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Fire pink

Silene virginica

Fire pink (Silene virginica) is a perennial herb that plays a native buffer, with no introduced range to make it an attacker.

XP 100%SUN 120HP 165Fire pinkPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 36β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveDeep TaprootactiveDeep Root Strikeβš” 49β˜€ 2Fire pink β€” full-size photoFire pinkSilene virginicaLVL 100

Overview

Fire pink is a perennial herb β€” a soft plant with a heavy single hit and a taproot that cannot be pinned. It is native to eastern North America and has no introduced range, so it only ever plays the native buffer role β€” there is no attacker scenario for it.

Moves

Its kit unlocks in three stages. Its starter attack, Rhizome Creep (unlocked at level 1, 2 Sun), deals 29 as a native: Creeps underground into the foe's back row. Its once-per-battle ability, Autogenic Reaction (level 25, free), is pure utility: Remakes its own ground: +6 ATK and heal 25%. Its advanced attack, Deep Root Strike (level 40, 6 Sun), deals 42 native: Draws on deep roots for a heavy blow.

Abilities

These are the always-on traits this card actually keeps, and the level each one arrives at (a plant draws at most one trait per growth stage). From level 10, Basal Rosette gives a small flat DEF bonus β€” the ground-hugging rosette shrugs off a little of every blow, the way it shrugs off grazing and mowing. From level 68, Deep Taproot makes it immune to Bind β€” the taproot simply cannot be pinned.

Features

On the field it draws on field gear to shore up its weaknesses. With little natural armor it leans on amendments that add DEF or on healing gear to offset its fragility.

Stats

Read at level 40, where every move is unlocked, it holds 103 health and 23 attack as a native, with 4 DEF. That is thin armor, so it takes close to full damage from any real attacker; its defense is its health pool and its tricks, not its DEF. Its retreat costs 16 Sun. On tempo it opens at 13 initiative (which orders the first turn) and cruises at 34 speed (which orders every turn after). It is slow off the mark but relentless afterward β€” it often cedes the opening hit, then out-paces the foe from turn 2. As a native it carries a 15% health cushion (103 versus 89 as an invader), and while benched it projects a green overshield bar onto your active plant, sized by how threatened it is.

At Level 100

Grown to level 100, its health swells to 190 and its attack to 43, but its armor stays low (8 DEF) β€” it never becomes a wall, just a bigger version of the same soft plant. Retreat rises to 33 Sun as the older plant grows more rooted, and its once-quick tempo has sunk to a sliver β€” it goes late in turn order now. Maturing buys it raw bulk and hitting power; it costs it the speed edge it had as a seedling.

Weaknesses & Resistances

In the succession type chart, Fire pink's category (perennial herb) belongs to the Competitor group. Ruderal, Competitor, and Specialist form a wheel: Competitor hits Ruderal plants (annual-forbs, grasses, aquatic plants, and bulbs) for 1.5Γ— damage, and takes 1.5Γ— from Specialist plants (succulents, conifers, ferns, and epiphytes), resisting each the other way at about two-thirds. The off-wheel Weird categories are neutral both ways.

Gameplay uses

A fragile card built around one big strike (its Deep Root Strike). Very slow off the mark, so it often eats the first hit; the taproot's Bind immunity keeps it from being trapped. A collection piece and occasional finisher rather than a reliable fighter. It is not a coin-earner through fertilizer β€” feeding it any nutrient banks 1.25Γ— experience rather than coins, so its off-battle value is leveling and family-tree collection. On the power curves below, it fights as a fast skirmisher until about level 12, after which its growing bulk and attack take over from its fading speed β€” a shift in which edge dominates, not a sign it is weaker when 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.

Nativepower overtakes tempo at Lv 12

CrossoverLv 12
HP
62
ATK
15
DEF
2
SPD
49.84
INI
19.25
Retreat
βˆ’8
Tempo69.09
Power71
Fully grownLv 100
HP
190
ATK
43
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power208

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
16
DEF
2
SPD
47.60
INI
18.38
Retreat
βˆ’9
Tempo65.98
Power68
Fully grownLv 100
HP
165
ATK
43
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power183

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Silene%20virginica
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Silene_virginica
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Silene%20virginica