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Damask rose

Rosa Γ— damascena

Nothing in Damask rose's stat line sets it apart from the other shrubs in the game, so what it brings is its kit: the ability Thicket Formation, the advanced attack Hedge Fund and the Marcescence and Sapromyophily traits.

XP 100%SUN 120HP 349Damask roseShrubβ˜…β˜…β˜…β˜…β˜…CompetitorHedge Hammerβš” 35β˜€ 0Thicket Formationfree1Γ— / battleretreat β˜€24speed 0.58MarcescenceactiveSapromyophilyactiveHedge Fundβš” 33β˜€ 2Damask roseRosa Γ— damascenaLVL 100

Overview

Nothing in Damask rose's stat line sets it apart from the other shrubs in the game, so what it brings is its kit: the ability Thicket Formation, the advanced attack Hedge Fund and the Marcescence and Sapromyophily traits.

Damask rose fights as a shrub (categories) in the Competitor succession group. It is invasive in Europe, where it plays as an attacker, and native nowhere on record; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Hedge Hammer β€” starter attack, 2 Sun. The whole hedge comes down on it β€” the foe weakens. Expected damage: 30, or 33 where it is invasive.
  • Thicket Formation β€” ability, free once per battle. Closes into thicket β€” Bind, and the foe can't heal.
  • Hedge Fund β€” advanced attack, 6 Sun. Draws on its reserves β€” heal 30%. Expected damage: 27, or 30 where it is invasive.

Hedge Fund carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Marcescence β€” from Lv 10. It gets +4 DEF while at or below half HP.
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)162349
ATK (neutral)1934
ATK (invasive)2752
DEF52126
Initiative380.62
Sustained tempo (SPD)350.58
Retreat cost (Sun)1224
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 4a β€” it should come through winters that bottom out near -32 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -3.6 Β°C to a warm edge of 26.9 Β°C, in the cool-temperate band, and it is wide-ranging. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Damask rose is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 14 as an invasive or neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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.

Invasivepower overtakes tempo at Lv 14

CrossoverLv 14
HP
81
ATK
16
DEF
20
SPD
50.19
INI
53.97
Retreat
βˆ’7
Tempo104.16
Power110
Fully grownLv 100
HP
349
ATK
52
DEF
126
SPD
0.58
INI
0.62
Retreat
βˆ’24
Tempo1.20
Power503

Neutralpower overtakes tempo at Lv 14

CrossoverLv 14
HP
81
ATK
13
DEF
20
SPD
50.19
INI
53.97
Retreat
βˆ’7
Tempo104.16
Power107
Fully grownLv 100
HP
349
ATK
34
DEF
126
SPD
0.58
INI
0.62
Retreat
βˆ’24
Tempo1.20
Power485

Sources

  1. Rosa Γ— damascena on iNaturalist
  2. Rosa Γ— damascena on Wikipedia
  3. Rosa Γ— damascena on Plants of the World Online