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Common nightshade

Solanum americanum

A fast, fragile annual forb that buffers where it is native and turns into a hard-hitting, Poison-laying attacker where it is invasive.

XP 100%SUN 120HP 165Common nightshadeAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalSummer Crushβš” 40β˜€ 0Old-Field Takeoverfree1Γ— / battleretreat β˜€33speed 0.56Ephemeral BoltactiveReseedactiveArrowseedβš” 46β˜€ 2Common nightshade β€” full-size photoCommon nightshadeSolanum americanumLVL 100

Overview

Common nightshade is an annual forb β€” a fast, fragile Annual forb that plays very differently depending on where it stands. It is native across eastern and western North America and South America, where it takes the buffer role, and invasive through Africa, East Asia, Europe, Oceania and South Asia, where it becomes an attacker. Either way it is a glass cannon: hard-hitting for its size but almost unarmored.

Moves

Summer Crush unlocks at Lv 1 and costs 2 Sun, hitting for 32 as a native or 36 as an invasive. The free once-per-battle ability Old-Field Takeover (Lv 25) deals no damage: Overruns the whole field β€” the foe's bench withers and sickens.. The advanced attack Arrowseed (Lv 40, 6 Sun) lands 39 native / 43 invasive and lays Poison on top β€” and it carries the initiative rider. In a wild encounter that rider gives it hard priority: it strikes first regardless of tempo, and if both sides bring one they cancel. In the arena the same rider instead lets it finish a kill and keep going β€” if that strike is lethal and the target actually dies, it takes another action.

Abilities

It keeps two always-on traits, arriving at different levels. Ephemeral Bolt comes in at Lv 10: while it is above half HP it gets +4 ATK, burning bright early and fading as it takes damage. Reseed stacks on at Lv 68 β€” when this card is knocked out it leaves a fresh Seedling token on your bench, once per match. Reseed is not a save: the parent genuinely dies and concedes its prize, and only the seedling steps up. That matters against a rider attack, which counts the kill as real and seizes another turn.

Features

It carries no trait keywords, and an annual forb is not a climber, so no Moss Pole. Gear it for its role β€” DEF or overshield support as a native buffer, raw attack or tempo as an invasive racer. See field gear.

Stats

At Lv 40 it shows the split plainly: 103 HP as a native versus 89 as an invasive, behind just 2 DEF β€” near-zero armor, so almost every hit lands close to full. Its attack tells the real story: 27 ATK native rises to 39 invasive, a large introduced-range jump that makes the invader genuinely dangerous. An invasive also pays Faustian self-damage to its own bench on each damaging attack (growing with level), and concedes 2 prizes when knocked out. Its opening tempo 47 outruns its sustained tempo 34, so it is a quick starter that slows into the mid-game. Retreat costs 16 Sun. See stats.

At Level 100

As a soft weed it swells in biomass but never armors up: HP climbs to 190 native / 165 invasive while DEF barely leaves its band at 3. ATK caps at 49 native / 80 invasive β€” the invasive gap widens as it matures, because the introduced-range edge is deferred onto the cap. Retreat rises to 33 Sun and its tempo pips fall to around a percent of cap, so the quick-starter edge it had young is mostly gone. It stays a glass cannon at every level: more HP, more ATK, the same paper DEF.

Weaknesses & Resistances

An annual forb is Ruderal. It beats Specialists (succulents, conifers, ferns, epiphytes) for x1.5 and resists them to x0.667, but loses to Competitors (perennial herbs, vines, shrubs, broadleaf trees), who hit it for x1.5. Given its thin DEF, a bad matchup ends it quickly.

Gameplay uses

Its home is the invasive attacker seat: high ATK, the Arrowseed Poison to grind down tanks (Poison ignores DEF and bypasses the overshield), and a rider to snowball kills in the arena. It needs bench support, though β€” with almost no armor it folds to a solid hit, and the Faustian recoil chips your own back row each time it attacks. As a native it is a weaker buffer than a dedicated wall but still projects an overshield. It is edible with the leaf as the eaten part, so feeding it Nitrogen (the leaf fertilizer) pays x1.25 coins; any other nutrient banks x1.25 XP instead. As a fast, low-biomass weed it leans on speed early and only tips toward raw power around Lv 29 as a native, or Lv 30 as an invasive.

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 29

CrossoverLv 29
HP
87
ATK
23
DEF
2
SPD
40.32
INI
55.66
Retreat
βˆ’13
Tempo95.99
Power99
Fully grownLv 100
HP
190
ATK
49
DEF
3
SPD
0.56
INI
0.77
Retreat
βˆ’33
Tempo1.33
Power209

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
32
DEF
2
SPD
39.76
INI
54.89
Retreat
βˆ’13
Tempo94.65
Power98
Fully grownLv 100
HP
165
ATK
80
DEF
3
SPD
0.56
INI
0.77
Retreat
βˆ’33
Tempo1.33
Power215

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
24
DEF
2
SPD
38.08
INI
52.57
Retreat
βˆ’14
Tempo90.65
Power92
Fully grownLv 100
HP
165
ATK
49
DEF
3
SPD
0.56
INI
0.77
Retreat
βˆ’33
Tempo1.33
Power184

Sources

  1. https://www.inaturalist.org/taxa/search?q=Solanum%20americanum
  2. https://en.wikipedia.org/wiki/Solanum_americanum
  3. https://powo.science.kew.org/results?q=Solanum%20americanum