Satureja hortensis
Summer savory is better armoured than most annual forbs: no more than 1 in 6 annual forbs in the game reach its DEF of 19 at Lv 40.
Summer savory is better armoured than most annual forbs: no more than 1 in 6 annual forbs in the game reach its DEF of 19 at Lv 40.
Summer savory fights as an annual forb (categories) in the Ruderal succession group. It is native to East Asia and Europe, where it plays as a buffer, and invasive in Africa, Eastern North America, South America and South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (nativity).
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.
Quick Bloom carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).
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).
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. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|---|---|
| HP (neutral) | 64 | 100 |
| HP (native) | 73 | 115 |
| ATK (neutral) | 20 | 35 |
| ATK (invasive) | 30 | 60 |
| DEF | 19 | 46 |
| Initiative | 37 | 0.61 |
| Sustained tempo (SPD) | 26 | 0.43 |
| Retreat cost (Sun) | 12 | 24 |
Roughly USDA zone 4a — it should come through winters that bottom out near -33 °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 -4.3 °C to a warm edge of 23.6 °C, in the cool-temperate band. 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.
| Chip | Meaning | Battle XP |
|---|---|---|
| Thrives here | the local winter low and summer heat both sit inside its range | ×2 |
| In range | it survives here, but near one of its edges | ×1.25 |
| Colder than its range | winters here go below what it tolerates | no bonus |
| Hotter than its range | summers here run past its warm edge | no bonus |
Summer savory is in the Ruderal group (weaknesses and resistances). Its hits land at ×1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at ×0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at ×1.5 and Specialist plants at ×0.67. Everything else is neutral.
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.