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Solanum hazenii

Solanum hazenii

A native-only perennial herb that opens with a poison jab and can shrug off one killing blow, but has no invasive attacker card.

XP 100%SUN 120HP 165Solanum hazeniiPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 35β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveDeep TaprootactiveTaproot Canalβš” 32β˜€ 2Solanum hazenii β€” full-size photoSolanum hazeniiSolanum hazeniiLVL 100

Overview

Solanum hazenii is a soft Perennial herb that fights as a scrappy, self-preserving staller. It is native to eastern and western North America and South America, and the arena only ever casts it as a native buffer for your bench; no invasive attacker card exists, so it is a support piece rather than a finisher. It is a modest card whose main appeal is the chance to survive a lethal hit and keep grinding.

Moves

Its starter attack, Herbal Draught, unlocks at level 1 for 2 Sun and deals about 29 damage while leaving poison on the target. The free once-per-battle ability, Perennating Bud, arrives at level 25: Breaks a stored bud: heal 40%. It is a self-heal. The advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun and lands a plain hit for about 26 damage. Most of your specimens sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See moves and statuses.

Abilities

Solanum hazenii keeps a single always-on trait: Resprout. It draws only one eligible trait, so Resprout comes in at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health, but it fires only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See abilities.

Features

It carries no trait keywords and no toxin, so it shows no hazard ring and its contact deals no recoil or poison of its own; it is non-toxic. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche or a Ca/Mg amendment suits its stalling game and helps its Resprout gamble pay off.

Stats

At level 40 it reads 103 HP and 23 ATK. DEF is only 4, sitting near the soft perennial-herb floor, so it takes hits with little armor. Tempo is front-loaded: turn 1 runs on its initiative (49) and later turns on its SPD (34), so it opens quickly but is out-paced in a drawn-out fight. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield bar onto your active. Link Stats.

At Level 100

Matured to level 100, it swells to 190 HP and 40 ATK, but its DEF only reaches 8 β€” as a soft herb it gains health, never real armor, so it stays vulnerable to any strong hitter. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap, so a mature specimen acts last against almost anything young. Maturing also brings Resprout to full strength, its best reason to level.

Weaknesses & Resistances

As a perennial herb it is in the Competitor group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play it as a cheap, poison-laying buffer that trades time for a chance to hang on. As a native its HP cushion and bench overshield help a fragile hitter beside it survive, and Resprout can steal an extra turn out of a lost fight. Its value is also economic: it is inedible, so any nutrient you feed it banks x1.25 XP toward levels. It fights as a fast skirmisher until about level 30, then its bulk takes over, 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 30

CrossoverLv 30
HP
88
ATK
20
DEF
3
SPD
39.76
INI
56.65
Retreat
βˆ’13
Tempo96.41
Power98
Fully grownLv 100
HP
190
ATK
40
DEF
8
SPD
0.56
INI
0.80
Retreat
βˆ’33
Tempo1.36
Power205

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
21
DEF
3
SPD
37.52
INI
53.46
Retreat
βˆ’14
Tempo90.98
Power92
Fully grownLv 100
HP
165
ATK
40
DEF
8
SPD
0.56
INI
0.80
Retreat
βˆ’33
Tempo1.36
Power180

Sources

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