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Brazilian wild petunia

Ruellia devosiana

A low-attack perennial herb that is mostly a collection piece, with a late resprout save its main saving grace.

XP 100%SUN 120HP 165Brazilian wild petuniaPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 44β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveResproutactiveRhizome Lockβš” 22β˜€ 2Brazilian wild petunia β€” full-size photoBrazilian wild petuniaRuellia devosianaLVL 100

Overview

Brazilian wild petunia is a perennial-herb card. It is native to South America, where it plays as a soft buffer, and invasive in Oceania, where it becomes a trait-sourced attacker. As a perennial herb it is in the Competitor succession group with a low armor band.

Moves

Its starter attack, Crown Split, unlocks at level 1 for 2 Sun, dealing 36 damage native or 38 invasive β€” Splits at the crown and strikes from both. Its free once-per-battle ability, Autogenic Reaction, unlocks at level 25: Remakes its own ground: +6 ATK and heal 25%. The advanced attack, Rhizome Lock, arrives at level 40 for 6 Sun but hits softly for 18 native or 19 invasive β€” Locks the foe down underground and saps it. It is a control move, not a finisher. No move carries the initiative rider. See moves.

Abilities

Reading its trait schedule, it keeps two always-on traits. From level 10 it has bitter-principle: any attacker that lands a damaging hit on it is Withered, taking a two-stack -ATK debuff from its bitter sesquiterpene lactones. At level 68 it adds Resprout, one of the sustain effects that triggers only about 60% of the time β€” when it does, the card survives one otherwise-lethal hit at roughly 25% HP, so treat it as a better-than-a-coin-flip save rather than a guarantee. Before level 68 it runs on bitter-principle alone. It holds no Toxin trait. See abilities.

Features

It carries no confirmed keyword traits and is not toxic. Its habit is not a climber, so it is not Moss Pole-eligible. For field gear, a Calcium/Magnesium amendment helps its thin DEF a little; it is not edible, so any fertilizer you feed it banks XP rather than coins.

Stats

At the snapshot level of 40 the native card reads 103 HP (with the cushion) and just 15 ATK; the invasive card is 89 HP and 17 ATK β€” a very small attack gain, because this species has only a narrow spread to draw ATK from. DEF is 4, near the floor. Opening tempo (initiative) is 32 and sustained tempo (SPD) is 34, so it starts slightly slow and cruises a touch faster. Retreat costs 16 Sun. As an invasive it pays Faustian bench self-damage (10 plus level minus one) each damaging attack and concedes 2 prizes on a knockout. Its benched overshield is a sliver, being Least-Concern. See stats.

At Level 100

By level 100 HP grows to 190 native (165 invasive) but DEF stays near the floor at 8, and ATK only reaches 25 native or 29 invasive β€” still low for its level. Retreat rises to 33 Sun, and its tempo has dropped to about 1% of cap. Maturity buys it bulk and a late Resprout, but never real punch.

Weaknesses & Resistances

As a perennial herb it is a Competitor: strong Γ—1.5 against Ruderal cards (annual forbs, grasses, aquatics, bulbs), and weak against Specialists (succulents, conifers, ferns, epiphytes), who hit it for Γ—1.5 while its hits on them are resisted to Γ—0.667. Neutral against other Competitors and the Weird group. See weaknesses & resistances.

Gameplay uses

This is a weak card in absolute terms: its ATK is among the lowest here, its DEF is near-floor, and its advanced move deals almost nothing. It is best treated as a family-tree collection piece rather than a battle staple; if you do field it, the late Resprout and its self-heal ability give it a little staying power on the bench. Being inedible, every fertilizer you feed it banks Γ—1.25 XP. It leans on speed early and power later, crossing over around level 25 as a native, but with numbers this low the crossover is more of a curiosity than a plan.

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 25

CrossoverLv 25
HP
81
ATK
13
DEF
3
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power85
Fully grownLv 100
HP
190
ATK
25
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power190

Invasivepower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
15
DEF
3
SPD
40.32
INI
37.84
Retreat
βˆ’13
Tempo78.17
Power80
Fully grownLv 100
HP
165
ATK
29
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power169

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
3
SPD
40.32
INI
37.84
Retreat
βˆ’13
Tempo78.17
Power79
Fully grownLv 100
HP
165
ATK
25
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power165

Sources

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