Silene wahlbergella
A native-only alpine perennial herb built around self-healing attacks and a big-heal ability, but with the lowest attack in this batch.
Northern catchfly is a perennial-herb card native to Europe and introduced nowhere, so it plays purely as a native buffer -- there is no attacker form, and the page reads through the native (or neutral base) profile. Its category places it in the Competitor succession group (see categories).
Numbers are read at the snapshot level 40, where every slot is unlocked.
The starter, Herbal Draught, unlocks at Lv 1 and costs 2 Sun for 27 while healing the plant: Brews its own remedy β strike and heal 12%. The free once-per-battle ability, Perennating Bud, unlocks at Lv 25 and deals no damage: Breaks a stored bud: heal 40%. The advanced attack, Crown Division, unlocks at Lv 40, costs 6 Sun for 36: Splits the crown and strikes from both halves. No move carries the initiative rider. See moves.
This card keeps two always-on traits, one per riser. At Lv 10 it gains basal-rosette, a flat +3 DEF as the rosette hugs the ground. At Lv 68 vernalization-memory stacks on top: from turn 3 of a battle onward it adds +5 ATK (nothing on turns 1-2), a slow-burn ramp that rewards a drawn-out fight. Neither is one of the 60%-chance sustain-heal traits. Below Lv 68 only the +3 DEF of basal-rosette is active.
It holds no Thorns, Toxin or Unpalatable contact trait, so attackers take no recoil. Its DEF is a little firmer than most herbs in this batch but still soft, so a Calcium/Magnesium amendment (flat DEF) is the main defensive pick. Its growth habit is not a climber, so it is not Moss Pole eligible. See field gear.
At 40 it reads 103 HP on just 18 ATK -- the lowest attack in this batch -- over a soft 4 DEF, with retreat at 16 Sun. Its opening initiative 32 is slightly lower than its sustained SPD 34, so it is a slow-ish starter that holds a marginally steadier pace once the fight is going. As a native it carries a +15% HP cushion and, while benched, projects an HP overshield onto your active. It is invasive nowhere, so it never pays bench self-damage and concedes no extra prizes. See stats.
Fully grown, HP climbs toward 190 while DEF stays low at 8 -- bulk without armor. ATK tops out at 31, so it never becomes a damage threat. Retreat rises to 33 Sun and the inverted tempo sinks to roughly its 1% floor, so the mature plant is slow. What maturing buys it is survivability through HP and its self-heals, not hitting power.
As a perennial-herb it is a Competitor: Γ1.5 into Ruderal (annual forbs, grasses, aquatics, bulbs), resisted to Γ0.667 by Specialists (succulents, conifers, ferns, epiphytes), neutral into other Competitors and the Weird group. See weaknesses & resistances.
This is a defensive attrition card: its starter and ability both heal, so it can outlast a weak attacker in single-player battles, but its very low ATK means it struggles to actually close out a fight and needs a harder hitter on the bench. Play it as a native buffer whose overshield and self-heals stall for a stronger teammate. It is not edible, so fertilizer banks the Γ1.25 XP boost rather than coins. On the total-power gallery it leans on tempo early and shifts toward its (modest) bulk from about Lv 23 -- which edge dominates, not a reason to hold it back.
Leveling trades speed for power. A plantβs 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.