Rosa arvensis
A thorned shrub that pricks attackers and saps the enemy with its late move, played only as a European native buffer.
Field rose is a non-toxic Shrub that fights as a middleweight with thorns and a draining attack. It is native to Europe with no invasive form, so the arena only fields it as a native buffer. Its armor is firmer than a herb's, but it is no heavy hitter.
Its starter attack, Berry, unlocks at level 1 for 2 Sun, dealing about 29 damage in a clean hit. The free once-per-battle ability, Chaparral Climax, arrives at level 25: Owns the dry hillside: heal 60% and +4 ATK. It is a mid-fight boost. The advanced attack, Thorn Wall, unlocks at level 40 for 6 Sun (about 37 damage) and saps the target, withering it as it strikes. Most of your field rose sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Field rose keeps one always-on trait, Thorns, which arrives on the level 10 riser: its prickles bite anything that strikes it, returning a little damage on contact. It is always on once unlocked. See Abilities.
It is non-toxic and holds no Toxin trait, so touching it carries no poison recoil β though its thorns still prick attackers for a little physical damage on contact. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear firms up its already moderate armor. See statuses.
At level 40 field rose reads 103 HP with an ATK of 23, middling for the set. DEF is 12, firmer than the herb floor at the shrub band, so it holds up better than a soft weed. Its tempo is nearly even, tilting to a cruiser: slightly out-paced turn 1 on its initiative (32) and a little quicker afterward on its SPD (35). Retreat costs 15 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, field rose climbs to 190 HP and 41 ATK, and its DEF reaches 24 β as a shrub it firms up meaningfully without becoming a tree-grade wall. Retreat rises to 30 Sun, and its tempo has sunk to about 1% of cap, so a mature field rose acts last against almost anything younger.
As a shrub, field rose sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play field rose as a native buffer with a defensive edge: its thorns tax melee attackers, its sapping advanced move wears the enemy down, and its firmer armor lets it trade longer than most of this set. It is a solid support piece rather than a finisher. On economy, its edible part is the fruit β the hip β so feeding it Phosphorus pays Γ1.25 coins while any other nutrient banks Γ1.25 XP. It plays as a near-even skirmisher leaning harder on its bulk as it levels, crossing over around level 21 β but it is always stronger at higher levels, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.