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Canicha

Sesbania cannabina

Sesbania β€” a very fast annual legume that sickens the bench, plus a nitrogen freebie.

XP 100%SUN 120HP 165CanichaAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalInsect Allianceβš” 36β˜€ 0Germination Flushfree1Γ— / battleretreat β˜€25speed 0.85Duff StuffactiveBallisticDispersalactiveAllergenic Odorβš” 32β˜€ 2Canicha β€” full-size photoCanichaSesbania cannabinaLVL 100

Overview

Sesbania cannabina is a fast annual forb whose insect-alliance kit sickens the enemy bench and whose knock-out flings seed across the enemy line. It is native to Oceania and South Asia and invasive in Africa, East Asia, Europe and South America. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Insect Alliance, is available from level 1 for 2 Sun. It deals 30 damage as a native or 33 as an invasive. Calls in insect allies β€” the foe's whole bench sickens.

At level 25 it gains a free, once-per-battle ability, Germination Flush: The seed bank breaks at once: +4 ATK, kept for the match. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Allergenic Odor, arrives at level 40 for 6 Sun, dealing 27 damage as a native or 30 as an invasive. A pollen haze β€” the foe weakens and its whole bench sickens.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Duff Stuff (from level 10) β€” its own leaf litter stiffens it: while ruderal allies (annual forbs, grasses, aquatics, bulbs) are alive on your bench, its effective DEF rises by half their combined DEF, fading as they faint.
  • Ballistic Dispersal (from level 68) β€” when it is knocked out it flings seed, chipping the whole enemy line.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 13 Sun.

Its opening initiative (52) and sustained Speed (52) are close, so it holds a steady tempo across the fight.

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 21 to 30, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 37 native / 59 invasive), not toughness. Retreat climbs to 25 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Annual forb, is a Ruderal. It deals Γ—1.5 damage to succulents, conifers, ferns and epiphytes, but perennial herbs, vines, shrubs and broadleaf trees hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

It opens fast and pressures the reserves; as an invasive it hits harder still. As a legume it often arrives pre-fertilized with Nitrogen, a free head start. Frail, so race the fight.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with the Nitrogen amendment already applied β€” a free head start worth a few hundred coins β€” though that nodule stock decomposes after about a month.

One note on leveling: it fights as a faster skirmisher until about level 39, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no reason to hold it back.

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 38

CrossoverLv 38
HP
100
ATK
21
DEF
1
SPD
53.41
INI
53.41
Retreat
βˆ’12
Tempo106.82
Power110
Fully grownLv 100
HP
190
ATK
37
DEF
1
SPD
0.85
INI
0.85
Retreat
βˆ’25
Tempo1.70
Power203

Invasivepower overtakes tempo at Lv 39

CrossoverLv 39
HP
88
ATK
30
DEF
1
SPD
52.56
INI
52.56
Retreat
βˆ’13
Tempo105.12
Power106
Fully grownLv 100
HP
165
ATK
59
DEF
1
SPD
0.85
INI
0.85
Retreat
βˆ’25
Tempo1.70
Power200

Neutralpower overtakes tempo at Lv 42

CrossoverLv 42
HP
92
ATK
22
DEF
1
SPD
50.01
INI
50.01
Retreat
βˆ’13
Tempo100.02
Power102
Fully grownLv 100
HP
165
ATK
37
DEF
1
SPD
0.85
INI
0.85
Retreat
βˆ’25
Tempo1.70
Power178

Sources

  1. iNaturalist β€” Sesbania cannabina
  2. Wikipedia β€” Sesbania cannabina
  3. Plants of the World Online (Kew) β€” Sesbania cannabina