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Flame azalea

Rhododendron calendulaceum

An Eastern North American native shrub that taxes attackers on contact and heals your bench when it dies β€” otherwise a modest collectible.

XP 100%SUN 120HP 203Flame azaleaShrubβ˜…β˜…β˜…β˜…β˜…CompetitorChipmunk Hordeβš” 32β˜€ 0Thicket Formationfree1Γ— / battleretreat β˜€27speed 0.39Extrafloral NectariesactiveDrupe MastactiveThorn Wallβš” 42β˜€ 2Flame azaleaRhododendron calendulaceumLVL 100

Overview

Flame azalea is a light Shrub that fights as a modest attacker with thin armor and no special trick. It is native to Eastern North America and has no invasive range, so the arena only ever casts it as a native buffer β€” never an attacker. Honestly, it is a modest card to anchor a team around, but it taxes every attacker on contact and heals your whole bench the moment it falls.

Moves

Its starter attack, Chipmunk Horde, unlocks at level 1 and costs 2 Sun, dealing about 26 damage β€” a straightforward strike. The free once-per-battle ability, Thicket Formation, comes in at level 25: Closes into thicket β€” Bind, and the foe can't heal. The advanced attack, Thorn Wall, unlocks at level 40 for 6 Sun (36 damage) and pins the target in place. Most of your azaleas sit below level 40, where only the starter is available, and none of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Flame azalea carries two working traits. Extrafloral Nectaries (level 10) makes every hit cost the attacker 3% of its own max HP, ignoring DEF and any shield. Drupe Mast (level 68) pays out on knockout β€” each surviving benched ally heals 8% of its own max HP. See Abilities.

Features

It carries no special trait keywords and, as a terrestrial shrub, is not eligible for a Moss Pole. It is non-toxic, so it shows no hazard ring and nothing punishes an attacker for hitting it. Since it only ever plays as a native, general defensive field gear is the sensible pick, though it cannot mask how ordinary the underlying card is.

Stats

At level 40 it reads 121 HP and 22 ATK. DEF is just 10, low in the shrub band, so it takes hits with little armor. Its tempo is front-loaded: turn 1 runs on a higher initiative (27) and every turn after on a lower SPD (24), so it leads the opening exchange and is out-paced in a long fight. Retreat costs 14 Sun. Because it always plays as a native, it gains the +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, it climbs to 233 HP and 38 ATK, but its DEF only reaches 20 β€” as a soft shrub it firms up modestly and never becomes a true wall. Retreat rises to 27 Sun and its tempo has sunk to roughly 1% of cap, so its early lead is gone and it acts last against almost anything young. Maturing buys health but not much armor.

Weaknesses & Resistances

As a shrub, flame azalea is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

There is no strong competitive case for flame azalea: soft stats make it a filler native buffer, useful mainly to round out a collection or to lend its bench overshield to a stronger hitter β€” though it taxes attackers and heals your bench when it dies. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward growth rather than coins. It fights as a quick skirmisher until about level 10, after which its added health carries it a little further β€” leveling always improves its raw stats, so grow it if it appeals to you.

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 10

CrossoverLv 10
HP
66
ATK
13
DEF
5
SPD
35.28
INI
39.78
Retreat
βˆ’7
Tempo75.06
Power77
Fully grownLv 100
HP
233
ATK
38
DEF
20
SPD
0.39
INI
0.44
Retreat
βˆ’27
Tempo0.83
Power264

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
14
DEF
6
SPD
34.12
INI
38.47
Retreat
βˆ’8
Tempo72.59
Power74
Fully grownLv 100
HP
203
ATK
38
DEF
20
SPD
0.39
INI
0.44
Retreat
βˆ’27
Tempo0.83
Power234

Sources

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