes it (2 stacks), the bitter sap sapping the striker's strength.
  • From Level 68, Deep Taproot makes it immune to Bind — it can never be held in place.

Features

It carries no special keyword traits — no innate toxin, thorns, carnivory or succulence — so it plays as a straight perennial herb. Its growth habit is not recorded as a climbing one, so it does not take a Moss Pole. For field gear, a native copy leaning into the defender role wants a Calcium/Magnesium soil amendment to firm up its otherwise thin DEF; an attacker copy would rather spend the slot on the fertilizer that suits its role, and a Cloche is worth holding if you expect a poison-heavy opponent. See nativity for how region sets its role and abilities for the trait model.

Stats

Read at the snapshot level of 40, where every move is unlocked: 89 HP, 4 DEF, tempo of 13 opening / 34 sustained, and a 16 Sun retreat cost. Its Sun bar caps at 120 and refills in real time; from Level 52 it also regenerates Sun mid-battle, and a Level 85 capstone makes the starter free. Its DEF is soft (4 at the snapshot level), the low perennial herb band, so it leans on health and recovery rather than armor. As an invasive attacker its ATK identity (29, against 22 for the native form) is built from how widely it spreads plus an introduced-range term, and it pays "Faustian" self-damage to its own bench on every damaging attack — a cost that grows as it levels — while conceding 2 prizes when it is knocked out. See stats for the full model.

At Level 100

Grown to the cap, its HP reaches 165 while DEF firms only modestly to 8 — the middling perennial herb band, tougher than a weed but no wall. The retreat cost rises to 33 Sun, and the inverted tempo has fallen to about 1% of cap from its higher early reading. Maturing buys bulk and a little more staying power, at the cost of the speed it had when young.

Weaknesses & Resistances

By category it belongs to the Competitor succession group. On the type wheel, Competitor deals extra damage to Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and takes extra from Specialist plants (succulents, conifers, ferns and epiphytes); a strong matchup lands at ×1.5 and a resisted one at ×0.667. Everything off those two edges — including the Weird categories — is neutral. See weaknesses and resistances.

Gameplay uses

With only an invasive form, it is an attacker: lead with it to trade early, mindful of the Faustian self-damage it deals its own bench each hit. It is a serviceable mid-weight card — usable in single-player and worth collecting, without being a top-tier pick. This is a garden rhubarb hybrid; the game tags its leaf as the edible part. It is edible with a resolved edible part (leaf), so feeding it the matching nitrogen fertilizer pays ×1.25 coins; any other nutrient banks ×1.25 XP instead. Leveling steadily trades falling turn-order speed for rising bulk and attack: it fights as a fast skirmisher up to about Level 15, after which its power takes over — it is monotonically stronger the higher you level it, so there is never a reason to hold it back. The Total power panel below charts this trade-off for each stance it can hold.

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.

Invasivepower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
17
DEF
2
SPD
48.16
INI
18.60
Retreat
−9
Tempo66.76
Power68
Fully grownLv 100
HP
165
ATK
56
DEF
8
SPD
0.56
INI
0.22
Retreat
−33
Tempo0.78
Power196

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
15
DEF
2
SPD
47.60
INI
18.38
Retreat
−9
Tempo65.98
Power67
Fully grownLv 100
HP
165
ATK
40
DEF
8
SPD
0.56
INI
0.22
Retreat
−33
Tempo0.78
Power180

Sources

  1. https://www.inaturalist.org/taxa/search?q=Rheum%20%C3%97%20hybridum
  2. https://en.wikipedia.org/wiki/Rheum_×_hybridum
  3. https://powo.science.kew.org/results?q=Rheum%20%C3%97%20hybridum