Solanum chenopodioides
A fast-starting annual forb with a two-hit opener and a self-buffing seed-bank ability; native buffer or invasive racer.
Tall nightshade is an annual forb, a Annual forb card built for speed and quick damage. It is native to South America, where it plays as a defensive buffer, and invasive across Africa, East Asia, Europe, eastern and western North America and Oceania β one of the more widely naturalised weeds here β where it plays as an attacker. See nativity.
Yolo unlocks at Lv 1 for 2 Sun and Throws everything at it β twice. It reads 46 native / 54 invasive β the way it strikes is why a small base number adds up. The free once-per-battle ability Germination Flush (Lv 25, no damage) is a permanent self-buff: The seed bank breaks at once: +4 ATK, kept for the match. The advanced Groundcover Grab (Lv 40, 6 Sun) reads 27 / 30: Grabs low and holds β the foe is pinned and sapped. No move carries an initiative rider. See Moves.
It keeps two always-on abilities, arriving apart. Rapid Cycling arrives at Lv 10 β an always-on trait that leans into the fast-cycling annual habit. Ballistic Dispersal stacks on at Lv 68, a seed-scatter effect that chips at the foe's side of the board. For most of its life it runs on Rapid Cycling alone; the dispersal trait is a late add.
No toxin or thorn trait β despite being a nightshade, this card is tagged non-toxic and holds no Toxin trait, so it deals no contact poison. Not a climber, so no Moss Pole. For field gear, the invasive build wants attack pressure to cash in its speed; the native build wants defensive amendments to shore up very thin armor.
At Lv 40, 103 HP native / 89 invasive (native +15% cushion and bench overshield). DEF is just 2 β almost nothing, a glass body. ATK is 20 native versus 30 invasive, a clear invasive jump. The invasive pays Faustian bench self-damage per hit and concedes 2 prizes on KO. Its tempo is the story: initiative 48 is high, so it almost always takes turn 1, while SPD 34 is only moderate β a quick starter that eases off as a cruiser. Retreat 16 Sun. See Stats.
HP grows to 190 / 165 and ATK to 35 / 61, but DEF stays in the weed floor at 3 β it never armors up. Retreat rises to 33 Sun and its tempo pips sink toward 1% of cap, so the sharp turn-1 edge it enjoys young is largely spent by the cap. It stays a fast, fragile hitter that gains mass without ever gaining a wall.
Annual forb is in the Ruderal group: strong (Γ1.5) into Specialists β succulents, conifers, ferns and epiphytes β and weak (Γ0.667) into Competitors β perennial herbs, vines, shrubs and broadleaf trees. With near-zero DEF, diminishing-armor math barely helps it, and poison finds it wide open β it lives and dies on HP.
Invasive is its strong stance: a high-initiative racer that strikes first on turn 1, stacks ATK with its ability, and closes fast β but its paper DEF means it needs to win quickly or die, so keep bench backup and watch the Faustian self-damage. Native, it is a lesser buffer, thin on both HP-cushion value and armor. It is inedible, so any fertilizer banks Γ1.25 XP rather than coins. A fun, aggressive single-player coin-earner that punishes slow decks. It is tempo-favored young and only crosses to power-dominance around Lv 33 invasive (Lv 31 native), later than a bulky tree would.
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.